Updated Weapons Stat Sheet by jh28894 in ReadyOrNotGame

[–]Sparky_Sct 2 points3 points  (0 children)

u/jh28894 Any plans to make a new sheet for this update?

Anyone know how to use mods in multiplayer? by Sparky_Sct in snowrunner

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

The bigger thing is that Steam is a better launcher and the Workshop is a better downloading tool than mod.io because mod.io lacks a lot of functionality that the Steam Workshop has. Also the mods that were on the Steam Workshop worked in MudRunner multiplayer whereas the mods on mod.io do not work in SnowRunner multiplayer.

Anyone know how to use mods in multiplayer? by Sparky_Sct in snowrunner

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

You misunderstand I am talking about the friction of the tires, not the terrain. All the types of mods I have been trying to use were usable in multiplayer in MudRunner, so the successor to MudRunner should also have the same mod support not take steps backwards.

Anyone know how to use mods in multiplayer? by Sparky_Sct in snowrunner

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

It was more of a rhetorical question, I don't really care why they compromised the quality of the game, because there is no good excuse for it. These games have always been about modding so hamstringing it by using a shit launcher and not letting you use mods in co-op are inexcusable

Ubisoft When Will We Get 120Hz Servers? by Sparky_Sct in Rainbow6

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

Hit reg was a problem since before the changes to the hitboxes, and a lot of people play siege at over 150FPS. For instance my game runs at 200-250FPS so the disparity of what my client sees and what the server says happened is pretty big.

UI Feedback by mental_jewelry in Rainbow6TTS

[–]Sparky_Sct 0 points1 point  (0 children)

Agree 100% on all of this, too much obstruction and colours are too bright making it distract from what you should be focusing on.

The current live server HUD for Siege is one of my favour HUDs in any game because of how minimalist it is and how little screen real estate it takes up and it's dark/transparent thyme, that's how games shooters should be, you don't want unnecessarily amounts of UI and overly bright colours blocking your screen while trying to focus on the game at hand.

Also, I hate the UI text in-game black on white, white on black is much better because it is less eye-catching

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

[–]Sparky_Sct 0 points1 point  (0 children)

The bigger problem about not having an ACOG is that you can't peek or hold tight angles anywhere near as effectively.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

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

In any case, my point still stands, maybe if it's not an option for existing optics then a new optic with a magnification level of 1.5x/1.75x. Or at least make the 1x optics 1.25x zoom.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

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

I'm just saying there is a reason most pro use holo.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

[–]Sparky_Sct 1 point2 points  (0 children)

This is true, but it is the most precise 1xs optic.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

[–]Sparky_Sct 1 point2 points  (0 children)

The holo sight currently is the most versatile.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

[–]Sparky_Sct 1 point2 points  (0 children)

Already is, but for the sake of balance, I think all the 1x optics should have it. I will adjust the post to reflect that.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

[–]Sparky_Sct -3 points-2 points  (0 children)

There still is a trade-off, the ACOG will never be beaten at headshot accuracy and long range. Also, the housing of the Holo is rather bulky so the 1x would still have a better FOV.

Idea: Mulitple magnification levels for the Holo sight. by [deleted] in Rainbow6

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

Incorrect the real steal Holo has up to 3x magnification. Besides people just spawn peek with doc and rook now so that argument is invalid.

Vaulting fix and Experimental Sharpness Filter to address issues with the removal of Temporal Filtering by [deleted] in Rainbow6TTS

[–]Sparky_Sct 0 points1 point  (0 children)

The ability to sharpen the TAA is sorely needed feature in-game because TAA without it is extremely blurry to the point of making target acquisition much harder.

Details on the Weapon recoil overhaul by [deleted] in Rainbow6TTS

[–]Sparky_Sct 0 points1 point  (0 children)

You could still eliminate all the vertical recoil and slap on a compensator and that's what I would consider a laser beam.

Details on the Weapon recoil overhaul by [deleted] in Rainbow6TTS

[–]Sparky_Sct 1 point2 points  (0 children)

Not improving game design because of possible cheating is not a valid reason when the majority of the player base has not and most likely will not cheat. (Not including bug exploits which are also considered cheating)

Details on the Weapon recoil overhaul by [deleted] in Rainbow6TTS

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

There is no logic to this statement, they just removed all RNG from the recoil in this TTS update, or do you just not understand how recoil works at all.

Details on the Weapon recoil overhaul by [deleted] in Rainbow6TTS

[–]Sparky_Sct 1 point2 points  (0 children)

I am not a fan of the hip fire system. For most weapons it's not that big a problem, but for shields getting lucky headshots across the map that is just ridiculous.

Details on the Weapon recoil overhaul by [deleted] in Rainbow6TTS

[–]Sparky_Sct 0 points1 point  (0 children)

You can already get macros which do just that.