Reply
I Only Post Everything
Registered: 09/02/2009
Offline
1100 posts
 

Re: A rebuttal to ND decisions...

Jan 23, 2013

@shane

I think we dont need an Accuracy mods when U4 would roll back to U2 weapon mechanic recoil&Co.

The only Accuracy mod in U2 was DTI but that thing worked only on the AK....M4&FAL were Accuracy free, because they worked absolutly fine.

 

The only Accuracy mods I see in U3 are for the AK and Gmal and they are in vaaastly minority in usage to all the character M9s and Gmals or in other words..they are inferiour to them.

 

Jup, nobody would use Call Out, because its an unnecessary (SA) mod.

Let him die and nobody would care.

 

Agree on the RoF´s part, but when ND make it right for U4, they dont bring them back!!!

I mean, to this day nobody understand why the M9/Micro, as the most fastfiring weapons, have a RoF mod.

 

But what I wanted to say is dont underestimate mods like ClipSize and Faster Reload as a single weapon mod.

Sure the blindfire mod would be number 1 on the handguns. (But better than Blindfire&ClipSize like Marlows Para, thats just horrible stupid.)

They make big differnces in a gunfight, the problem is that in U3 everybody can use it by default through these character weapons.

 

When you have time, open a custom game with some friends and play a Team A Rapid Hands against Team B ClipSize.

You will see what I mean.

 

 

PS: Your mod for more SP is a good idea...SP, ClipSize, MaxAmmo, Blindfire, Rapid Hands, Accuracy for some weapons

6 different mods = 6 different types of gamestyles, just look ND thats called variety!!!

A multiplayer is supposed to feel the same as the game before it. You made that mistake with Uc3 but it was manageable. Now with Uc4 this is just ridiculous.

DeFy Sushi
Message 11 of 48 (472 Views)
Fender Bender
Registered: 08/21/2011
Offline
2402 posts
 

Re: A rebuttal to ND decisions...

Jan 23, 2013

sanddude20 wrote:

Well I never use the para, although I have it in a loadout(1 pistol per loadout) and Weapon Expert is my most used slot 1 booster, but not with the M9...I use it on my AK again with an arm micro.


I never use weapon expert. But you're right that using it with a para is a bad idea. The best mods are Blindfire accuracy, Reload speed and clip size. And Drake's, Marlowe's and Jade Para 9 all 3 have different combinations of those. Accuracy is not worth it in my opinion.

Message 12 of 48 (467 Views)
Highlighted
Treasure Hunter
Registered: 01/28/2011
Offline
3797 posts
 

Re: A rebuttal to ND decisions...

[ Edited ]
Jan 23, 2013

Kudos to the OP.

 

Well thought out thread.

 

Hopefully ND will listen to this and also learn from their mistakes.

 

My thoughts are, the wont listen not even a bit.

They will add more crap to U4 on top of the crap we got in this game in the illusion of more variety.

Variety doesn't work. You will always have some one finding the most effective load out gun combo that will in turn cause others to use it. Eventually making it the most used combo.

 

The formula that they had for U2 was near perfect.
U2 was closer to complete balance than any game I have ever played in 25 years of gaming.

 

U2 said, "screw load outs, screw over customization, screw gimmicks, and focused on mechanics, game play, and made a extremely addictive game.

They made their own formula.

The only reason U2 did not over take all other games out there is simply lack of publicity.

Most games I know don't even know U2 had a multiplayer.

 

With all the hoopla with load outs, stat hats, gun mods, paid boosters, buddy boosters, kick backs, legacies, game mods, U-tv , I'm sure new players come to this game and just get over whelmed.

Not over whelmed with it being a good game but over whelmed and frustrated with all the cr-ap that doesn't need to be there.

 

 

I want to be the reason you're looking down at your phone laughing as you walk into a pole.
Message 13 of 48 (456 Views)
Last Guardian
Registered: 01/04/2012
Offline
10262 posts
 

Re: A rebuttal to ND decisions...

Jan 23, 2013
@never there's no character gun in thr while game that has two of the best mods at the same time.

I think it's because it'll seem like thry favor a character? Idk.
Hardcore Mode and Raffica enthusiast; former CEO of Obey Manufacturing, Los Santos, SA; Second Wave Agent specializing in medical training and CERA-JTF EMT
Message 14 of 48 (430 Views)
Reply
0 Likes
I Only Post Everything
Registered: 09/02/2009
Offline
1100 posts
 

Re: A rebuttal to ND decisions...

Feb 13, 2013

U4 will be the ultimate test if the MP survive the next round.

