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Edit: Fixed grammatical error.
I was referring to one of my own experiences, on the subject of "RNG bullets". I mean I get it, the silenced weapons are supposed to be used for stealth and not good in direct combat.. but even with the more accurate pistol, if I hit them 7-20 times, you'd think they'd die. (Especially if they're unarmored). What makes it worse is due to the stealth mechanic, the grunts just kinda stare at you going "someone's there!" "What was that?!" "I know you're out there, coward!" while soaking up your shots, blood splatters proving you hit and everything.
And, this is exactly why I don't use my rarer blues, I don't feel like losing them. It feels pointless to do unless you have stockpiled them up until that point, because otherwise RNG like this just makes the item damned to be lost. Usually if I do carry a blue, I always ensure to wear a vest, but even then, I don't feel it's entirely balanced in favour of some blues being paticurally useful. Now more throw-away blues like the MK23 SOCOM, the P90, or the APR, I can see using without a vest, but something like the F2000, as mentioned earlier, I don't see why that shouldn't be able to have a 'hit cap' on enemies, (I.e, how many bullets they can take in total, from that gun.) I only can imagine what it is like to actually lose a F2000, as I've never really used one myself, most guns like that I find, and successfully get my hands on, I usually just drop at the armoury for some more skilled player (Or a newer player) to receive as a gift. I just don't see a point in using it, if the RNG function + losing it exists. But losing it is offtopic.
I wholeheartedly agree with this post. But I think it should work more in a 'Bullet cap system" or an increasing chance of death.
(Edit, uhh, is it normal that "damn" isn't censored?)
However, I don't disagree with you at all about a bullet cap system. That would be nice to have, at least on higher difficulty or as an option.
A sniper rifle usually has a 100% kill probability and the bullet decay kicks in very late so that even at long range it should still be around 100%.
If the enemy isn't dying on bullet impact, he might wear a vest or there is some lag going on.
I agree that the RNG system can be frustrating in PVP in some cases though but PVE has always been our main focus and we wanted to have a similar system.
I wonder why noone worked on a mod without RNG yet, it's really not that complicated. It could simulate a healthpoint system (see Man vs World mode) with the weapons having at least 100% probability.
The way I see it, this might as well be a simplification of a "wound" system. You tap somebody without dropping them, it's a graze or something similarly irrelevant.
Would be nice to have some kind of accuracy debuff and/or kill-percentage-per-shot modifier for the target for a short time, though. It would make it both less likely for the original shooter to get insta-killed in return, would make those opening shots actually do something, and feels reasonable enough as a simulation of getting shaken up by too-close-for-comfort shots.
Pacific, on the other hand... Yeah. IJA officer running through hailfire of a full squad's return fire to still kill of half of them. Flamethrower troopers running into concentrated LMG fire from several sources and frying them all. Bayonett chargers shrugging off multiple bullets to melee most defenders to death.... It's a surprisingly glaring disconnect form the overally fantastic balance of the DLC.
I too think the IJA reinforcement call and flamethrowers could use a bit of a rework, you or someone usually needs a good rare to stop them. Last time I played it was like Hacksaw Ridge, run or die trying to break them.
https://youtu.be/3M1jLtLxD6E
The common sniper rifle isn't fast enough to deal with banzai mobs. They at least take one sniper round, if not more.
Enemy sentries are even more silly but at least they don't chase you down.
They can literally take on two fully squads and wipe them out alone. I generally just hit them with AT weapons.
Banzai chargers and elites are really my only issues with Pacific. The rest of the DLC is extremely well balanced.
Maybe a cap on hits, after 5 or so the kill probability is guaranteed, or since non of them were technically lethal hits, they get put into wounded even without vest.