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Patch Update #741 - Released 13th October 2023


Marcus
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I've been playing this game consistently on 3 accounts (2 brigs and my legend 35) since 2016 and as a F2P I still find the game fun. I believe there are 2 main problems: a meta in which long range turret users receive outsized rewards cause by a lack of balance in map design, and redundant turret proliferation.

 

Let me get out of the way that I'm no longer convinced that "Oh-pee pay too wyn!" augs are the biggest issue here. I believed this circa 2021 and 2022, no longer do. There are a handful of augs I consider unbalanced: vomit augs like cyclone and helios just need to be deleted, camper rewarding augs like hyper speed (map design issue) and then The Pulsar Issue. I think Pulsar is OP because it gives users a 4 for 1 (AP, stun, EMP, burn) while no hull aug for defending against all 4 of those actions at the same time exists. HOWEVER; the new driver augments for hulls (I'm McLovin them) combined with pulsar becoming more widespread among normie accounts should offset that by forcing power players to choose between having fast overdrive and becoming vulnerable to counterattack, or having a defensive hull aug and being hated.

 

So back to my thesis, the 2 issues I have form a feedback loop. 

 

When I joined the game there were only 8 short to med range turrets and 3 long range turrets. Now there 7 LRs due to the addition of Striker, Magnum, Scorpion, and Gauss. This means in the Ye Olde Dayf   you could damage reduce EVERY long range turret with your 3 modules (can't remember the name of the pack) and just deal with short range attacks by running away. Now, you can only get 4/7 of the pain spam and this means you frequently die in 2.3 seconds without even seeing your assailants. Why not go whole hog and make a Railgun 1 2 & 3, with no differences except a Railgun 1 module is useless against R2 and R3? Gauss is essentially Thunder but with a striker-esque aiming mechanic, make it a augment of thunder. Scorpion is a vertical striker with a Thunder gun nailed on the nose. Make it a augment of Striker. Shaft? You thought id probably leave shaft alone do its legacy turret status, nah fam. Make Shaft an augment of railgun. You can still have the different augments for these turrets, except the EMP-Stun-Burn-AP effects will be consolidated, probably to the host turret. Reducing the turret count in this manner will chop down the spam and allow players to better protect themselves from campers across the map.

I am aware this will never fly with devs or players. which leads in to part 2.

 

The map rotation sucks. The square root of jack squat has been done to modify maps for coping with HIMARs spam, just as nothing was done when Vulcan and Magnum were added to the game in '15 and '17. ALL MAPS NEED MAJOR RESDESIGN. In stead we get remastered (beautifully, I mean damn good job on the graphics) maps at the rate of 1 per year and are stuck in major suck maps like Brest, Berlin, Massacre, and that gigantic one with the trench running down the middle. Maps need to take into effect out of bounds zones that can be exploited by hoppers (looking at you perimeter wall in Desert) as well as buildings where hoppers will sit out of reach and rain death down un opposed. Sight lines for Shaft and rail need to be considered too. The game has improved so much in the 8 years I've been playing yet maps are in the Stone Age still. The majority of maps have a stark lack of cover allowing long range campers to rain death on you anywhere from relative shelter without any recourse except to join The Dark Side and camp back. This is why stalemates and 0-0 draws are becoming more common.

In conclusion I've brought you problems and a solution that even a bozo such as me knows will never even be tested, so what do I think should be done? Drop the gosh darn equipment change time down to 3-5 minutes and divorce augment timers from their hull. The inability to change equipment as the battle morphs and to even do simple things like experiment with turret augments means many players are stuck betting the farm on a couple of combos and then suffering or leaving the battle, which rewards campers and those who are perceived as having OP equipment. By god, if you do one thing in 2024 do this.

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On 10/15/2023 at 4:31 PM, JustBlackWolf said:

Well yeah i do agree that having too many healers is kinda cancerous especially when the Jug is a YouTuber or someone "relevant" people simp for. I tend to leave when there's too many healers as that's the only thing i get enjoyment from in this game and nothing else,

People been saying that the healing ability is what ruins jug mode and therefore think the application on the juggernaut tank should be removed.

