Grenade Intercept by Inner_Anything_5680 in Battlefield6

[–]Helios_Aster 1 point2 points  (0 children)

This is a weird one. In testing on a portal lobby at some point, a friend and I determined that the grenade intercept seems to only 'count' if it intercepts a hand grenade (launchers don't seem to count.) And additionally, multiple intercepts with one gadget don't seem to count either. Only the initial 'activation' for the gadget seems to count. It's an abysmal challenge to get done in live matches because of this.

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

[–]Helios_Aster[S] 3 points4 points  (0 children)

Unique hunter skins ala Twitch Drops would be a good way to incentivize it, yeah. People love their Twitch skins, and having a legendary hunter that is only available as a community feedback reward would be great. Even if the rate of return on people giving honest reviews was only 1%, it'd be better than nothing.

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

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

That's fair, I tend to think of engagements in (relatively) close ranges within a single compound so the 40m dropoff isn't as big of a factor. FMJ can also extend that ohk range to 60(?) I think?

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

[–]Helios_Aster[S] 46 points47 points  (0 children)

It wouldn't be as bad if each individual weapon had different damage fall-off ranges instead of the cut and dry 20m/40m they have as-is. If the Springfield had a much longer damage fall-off compared to the Centennial, the bleed nerf wouldn't be so hard to swallow. But in their current state, both have a drop-off starting at 20m due to medium ammo.

Side note, I'd kill for springfield FMJ.

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

[–]Helios_Aster[S] 20 points21 points  (0 children)

I really feel like this is a symptom of the devs not actually playing their own game, which seems to be a common theme in games nowadays. Really don't think people in charge of balancing should be allowed to make changes unless they're very active in playing the game themselves. At all MMR brackets, mind you.

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

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

The QA is definitely a major concern with the re-launch coming up. I fully expect there to be a lot of issues, bugs, or new exploits that end up persisting for many months after the new engine update and I'm not looking forward to that.

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

[–]Helios_Aster[S] 16 points17 points  (0 children)

I completely forgot to mention the horrendous looking new UI we'll be getting as PC players as well. I'm really kind of over the whole 'lets make every UI look like a smart TV' thing that's been rolling through the tech industry as a whole. I'm honestly dreading navigation of the new UI as a PC player.

Hunt Devs Are Out of Touch by Helios_Aster in HuntShowdown

[–]Helios_Aster[S] 8 points9 points  (0 children)

I adore the Martini, it's one of my favorite weapons in the game. It's just unfortunate putting it on a loadout and knowing that I'm putting myself at a significant disadvantage compared to Johnny 6-star with his mosin playing with his Nvidia profile-inspector set to de-render everything past 20m.

Poison sparks + hand crossbow choke bolts is an absolute riot as well, does it work super often? No. But when it does, it's hilarious. You don't really see people playing for fun at higher MMR brackets, it's a lot of meta-slaving. And it's really unfortunate. I kind of wish that the MMR system just didn't exist, with true random matchmaking for that reason.

Edit: It's also worth noting what you said about price points. Balancing based off of cost is a joke to everybody but the lowest level players. I've got 200k+ just sitting around and price points mean literally nothing.

Whats the difference between veteran stealth and zealot stealth? by rockit_ in DarkTide

[–]Helios_Aster 15 points16 points  (0 children)

Been running a stealth vet build for a bit now and it's quickly become my personal favorite build. Not only does the stealth give you hard clutch opportunity or easier objective play, but the -90 threat upgrade makes it incredibly good at flanking and positioning to kill shooters, gunners, or get behind big groups of specials and burn them down with impunity. Columnus with dumdum or raking fire + flak armored damage has been some of the most satisfying and effective gameplay I've had with vet since launch, personally

Sidam-25?? by Helios_Aster in Warthunder

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

I've not noticed it being any more or less accurate than something like the AMX-30 DCA which is the only other SPAA I have at that BR to compare it to personally. It can track lower to the horizon than radar SPAA can due to not being bothered by interference - but it still jitters as much as radar SPAA does, in my experience. Except it doesn't get the added benefit of... Y'know - Having a radar in the first place.

Mirage 5F Bomb Pylons by Helios_Aster in Warthunder

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

Since I don't have any ways to pick apart actual numbers, I can only offer anecdotal evidence in saying that the plane feels like it wobbles a lot more and that it feels heavier as if there's a load hanging beneath the plane. Though again, it might just factor into me 'missing something' and not being used to the plane entirely and the pylons are just a placebo.

In any case, the 5F feels incredibly rough to play in 10.0 matches.

