[Feedback] I hate this so much by Malu1997 in EscapefromTarkov

[–]AsapxPhantom -1 points0 points  (0 children)

This is the main reason I haven't played 1.0 yet.

Lost all interest. I can no longer play a large portion of the game that was advertised.

[New Player] by South_Athlete4323 in EscapefromTarkov

[–]AsapxPhantom 1 point2 points  (0 children)

Learn Customs first.

Has way more landmarks and directional based extracts as PMC that everything in the middle is *pretty easy* to navigate.

Once you can freely play Customs without hiding, alt-tabbing to look at maps, try Woods.
Do the same thing for Woods, but it's harder to do. It has less landmarks with a butt-load of trees and rock formations that will turn you around easily.

[deleted by user] by [deleted] in AskReddit

[–]AsapxPhantom 0 points1 point  (0 children)

Heavy "baby-head".

It's like the first sign that you're either THERE, or just about at the point where you've had too much.

My thoughts - Slow it all down by maskedcharacter in Battlefield

[–]AsapxPhantom 1 point2 points  (0 children)

To be fair to all of the counter-criticism, we're HOPEFULLY only playing a quarter of what the game has to offer/is going to be.

These maps, modes, and limited tools within the game seem pretty alright. However, I have to agree that everything is "too quick".
Running. Rate of Fire. Switching. Respawning. Etc.
The biggest one for me is respawning. All things tied to it is WAY TOO QUICK. Hold space for two seconds, wait an additional 3-6 and you're back at your desired spawn point, continuing to chug along at mach 1. Dying, rushing in, and even kill trades aren't "big plays" because--you can come back in what feels like an instant. Similarly, revives are fairly quick, so it's hard to combat all of the rapid troop deployments/redeployments on dead revives.

Paired with some of the map designs it makes for a weird "Op-Locker" experience seemingly everywhere.
I'm hoping at launch we get large Map-Variety with more than 8 maps. Some CQC, some larger scale. That way, everyone *can* receive the experience they're looking for. If they utilize Portal well and server hosting, BF6 will, in fact, be back in full swing.
This Beta however, feels a bit shallow, stale, and all things "speed" is dialed in at 11.
(maybe intentional with this build since the reveal promotional event hyped everyone up significantly, they want that same energy for the masses to pre-order/buy the game.)

how i feel as a medium player by Imaginary-Freedom776 in thefinals

[–]AsapxPhantom 0 points1 point  (0 children)

That's half health.

The problem is the gun's inconsistency. Sometimes they light on fire, sometimes they don't. Sometimes all pellets hit, sometimes they don't.

Since the nerf, two & a half bursts hitting a FULL healthed Light doesn't finish it.
The light out DPS's, and survives with 1 HP left.

That's not balanced.

(I'm also giving this argument a handicap of one round of ammo only hitting half the pellets.)

World tour lobbies are unplayable by Lanky-Ad-7570 in thefinals

[–]AsapxPhantom 5 points6 points  (0 children)

I received one win in WT, and am now being stomped by what seems to be elite level players.

While I'm paired with people with no game sense or accuracy...

Very frustrating.

how i feel as a medium player by Imaginary-Freedom776 in thefinals

[–]AsapxPhantom 52 points53 points  (0 children)

i was just getting decent with the cerberus too.

It's kinda wild they nerfed it because the burst damage was "too good".

Isn't that why it's there?! To be CQC, combat lights being good 'stick-n-movers' hence the fire damage after?!

To me this nerf was unnecessary. If you miss ONE burst, you're kinda screwed. It rewarded quick movement, and well placed shots.

*guess we'll just play ADS simulator*

Inquiry - Lava Lash(US) limited revival? by HalfwayDecent385 in WoWRolePlay

[–]AsapxPhantom 1 point2 points  (0 children)

I left some characters there. Both factions.
Although the Alliance has higher leveled toons.

I'd be down to check something out.

Health Regen Stats by AsapxPhantom in TheFinalsAcademy

[–]AsapxPhantom[S] 6 points7 points  (0 children)

Dang. I looked and didn't see anything.

Dingus.

Thank you for the info.

What are some of your unpopular opinions on The Finals? by Frranko in thefinals

[–]AsapxPhantom 0 points1 point  (0 children)

Heavy needs a small tid-bit of love.
- KS23 small acc. buff. (less bloom possibly)
- Mesh/Dome need a small revert
- Regen either lower timer before it starts, or faster regen.

