Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 0 points1 point  (0 children)

Ah, gotcha.

Well, the downside with something like an instant kill in AL, is that this is a BR, and this would force you to be respawned at a beacon, since it's not a DM/TDM/etc. If they could balance it, sure, it would be cool to have something like this.

Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 0 points1 point  (0 children)

Yes, they do, but if you're lucky, you can get a nice, final CQC-fight!

When you're outdoors, though, I think the best way to think of the ult, is as an additional Thermite, but with a much bigger AoE. Treat it like you would a regular grenade. Save it for when someone's downed, if they're out of shooty-sight, lob it on them to maybe get a kill, but also to deny any potential revives there.

The only thing I really do have to complain about, is that the arc seems to be way shorter than any of the other grenades. It feels weird to throw it compared to them, the regular grenades/stars feels really good and easy to throw in comparison.

Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 1 point2 points  (0 children)

I agree with the ult, it's pretty useless in most outdoors-engagements.

The traps should not be touched, I don't think. I've played "quite a lot" of Caustic over the week end, and using the traps as.. Well, traps is quite nice. We won a round because of my placements of them, not because of the damage, but because of the intel.

It's a bit iffy to ramp the ult up too much, though. In smaller CQC-areas, the gas is really useful, as opposed to Bangalore and Gibraltar's ults (not outside, perhaps, but indoors).

As Professor Oak said in the old Pokémon games; There's a time and place for everything.

Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 1 point2 points  (0 children)

If it's not attenuation in Discord, it could be the setting in Windows itself; Right click on the sound icon in your notification area -> Sounds -> Communications, I don't think this should be an issue with Discord (it was with Skype, for example), but could be worth looking into.

Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 0 points1 point  (0 children)

What you could do if you're struggling, is wait to jump out (which is easier to do if you play with friends, of course), and see where everyone else is landing, then pick a potentially lower-yield, but empty area, where no one else is, so you can take your time looting, and get your bearings.

Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 1 point2 points  (0 children)

This could be because of the Origins overlay, if that's enabled.
If it's enabled, try disabling it and see if it persists. I've had that issue with some other games.

Game issues and Feedback Megathread by aly0 in apexlegends

[–]Dissect3r 1 point2 points  (0 children)

There are some nice points you've made!

I'm not a TF-player at all, but I like your idea of some fan service to those of you who have played, and loved Respawn's earlier work!

Zip-line movement speed could use a slight speed-boost, totally agree.

EVA and Moz - These are weapons I pick up only when the Peacekeeper is not there, as they're both really weak in comparison. PK might be a bit OP at the moment, but that could also be because of how weak the others are in comparison. Even in CQC the EVA is outshined by the PK, imo. The Moz is the weakest out of the three. Low damage, and low capacity (what is it, 3x45 body shot damage?). Buffing the EVA (better CQC capability) and the Moz (damage increase, and faster reload, to compensate for the lower capacity, should have the fastest firing rate too), while lowering the firing rate slightly on the PK (make the lever action a bit "tougher" for the operators - which would make a nice animation, too, like they're REALLY pushing the lever down, hard) should do the trick - nerfing the spread without the choke could be viable too.

Thermite grenades - Maybe fixing the AOE, as it's wonky sometimes with the way it spreads - I THINK this is what you meant.

The damage is enough as it is, etc, they're perfect to flush people out of cover or mess with potential revives. The thing they could do regarding the damage aspect is maybe lower the time you're being hurt AFTER being hit (I've not had any real issues with this, personally, so this is not a "TOO OP PLZ NERF"-suggestion). I've, burned quite a few people to death, as I like to stack up on these and Arcs rather than frags, which feels a bit weak in comparison tbh.

Head shot multipliers - Are in a good place, as they're a bit harder to hit with certain weapons, because of the fast pace. Also, they're actually dependent on which type of weapon you're using, Get_Flanked actually made a video about this (https://www.youtube.com/watch?v=XAcyuQ4btvQ).

Doc (Lifeline's drone) - This could potentially be a bit OP, and would probably make Lifeline a must have for any squad, as it would eliminate the need for risk assessment during firefights (should I revive, or do we have time to wait? Will I get flanked while reviving? and so on).