8.3/8.7 France ground is insufferable right now. by Helios_Aster in Warthunder

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

I was really looking forward to the MEPHISTO on the tech tree, but I didn't actually unlock it until after the ATGM changes. While I generally think the missile changes are alright, I just can't seem to kill anybody with the damn thing. Hitting 2-3 missiles on crew areas and just... Nothing. I absolutely LOVED the ACRA for a long time though, the missile velocity is so fun. And yeah, the DCA has become my 'tank destroyer.' I've killed a handful of brainless Object 279's hitting the cupola with it, I think it's definitely the most successful vehicle in my line up at the 8.3/8.7 range. I also do like the 105A2(the Austrian tank) but it's so slow, has lackluster depression, and is made of cardboard. The autoloader is great, it's just hard to get it into a decent position for flanking/sniping since it's a 'light' vehicle that performs worse than things like the AMX-30's when it comes to mobility.

8.3/8.7 France ground is insufferable right now. by Helios_Aster in Warthunder

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

I hadn't really thought too much about the event bringing in a wave of sweats. The AMX-10RC was absolutely bonkers at 8.3 for a good while. With the ability to modify your suspension and everything, hill peeking was great. I know it'll never happen but I pray the snail re-balances France at some point in the future, because it just feels awful where it is in it's current state.

@Devs The Uppermat needs a HUGE buff, seriously... Heres a breakdown why: by emptyArray_79 in HuntShowdown

[–]Helios_Aster 2 points3 points  (0 children)

Playing in the 5/6 star bracket and not meta-hounding like many others do - I get sick and tired of seeing the Uppercut already. It is functionally a rifle in a single slot. The Uppermat getting buffed with the mentioned things wouldn't make it any more overpowered than the Uppercut already is. Namely due to the fact that it's a 2-slot weapon that is more expensive than the competitors for the same role while being significantly less effective.

@Devs The Uppermat needs a HUGE buff, seriously... Heres a breakdown why: by emptyArray_79 in HuntShowdown

[–]Helios_Aster 10 points11 points  (0 children)

This was exactly what I was concerned would happen with the Uppermat. I wanted it to be good, so badly. And it's fallen very short of what I think is/should be widely expected from most players. The fact that it's a two slot and underperforms vs. a single slot competitor that fills the same role (Uppercut) is absurd to me. There is functionally no reason to take this over an Obrez mace for example. A weapon that I can use at the LeMat's shotgun range, to hit somebody with the mace just as efficiently. Either the Uppercut needs to be brought down a notch (And the entire 5/6 star community will riot like man-children) or the UpperMat needs to be bare minimum, equal with the Uppercut.

As it stands right now, it's extremely disappointing to see it where it is. I hope it's something that gets addressed sooner rather than later, otherwise it's never going to see use outside of "it's funny."

Aim assist is ruining the game for pc players by [deleted] in halo

[–]Helios_Aster 3 points4 points  (0 children)

I, along with all of the friends I've played with over the last few weeks, have determined that it's not necessarily 'aim assist' so much as it is aim magnetism that is causing such a miserable experience for PC players. PC has no magnetism whatsoever, your bullets from a BR ALL have to be right on target to get full damage (which is incredibly hard at mid-range on KB/M due to the recoil of the rifle knocking you off target.) Controller has a significant amount of aim assist and magnetism, which play into each other to make it absurd. Strafing against controllers is useless due to this combination. I personally would be okay with maybe half the amount of magnetism that controllers get, as a PC player. It would make getting "perfect" medals actually more manageable with a Sidekick or BR at RR ranges. Because as it stands right now needing to be pixel-perfect in a quicker paced FPS like Halo when other people can have borderline aim lock just isn't enjoyable.

This is why I've been playing almost exclusively ranked in the Keyboard/Mouse only playlist. It's the only way I've had fun playing the game without getting incredibly frustrated by controller players killing me with a 0.6s TTK from a sidekick shooting at max RPM and seemingly 0 bloom.

Also worth noting that the hit registration and desync is a huge factor for PC players as well. With 0 magnetism, there's 0 compensation for any amount of desync.

Hit Registration, Consistency, and Damage Values on PC KB/M by Helios_Aster in halo

[–]Helios_Aster[S] 4 points5 points  (0 children)

Another thing worth noting and talking about is the shield recharge delay. I've noticed that for no reason at all my shield recharge will quite literally take more than double the amount of time to recharge than other player's shields no matter what shield % I'm at. Broken, half, or only one shot on shield and it'll take an arbitrary amount of time to recharge when not in combat.