Spending more time here

The gnasher’s gib distance is tricky. A smidgeon on one side you are 99%. A smidgeon on the other gibbed. Your target may have been a bit closer than you can see due to latency.

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Just time. And the single reply limitation was painful.

Agreed. We see more of that than in 4. We are investigating it.

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If that happens again log the exact date and time and gamer tags and we can look at the server logs.

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I think that your high level analysis is good. I’m not quite as convinced about neutral strong points, but I take your point.

The wide vs long is interesting. What about more square maps like clock tower, how do you think about them?

Aim assist is a broad category of features that include smaller mechanics like friction, magnetism, adhesion, snap-to and more bespoke logic.

Friction is where your reticle slows down as you move over targets
Magnetism is where the bullet trajectories are modified favourably for near misses.
Adhesion will give your reticle a little bump in the direction of a player if you had the reticle over them when they started moving and you are moving.
Snap-to is where during the LT transition, the game moves your reticle onto a nearby target (we don’t do this)

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On a personal note, as an Aussie we can’t find ranked games (a few of us post in here about how frustrating that is).

I understand low population may make things harder, but as previously mentioned Co-op versus AI still throws us into any available game, rather than putting us in a game with acceptable ping.

I would love to get that fixed, but I understand it wouldn’t be the highest priority.

Going. To take a break, but I will keep going through more later/tomorrow.

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Thanks for the feedback. Let’s see how the next two phases of matchmaking improvements go.

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Thanks. I guess this game makes me afraid of approaching anyone because I always expect a gib coming lol

It would be awesome to get the locust back in. Redoing all the AI and the artwork is a lot of work. It could happen, it would just mean a trade-off against new things. But I would love to use them.

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We are working on deploying the second of three phases to improve the matchmaking. It should help you folks find matches once we deploy the last stage in about a week or so.

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I do enjoy playing. I get incredibly frustrated at times. I see all the flaws and want to get them fixed ASAP, but everything takes time. I still enjoy playing a ton.

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You raise some interesting points. I’ll look into the ammo capacity. Right now horde is doing well, but there are some paint points I’d like to reduce. I want people to be able to play the hero they want and we need a better way to match make. It’s something we’re early in the process of looking into.

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We are still tweaking our latest melee tuning. We hope to have it out Thursday.

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Great to see you in here Ryan :+1:

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Honestly I wouldn’t mind trading things off for the locust and lambent if you can use it in the long run as much as I love the swarm they just do not cut it variety wise. Plus the framework is done for future titles o. Unreal engine 4 I see it as a win win

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Gre at questions.

  1. They may get their own tuning pass but likely remain separate from pvp tuning
  2. We are looking into this now. It may take some technical solutions to make this work
  3. We think the current version is a better experience. We hope people feel that way as we bring out more heroes.
  4. We will be looking at it after we have ranked and matchmaking back up on their feet. It’s too early to say anything.
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I would love to see some of this dialog. anyway you can get some clips together?

Hey N0DE, I wanted to ask you about a couple of things regarding the pve. Can we get some more transparency on exactly how things work? For Example:

  1. The introduction of the cog gear brought some new skill cards that brought alot of questions to mind. Take for instance healing bounty. It heals 800 health points, but we have no way of knowing how much health we have. Its hard to deduce if the card is good or not. Does it also heal it all at once or over time?

  2. He also has helpful headshots that gives. 1 hp of stim. Just 1 hp. What does this mean? How many hp of stim can we hold? How is damage applied to stim? Does stim absorb any over damage if you have at least 1hp of it? (Meaning can you tank an otherwise lethal blow?)

  3. Do the scoreboost cards award xtra xp?

  4. Does the damage% reduces ult cooldown feat apply to dealt damage or received damage?

These are just a few off the top of my head. If possible can marked enemies and allies/yourself have shown values in tactical view. Health points, weak spots…etc. Just some quality of life changes that could go a long way. Thanks for reading and I hope to hear back from you.

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