Can we get a Revive?

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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    When did they make it so one less shot would kill.. don't recall that or the complaints. .

    Most other games have a higher damage so even if the reg is a life off it feels much better..

    The first few hrs after a 2 month layaway the game felt crazy to me, guys were eating bullets for breakfast lunch and dinner.. I was like whhhhhaaat is Goin on here.

    If I can get that feeling imagine what 99% of the player base feels. Ya that's right
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    =IK=Doba= wrote: »
    When did they make it so one less shot would kill.. don't recall that or the complaints. .

    Most other games have a higher damage so even if the reg is a life off it feels much better..

    The first few hrs after a 2 month layaway the game felt crazy to me, guys were eating bullets for breakfast lunch and dinner.. I was like whhhhhaaat is Goin on here.

    If I can get that feeling imagine what 99% of the player base feels. Ya that's right

    Was during closed beta. I definitely remember it happening.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I pushed for that change in closed.. and don't recall it ever happened.. it wouldnt be the first time I'd be wrong.. any Dev confirmation of raised damage in beta??

    I can't see the complaints since everyone thought SSHD was a game saver with basically the same change
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    If they were to make the change without announcing what was changed.. or call it netcode tweak people would love it.
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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    I generally don't like high damage because it makes aiming feel less important but most people seemed to enjoy the game more during the double damage era so maybe the game flowed better like that.

    One thing to add is that, after watching some clips in slow motion, the weird recoil creates a lot of false bad hit reg because the crosshair is zigzagging around the enemy giving the illusion that he's neo-ing through the shots. That's probably another reason the game felt better with higher damage, keeping the aim on a target is virtually impossible at times so less shots to kill = less dependent on rng.
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    I generally don't like high damage because it makes aiming feel less important

    For head shots? Yes. for just getting your crosshair on the enemy? No. I guess it depends on what you prefer. That was the main argument I always heard in favor of less damage per shot = better. Head shots are more greatly rewarded. Of course you can also question how much more powerful a head shot should be compared to a body shot.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I tested that issue in extreme slow motion a while ago.. basically I saves all the WHAAAT... moments and had a close look at them.. in each case I was wrong the game was right.

    Imo the reg is good..maybe too good.. it's why I think a slightly higher damage would benefit everyone.. less arcade feeling, more rewarding, less complaints..
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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    edited July 2016
    Whiplash27 wrote: »
    I generally don't like high damage because it makes aiming feel less important

    For head shots? Yes. for just getting your crosshair on the enemy? No. I guess it depends on what you prefer. That was the main argument I always heard in favor of less damage per shot = better. Head shots are more greatly rewarded. Of course you can also question how much more powerful a head shot should be compared to a body shot.
    Its harder to keep the gun on target for 5 shots than it is for 3, I was including recoil control in the aiming aspect.
    You can't go overboard with damage otherwise its a situation similar with aimpunch, shooting first is the only thing that matters.
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    I know it may not the best way of going about it, but CS has 2 head shots and 5 chest shots (I think 4 stomach shots) on the M4. I do question whether we slightly over value head shots in AAPG. Not that I'm advocating for 2 head shots to kill in this game. However, maybe lowering the damage to 4 chest shots on the M4/M16 wouldn't be the worst idea.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Whiplash27 wrote: »
    maybe lowering the damage to 4 chest shots on the M4/M16 wouldn't be the worst idea.

    That's what I'd be willing to try.. yesterday I shot a few bursts into a guys legs as he was laying down hidden by the humvee.. I rather see that less rewarding and moreso for chest shots..

    Single shot head shots still rewards good aim.. 1 less to the chest potentially eliminates issues such as shooting someone only having them turn around and pop you with 1 bullet..
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  • .!.dgodfather.!.dgodfather Posts: 461Player
    I agree that raising the damage per shot should be a good thing. While Insurgency movement is slow, you are rewarded heavily for the damage you inflict which feels right. Revives and body camping are a knife to the heart of any improved damage system in this game. Everyone being able to revive everyone is a obvious mistake. If you want to allow someone to patch the bleeding that is fine, but it's easier to have the 2 meds AA2 style to eliminate the design issues with the damage system. To make it worthwhile at all, a damage penalty via movement (slower movement) is necessary in some form, IMO.