I will immediately stop caring for this franchise when theres no mercenary but ROFs or this kind of map design&blindfire in the game.

A multiplayer is supposed to feel the same as the game before it. You made that mistake with Uc3 but it was manageable. Now with Uc4 this is just ridiculous.

DeFy Sushi
Message 15 of 48 (385 Views)
Reply
0 Likes
Survivor
Registered: 08/04/2011
Offline
2689 posts
 

Re: A rebuttal to ND decisions...

[ Edited ]
Jan 13, 2014

why didnt I see this thread before ??

 

Well said.

 

 

imo the only weapon mods should be

 

Clip Size,

Reload Speed,

Max Ammo,

Scope zoom,

Call out,

 

Pistols should have max ammo as well.

 

MAYBE!!!, some extra mods could be added.

 

Character weapons should only be different skins - you should still have to add the mod(S) like normal.

 

 

Message 16 of 48 (325 Views)
Reply
0 Likes
Fender Bender
Registered: 04/20/2010
Offline
3588 posts
 

Re: A rebuttal to ND decisions..[regarding Loadouts&Mods = more variety in gamestlyes]

Jan 14, 2014

or let's just throw all mods out of the game, seriously, you add things in games because it makes the game more fun, mods don't do anything, they just create balancing issues, boosters excist so that you can tweak your playstyle and make your experience more fun, kickbacks excist as an reward for getting lots of medals which also makes the game more fun, but mods, mods are useless...

Message 17 of 48 (294 Views)
Reply
0 Likes
Survivor
Registered: 08/04/2011
Offline
2689 posts
 

Re: A rebuttal to ND decisions..[regarding Loadouts&Mods = more variety in gamestlyes]

[ Edited ]
Jan 14, 2014

^^ but are you going to have several boosters in place of those mods ??. You could do that, but they could detract from other boosters and loadouts.

Id rather see different boosters than just reload speed, clip size...etc. - I think they would be fine as mods as long as you cannot get more than one unless you are using WE, that said Im not against the idea of getting rid of the mods and have them as booster instead.


I would like to see better versions of Endurance, add something extra to Beast Mode, Monkey Man, Cloaked, Power Hunter, Ammo Award, Team Safe.



Maybe some of the mods could be combined to form better boosters - e.g. WE gives you clip size and reload speed by default. Combine Max Ammo and Explosives Expert (grenades) into one booster.
That could limit loadout variations depending on the boosters, but it might work it if it was done right.
it would depend on the booster options and layout.

 

Weapon mods are really just another booster slot. Maybe if they do away with mods they should have 3 booster slots with more variety in each. That way it would be easier to creat different loadouts and playstyles.

 


The main point though is that character guns should not offer an advantage over a default gun - character guns should not have mods by default. They should just be skins and you have to pick the mod same as normal.
(or else no weapon mods - boosters instead).



Message 18 of 48 (274 Views)
Reply
0 Likes
Treasure Hunter
Registered: 12/29/2011
Offline
7531 posts
 

Re: A rebuttal to ND decisions..[regarding Loadouts&Mods = more variety in gamestlyes]

Jan 14, 2014
Can I ask a serious question? Why is there a discussion about character guns and mods? Can't we all just easily use them and not complain or easily switch them? What's the problem?
Sleep Matt signature
Message 19 of 48 (271 Views)
Reply
0 Likes
Survivor
Registered: 08/04/2011
Offline
2689 posts
 

Re: A rebuttal to ND decisions..[regarding Loadouts&Mods = more variety in gamestlyes]

Jan 14, 2014
^^ The thing is - what is the point of default guns and weapon mods at all if there are character guns with all the combinations and more mods than you can put on a default gun.

In this case of character guns being fine as they are wouldnt it be logical to just removing all the default guns and mods and just have the different character guns ??? i.e. you just pick which character gun with what ever mods you want.

Also assuming RoF and accuracy would not be mods in UC4 - then what would be the point of the WE booster (its a good booster idea) if it have you nothing extra ??



3 mods on a gun by default is a bad idea - you then have freedom to pick any boosters at all for each slot without sacfacifing or giving up anything.
Where as compared to default weapons - you have to give up a booster in order to get more than 1 mod. (or UC2 where if you wanted a mod like reload speed then you had to use that specific booster)

Lastly - all the character weapons are not available by default to everyone and lots of people dont some some of them unlocked - its unfair that some people just got jucky and got certain character weapons while other didnt.
Its simply unbalanced.
Message 20 of 48 (267 Views)