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Uncharted Territory
Registered: 11/30/2011
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Re: My Complete Wishlist of Changes for U3

Jun 5, 2012

Agreed with almost everything. I won't go in details now g2g to bed, but I will later.

Guys we only can hope the GOTY off Uncharted 3 comes soon. When that edition come ND is refused to help us, because else they can be boycotted . So I think then  we get our weapon fixes.

Dont worry guys it aint over yet.

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Keyblade Wielder
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Re: My Complete Wishlist of Changes for U3

Jun 6, 2012

xSKIN_N_BONESx wrote:

My U3 Changes wishlist....  Last Updated May 22, 2012

First and foremost fix all the glitches and technical issues.

Guns:

  • Kill the RoF mod (multi only, not co-op) on all guns as increasing the kill speed of a gun is a balance issue in and of itself. As an alternative replace all RoF mods with Accuracy mods that will lower recoil just like the existing ones for other guns do. Increases a guns range but base time to kill stays the same.
  • Raise the bullets to kill on the body only for the GMAL by 1. Why you ask? This is why: http://www.youtube.com/watch?v=UHYnRc3PTqc and this: http://community.us.playstation.com/message/37724202#37724202#37724202
  • Reduce the aim assist on the GMAL and FAL scopes, as well as remove all aim assist from the Dragon and Tbolt.
  • Raise the bullets to kill for the FAL by 1 for head and body and lower it's recoil almost to the level of the Accuracy mod. Remove the jamming and just add a RoF cap.
  • Give the TAU a scope zoom mod to give it a secondary zoom level like the Dragon Sniper. Allow it to shoot people who are slightly sticking out of cover like the Dragon can.
  • Lower the bullets to kill to the head for the Raffica by 1.
  • Remove jamming from the Para 9 and just add a RoF cap.
  • Add a little bit of stopping power to each of the pistols. At most 50% of the stopping power of each pistols long gun counter part. I think that 25% would be best though as it would be slight but just enough to matter, and make the pistols that already have very low aim assist have more of chance against fast moving Fleet Foot and blindfire rushers.

Kickbacks:

  • Separate kickbacks into offensive and defensive and not allow the offensive ones to yield medals towards your next kickback.
  • Bargain needs to work on a percentage basis (like a discount, or a "bargain") so that the lower medal kickbacks only get a one medal drop but as for the higher ones they get a two and then maybe three for the really high ones. *I suggest bronze stay one medal less and gold be 25% off the medal cost. I did the math and for kickbacks that are 7 medals or less they would get a one medal drop, from 8-11 would get a two medal drop, and kickbacks from 12-15 medals would get a three medal drop.
  • Either remove Paid Bargain or make bargain stacking not possible. If the latter just add to the description: "When Bargain is equipped this booster does not work." That way you could switch loadouts in a match and not feel cheated because you were warned and it won't allow loopholes. Such as if it didn't let you buy it if you had Bargain already equipped and then switching your loadout after to still get the effect. Not as necessary due to the price increase but still an issue.
  • Cursed Idol should have a 25 second timer attached to it once activated. It should have the treasure melee ability and after 25 seconds even if you haven't gotten rid of it yet it activates.
  • Juggernaut should have higher mobility than right now. 2/3 normal movement speed. Still should have the same restrictions of no blindfire or sprint. Remove the ability to get assassinated and 1 hit treasure killed when Juggernaut is active.
  • Creepy Crawler should turn a little bit faster and have a better turning radius. Should also not be effected by team mates explosives when those team mates have team safe. It also should not spawn you backwards a foot when you activate it as this can throw you off ledges.

Melees:

  • Remove the melee quick roll technique, as I hope it isn't intentional but either way it needs to go. It allows you to melee but then completely avoid the part of the melee where you become vulnerable, and also make yourself immune to being meleed back.
  • Make three hit melees a standard through all game modes. Not sure if they should be 1/3 of your health per melee or maybe 40% per melee.
  • Increase the range on kickoffs so that it's the same for pulldowns. Right now pulldowns seem to have better range than kickoffs.
  • Allow people to be kicked off from the Museum balconies without having to stand on the balcony walls.
  • Increase the assassination radius for stealth kills just slightly, so that neck punching is not such an issue.

