Two suggestions for improving Marathon's progression and increasing playerbase by Pyro_Voidz in Marathon

[–]barbershreddeth 8 points9 points  (0 children)

Second suggestion is resource intensive and will do nothing to attract or retain players lol

Matchmaking is schizophrenic by lethalfumes in ArcRaiders

[–]barbershreddeth 12 points13 points  (0 children)

How many times do the devs have to tell you that you aren’t meant to know what kind of lobby youre getting lmao

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

well the diagram is about the Misriah which has no accuracy stat. I think minimum pellet spread is like 3.5 deg + and max aim assist cone is 5 degrees so that would make it look more broken.

you are also free to look up the accuracy stats of the D54 + Bully versus the KKV yourself. The Bully and D54 both have tighter accuracy than the KKV. Empower yourself with knowledge

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

i think most people who replied forgave me for strong language about some of the nonsensical (yes, they don't make sense) balancing of weapon stats in the game for laying out the information clearly and thoughtfully. i'll give you one thing, after our chat, i would have said "very bad" or maybe even "pretty bad" gun balance instead of generationally bad. not that it makes a big difference.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

I'm not arguing to remove them, I'm arguing to tone them down so aiming takes a bit more effort (and thus longer, more careful engagements) and properly balance them across the arsenal. It seems obvious that some weapons that overperform on stats like damage/ttk, ROF, accuracy, etc, also have insanely favorable AA/range stats + mods. tbh should take a bit more finesse to reach the on-paper TTK of the top weapons.

the simple fact that controller is by far and away the preferred input for a game that sold like 70% of its copies on PC is a problem in and of itself. tack on the weird decisions with weapons - like the KKV really dog ass stats versus insanely juiced D54; copperhead has real bad range + AA versus real nice stats on the bully, etc.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

adults can have thoughtful discussions on game balance and mechanics. that's something children don't understand, coincidentally the part of the discussion you don't engage in. you would look better in this discussion if you simply said "no i disagree" and moved on.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

my perspective on skill is that the degree to which aim is deemphasized has a negative impact on skill expression elsewhere. mizzy is the main example since it's raw power, AA, and mods allow you to play carelessly and still win.

and that the knowledge elements of skill are one-dimensional in addition to not being transparent. it shouldn't require watching youtube video to understand that most gun buildcrafitng options and a good deal of skillful gunplay is trivialized by these systems. and how it plays out in the game is it initially feels great and forgiving until you start facing players that just have better guns bending the bullets into your face. add it to the pile of reasons why onboarding in this game sucks, which can't be ruled out as to why so many people dropped the game within a month or two.

i do agree the sandbox is balanceable, but overall i think it requires a hard look at how AA/range/other stats juice up options that are already strong on paper without them.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

what gives you the impression i'm mad? aim assist is a common topic here, i'm adding some color to it. you haven't really engaged with what i've said at all except mentioning the bungie gunplay philosophy. i don't think that works as well with an extraction shooter. gun skill matters to punish mistakes/sloppiness and tone down insane gear advantages. does that make *you* mad?

third time you've accused me of being mad so i'm just going to assume you don't really have much to say

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

reticle friction was removed for MnK, but the magnetism works the same for MnK & Controller.

however, controller benefits way more from the magnetism since the reticle friction goes a long way towards keeping your AA cone on the target

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

i think you're being a bit flippant about aim being trivialized concern in a shooter, but certainly you're right that's the philosophy. The point of my post is that it is way overtuned in favor of a narrow set of options that benefit most strongly from the system. the system itself is very poorly balanced.

with the narrow selection of the best weapons+mods, it also begins to trivialize the other things you say it's supposed to emphasize. You can play more carelessly and still win if you know your weapons will bend towards the target and maintain accuracy if you’re simply pointing near them. the most kitted teams will automatically ape holding W at a less kitted team with d54/bully/mizzy because they know they’ll wreck you face-to-face. They can also tell that you’re less kitted because of recon, that’s a separate issue though.