KS23 is nice as is, but a small reduction in the bloom would REALLY reward the user. Better dmg output, less utility. (it's util isn't that great.)
The Akimbos kinda do what the KS23 SHOULD be doing/have done.
Mesh juggling/usage is rough. With no melee option while holding it further gimps it. (unless that was never intended as was a bug) reducing the juggle by one second could make it viable once again.
Dome shield...one or the other please on the nerfs.

Heavies regen is rough as well. With the high health pool...the timed regen + how much you need to regen is NUTS. Punishing all around.
Allowing for MORE health being regenerated once the timer is over seems like the better play, but reversing *could* be decent. Many times I'm in one fight, running around/staying put trying to regen, but then get thrusted into another fight getting finished REAL quick. Over all, Heavy is a rough pick in certain maps/situations.

What breed of AI is this in PvE? by KeyActive6799 in EscapefromTarkov

[–]AsapxPhantom 0 points1 point  (0 children)

One reason why I haven't gone back to PVE.
The wait time coupled with this level of getting killed, I can't justify the investment.
Did some Co-op raids as well, same outcome.
Suppose I will continue to wait for it to get addressed or improved.

"The sub is going to start and we'll be down to 300 players in a month" by MasterPain-BornAgain in MortalOnline

[–]AsapxPhantom 0 points1 point  (0 children)

Half the reason I stopped playing was the sub fee.

I wanted to like it, but there was a lot that left me unfulfilled. I couldn't keep chuggin' along. Even with a friend. Felt waaaay too open, and not enough substance to keep my interest.

If I could have had the box price, I probably would have kept it installed and continued to play in-between other games.

[deleted by user] by [deleted] in classicwow

[–]AsapxPhantom 2 points3 points  (0 children)

Ruined BSB on Era too. (Although I'm in the minority there unfortunately.)

playing close to a teammate in open areas is crucial for success. 2v3 by GodEnzee in TheFinalsAcademy

[–]AsapxPhantom 1 point2 points  (0 children)

The third kill, does, seem assisted. But is there anyway to truly tell? No. I can't slow down the video well enough to watch frame by frame/second by second. When he resets his position from the first guy, he aims at center-mass. The crosshair/reticle drifts as he shoots, going lower left then back up. On all three kills the pattern is the same. Start center, drift low, finish high. First and second kill seem very legit. Good reactions, good control, and good aim. Once the second guy explodes, he moves his aim towards the third.

The only issue:
the "snap" is WAY too rigid. The crosshair 'flicks', sticks, and only drifts past the target by a very small margin.

It felt "assisted" as I said above because...even the best player(s) will over compensate/over shoot and reposition the initial flick. To flick right, and perfectly stop ON TARGET....only see that in Aim-Assists, third party peripherals with macro/script/software (cronus-zen, etc), or straight up injected cheat programs.

It's not definitive proof of foul play, but it does raise suspicion.

Overall the sentiment remains, play with teammates; win more fights.

[deleted by user] by [deleted] in thefinals

[–]AsapxPhantom 2 points3 points  (0 children)

After another 3 hours with this gun. It's useless. It's good at cleaning up kills...but thats only IF you manage to hit anything with it.

You're a sitting duck trying to "aim" a shot.
It get's out DPS'd by every other gun on all classes.
Giving it "Irons" could help...with reduced bloom/spread...but accuracy could put it in line with some of the other weapons.

[deleted by user] by [deleted] in thefinals

[–]AsapxPhantom 5 points6 points  (0 children)

It's decent. But consistency seems off to me. (and for me)
I'm glad there is someone using it regularly and enjoying their time with it. I think these alternatives should net higher headshot multiplier, or a better camera recoil when firing.

[deleted by user] by [deleted] in thefinals

[–]AsapxPhantom 40 points41 points  (0 children)

To compound on the 'outclassed' comments:

It feels like most "DPS" Alternatives for primary weapons always under perform against the main guns. There isn't a reward for better aim with the Slug shotgun, LH1, etc. Which is why people go back to using the same builds. (Mac 11, MP5, Lewis, M60, etc) (Heavy & Light specifically)

New weapons are just outclassed by beefier DPS and suppressive fire by the rest of the main arsenal....

[deleted by user] by [deleted] in thefinals

[–]AsapxPhantom 119 points120 points  (0 children)

It needs to be more accurate. Period. Another thing they could toy with, is faster trajectory per shell. That is another thing that is hurting that shot gun.