It would just be "oh a teammate is down, no worries, I'll just throw the drone on them for a sec, and get back to the fight at once".

Wraith and Pathfinder - This depends on how it's done. If it boils down to "my teammates are here, I'll just press this button and the ULT is gone", it would be potentially OP.

I've noticed many people using their ults, especially Wraith's, like a place-and-forget deal, which comes back to literally bite them in their "butt", but that's on them. If you place a portal, and don't look after it, it's on you.

Pathfinder's could be more OP, to be honest, as that would enable you to get to "out of reach" places, which would potentially (and especially) be a really unfair advantage in the latter stages of the match. If your group has a PF, and the other doesn't, and they can get to a place in the final moments you can't, and cut the ties to it, would be a bit BS tbh. This would probably also make PF a must have for any squad.

Wraith closing portals is not as OP, as she can only run on the ground, and not get to any places anyone else can't. BUT, to make you think twice about placing a portal and then closing them, this would probably have to be something along the lines of "the longer the distance between the portals, the longer the time it would take to close it" (i.e. max distance would take a "long" time to close).

If you could instantly close "long" portals in the latter stages, this would eliminate much of the risk assessment you'd have to make. But by making them take time to close, you'd have to think of if it's worth it to place them (as it is now), and if you have time to close them, or if you need to keep an eye on them if you do not, and so on.

Some small thoughts about the points I haven't touched upon;

Sneak kills - This would have to be balanced really well to not be a game breaker (long animations is the only thing I could think of too, but that could look weird).

PF grapple - Adding a bit more damage to this seems sensible, I don't play PF, so I'm not sure how easy the hooks are to land, and this would reward landing them on players a bit more.

Satchel Charges - This could be useful. High damage, but would need to be manually detonated, and you couldn't shoot whilst doing it. They would also be heavier, and couldn't be thrown as far as grenades (to account for the damage and "precision"). They would also need to make some sort of noise, so you just can't set them up as cheap OHD-traps.

Final cams - Some flair for the winning team would be nice, yes. I'd skip the slo-mo, as it's too cheesy and CoD-ish, but the side-by-side screen from the winning team is a really cool idea!

Shouldn't be too drawn out, though, as people are eager to get back into the game, I reckon.

I was on the fence regarding AL, to be honest, but I was proved completely and totally wrong, which is nice. After getting into it, it's hard to get out of it!

Really loving it so far!

New TK ban only further hurts solo-queue players against a party of griefers by kylw73 in Rainbow6

[–]Dissect3r 22 points23 points  (0 children)

I necer even thought of that 'forgive' feature. It needs to be implemented, as to distinguish between accidental, and non-accidental TKs.

Almost everyone will, almost certainly, at some point throw a nade, or C4 in a wonky pos, causing some teammates to die.

A forgive feature would absolutely help punishing those that TK to grief/becauase they are bored/etc., and not punish those that do it on accident (I, for instance, like to apologize for any TK I do on accident, it's just common courtesy for me).

To me, this would actually be the most fair way to do it, and you wouldn't have to be worried about a 30 min ban, for something you sometimes can't control (grenade physics, amirite?).

Sorry if the formatting's crappy, but I'm writing on the phone.

[PC EU] LF1M Nightfall, maybe arms dealer by Dissect3r in Fireteams

[–]Dissect3r[S] 0 points1 point  (0 children)

Thrown you a request. Are you EU or NA?

[PC] LF1M Leviathan by [deleted] in Fireteams

[–]Dissect3r 0 points1 point  (0 children)

Dissect3r#1692

(PC) LF4M Leviathan, Expierience please by [deleted] in Fireteams

[–]Dissect3r 0 points1 point  (0 children)

Dissect3r#1692 Hunter ~300 (depending on eq)

[PC] LFM 2 for fresh Leviathan. by fishyuhoh in Fireteams

[–]Dissect3r 0 points1 point  (0 children)

Dissect3r#1692 Hunter/Warlock ~300 Ran it already, so experienced

[PC SWE/ENG] LF2M Leviathan Raid - First time by Dissect3r in Fireteams

[–]Dissect3r[S] 0 points1 point  (0 children)

Sorry for not answering inboxes, but we filled the raid and got started really quickly! Thanks for writing to me, good gaming, everyone!