What's really happening is that people are just abusing groups, I see it happen super frequently. The real solution would be to remove groups.

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On 10/16/2023 at 10:45 AM, PirateSpider said:

People been saying that the healing ability is what ruins jug mode and therefore think the application on the juggernaut tank should be removed.

What's really happening is that people are just abusing groups, I see it happen super frequently. The real solution would be to remove groups.

IMO the biggest Jug abuser are players like the JGR clan who mysteriously are always starting jug, power level to their hearts delight, and the second they are destroyed  they flee the battle with there 50-1 KDR. the second group of people who make TJGR un-fun are the hiders who refuse to attack enemy jugs, leading to stalemates and a game that is essentially TDM-with-a-power-user-on-each-side. I say set jug on a timer, each Jug lasts for 3 minutes at which point it is automatically transferred to a different teammate with no match score penalty.

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On 10/16/2023 at 9:03 AM, bozo88 said:

I say set jug on a timer, each Jug lasts for 3 minutes at which point it is automatically transferred to a different teammate with no match score penalty.

That's actually a pretty good idea.

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On 10/16/2023 at 11:13 AM, PirateSpider said:

That's actually a pretty good idea.

I've spent a year trying to come up with a system whereby the amount of activity a jug does, killing enemies, damaging enemy jug, killing enemy jug, affects this timer; but I can't come up with a balanced system that makes sense.

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On 10/16/2023 at 12:03 PM, bozo88 said:

I say set jug on a timer, each Jug lasts for 3 minutes at which point it is automatically transferred to a different teammate with no match score penalty.

And I also agree with this.

In fact, I agree with it so much, I say set a time for (arbitrary time length) for tanks to touch a seige point, pick up a flag (assault), touch a capture point.

Not sure what the 'punishment' would be for not touching the seige point (etc), but it could encourage participation in the battle and might even reduce camping and other un-fun, non team-like behaviors.

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On 10/16/2023 at 11:30 AM, Jeers4U said:

In fact, I agree with it so much, I say set a time for (arbitrary time length) for tanks to touch a seige point, pick up a flag (assault), touch a capture point.

Thoughts on switching sides halfway through the match, for maps that aren't symmetric? 

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On 10/16/2023 at 5:45 PM, PirateSpider said:

People been saying that the healing ability is what ruins jug mode and therefore think the application on the juggernaut tank should be removed.

What's really happening is that people are just abusing groups, I see it happen super frequently. The real solution would be to remove groups.

i am also for removing groups in juggernaut, not only that, but i would also remove them for assault.

Though, i would leave the option for a group to still be able to join these modes via quickplay instead of mode specific selection.

Edited by JustBlackWolf
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On 10/16/2023 at 6:30 PM, Jeers4U said:

And I also agree with this.

In fact, I agree with it so much, I say set a time for (arbitrary time length) for tanks to touch a seige point, pick up a flag (assault), touch a capture point.

Not sure what the 'punishment' would be for not touching the seige point (etc), but it could encourage participation in the battle and might even reduce camping and other un-fun, non team-like behaviors.

A big nono from me for the Assault mode, i purposefully don't pick up the flag because:

i'm the healer, so i can't deal enough damage to defenders

As a healer, i get targeted almost always FIRST during a base rush, which would grant free extra scores to the enemy team for no reason.

 

Assault is the worst gamemode of this game, and recently i have seen tons of buyers play it and sabotaging their own teams. 

How? These people all use hopper with trickster or crisis, if they are in the attacking team, they will do their best to win, if they are in the defending team, they either play passively or stand still, i in fact stood still with them yesterday just to observe this behavior (like a photographer in Africa lmaoo).

The defenders do not shoot any attacker UNTIL said attacker has capped the flag, then het gets destroyed pretty much instantly, rinse and repeat for every assault match, they do this so the game ends quickly and they can go to the next one, i don't know if this is because of the wild west thing or some other challenge but it's getting out of hand.