Rolling:

  • A slight increase in the speed of the roll animation.
  • The change to melee quick rolling as described in the melee section.

Grenades:

  • Decrease the range of pickups for grenade throwbacks.
  • Remove the randomization of the white bar placement for throwback and always have it in the middle.
  • Remove grenade throwback from Hardcore.
  • Increase the explosive radius of propane tanks, acetylene tanks, and trucks.
  • Fix the rolling right as an explosion occurs to avoid knockdown. As in, I'm pretty sure it shouldn't be able to happen.

Blindfire:

  • Blindfire accuracy on all guns needs to be decreased. Maybe I'm the only one who finds the M9 or the MAG5 or other gun's blindfire accuracy to be way too high. I don't think blindfire should be a playstyle, but rather a tactic that can be used when neccessary. I'm already strongly against auto aim and some guns seem to have quite a bit when they really shouldn't.
  • Remove stopping power from blindfire. When you blindfire any of the long guns that have stopping power, they still have stopping power even when blindfired. They don't need to slow you down after a few bullets to make you even easier to hit. Stopping power should only work if you aim.

Boosters:

  • Do not allow increased strafe speed while holding the idol or Pak80 with Fleet Foot.
  • Change the medal requirement for Scoped In to Headhunters.  The range is now being reduce for Long Rangers in 1.11, but Headhunters are still a better medal for it in my opinion.
  • Change Bargain and Paid Bargain as described in the Kickback section.
  • Do not drop a Revenge grenade until the melee animation that is killing you has finished or alternatively speed up the execution time of cinematic melees.
  • Do not change the camera angle at all when meleeing or assasinating someone, as it's disorienting for control after the animation has finished.
  • Remove Ping.

Leaderboards and Stats:

  • Make all stats from quit matches carry over as if the match was completed. In patch 1.11
  • Add quits to the wins/losses page on leaderboards as well as personal stats.
  • Add an objective points and plunder captures page to the leaderboards.

Character Customization:

  • Add many more color options for all outfits.
  • Add hair options under "Head" for the custom characters with the color options.
  • Allow the stacking of non-overlapping items, such as monocle and top hat.
  • Since the character models are shared allow items to be worn on all characters with that shared model, or at the very least allow all versions of Chloe to wear things unlocked for regular Chloe.
  • Have it save your outfit settings for each individual character.
  • Add a random character option and in each character's customization screen have a box that you can check to put them into your random character pool.
  • Alternatively just go to Luxis's thread about customization and use it as a blueprint.

Emblem:

  • Allow every single emblem piece from the three different categories to be put in any of the four layers.
  • Add a mirror function to flip emblem pieces.

Loadouts:

  • Add one more loadout slot. There's clearly room for one more.

Custom Game Options:

  • The ability to change the lighting and fog on maps, and save these as different map profiles. Could almost work like loadouts for map, where you have 4 custom pages that you can have saved per map, and multiple settings you can change. Pretty much just bring in the settings from Cinema, and to let us see how the settings look while we change them, we could either be allowed to set and save our map profiles in Cinema, or change them on the fly and see how they effect the map backround that loads up in the lobby for each map.
  • Please add a lot more of them. Some coming in 1.11, yay.

I'll be changing this as things are either updated or if something new is brought to my attention.

I crossed out what I do not agree with above.

Gmal - Gmal is fine.  It's been the same forever and I have no idea why people are so obsessed with changing it now.  They already reduced the stopping power by a crap ton.

FAL - FAL already kills unbelievably slow.  I guess, if you actually made the gun shootable (right now the recoil and jamming are too ridiculous for any gun...it has more recoil than that dragon) then it'd be alright to change the damage.

Bargain - Bargain as a booster is a waste of a booster slot.  There are other boosters that are way better, and paid bargain isn't even bad.  It's $100k now and only reduces it by one.  Not like having one more or less medal is that much of a deal breaker for a kickback.

