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Wastelander
Registered: 07/24/2010
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Re: Small changes to Factions

May 26, 2014

Fakehound wrote:

 

Quick-turn ability from the story (seriously why don't we have this lol?)

 

 


They already answered this:

It absolutely doesn't work with healing teammates.

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Treasure Hunter
Registered: 02/12/2014
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Re: Small changes to Factions

May 26, 2014
^
And could ruin shivving. You just barely see the red dot behind you and with your quick reflexes you quick turn and ruin the guy's shiv kill.
I would like to see all gamemodes and maps merged into ONE playlist. There are 3 maps to vote on and each map will have a different mode
Example
LAKESIDE-SURVIVORS......SUBURBS....SUPPLY RAID.....WHARF....INTERROGATION.

I honestly would like weapon camos. Being rewarded for being good with a gun is great. Imagine a golden Hunting rifle or Launcher lol.

"if all multiplayers were just for fun it would be boring."
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I Only Post Everything
Registered: 05/10/2014
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Re: Small changes to Factions

May 27, 2014
If anything, I'd go for a silver camo. Gold is over rated
"You can pick your friends, and you can pick your nose. But you can't pick your friends nose"
~ Billy, from Grim Adventures Of Billy And Mandy
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Fender Bender
Registered: 08/06/2012
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Re: Small changes to Factions

May 27, 2014
The melee lunge restricted to actually dashing at an enemy before pressing square like the SP.
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Hekseville Citizen
Registered: 11/08/2009
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Re: Small changes to Factions

May 28, 2014

RyokuSonic wrote:

Remove Welfare System

 

Make melee more consistent


Without the welfare system, parties of 4 will just flat out dominate the other team if they are half decent. The system is here to stay.

When all have fallen, rise above the ashes.
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Keyblade Wielder
Registered: 07/23/2012
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Re: Small changes to Factions

May 28, 2014

welfare system doesn't make a lick of difference for bad players

Oh, I'm just leaving. -Best Uncharted character ever
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Hekseville Citizen
Registered: 11/08/2009
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Re: Small changes to Factions

May 28, 2014

sanddude20 wrote:

welfare system doesn't make a lick of difference for bad players


It helps the good players that are stuck with the bad players...

When all have fallen, rise above the ashes.
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Sackboy
Registered: 09/30/2013
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Re: Small changes to Factions

May 28, 2014

KingdomSlayah wrote:

sanddude20 wrote:

welfare system doesn't make a lick of difference for bad players


It helps the good players that are stuck with the bad players...


It doesn't help the good players trust me...

When I'm the one gettin all the kills on my team and we're losing by like 5-18 I still only get enough supplies to craft a smoke bomb and nothing else, it's based on an individual players k/D for that current match...


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Hekseville Citizen
Registered: 01/22/2014
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Re: Small changes to Factions

[ Edited ]
May 28, 2014

You are right with that in supply raid, its a stupid system, if you dont die you will get no bindings etc. so it could be even better to die one time, than to play the half match with a score like 4:0:0. If you have 1-2 deaths you will get more materials again.

 

However in interrogation and survivors it seems different, and I think the wellfare depends there more on how the game developes.

 

That means for example if your team has only 2 interrogations and the other one has 5 you will get free parts etc.

This can be tricky too because if people spare their bombs and purchasable ammo for one final attack they can benefit from the wellfare system the first part of the game by only collecting supplys etc. Only to overrun the other team then with superior equipment and open the box.

 

I knew also a group of boosters that lost the first rounds in survivors on purpose only to collect parts, and then tried to win the game due to a comeback.

someone give me a challenge
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