Funny and sad at the same time because i know that the devs won't do anything about this abuse and nobody will really care of reporting it to them either way.

Edited by JustBlackWolf

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On 10/16/2023 at 8:52 PM, JustBlackWolf said:

How? These people all use hopper with trickster or crisis, if they are in the attacking team, they will do their best to win, if they are in the defending team, they either play passively or stand still, i in fact stood still with them yesterday just to observe this behavior (like a photographer in Africa lmaoo).

The defenders do not shoot any attacker UNTIL said attacker has capped the flag, then het gets destroyed pretty much instantly, rinse and repeat for every assault match, they do this so the game ends quickly and they can go to the next one, i don't know if this is because of the wild west thing or some other challenge but it's getting out of hand.

Funny and sad at the same time because i know that the devs won't do anything about this abuse and nobody will really care of reporting it to them either way.

"Fast" - User_486421810 (attacker)

"Fast" - XxX-TankBoss-XXx_Awesome (defender)

you see this in chat and the assault match is ending in seconds.

It's overflowing with braindead flying monkey that sabotages the defenders or just jumps over half of the map (not even kidding because why not i guess?) and caps the flag instantly. Super easy score farm + super easy star farm. You think the TOP Grassless grinders in challenge accepted bought stars? No. They are all from matches. I do the same thing in assault (of course I don't humiliate myself to hopper level) and i usually finish a challenge from 0 to 300 stars in 3-5 hours. 

This is why ASL is abused to hell

 

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On 10/15/2023 at 5:31 PM, BlueWolf said:

@Opex-Rah

Hi opex, I have several questions to ask you, but in particular I have one that is in every game:

The bugs, errors, call it what you want, could you explain in detail how hard it is to fix a bug? For example in the counter the bar of who goes first is smaller than yours that let's say you are in the 10th place. It has been reported I think months ago but it has not been fixed yet. What is the process of fixing a bug in the game?

pBIoixz.jpeg

If i'm not mistaken, the counter on left goes by how many kills to be Top1 while the left one is how many kills needed to end the battle by  max score reached (probably 999 kills)

So it's not a bug but intended feature (i know it from playing DM in pro battles)

Edited by Romantically

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I prefer defending in ASL and the hopper spam is pretty bad but damn if I don't do my best, and with Tesla that usually means killing them after they capped. they move to quick to get the damage over time in prior to the cap.

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On 10/16/2023 at 9:50 PM, Die.Hard-Official said:

How do I purchase the Wild West event "DEFECTOR" offer in the shop? She doesn't appear to me. I want to switch factions, but I can't. Can someone help me?

 

i think that offer gets removed from the shop after a certain amount of time otherwise it would be too easy to cheese the event and everyone would switch to the winning team.

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On 10/12/2023 at 11:56 AM, o--o said:

Such a toxic Juggernaut update 
                        (Note) Self-destructing at close range can destroy the enemy Juggernaut

 

 

Dumbest update ever.

You get rewarded for achieving the goal of the battle with instant death.

Seriously. Eyeroll.

 

And everyone wonders why everyone camps and doesn't participate in the battles...

Edited by Jeers4U

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On 10/16/2023 at 10:42 AM, JustBlackWolf said:

Though, i would leave the option for a group to still be able to join these modes via quickplay instead of mode specific selection.

Actually, I would be willing to try restricting groups to the quick play option before resorting to completely removing them.

On 10/16/2023 at 10:52 AM, JustBlackWolf said:

Assault is the worst gamemode of this game

This I agree, at least as a regular game mode. It was great when it was an event mode on the Yorkshire map.

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On 10/16/2023 at 8:31 PM, Romantically said:

If i'm not mistaken, the counter on left goes by how many kills to be Top1 while the left one is how many kills needed to end the battle by  max score reached (probably 999 kills)

So it's not a bug but intended feature (i know it from playing DM in pro battles)

No, it is on the left (in the case of a team) how many kills (team deathmatch) or how many points (CP) have been captured/made, but since it is a teamdeath match or deathmatch, and on the left it says how many kills your team has achieved (teamdeathmatch) or how many kills you have in the game (deathmatch) while the right one marks the enemy's score (in case of teamdeathmatch: how many kills the team has in total) and (in case of deathmatch: how many kills the first one has) I remember it because when put the new battle interface for the first time, it worked fine.

