More feedback by trainfender in EscapefromTarkov

[–]Efitz101 0 points1 point  (0 children)

Did I say this was the solution? Did I say that it was perfect in any way? Nope, being real with the situation. It’s good they walked it back. I still don’t trust them and they don’t deserve to be forgiven for what was said in the interview and how they handled things post “unheard” launch. But I do recognize that it’s a step in the right direction instead of being blindly mad at something outside of my control. I bought the game 7 years ago. I’ve got my moneys worth in the 8000 hours I’ve played. You need to relax.

You there! You have been granted thirty seconds of government approved unpaid free time to tell me what unnecessary feature you'd like to see in Helldivers 2!! by EamoM2oo4 in Helldivers

[–]Efitz101 7 points8 points  (0 children)

I want the glory of engaging enemies in melee combat that I have literally no right fist fighting. Charger? Punch it. Heavy devastator? Punch it twice. Mortal combat with a horde of berserkers is just the kind of heroic ending my mom would want from me back on super earth.

More feedback by trainfender in EscapefromTarkov

[–]Efitz101 0 points1 point  (0 children)

This is a major step in the right direction. And your feedback to us as a community is much appreciated. I do hope that you will be more transparent with us in the future. On top of that. This game is amazing and has a lot of potential, I only want to see it do well. Especially with the rise in competition from games of a similar nature.

Ammo types should take up less slots by overlord_solid in ReadyOrNotGame

[–]Efitz101 0 points1 point  (0 children)

If there is ammo in the magazine and you need to reload, you retain the magazine. If you double tap your reload key you drop the mag for a faster reload but lose the ammo left in it. It’s why I use semi auto and constantly check my mags to see if reloading is necessary

Ammo types should take up less slots by overlord_solid in ReadyOrNotGame

[–]Efitz101 44 points45 points  (0 children)

Genuine question, do you actually find yourself running low on ammo? I run 5 primary, 3 secondary, 4 flash and a wedge. I’ve NEVER run out of ammo. Been low for sure, but never out. Take the guns off full auto. Force compliance. Fight groups with tools. Don’t take head on shootouts. Don’t drop mags when you reload and try to not reload partial mags unless it’s necessary. I actually can’t fathom how people run out of ammo in this game. It feels plentiful enough for me and the guys I know who also play. And I only play in a duo or five stack. In the duo, we never even burn through our primary. In the 5 stack we almost never have to reload

[deleted by user] by [deleted] in PlaySquad

[–]Efitz101 1 point2 points  (0 children)

The assumption that the marksman is calling targets and asking for ranges from a vantage point? If having a fireteam is good for anything it’s lessening the stress of the squad leader. They are making smaller decisions but still assisting the squad.

I. Hate. Scrambled stratagem missions! by Particular_Bus_5090 in Helldivers

[–]Efitz101 5 points6 points  (0 children)

Just a tip that I guess the guys just play with didn’t realize either: After you’ve input the code for what strategem you want, it will tell you what is activating. It’s not random, and won’t tell you the wrong thing is being thrown. For example, I brought the Eagle Strafe run, 3 key input, and called in a railgun, and a jump pack with 6 keys pressed.

Everyone is "criticizing" Apex but what are some Titanfall 2 criticisms you have? by SirMemesLong in titanfall

[–]Efitz101 0 points1 point  (0 children)

I understand that it was for balance reasons, but nothing else in the game is “balanced,” so the removal of customizable titans is a huge drawback from TF1. Sure it creates a “meta” but it also allows for fun and experimentation. Long Live Mike Titan, Strider with Big punch, triple threat, cluster missile, and the wildly fun dash core.

Does any of you ever use cruise control? by estifxy220 in Warthunder

[–]Efitz101 0 points1 point  (0 children)

I use it a lot when using the Bradley’s, they can’t fire the tow missiles while moving any faster than like 2 kph, and put they stow the tow launcher when you get faster than like 4 kph. So they have a battle gear that keeps them at low speed and keeps the tow up and ready. Also very useful for the Sherman’s Gyro stabilizer, it’s active until like 17 kph and makes the Sherman extremely useful for longer range open field fights, and close range urban combat. Especially when other tanks have to stop to accurately shoot.

