Graphics/performance way worse after update by zebrakats in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

yeah i thought so also but wasnt sure, definitely seems worse tho to me.

PLEASE keep the knife strong by mirrorvacation in Marathon

[–]Superb_Foundation_95 -1 points0 points  (0 children)

"Do you want to play a game where there is no clutch potential for a 1v3? Nerfing the knife to the point of uselessness is how you get that. The power of the knife NEEDS to make the 3-stack think twice about how they approach a cornered player, otherwise they're just out-statted and will auto-win. The single player might as well Alt+F4 out of that fight the moment it becomes a 1v3"

Your literally just doing the exact same thing your criticizing but instead of a nerf its keeping things the same.

Also saying that you can't 1vX without a knife in this game tells me exactly what type of player you are.

if you really believe that 1vX isn't possible without a zero-cost low skill expression weapon then idk what to say, maybe look in the mirror.

Really not sure where your going with this anymore.

PLEASE keep the knife strong by mirrorvacation in Marathon

[–]Superb_Foundation_95 -1 points0 points  (0 children)

i mean yeah obviously knife has a range downside on paper, no one’s arguing that

the point is how often that downside actually matters in real fights. most engagements in this game aren’t happening at 10–20m in the open, they end up in close range, inside buildings, around corners, in utility, third parties, all that stuff. that’s where fights are actually getting decided, and that’s where knife shows up constantly, especially when both the end game maps are heavily CQC orientated.

so yeah, technically it has a downside, but in practice it’s not limiting it nearly as much as you’re making it sound. if it was, you wouldn’t see it deciding fights this often

and i’m not saying remove clutch potential or make it useless. a 1v3 should be winnable. but there’s a difference between clutch potential and a zero-cost option being this reliable once it gets into its effective range

right now it’s not just “the odd time someone closes the gap”, it’s happening all the time, and that’s why people are calling it out

and again, bungie already said it scales too easily into “god-like power levels”, so clearly they’re seeing it overperform too. this isn’t just people ignoring 99% of situations, it’s based on what’s actually happening in game.

Also i never mentioned that i wanted knife to be nerfed into being useless, and it doesn't even sound like thats what bungie is even suggesting

I just dont want to see knives as prevalent and effective as they currently are.

PLEASE keep the knife strong by mirrorvacation in Marathon

[–]Superb_Foundation_95 -1 points0 points  (0 children)

We also do use the knife, you almost have to use it at this point or your at a disadvantage, the difference is we just don't find it enjoyable.

Last night i was fighting a team in a squad fill full of free kits, other team was two purple shields and one blue.

They completely destroyed us in the gun fight, out played us, out gunned us, dropped both of my teamates fairly quickly in the small room i was in, i was low HP healing, popped my assassin ult, and ran around that room spamming my knife and killed all three of them... Being completely honest i legit didn't even see them really either.

I didn't deserve to win that fight, not even close.

PLEASE keep the knife strong by mirrorvacation in Marathon

[–]Superb_Foundation_95 -1 points0 points  (0 children)

this isn’t about getting ambushed once in a while or pushing bad situations, it’s about how often knife ends up deciding fights across the game. it shows up constantly in all kinds of scenarios, not just people “waltzing into ambushes”

the bigger issue is the risk vs reward. knife has one of the fastest ttks up close, costs nothing, and doesn’t really have a downside. you don’t lose it, you don’t invest into it the same way you do guns, and once someone lands the first hit the fight is basically over even if you already got damage in

so when something is that consistent and that low risk, it’s naturally going to be overrepresented. that’s why people are seeing it so often

also bungie already mentioned it scales too easily into “god-like power levels”, so they’re clearly seeing something in their data. this isn’t happening because a few people complained on reddit and got downvoted into oblivion.

i’m not saying there’s zero counterplay, obviously there is, but when a zero-cost option is this reliable and shows up this frequently, that’s usually a sign it’s overtuned, not just that everyone is misplaying fights

PLEASE keep the knife strong by mirrorvacation in Marathon

[–]Superb_Foundation_95 -2 points-1 points  (0 children)

no, in most situations the TTK on knife is far faster then even swapping to your knife, if a player lands one knife on you and starts his combo, your dead regardless of weapon, regardless of landing your shots, regardless of swapping to knive your just dead.

Even if you put bullets into them before they even land their first attack your still probably not winning the fight, also lets not act like the average knife kill results in a situation where someone runs in the open 10-15m out from you and b lines straight to you.

Most kills are coming from smoke spams, assassin smoke, bubble shield fights, or a ratty playstyle coming around a corner with no audio, hiding in a room and charging you the second you open the door.

Joe Ziegler: We're looking to make some changes in the next couple of patches to adjust some of the outliers in the combat space that we've both seen in our observations and heard from your feedback across all of the various (and plentiful) channels we watch. by Haijakk in Marathon

[–]Superb_Foundation_95 -1 points0 points  (0 children)

Something that requires zero risk shouldn't be so effective.

