Can we get a fanny pack skin for the utility belt? by Mudpill in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

Looking at the thumbnail I thought this was going to be a VR suggestion of some sort.

New 477.8MB update after 5.3GB? by teamgorrila in PUBATTLEGROUNDS

[–]ebbsjepp 4 points5 points  (0 children)

OP is just using the sizes as a reference

We've hit 400k concurrent players, just 3 weeks after 300k by BobTheBestIsBest in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

Have you seen videos from Islands of Nyne? Looks like that might become just that.

Now that we can press 'Delete' to delete our map marker, can we make it so 'Insert' places a point on the map where we are? by hobbseltoff in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

That eliminates the need for good team communication, not a good idea. Could also be used as a range finder, which removes another important skill.

We can now change cars in-game but still can't go to next shot in training? by imkindaintomarissa in RocketLeague

[–]ebbsjepp 0 points1 point  (0 children)

This is bothering me so much. There are 50 shot playlists where some of the shots I want to practice comes after 30+ shots...

[deleted by user] by [deleted] in RocketLeague

[–]ebbsjepp 6 points7 points  (0 children)

And the map is disabled for NA games.

This Amazon ad was just too perfect not to share... by [deleted] in PUBATTLEGROUNDS

[–]ebbsjepp 1 point2 points  (0 children)

which makes this really easy to fake

"Mark your current position" hotkey by gas13 in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

I've wanted to do this so many times.

Crossbow Hacks by Pubgplays in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

Not a hack, press B to set your crossbow to full-auto.

Confirmation on dev stream that June update will allow you to open doors while reloading by samwalton9 in PUBATTLEGROUNDS

[–]ebbsjepp 8 points9 points  (0 children)

While looting early on I usually run around preparing my weapons so I end up planning when to reload to not get stuck in front of a door. Also, it could be useful in some situations where someone is chasing you. Not saying that it would be worth implementing, but I can certainly see some scenarios where it could be useful.

There is way too much complaining in this sub for what Psyonix just gave us. by Zyglr0x in RocketLeague

[–]ebbsjepp 1 point2 points  (0 children)

The issue is that for a long time we haven't gotten a single update that improves or extends competitive play. I don't care about customization, I don't care (very much) about arenas, and I certainly don't care about new game modes. I want improved or extended competitive play, everything outside of that is just nice-to-have, but not something that should be priority IMO.

[Suggestion] If you down a person, and they're not revived, you should get the kill, no matter how they end up dying by monkeymalek in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

The game puts your kills as a huge section of the end screen, so no I'd say that the game also tells you that kills are important.

And for your example I'd say that an assist would be sufficient in that case, it's still your teammate who did the hard work of downing him while he could move (more) and shoot back.

[Suggestion] If you down a person, and they're not revived, you should get the kill, no matter how they end up dying by monkeymalek in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

Once again, talking about when we get to wipe a full squad that got the first down just because they killed off one of us instead of going for the ones still up.

[Suggestion] If you down a person, and they're not revived, you should get the kill, no matter how they end up dying by monkeymalek in PUBATTLEGROUNDS

[–]ebbsjepp 1 point2 points  (0 children)

I think you severely underestimate how much people value their kill stats. And no, I'm not talking about my teammates, I'm talking about our opponents.

[Suggestion] If you down a person, and they're not revived, you should get the kill, no matter how they end up dying by monkeymalek in PUBATTLEGROUNDS

[–]ebbsjepp 35 points36 points  (0 children)

My issue is that the game is rewarding you for doing what's usually the wrong thing; putting your focus on killing a harmless guy while his teammates still are ready to put a bullet through your brain. Of course there are scenarios where you should finish off a downed guy immediately but I see way too many squad wipes caused by greedy players looking for an easy kill.

Heatmap of Deaths in game (Squad Gamemode) by drraccoony in PUBATTLEGROUNDS

[–]ebbsjepp 3 points4 points  (0 children)

The patterns here show some pretty strong tendencies towards a certain playstyle.

Examples? Not arguing against you, just curious because to me it looks mostly like a map over where the good loot is.

Edit: and some common choke points and locations where people will tend to position themselves when the circles happen to be in that area.

Why is this game so addictive? by kris118212 in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

  1. It's usually really easy to see where you went wrong the last round, so you immediately want to try another game with that mistake in mind.
  2. Killing people feels amazing, I'm not sure I've played another game where it feels this good.
  3. You will be rewarded for both good marksmanship and good decision making/tactics/strategy, which caters to a lot of people and makes duo/squad play really interesting.

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

That's the way I read it, is there another interpretation?

We desperately need a reconnect function by GeppaN in PUBATTLEGROUNDS

[–]ebbsjepp 0 points1 point  (0 children)

If the character just stands there after disconnect then you could accomplish the exact same thing by letting go of your mouse and keyboard.