Page 3 of 11
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:08
by STompa
Frontliner wrote:Ok, hold on a second. Deviation is a work-around for sway and the time it would normally take a soldier to sight in with his weapon(especially true for a scoped weapon) because the ingame weapons sight in PERFECTLY and INSTANTANENOUSLY and they don't sway either. Calling this a gameplay mechanic is kind of stretching it.
The only thing that the Devs added was visual feedback that was amiss until yesterday, deviation retains as it's been in the most recent builts. Fucking up gameplay? Hardly. Making it easier? Most assuredly. Adding something unrealistic? How about you shoot a thousand rounds of ammo and tell whether or not you KNEW you'd hit your mark if you pull the trigger now, because I sure do know when I'm steady that I WILL hit, and so do others.
See above. It's a workaround.
Oh it does. I now know for certain that I'm going to hit when I need a bullet to hit. What's so bad about that?
MilSim is when you know that your weapon is steady, yeah no.
I feel like my response to Ason is still relevant here, but anyways I'll state my points again a bit differently:
1. I don't think PR should sacrifice and dumb down gameplay aspects in the name of a pseudo-realism ideal. PR should imo
not be a milsim game that sacrifices good gameplay over an unreachable "realism" ideal. Since you are refering to what is "realistic" all the time it makes me feel like you are ignoring the fundamental idea behind my concerns - that is that the "realism ideal" is pushed to far in this example and in a bad way. If anything it makes the game more arcady as Danger said.
2. You can call it a workaround for sway or whatever you may like. But what matters is how the game is played and how different features affect gameplay, not the ideal behind it. Deviation is not realistic and that is a good thing. Weapon sway would not be a good thing for PR in my opinion. Deviation and deviation markers are a part of a GAME and therefore game mechanichs, simple. Adding deviation markers do
not emulate weapon sway. They are two separate things that works differently in a game.
3. The deviation markers are definitely gamechanging. Here I'll refrain from repeating why just read my previous posts again. It imo "fucks up" the gameplay and imbalances certain kits and favors a certain playstyle to an extreme extent. Not to mention that it dumbs down the game in general.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:15
by Navo
PR
is a pseudo-realism ideal.

Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:17
by STompa
Navo wrote:PR
is a pseudo-realism ideal.
Sure, but here I think they pushed this ideal too far. I don't think it's worth dumbing down the game in this way and imbalancing certain kits in the name of an ideal. That's my whole point.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:20
by Navo
STompa wrote:Sure but there are times when you can push an ideal to far? I don't think it's worth dumbing down the game and imbalancing certain kits in the name of an ideal. That's my whole point.
On the other hand, it makes the game harder as your enemies are now able to handle their weapons better.
Kits aren't unbalanced because of this change, come on now. That doesn't even make sense. They are just easier to use.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:23
by STompa
Navo wrote:On the other hand, it makes the game harder as your enemies are now able to handle their weapons better.
Kits aren't unbalanced because of this change, come on now. That doesn't even make sense. They are just easier to use.
Well yeah the weapons being easy to use goes hand in hand with them being OP now as I previously explaind why I think so. Seriously with the deviation indicators it's so fucking easy to completely rape with long range kits now, is what I'm saying. It removes the skill factor and dumbs down the game imo. Some people maybe like that, but not me. Simple as that. But all this shit I've been typing has been against those who said "it will make no difference don't worry". That was obviously bullshit.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:26
by Navo
STompa wrote:Well yeah the weapons being easy to use goes hand in hand with them being OP now as I previously explaind why I think so. Seriously with the deviation indicators it's so fucking easy to completely rape with long range kits now, is what I'm saying. It removes the skill factor and dumbs down the game imo.
I wouldn't call knowing how long to let your weapon settle skill, as it can be discovered by playing with that specific weapon for five minutes on a local server.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:30
by STompa
Navo wrote:I wouldn't call knowing how long to let your weapon settle skill, as it can be discovered by playing with that specific weapon for five minutes on a local server.
I'm thinking about copying my previous posts in response to this. Sorry if that sounds snarky or anything but I don't like repeating myself so often. Before you could never be certain about your deviation all the time. It's not about counting to a certain amount of seconds, that doesn't work. It's about how much you move around your aim, for how long you've been standing still previously and so on. That you could previously never be sure about. No matter how skilled you are or how good you feel like you understand deviation you could always make mistakes. Shoot to early or wait too long. Now it's down to a science - it's impossible to make mistakes anymore. Playing long range kits it's simple as fuck now and that's a development which I don't feel was necessary nor a good thing. Having the deviation indicator feels like having a hack if you where the only one. It makes a huge difference playing with it, anyone can push the weapon to it's limits now. That's imo not a good thing. I played marksman/ar one game and got 28-3 by just staring at the indicator 24/7. I don't think I missed a single shot with the SVD. Pre-patch that would never happen no matter how fucking skilled you are. It was ridiculous.