Melee roll - probably the worst suggestion in all of time, sorry to say.  Melee roll is the greatest thing ND has ever put in any of their games ever.  It's amazing because skilled players getting into a punchroll fight is fun as hell and not everyone can do it...meaning that for once good players have something they can rely on and take pride in knowing.  Only problem I have no is, when you take damage it seems to fail 100% of the time anyway, and the fail % is painfully high.  Every day that goes by it gets harder and harder to actually roll away from melee.

That's about it, other than that these are great suggestions, but sadly even though this list is huge and full of good ideas this doesn't cover all the problems U3 has.

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Treasure Hunter
Registered: 12/10/2011
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Re: My Complete Wishlist of Changes for U3

Jun 6, 2012

Goldhawk1 wrote:

I crossed out what I do not agree with above.

Gmal - Gmal is fine.  It's been the same forever and I have no idea why people are so obsessed with changing it now.  They already reduced the stopping power by a crap ton.

FAL - FAL already kills unbelievably slow.  I guess, if you actually made the gun shootable (right now the recoil and jamming are too ridiculous for any gun...it has more recoil than that dragon) then it'd be alright to change the damage.

Bargain - Bargain as a booster is a waste of a booster slot.  There are other boosters that are way better, and paid bargain isn't even bad.  It's $100k now and only reduces it by one.  Not like having one more or less medal is that much of a deal breaker for a kickback.

Melee roll - probably the worst suggestion in all of time, sorry to say.  Melee roll is the greatest thing ND has ever put in any of their games ever.  It's amazing because skilled players getting into a punchroll fight is fun as hell and not everyone can do it...meaning that for once good players have something they can rely on and take pride in knowing.  Only problem I have no is, when you take damage it seems to fail 100% of the time anyway, and the fail % is painfully high.  Every day that goes by it gets harder and harder to actually roll away from melee.

That's about it, other than that these are great suggestions, but sadly even though this list is huge and full of good ideas this doesn't cover all the problems U3 has.

GMAL has not been the same forever. Before they lowered it's stopping power it had none like the other guns, so lowering it's stopping power by no means made it bad, and the other factors about the GMAL make it a very good gun, but there's a thread where I've laid out plenty of reasons why that is so I won't reiterate them all here.

The FAL kills the fastest, not unbelievabley slow. I'm not sure why you think it kills slow, but you did say the jamming should be removed and recoil lowered, which is exactly what I said if you read what I put after the damage change.

I put bargain in there because it just generally ruins balance. It can easily be used to abuse kickbacks so that you have them constantly and the suggestion I put forward would curb it's potential for abuse.

The melee roll has absolutely nothing to do with skill. The only thing that separates those who melee roll from everyone else is that everyone else doesn't even know that it's possible. For the longest time I wasn't even aware of it, and once I heard about it I figured it out in two seconds. It's extremely easy to pull off and requires no more skill than running up to someone and meleeing them. In U2 you had simultaneous deaths from double melees. In U3 you don't have those simply because of the melee roll combined with everyday lag means someone will randomly come out on top. The ability to roll and dodge melees is not what I have a problem with either just to be clear, but the ability to melee and then instantly roll without even finishing the melee animation. U3 is not a brawler, it's a third person shooter and the only skilled thing that relates to melees are pull downs, kick offs, and mostly assassinations. Melee takes no skill in Uncharted and even sadder is that the melee in Uncharted locks on. I don't think this occurs to most people but if you're facing the general direction of someone in Uncharted it will lock on to them and melee while in other games you have to actually aim your melee for it make contact. Three hit melee and lowered blindfire accuracy would certainly help with this though as the more skilled player would be able to gun down their opponent before they got blindfired/steel fisted/meleed to death.

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Splicer
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Re: My Complete Wishlist of Changes for U3

Oct 17, 2012

awesome!

Uncharted 2 Stats Card by JAKPRO.net - KNIGHTMERE
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Treasure Hunter
Registered: 12/10/2011
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Re: My Complete Wishlist of Changes for U3

Oct 17, 2012

KNIGHTMERE wrote:

awesome!


Way to go on bumping my ancient thread... I guess my sig was good for something. Smiley Happy

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