    None of this makes this game become flooded with players. It simply will not happen with this version of the game. Might as well use this and make some of the recommended changes in determining what should come of the next version.
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  • IO_i_OIIO_i_OI Posts: 1,107Player
    Whiplash27 wrote: »
    IO_i_OI wrote: »
    1. Research - you research your character or weapons under a almost unlimited weapons/character tree.
    2. Ranking - as you research, you climb in the ranks while fighting enemies of equal ranks.
    3. Optimization - kids don't build PC's anymore. (Parents buy them mediocre laptops). nor do kids build cell phones.

    1. It's difficult to make a character tree in FPS games. AA3 actually had a neat idea where you could build your soldier based on a particular role with different unlocks related to that. It never came to fruition, so I have no idea how it would have worked if it was completed.
    AA_MOS.jpg
    However RPG-type elements, while cool, also can give players who have been playing for a long time an unfair advantage. It's no different than unlocks in other games. They have their pros and cons. Definitely something to play for, but it's tricky to balance it to not make the unlocks make other players OP. Heck, I'd be even willing to play around with a system that allows you to customize your player's stats. Accuracy, stability, speed, endurance, bravery (how much you're impacted by enemy fire, friendly casualties, or maybe not having any friendlies in your vicinity), things of that nature. Everyone gets to assign points. It allows for everyone to be a bit different. Again, no idea how this would work, but it's surely different than the standard FPS.


    2. This would be a ranking/matchmaking type system. It would be great, but as others have noted, it's not easy to pull off without a large player base. I do think doing something super complex is not necessary for matchmaking. I think CS's system is fairly simple (from what I read about it) and gets the job done.

    3. I do wonder how it truly affects it. The most hardcore gamers have sick systems. Casuals less so. Source games definitely benefit from the lower system requirements. I do wonder how some of the more popular games compare to AAPG in terms of requirements. Thing about AAPG is that the game runs like a turd on minimum specs.


    A character tree could look like this:

    Soldier Tier 1. Only has a hat and basic fatigues. healthpoints = 15
    Research combat hat and combat jacket. healthpoints = 25
    Soldier Tier 2. healthpoints = 30
    Research basic helmet and basic ballistic vest. healthpoints = 35
    Research combat helmet and combat armored vest. healthpoints = 45
    and so on....

    Weapons Tree:

    Weapon Tier 1. M9 standard ammo. hitpoints = 3
    Research worn parts and FMJ ammo. hitpoints = 5
    ...
    Weapon Tier 2. M4 standard sights and standard ammo. hitpoints = 8
    Research worn parts and FMJ ammo. hitpoints = 12
    Research aimpoint scope and worn barrel. hitpoints = 14
    Research suppressor. recoil -1
    ...
    and so on...

    I think you could get to a large player base with research trees and a ranking/MM system. It's happened before. Any change is risky but when player interests and retention is so low it might be time for a severe change to the game. Of course, any great game won't be worth doodle-squat if you can't get a good 60 FPS on the latest common laptop hardware. The game plays fine for me on PC but friends who mostly try out the game on their laptops, and don't know diddly about computers, bug out after a few tries.

    There needs to be some serious change guys. I am not being critical. I love the game but it gets boring fast, and I am old with patience. Not like today's kids.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    You could do something as cool like insurgery does which ties into weapon attachments as well.. and that is a point system to modify your gun from silencer, heavy barrel, two or one nade, flash, AP bullets them at deal more damage, granade launcher, hand grip ..etc

    So a point system where you can equip your soldier any way within the allowed points, AP bullets would count for 2 points as where 1 nade would be a single point..

    Insurgency does this very well.. and you get not only what we're talking about here with increased damage but gun attachments all at once.
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  • {4F}DeadlyGrouse{4F}DeadlyGrouse Posts: 277Player
    I like the idea of more damage per shot to the chest torso area. too many times in this game you shoot someone in the back and they turn around and kill you. i've done it to lots of people and it's happened to me. makes it unrewarding to catch a player off guard if they can just spin and kill you while you are shooting them in the back.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Dem Devs lurking.. could give us an answer as to whether or not it could be something they will consider
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  • CrushmasterCrushmaster Posts: 501Player
    Saccho wrote: »
    I'm reminded of ammo grabs, but that was passive on the provider's part, not real cooperation. Weapon drops are cool, but it's pretty rare to see players bringing each other new guns. (Slight exception: VIPs)
    I try to bring the sniper a gun (especially if he's a decent player), but I've noticed no one else seems to do this. I don't know why because a LOT of times when I do, the sniper ends up using it. It's a huge advantage.

    Lots of great discussion on this thread. I'm enjoying the read.
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