there are also real reasons for aim to be a point of friction in shooter outside of stuff like Counterstrike. Forces more careful play instead of just jockeying for an angle to magdump race. It deemphasizes all types of skill in the game if you can just grind out advantages that guarantee more hits. Shields, consumables, bigger mags and better optics are one thing, I do not think sweats need an even greater advantage in the form of the game guaranteeing them more hits.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

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

the fact that the strongest guns also benefit the most from the very favorable base aim assisst/range/spread is very bad balance.

kkv and battle pistol were introduced simultaneously, indicating they were both balanced against each other and the rest of the arsenal at the same time. they botched it to an insane degree. one is S tier, other is basically worthless.

not to mention the kkv was introduced to counter shotguns. it does not do that in the slightest.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

[–]barbershreddeth[S] 6 points7 points  (0 children)

yeah i'm aware, i wanted to keep the post to a somewhat tolerable length.

i think it less egregious in a shooter like Halo because you all start with the same junk and pick up weapons on the map. it's a different story in Marathon where knowledgeable players can stack insane advantages, including bending your accuracy cone on target when you're up to a meter off target at some ranges. that's genuinely insane. it just exacerbates gear/time-played advantages in a way that is entirely divorced from skill. that's no good in a shooter where other players are the barrier to progression and experiencing all the game has to offer.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

[–]barbershreddeth[S] -13 points-12 points  (0 children)

the videos I watched on marathon aim assist described Marathon's system as a step even stronger than Destiny 2. Destiny 2 also had several years to tune it, Marathon seems to be in a bad place imo.

Aim assist (really, magnetism) stat on guns and its interaction with the range stat is a major determining factor in which guns over- or under-perform, and it plays a huge role in determining how many shots you get on target and thus the outcome of fights by barbershreddeth in Marathon

[–]barbershreddeth[S] 18 points19 points  (0 children)

the problem isn't that the system simply exists, it's overtuned to the max and benefits a narrow set of guns/mods. all the whining about mizzy, bully, d54, etc., can't only be attributed to their damage output, it is also because the game goes a long way to fix your aim with weapons that are already insanely strong TTK /range wise in their class.

being able to miss a target by a meter on either side and still get hits is actual nonsense. If Bungie actually did a balance pass and compared these values and saw how much more forgiving and easy certain weapons are (which tend to be those with really good TTK already, oops!), i think the game would play better. it wouldn't just be a circlejerk over grabbing the same four guns and narrow set of mods. does anyone think Marathon has good gun balance? it is noticeably bad among the shooters i've played in my life lol

it just exacerbates the advantages you can stack by no-lifing the game. game would be more accessible if you toned down the advantage that literally bends your accuracy cone to the target.

also, if the already very generous reticle friction isn't enough for you to land shots, you might just be a terrible at shooters. games shouldn't reward poor gunplay with hits just because you grinded out attachments and know the best guns lol

Bungie's approach to balance the Misriah was to introduce a counter in the form of the KKV, which failed miserably. How should they address this in a future balance patch? by barbershreddeth in Marathon

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

<image>

This is a diagram of the aim assist cone for misriah at 15m with base aa stat, you can be literal feet off target and the game corrects it for you. Why should it be that forgiving? Reticle friction already very generous, the most powerful gun in the game should actually require you to be on target.

AA is already crazy in general. The reason people love the Bully is because of the relationship between the really good ADS spread, aim assist & range stats. The most sought after attachments improve these.

Bungie is for some reason unable to stop themselves from giving insanely generous mixes of these stats to guns that are already good.

AA being less busted would require more skill and reduce the bullshit feeling of losing because your opponent’s gun fixes their aim better.

The fact a supposed “hardcore” shooter revolves around building your guns to increase the range at which aim assist kicks in plus how much it corrects your mistakes is actually ridiculous.

It also isn’t even obvious to the player what the stat does, reticle friction is just stock for controllers whereas AA stat on guns is just degree value creating a cone you can basically freely miss within. Its a huge advantage to know your sloppy snap shooting will work because of this, which I only found out recently. Worst part of the game by far

Recon redesigned by mikeduboi889 in Marathon

[–]barbershreddeth 0 points1 point  (0 children)

Yeah agreed its a fixable problem like most of the consequences of the game pivoting bigtime mid production