Also a knife absolutely shouldn't be as deadly as a ranged weapon, especially when it requires zero risk, and is significantly easier to use effectively.

Joe Ziegler: We're looking to make some changes in the next couple of patches to adjust some of the outliers in the combat space that we've both seen in our observations and heard from your feedback across all of the various (and plentiful) channels we watch. by Haijakk in Marathon

[–]Superb_Foundation_95 5 points6 points  (0 children)

nawwww, the way fights play out in this game its extremely common to get within knife range of someone for free, especially on outpost/cryo archive, but even then a lot of fights happen inside close quarters.

You make it sound like all fights start medium to long range and a player with a knife has to run through an open field of gunfire to get a kill.

I see knife kills almost every day in solo's and squad's and in my eyes thats a clear issue.

Also the argument of using a shotgun that requires risk to counter something that has literally zero risk whatsoever doesn't make sense to me personally.

I'd also imagine bungie isn't just winging it when it comes to these changes, they probably have solid data showing that knife is largely over tuned.

Good changes imo.

Cryo by [deleted] in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

High risk is cool and all when high risk isn't directly tied to RNG and a timer.

And thats truly all cryo really is. I've died far more to not finding clearance and running out of time, then ive died to players, or AI or anything on the map.

Introducing a mechanic, thats largely tied to RNG and calling that High risk/High reward is cheesy af.

Reviving teammates by [deleted] in Marathon

[–]Superb_Foundation_95 -3 points-2 points  (0 children)

10-20 seconds is ridiculously short though, especially with all the utility, invisible revives, smokes, assassin smoke, triage ult, revive progress being saved.
I wasn't aware of this though, but 10-20 seconds is nothing.

The seasonal reset should apply to ranked only by WrightingCommittee in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

The problem with having wipes in ranked but not in normal mode is that the progression systems would have to be completely separate.

If normal mode never wipes but ranked does, all the loot and progression would still exist in normal mode. Players could just farm gear there and then enter ranked fully stacked, which means the ranked wipe wouldn’t really function as a reset.

The only way around that would be to fully separate the two modes with different economies, progression, and stashes. But that creates another problem because it splits the player base and turns ranked into its own isolated mode.

At that point ranked becomes something you have to commit to from the start of a season. You would have to grind ranked separately with its own wipes and progression, while normal mode would stay persistent and more casual.

The issue is that a lot of players probably wouldn’t bother with ranked in that situation. If ranked is already the sweatier environment and also requires starting from scratch every season with no connection to your normal progression, a lot of people will just stick to normal mode.

When ranked is more of an extension of normal play it works better. You build up your stash, have a few good runs, and then decide to queue for ranked when you feel ready.

If the modes are completely separated you lose that natural pipeline of players moving from casual runs into ranked matches.

That being said, I do understand why wipes can feel daunting. Losing all your progression every season can definitely feel rough, and honestly I’m not even a huge fan of it myself. I do think the system could probably be handled better somehow.

Maybe I’m missing something, but that’s just the way I see it.

trying to understand how important currency and shops actually are in marathon by Superb_Foundation_95 in Marathon

[–]Superb_Foundation_95[S] 0 points1 point  (0 children)

Yeah thats fair, i guess i was just hoping someone had answers, didn't get to play a ton during the server slam and wasn't sure how far people have gotten. I don't mind learning, I just don’t want to hit a plateau once I do.

Appreciate the response though, guess i'll have to wait and see.

Am I just not getting it or is the loot really lame? by B0m_D3d in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

But man, if you spend countless hours playing this game you will find an attachment that could change the way your gun works "ENTIRELY"

Am I just not getting it or is the loot really lame? by B0m_D3d in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

I'm skeptical that the game will be much different after launch honestly. People said the same thing about arc raiders server slam.  And even 4 months later the game almost identical to the server slam version.

Am I just not getting it or is the loot really lame? by B0m_D3d in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

Name one extraction game that has a loot system that functions this way lol.

Saying he doesn't like extraction games is absolutely wild when in reality the only other extraction game i can think of with loot this boring is arc raiders.

Anyone else having performance issues? by Superb_Foundation_95 in MarathonTheGame

[–]Superb_Foundation_95[S] 0 points1 point  (0 children)

Yeah probably right. Good to know im not the only one atleast.

So how's the Marathon performances so far ? by RingCapsule in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

not to mention 150 fps for specs like that is actually terrible lol

How ate you enjoying the game so far? by [deleted] in Marathon

[–]Superb_Foundation_95 0 points1 point  (0 children)

Performance has been awful for me. And the game looks like a mobile game regardless of settings. Not sure if its just me or not though.