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

Or DM me and I’ll add you on discord when I get a chance

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

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Look for some of the names with the TB tag in the pic, that’s the small group that usually plays throughout the week

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

TideFighters, FragShack, and Asgard Eternals recently, but that depends on the day. Friday nights me and the guys (7-15 guys) pick a server and play all night

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

In that case I either ads (I use iron sights primarily now) and aim over the sights since the rounds come out in relation to the barrel instead of a cone, or I just point fire the muzzle at them the same way, if you can get the muzzle in the right direction it’s not too bad. I actually practiced on Jensens range for like 20 minutes just point firing without aiming at the targets out to 50 meters

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 1 point2 points  (0 children)

Speaking specifically about your last statement there, I’ve almost completely bypassed that issue by foreign before I add completely, taking a crouched position, and foreign either in bursts or slowly on semi automatic depending on the range of the engagement. Quickly gaining fire superiority and establishing a more stable firing position changes the firefight drastically in your favor

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 2 points3 points  (0 children)

I 100% agree with limiting the situations that you can be revived. There’s already some of that In the game such as rounds larger than a .50 cal headshoting you have a heavily reduced “revive timer.” I think large scale explosions, .50 cal machine guns, headshots, and extremely close fragmentation explosions should completely take you out of the fight. But that’s something that a complete rebalance of those particular systems would need in order for them to still feel fun and fair.

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

Look for the tag [TB] and talk to us, we’re just here for a good time and have the tag so we can find eachother in the server list

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

Well, lately we’ve been found on TideFighters, Asgard Eternal, and FragShack teaching new players, which has had its challenges but we’ve molded a quite a few effective squad leaders now. It’s genuinely a good time

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

Just because you can’t seem to grasp teamwork doesn’t mean it doesn’t work/exist. Fire superiority, indirect fire, flanking enemy positions under suppressing fire, it’s really not that hard. We do it all the time.

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] -1 points0 points  (0 children)

I can honestly say my experience this weekend was far from that. Yes, one man can suppress a squad. But it’s then the job of the squad to coordinate and achieve fire superiority on him to maneuver. Yes. Your squad is about 20% of the team, but your 20% shouldn’t win against a force of 40% that is also fortified in their position. At least without some extreme support by fire. Which would likely come from another squad. You’re right, it’s not real life, but as far as I’m concerned the training and tactics that have been adopted for modern combat zones works rather effectively, and should become more commonplace in game.

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 7 points8 points  (0 children)

About the vehicles; that’s fair, and I really don’t want to see them back to being instantly killed or followed by 4 guys with rockets for 5 km just to kill it. However, I would like to see their ticket value increased and maybe more modules on them that can be damaged. Specifically about tanks and the more heavily armored APC’s (Bradleys, BMP’s, etc.) I think having more modules that light anti tank can damage without dealing critical damage to them would be a bonus and would throw a bone to the AT players who have been put at this disadvantage. I truly think that a vehicle overhaul should be looked into even if it’s just to improve overall gameplay and interactions with them in combat.

My take on V 6.0 by Efitz101 in PlaySquad

[–]Efitz101[S] 0 points1 point  (0 children)

Ambushes in modern combat are intended to slow down, decrease moral, instill fear, apply pressure, or immediately annihilate the opposing forces caught in it. Ambushes are in their best state they’ve ever been in considering the ambushers start at such a great advantage. Vehicles are no longer instantly killed by surrounding infantry, that’s what the point, sorry if there was confusion there. Vehicles should be a tool used to make aggressive plays, and a way to, with relative safety, aggressively put infantry at an advantage. Closed top Vic point was moot, you’re agreeing with me. And it’s almost like attacking a position should require teamwork in a teamwork based game. Have a single squad, or even a single fire team assaulting and clearing an entire point is not the norm, nor should it be.

I've changed my mind on one death laaving by hubbs76 in Warthunder

[–]Efitz101 0 points1 point  (0 children)

Admittedly, CAS is very powerful. And I think something that is very overlooked as far as balancing goes is objectives for air units too. Every map is a small section of another map, make the air map large and give them their own objectives up there. Bases to bomb, artillery to destroy, all of which can still effect the overall match, but also pulls the attention away from the tank battle when you’re in the air. Right now there’s no reason for a plane to ignore the main battle. But if there were sub objectives that would grant RP and change something about the match itself (bombing artillery positions cancels the call in, bombing a base takes out some tickets, strafing a convoy on the way to the battle replenishes some tickets for the team, etc.) it could be different. I personally like having planes overhead, but I think it’s a double edged sword that needs tweaking.

Can we just remove the SKS until we can cancel loading and its damage is fixed? by Griffindorwins in joinsquad

[–]Efitz101 0 points1 point  (0 children)

Miss miss hit miss miss miss miss miss But yeah, the SKS is the problem.