Bornstellar
Member
I'm already tired of this game. Everyone just seems to use that stupid Shotty.
Still rocking the smart pistol.
I'm already tired of this game. Everyone just seems to use that stupid Shotty.
Random Note... playing with gamepad in PC is perfect. I feel competitive and haven't felt hindered by it. Constantly rank in the Top 3 and MVP a few times. Nice Respawn, nice. Love the game.
What's wrong with the jump kick? I don't use it often, but it seems to be alright nothing to crazy. In terms of the shotgun, if the nerf it too much it'll be a useless weapon. It's already quite limited in terms of what that pilot can do with it. You guys watch, all of this complaining and it'll be nerfed so badly that it'll just become another weapon no one uses. I don't use it much anymore, but it's still nice to know there is a variety of weapons being utilized.
Secondly, I don't understand why the nerfed the SP in manual mode - it was initially weak.
I've said it a million times, how hard can it be to implement a system where games joined in progress doing count for wins/losses. IF we had that, no one would complain. Otherwise it's disingenuous to keep track of stats and the guys that play solo have to endure a JIP every other game.
I just saw this, and I am so submitting my clip. Had an amazing run in with a rodeo...er
I can't do that with one shot in this game either, but I'm not using leadwall I guess...But generally you cant kill someone with a real shotgun who is 30 feet away with one shot. Not gonna happen.
This really, the range on the kick is just to much and the fact from that range it can 1 hit hill is just not right, its just silly that (for example) you can put a whole burst of the hemlock into a pilot, for them to leap across and kick you once to kill you.If you dont see the problem with a KICK causing instant death then, well...errrr... To make matters worse, the way the jump kick works a player can often cover the length of a room almost instantly bc of how the animation works...which means that u can often unload half a clip into someone but they kill you instead.
Stacked and unbalanced teams are really starting to piss me off now, what do we know about any updates about matchingmaking and team balancing?
Matchmaking is a bigger (ongoing) fix than the tweaks in this change.
Neat, hopefully it won't take to long (much like performance fixes - on both platforms). I just had a match that was dam silly (I freely admit, one I quit out of due to this). It started at 5 v 3 (me in the 3), as soon as the game got going (hard point) 1 of the other team left making it 4 v 3, seconds later a new player joined making it 5 v 3, then around 15 seconds later another joined making it 6 v 3 - I gave It about a minute in the hope we would get 3 more player, nope - so I quitFrom a few pages ago:
... So nothing other than they're being worked on.
I really suck with Satchel Charges. Having a hard time boosting No-Hitter for Gen 3. =/
Feel naked without my Arc Grenades.
I just hope they nerf the jump kick. So horrid.
I don't see any issue with it, just keep moving and it's hard to get hit.
Ya but when your inside a building without much room or pinned up against a wall and you unload a half a mag into him and he doesnt do anything but stim then jump kick you its frustratingI don't see any issue with it, just keep moving and it's hard to get hit.
This game is full of these crazy ass moments that never end. Did the pilot that was on your titan die after you ejected??
Its not just a latency issue (though bad latency makes it even worse), the jump kick has to much range and to much damage due to that range. Nerfing its damage would only make it useless if they simply nerfed the damage and nothing more, they need to change how it works if they keep the range as it is..Stuff: (edited for space).
Alright stop this. This is a latency issue, the kill cam is not showing what the player on the other screen saw, in his game the guy wasn't airborne and he kicked him, the server just killed the player because at least on his screen he got the kill first. I see this all the time when trying to run in front of a Titan when its reloading only for me to die by shots that never went near me, and this only happens when I play on US servers.
If you nerf the jump to not OHKO it will be useless, and if you make it's hitbox worse according to this gif then it would be very useless. Upload a clip of killing a grunt like that and then there's a reason, but that's not possible.
Its not just a latency issue (though bad latency makes it even worse), the jump kick has to much range and to much damage due to that range. Nerfing its damage would only make it useless if they simply nerfed the damage and nothing more, they need to change how it works if they keep the range as it is..
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As suggested already, the kick needs to work as a lesser damage/knockback attack with its current range, then if you get in proper melee range you do a proper one hit kill melee attack - using the knife (it would be nice to kill with it).
This is what I think, It should work just like a titans punch: it does some damage and has a knockback to push your enemy away, they should make the jump kick work the same way. We can still have point blank OHK melee attack, but when at kicking range it should act like a titan punch,I think the jumpkick should do just as much damage to a pilot as the regular punch does to a titan. Don't see any reason it should be a 1-hit KO when the equivalent Titan attack isn't. .
This is what I think, It should work just like a titans punch: it does some damage and has a knockback to push your enemy away, they should make the jump kick work the same way.
We can still have point blank OHK melee attack, but when at kicking range it should act like a titan punch,
At kicking range you hit for lower damage and knock the enemy away from you - putting them off guard/disrupting them. At closer than kicking range you one hit melee attack.I really don't understand this at all... Pushback? So basically you want it to be completely useless and do less damage than a side-arm whilst having horrible range?
I really suck with Satchel Charges. Having a hard time boosting No-Hitter for Gen 3. =/
I really don't understand this at all... Pushback? So basically you want it to be completely useless and do less damage than a side-arm whilst having horrible range?
Alright stop this. This is a latency issue, the kill cam is not showing what the player on the other screen saw, in his game the guy wasn't airborne and he kicked him, the server just killed the player because at least on his screen he got the kill first.
At kicking range you hit for lower damage and knock the enemy away from you - putting them off guard/disrupting them. At closer than kicking range you one hit melee attack.
I think I explained what I wanted quite clearly,
No, you stop. Here's another:
here's the pings:
So saying it's a latency issue is crazy. I have been killed like that plenty of times. It's because of the lock-on and ridiculous range.
No, you stop. Here's another:
So saying it's a latency issue is crazy. I have been killed like that plenty of times. It's because of the lock-on and ridiculous range.
I think we'll just have to disagree with each other, I think the jump kick has to much range for its current damage. I would prefer it keep the damage and be shorter ranged (I would love a proper knife melee kill TBH - seems silly to carry a knife and instead kick people) or keep the range and lower the damage (with a knockback to make up for the lesser damage).Oh I understand perfectly. - Rest edited out for space.
I think we'll just have to disagree with each other, I think the jump kick has to much range for its current damage. I would prefer it keep the damage and be shorter ranged or keep the range and lower the damage.
I'm glad your happy with it as it, I'm not - I find it pretty overpowered in its current setup.
I have, and I find it to long (I kick the AI a lot - they are easy to get close to after all), I just don't think we should be able to one hit kill from the distance its currently set to (Its not as bad as some make out, but for me its just a bit to much).Sure, but honestly, check the kicks range out yourself on some AI. It looks very long when these hit-detection issues happen, but the actual range isn't really that much..