Here's my take on the so called "Game Balance"

or just rebuff combsticks and then tell everyone else to git gud since evading in second wind should be easy as hell

I think if the FT had actual bullet physics the same way the predator weapons do it would solve a Lot of issues with weapons balance. The recoil would actually become a factor, the so called ā€œrangesā€ of the guns would matter and it would make combat overall more skill based than it is now. This would also make it much harder to bully Predators in general which is an issue atm, especially for the newbies that are coming into this game with no knowledge of what they are getting into and getting curb stomped by mediocre FTs and absolutely Devastated by good and or pro premades; which will be bad for the longevity of this game if new players don’t get the opportunity to learn and get good at being the Predator. For most people The Predator is why they are here not for the FT there are way better squad based shooters out there if people want to scratch that itch and those don’t have laser guns pretending to be firearms. The level of skill needed to play both sides is also unbalanced as well, ignoring weapons and damage, its not exceptionally hard to point and shoot and talk to your teammates; whereas just traversing as the Predator can be a nightmare for the uninitiated add to that getting shot from across the map by a sniper/s you can’t see and it makes for a very discouraging experience.

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But we are initiated, aren’t we, Kayne?

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I already posted something about this.

ā€œreal ballisticsā€ are impossible on this game because the maps are too small for ā€œreal ballisticsā€ to actually have some ā€œrealā€ effect. A .50 cal sniper starts to drop at 200 yards… biggest map is backwater and at most, is around 600 yards from the 2 furthest points.

assault rifles and other weapons shouldn’t even care about ballistics since range itself is very limited and bullets disappear in mid air.

Unless of course you don’t want ā€œrealā€ bullet drop and just expect a .50 cal sniper rifle to have a 10 feet bullet drop at 100 yards… which is totally unrealistic but wth… we are fighting aliens with butter knives, right?

You think the Jungle is your Ally? But you merely adopted it šŸ˜‚

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Well by rights sniper would have the most range but yes some sort of projectile physics I think could help, and other shooters have systems like that in place and don’t have only huge maps to accommodate this, either that or increase recoil progressively the longer you hold down full auto and create more camera shake for snipers then to balance it you could edit the recoil perk to buffer that some. But as someone Who plays both sides if I have even one teammate who’s good at aiming or better than me(as I am decent/good at best) then we are tagging that Predator anytime he is close and in my line of sight. It is not hard to light up a Predator like a lightbright especially if they are new to the game or are blindly rushing(which a lot of newbies do)bottom line no one FTM should be able to solo a Predator unless the gap in skill is staggering and by that same token a Predator should not be able to jump in and sweep the whole FT in seconds unless for the same above mentioned reason.

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lol if the tiny COD maps have projectile weapons these maps can too. Look at the drop on arrows. Not everything has to have Battlefield travel time. Don’t understand where you’re coming from here.

Youre talking realism in a game where you can slap a drum mag on half the weapons in the roster at no loss whatsoever.

I’m talking realism because when it comes to absurd things like parry you complain ā€œis not realā€ but then ask for unrealistic bullet drop. Make up your minds.

Well without going super in depth I still think the parry/melee mechanics could use a lot of work too short and sweet I think parry ability/melee ability should work off of a few simple rules.

  1. Class IE the different FT classes should have slightly different parry mechanics as should the predator classes should have slightly different melee mechanics.
    Assault-Avg/Hunter-Avg
    Recon-Mid Low
    Scout-Low/Scout-Low
    Support-Mid High
    Dutch2025/1987-High/Berserker-High
  2. Health and Stamina, your ability to parry and its effectiveness should be affected by the amount of health and stamina you have, IE full health full stamina best scenario for parry low health low stamina you get the point, but the same would be the case for the Predator full health full stamina more damage harder to parry low health low stamina less damage easier to parry.
  3. Weapons, certain weapons carry with them slight bonuses against parrying and or are weaker to it.
    You could even add a mechanic where you get like a half parry where you still take damage or get knocked over if the scales are not completely against you and the flip side for the Pred where if he’s at the disadvantage he gets stunned longer.
    Combine these metrics above together and it will balance it self mostly with a few minor tweaks here and there.

P.s. going back to ranged weapons alt. You also make the Predator Ranged Weapons hit scan too if all else fails ā€œto be fairā€ 😜

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So? Blocking was absurd in avp2010 point is it was a more fleshed out melee system than what we have here.
Its not ā€œrealismā€ thats the issue its that parry is a 1:1 counter to melee period and heavy attacks even have parry frames. Imagine if you loaded up AvP and autoblock on heavy attacks was suddenly the be-all-end-all to melee. Mechanically, its idiotic.

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