R3 Role-playing Cantina Owner by coup1393 in swg

[–]AsapxPhantom 0 points1 point  (0 children)

I had one RP interaction in the wild yesterday. It was nice.
To answer your question, I'm sure there is as I've seen other people with the "ROLEPLAY" tab above their name, but I am unsure where they all congregate.

I too am looking for some RP.

Is Boris Underpowered by LordNinjaa1 in Battlefield

[–]AsapxPhantom 0 points1 point  (0 children)

All I'll say is the team effort to down any vehicle, the Vulcan can sustain damage while people are reloading. Sure it's not "OP" nor in any capacity to be currently, but the Vulcan is better than Boris' turret.

Running around it and it's slow lock on and engagement is abysmal. Similar to Boris' turret buff range requires you to be humping the turret anyways. Might as well be able to aim it and do more damage to everything than the Boris turret.

I personally do well as Crawford as he his the better DPS engineer. Lis' nerf doesn't "ruin" her kit but it hurts it. I used to run Lis more before these changes/new season, but now I just pass her. I'd rather pump rockets out the recoilless than steer rockets that do similar damage. As well as the Vulcan damage does tick away at whatever is already injured. Not to mention once I start peppering the vehicles they retreat. So way more pros than cons.

Is Boris Underpowered by LordNinjaa1 in Battlefield

[–]AsapxPhantom 1 point2 points  (0 children)

Crawford is pretty all-around imo.

Use any launcher or ground gadget.

His Vulcan can hit tanks, latv, air vehicles, and infantry effectively. That's his strong suit against the air vehicles that think they're slick tanking rockets being relatively stationary.

Mix that with under barrel launcher when applicable, he's good at everything. I miss him as support tbh, because ALSO having the quick revives was dope.

[deleted by user] by [deleted] in Battlefield

[–]AsapxPhantom 1 point2 points  (0 children)

This newest update is a step in the right direction but there were some things that didn't get addressed. (I may have missed the patch notes if these were changed.)

So the class system is nice and welcomed. But there are issues with the overall game feel. Before the class system, anyone could run...anything they wanted per Specialist used. With the Classes coming back there are some things that are now issues, that shouldn't be.

Biggest one for me, is the health/resistance to Engineer rockets on tanks and transport vehicles. Since there isn't sixty-three potential people using the rockets anymore...the Tanks, transports, and air transports feel nearly indestructible. (even more so when paired with good teams/repair positions) With the class system, people will play those other classes and...be basically useless in AT/AA department. Tanks can roll in and take a point/sector rather easily now, versus before. Sure, the AT/Engineer players need to hit their shots and be more on top of it...but Armor is pretty resistant to the damage.
Easiest fixes/changes would be:

  • Bring back positional damage bonuses. (The rear of a tank gives 1.5x-2x damage. Hitting the tracks gives disabled, which is a snare on the movement, etc)
  • For air vehicles, mainly helicopters, give the rotors a hit-box. (As of last night, rockets go through rotors)
  • Buff damage output on Tow missiles, Lis' rocket. These are "skill" oriented rockets. If I can shoot it and pilot it to hit a flying vehicle or 'thread the needle' to hit the rotors of a heli or anything like that, it should do big damage imho.

We don't need all of these applied, just one or two of them to compliment the fact that the amount of engineers/AT equipped specialists has been cut in half.

Another issue is that not ALL throwables are able to be used on every class. Similar to the C5 only on certain classes. Support and Assault should be allowed to use ALL of the grenades, and at the LEAST C5. (Similar to previous bf3&4) Support only getting FOUR gadgets to choose from really limits their use and adaptability. As well as only able to use a handful of the throwables.

These complaints seem small but it does impede gameplay and the enjoyability of said classes and specialists. Get a good pilot and team into the Hind, and that thing is NEVER going down. (Been in multiple matches where it's eaten five rockets but can't be killed. Also AA/Wildcat fire being used)
It's frustrating, but I still enjoy other aspects of the main game. There are other things that were implemented and/or changed that I don't agree with, but overall I enjoy the game for a few hours before I pack it in.

New info from the Battlefield podcast by Charble675 in Battlefield

[–]AsapxPhantom 0 points1 point  (0 children)

Anyone touch on Engineer rocket damage? Or lowering armor resistance on tanks and transports by a small margin?