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On 10/17/2023 at 9:27 AM, BlueWolf said:

No, it is on the left (in the case of a team) how many kills (team deathmatch) or how many points (CP) have been captured/made, but since it is a teamdeath match or deathmatch, and on the left it says how many kills your team has achieved (teamdeathmatch) or how many kills you have in the game (deathmatch) while the right one marks the enemy's score (in case of teamdeathmatch: how many kills the team has in total) and (in case of deathmatch: how many kills the first one has) I remember it because when put the new battle interface for the first time, it worked fine.

I'm pretty sure it's just because of the score limit being like 999 because wheneevr i play PRO Map DM it works just like it

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On 10/15/2023 at 1:10 AM, Opex-Rah said:

You can perform worse in the game than the other guy but you end up higher on the final scoreboard nevertheless. How would it impact your feelings as a buyer? Or as a non-buyer? If you are objectively playing better and defeat players with ease, would you care that someone else ends up higher on the TAB screen? On the other hand, will you pay to make it to the top of the score and feel good about it, sorta of a revenge, even if you know you didn't play that well? One can say it is even more unfair than current P2W mechanics. I would argue against that but what is the point in arguments if the better way to settle it is to make it, right?

 

It is insanely curious. Imagine if you end up on the end game score screen and you actually see that "Press here to win the battle right now" button? When you press it, the score is changed, the cool effects are played, your score goes up, the DEFEAT turns into VICTORY, and you are an MVP. You can have your WIN right there. Go ahead and make a screenshot to share.

 

You think that anyone really cares if it says win or lost, last or first and who cares about cool effects anyway??  Dude, it's just a crappy virtual game.  So how crazy do you have to be to pay 100€ to change if you were the first and, wow, cool screenshot to brag to 5 people about something that is so irrelevant in life and that no one cares about.  People work for 2-3 days for that 100€, are you even aware of what you are talking about, the game will not bring you food and a house, especially not some virtual cosmetics that cost €264 per offer of 290 ultra containers in  which you probably won't get anything from.  Your in-game prices are criminally high.  Shame on you.

Edited by Kawasaki.zx6r.636
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On 10/16/2023 at 7:03 PM, bozo88 said:

IMO the biggest Jug abuser are players like the JGR clan who mysteriously are always starting jug, power level to their hearts delight, and the second they are destroyed  they flee the battle with there 50-1 KDR. the second group of people who make TJGR un-fun are the hiders who refuse to attack enemy jugs, leading to stalemates and a game that is essentially TDM-with-a-power-user-on-each-side. I say set jug on a timer, each Jug lasts for 3 minutes at which point it is automatically transferred to a different teammate with no match score penalty.

Juggernaut is a very abused mode by itself, I wonder why developers don't take a step on such obvious things! Honestly, I have suggested this before but always moderators come with a canned answer "developers need to make it in a professional way", like honestly any random system would be better than their current. My slight edit in your suggestion is that it must be counted as a score penalty, this is equal at the end for both teams. Also my additional amendment on Juggernaut is that the tank must be transferred to a random player every time. NOT the one who died recently, which does NOT make sense at all tbh. 

Edited by firety31
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On 10/21/2023 at 12:14 PM, Alsar said:

Kinda curious but why the pause time changed from 2 minutes to 1 minute? i feel like that change wasnt necessary

It really is a weird thing, and it already made me lose some time and supplies, because I wasnt able to even use the bathroom for a weewee in such a short time. Hella weird.

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On 10/21/2023 at 7:26 AM, krokorok said:

It really is a weird thing, and it already made me lose some time and supplies, because I wasnt able to even use the bathroom for a weewee in such a short time. Hella weird.

I thought I was really slow today until I grew suspicious and looked at the pause timer as soon as I activated it. Im more mad about it not being in any change log

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