That was pretty much a copy-paste of my old posts but tl;dr.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:34
by Navo
STompa wrote:I'm thinking about copying my previous posts in response to this. Sorry if that sounds snarky or anything but I don't like repeating myself so often. Before you could never be certain about your deviation all the time. It's not about counting to a certain amount of seconds, that doesn't work. It's about how much you move around your aim, for how long you've been standing still and so on. That you could previously never be sure about. No matter how skilled you are or how good you feel like you understand deviation you could always make mistakes.
I was trying to explain that this simply is incorrect.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:35
by STompa
Navo wrote:I was trying to explain that this simply is incorrect.
Ok so are you telling me you have never shot too early with the AR or waited for too long being unsure? Have you never missed a SVD shot by shooting a second to early? Or a sniper shot? I don't believe that. Now there is no longer any uncertainty and that's a pretty fucking big deal imo.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:43
by Navo
STompa wrote:Ok so are you telling me you have never shot too early with the AR or waited for too long being unsure? Have you never missed a SVD shot by shooting a second to early?
Not often enough to make this a 'big fucking deal'.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:50
by STompa
Navo wrote:Not often enough to make this a 'big fucking deal'.
Alright well that we can agree to disagree on then to settle it. I consider it a "big fucking deal" to know with 100% certainty exactly when it's time to peak with an AR and not wait too little or too long. Or when exactly you can shoot with the SVD. I'd say the only thing it does is making the game more noob-friendly and make those kits extremely and uncessarily powerful. Any player can now push the kit to it's limits. If you don't think that's a big deal then fine, let's not keep arguing over the same thing forever and just disagree on that.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:54
by Murphy
I guess you were retarded when you first played and had no clue what deviation is, right?
Re: General first impression on 1.3.5!
Posted: 2015-11-02 18:55
by STompa
Murphy wrote:I guess you were retarded when you first played and had no clue what deviation is, right?
Ok I'm sorry I shouldve said "noob-friendly" I'll edit it.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 19:08
by Mineral
Do note that the deviation indicator is not 100% accurate for scoped weapons. It is much less accurate and slower. So it's only a indicator, not a representation of deviation on scoped weapons.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 19:26
by blayas
This the Mineral spoke may make the deviation indicator slightly more acceptable but still prefer without it, so players learn through practice to wield their weapons , what do Certainly added a layer more depth to the game.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 20:07
by piratepengu
Jacksonez__ wrote:Seems like PR gets "fucked up" after every update.
E: I just tried the new APC turret and it feels damn stiff and awkward. Not sure if good at all. Feels horrible
I disagree with the first part, this is the only update in my 4 years in which I wish the update was reversed.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 20:11
by =-=kittykiller
a unacceptable 3 crashes in 3 hrs to desktop on NWA server tnt played on the german ins map and kamisayayahahaha
sort ure lives out m8, never had a crash before update
Re: General first impression on 1.3.5!
Posted: 2015-11-02 20:21
by Raklodder
=-=kittykiller wrote:a unacceptable 3 crashes in 3 hrs to desktop on NWA server tnt played on the german ins map and kamisayayahahaha
sort ure lives out m8, never had a crash before update
PRTA-EU #2 has been acting up all day with several crashes.
Re: General first impression on 1.3.5!
Posted: 2015-11-02 20:31
by Reaperspr0digy
Raklodder wrote:PRTA-EU #2 has been acting up all day with several crashes.
It is not server specific. As far as I know, actually server crashes have not increased, but client crashes are off the charts
Re: General first impression on 1.3.5!
Posted: 2015-11-02 21:02
by granderslice
First off, I want to congratulate the DEV team on maintaining diligence in seeing this 1.3.5 update through. I know many long hours went into making this update possible and for a FREE game, that's impressive. However, I am still trying to figure out what happened to Insurgency gameplay . . .
As an avid and seasoned Insurgent (ha ha) I relished in the fact that between killing civilians and collecting intel points, it took Blufor considerable teamwork and coordination to gain enough intel points for each cache location (which haven't changed since the game mode came out btw). Since 1.3.5 though, yesterday in particular, it seemed that Blufor got all the cache locations within 45 mins of playing, and the insurgents only had 63 deaths. Between the civis (none had been arrested) and lack of kills on the part of Blufor, the cache locations should not have been revealed so quickly imo. SO what are the new parameters for intel points? It seems to have been very much nerfed in favor of Blufor, making Insurgency game mode no fun any more. On some maps 1 of the caches has even been taken away? Now only 4 caches? Every Insurgency map I played yesterday the insurgents got steamrolled inside of an hour, with all caches revealed or lost, and every insurgent left scratching their heads . . . "what happened?"