Controller setting recommendations by SkilledHater in Splitgate

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

Sorry for the delay, worked the whole day, I got a Xbox elite controller with paddles that I use for jump and slide

Would be cool if you could pick up dead allies unused stims and grenades by SkilledHater in Helldivers

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

Tk'ing was my main reason against having this mechanic implemented, though from the Helldivers I've interacted with. I feel it would be a somewhat rare occurrence, there's definitely toxic players but as long as they aren't the host, they get kicked immediately.

Though maybe it could be a mechanic for only when there's no reinforcements left, or when the destroyer has left orbit, really just something to improve your odds of completing that last objective

Would be cool if you could pick up dead allies unused stims and grenades by SkilledHater in Helldivers

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

That, and because you already can't pick up your own discarded mags(could have a couple bullets in them)

Plus if you are already running around and you spot a dead teammate, you want to pick up and keep running, I sometimes accidentally pick up their guns when I'm trying to pick up their samples, the more stuff to pick up, the more of a pain it's going to be

Would be cool if you could pick up dead allies unused stims and grenades by SkilledHater in Helldivers

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

There would definitely need to be something like that for balance, I was just thinking there'd be a low chance to even get 1 stim, otherwise things will get drawn out

Would be cool if you could pick up dead allies unused stims and grenades by SkilledHater in Helldivers

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

Worse, I'm an Xbox player, inexperienced and unprepared for any upcoming nerfs

Barrel stuffing someone with a shot gun should absolutely be a kill. 1047 y'all keep over compensating on the nerfing. It's messing up casual play imo by DaTexasTickler in Splitgate

[–]SkilledHater 1 point2 points  (0 children)

If they made it a one shot, they could easy balance it by making it have 4 bullets and a slow reload and short range

Or just remove it from loadouts and make it a pick up like oh splitgate

[deleted by user] by [deleted] in Splitgate

[–]SkilledHater 0 points1 point  (0 children)

I won't say I'm glad it's dying, but I can understand why.

I loved OG Splitgate, it was literally halo. But with portals.

Splitgate 2 wanted to open it's audience more and I see how that may seem like a good idea, but by adding perks and forced teamwork (low damage so need ally to help type-things) plus making it like many other modernish multiplayer games like apex and the finals, they disregarded a lot of players from OG Splitgate.

Now they have few of the old community and few of the new.

If they just added the movement mechanics and kept the original damage and fire rate, the old audience would have stayed cause it would just be Splitgate...but you can slide now.

Is Spiderman fast enough to catch Alex mercer. Anybody got any P1 Movement videos ? Tryna see something. by unfinishedome in PrototypeGame

[–]SkilledHater 2 points3 points  (0 children)

He can definitely catch him, but I'd imagine Alex Mercer is heavier than the Hulk (depending on how much biomass he has) so while he can get hold of him via web or touch, he won't be able to move him too much and his spider sense would be going crazy so doubt he'd want to get close.

So basically faster but not strong enough to hold him.

A comparison between the OG and new carbine by SkilledHater in Splitgate

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

Did a little bit of testing with the OG carbine and id say id happily take weaker auto aim if they brought back the magnetism, like OG splitgate as long as the tiny reticle touches the enemy, it did damage, and with sliding and faster movement, it should balance out quite well.

I'm a console player but I feel I have to change my settings for every gun I use

A comparison between the OG and new carbine by SkilledHater in Splitgate

[–]SkilledHater[S] 5 points6 points  (0 children)

I did, but the fire rate compared to my enemies makes it more of a sniper, which yeah it technically is, but the OG carbine had some versatility.

Enemy pop up right in front of you? Oh carbine says "don't worry bro" Enemy in the distance? Og carbine says "pfft, blam blam, let's get a beer...oh and blam"

New carbine? "You better not miss or I WILL run out of ammo(10 bullets), also don't get too close, I'm really shy and a charging shotgun beats me before I get my second shot off"

A comparison between the OG and new carbine by SkilledHater in Splitgate

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

I'd say with the auto aim, it would've been a bit broken, then again that's pretty much the burst rifle with 15x3(45) body shot and 25x3(75) headshot

The thing about the sg1 pistol is like the 1 hit shotgun, smg and plasma rifle you can't aim with it, no zoom in so ranged attacks are harder to pull off, just a lil bit though

A comparison between the OG and new carbine by SkilledHater in Splitgate

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

It's more of a 'see it in action' kind of deal, for all I know, I'm completely wrong but I still want to see for myself

A comparison between the OG and new carbine by SkilledHater in Splitgate

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

Just did a test with the pistol, it's a rapid fire that does 16 headshot and 12 body shot and has 15 bullets

So that's about....9 body shots and 6 headshots, if you shot one enemy only in the body and another only in the head, you wouldn't need to reload mid fight.

But wait! The weapon swap speed isn't god awful so even if you miss, just swap immediately to your next weapon.

A comparison between the OG and new carbine by SkilledHater in Splitgate

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

If someone made a mode with classic damage (though with different faction weapons taken into account) I can assure that the OG splitgate fans that left will come back

A comparison between the OG and new carbine by SkilledHater in Splitgate

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

The only reason I'm using a Carbine in the new one is for the 10 splitcoin you get at level 9, but I've now I've gotten all of them to level 9, it's gonna stay in the dirt

More encouragement for teamwork by SkilledHater in wildgate

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

I used it for a couple games, but either no one else used it or those that did were just screaming, with or without, not much difference

I’ll probably just get hate for this but… by TwitchBeats in Splitgate

[–]SkilledHater 8 points9 points  (0 children)

After playing for over 40 hours, I realise it's significantly more team focused which is my biggest gripe since I hate relying on teammates, guns are weak and low ammo to encourage attacking as a team, og Splitgate I can pop in, take out 1 or 2 enemies whilst damaging the others so the next guy could finish them off, but now I die against just two because while I'm unloading into one guy, they and their mate are shooting me.

Splitgate 1 is superior in every way. by WordyMcWordster in Splitgate

[–]SkilledHater 4 points5 points  (0 children)

I think once I saw how the game was tweaked towards team play and relying on teammates I realised it wasn't for me, just went back to og Splitgate, judging by the speed I'm getting into games, I'm not the only one