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That being said, the new system actually makes even less sense than the old system and still isn't explained at all in-game. I 100% agree with pretty much this entire post.
I don't know why New World loves coming up with different solutions to a broken feature when we just wanted the ♥♥♥♥♥♥♥ mechanic to go back to the way it worked before.
I don't understand how they can't see this is inferior, and sadly because of the game fault of not explaining the old system, NWI are receiving positive feedback from players that didn't know. So, when you combine that with the default adamant nature of NWI, good luck convincing them to revert.
This new method... is much more difficult to interact with, more imprecise, and takes a lot more risk from the commander.
They have glaring, horrible bugs that persist in the game for long periods of time w/ no discernible action taken, and they "fix" "bugs" that NO ONE is complaining about or even understands.
2 more examples:
1. You can't plant mines "on the run" anymore. Why? In the 1.11 notes it talks about some animation bug. What bug? Who the F ever complained about anything related to that? So, to fix some bug that is basically unknown to the public they took out a very useful feature.
2. Molly's no longer killing on impact. While not a bug, this was only an issue in PVE. Why not fix it there? Mollys are the hardest of the grenade "types" to use. You can't bounce them off a wall, can't prime them, etc... so the "instant" kill aspect was a nice offset to the incendiary which, while not a 1 hit kill, is MUCH EASIER to control.
Honestly these are 3 solutions in search of problems.
It's very unfortunate that they can't leave things like this well enough alone.
So many unnecessary "fixes."
Move the mouse left or right while holding LMB.
With the previous mechanism, it only took me 2 seconds to call in an air strafe. I could pop up my head to mark the target and duck behind cover to change direction. I could even pull it off while chasing after a newbie observer who doesn't want to cooperate with me. I could open up the map after I marked the target and use it as an reference to do some precise calculations then change the direction accordingly.
The new mechanism is a total disaster. It takes at least 5 seconds to finish a call-in, and you can't do anything during that time. You have to have the objective in your sight the whole time, which makes you fully exposed to enemy fire. You have to have an very cooperative observer following you and waiting for you, which is quite rare if you play with random people on the Internet. Most importantly, the direction indicator is not intuitive nor reliable at all. I'd rather close my eyes let my muscle memory to handle the direction adjustment.
They really should have done a poll before this kind of change. They once limited the choice of weapons in COOP game, and nobody liked it. They rolled it back in the next patch. However I don't think the majority of the players are experienced enough with the commander role. The developers will probably ignore our moans and call it a day.
That's how I "read" the mechanics behind this role.
Wouldn't make any sense otherwise. Airstrikes in rl aren't planned through binos ;)
In the beginning we asked for being able to use the map for airstrikes, but apparently, it has to be balanced or they wouldn't be interested in a realistic way to guide airstrikes.
Regarding this, the new system is consistent. It takes even more time to plan and seeing and understanding if the arrows point towards or away from you, isn't really intuitive.
Nonetheless, if you figured it out for the first time, it takes about 2-3 sec. to plan a NON-STANDARD strike, so that's ok in my eyes. Why they wouldn't use easy to understand symbols you scroll through is beyond me, can only explain this with "with the new system you can do really precise strikes if you take the time for it, because it's stepless".
For those who haven't understand the new system yet:
- click and hold left mousebutton
- if you move your mouse to the left, the airstrike direction will turn towards you
- if you move your mouse to the right, the airstrike direction will turn away from you
(move mouse means continuously move the mouse, it's kinda slow and smooth)
Examples:
1) Airstrike over your head from behind (6 to 12): move mouse to the right until arrows are in the middle (aligned with indicator)
2) Airstrike towards yourself (12 to 6): move mouse to the left until arrows are in middle
3) Airstrike standard: just click, comes from right, moves to left (3 to 9)
4 Airstrike left to right: move mouse to the left until you see a horizontal arrow line pointing to the right
So in a way this system is very flexible. Yes, it's slow, yes it's unrealistic. But it fits into the balance idea they probably have and it can be used effectively.
My only complaint is that the angle is picked once the call is confirmed and not when the Observer actually starts the call, which makes more sense to me IMO (although you would have far less time to angle the shot in that case). It still worked fine once you actually understood how it worked and making a simple Lesson on aiming fire support could've fixed this entire problem rather than making up a new mechanic that's worse.
Oh no, that was absolutely a great change so they stop being used as stupid instakill grenades. That's not their intended purpose. Area denial is their purpose.
Now my only issue with Molotovs is the fact that they're complete garbage at area denial. I can run through a Molotov twice without dying at full health, and only died on attempt #3. I have some ideas to fix this:
-> Make Molotovs and Incendiary Grenades do the exact same tick damage; however, Incendiary Grenades do tick damage at a faster rate since it uses hotter burning chemicals and has a much smaller radius.
-> Reduce the radius of Incendiary Grenades because it's still laughably larger than what the actual fire sprite shows.
-> Fire now does very low damage per tick for both incendiary grenades.
-> If you take three ticks of fire damage within a short time period, you are set on fire and burn to death in 1-2 seconds (sort of like how flamethrowers in Day of Infamy worked).
-> (Optional) Reduce your movement speed while standing in the radius of either incendiary grenade and make sliding/melee charging through either incendiary grenade instantly set you on fire.
-> (Optional) If an incendiary grenade detonates in close proximity to an enemy, they have a much shorter time window before they are set on fire.
These changes would keep the damage minimal if you bumped into a lit grenade's radius, but would result in death if you simply tried to ignore it.
I'm honestly not even against making Molotovs kill you near-instantly if they directly hit you by immediately setting you on fire and causing you to burn to a crisp. I think that would be ♥♥♥♥♥♥ dope and would add to the immersion. I'm just against the old instakills where it just looks like you tripped over a can or something.
Remind yourself that this game used to be tactical and punished mistakes.
Yeah, good luck with that. Even in the old system the observer got me killed so many times.
What do you mean by that? Are you implying the old system was inconsistent? If anything the old system was more consistent since you can take advantage of the compass.
Yes, that's a bad thing.
No, new system could easily take 5+ sec if you're gonna bother with specific angle you're after. Old system was significantly faster and at the same time you could take your time deciding the angle safely behind cover. On top of all that, thanks to the compass, it was at least 10 times more precise and I'm not exaggerating.
Yes, more precision is important, but old system was way more precise without being disorienting/confusing unlike the new system. As I mentioned in the OP in point number 1, this type of visual indicator doesn't give good visual cue in 3D space, this type of indicator only works in top-down perspective.
Trust me, I know exactly how both system work and I can tell you the old system is far superior in every way, I can't even comprehend how this is even an argument.
Hell, no! How is it very flexible? It's super inflexible compared to the old system.
This applies to both systems, invalid argument.
Ok, ok, I get it, you don't like it ;)
Still I think they WANT the commander to be in the open to balance it. Just a guess, but why should they make you watch through binos in the first place?
Since the damage has already been done, reverting to the old system would certainly bring another backlash from those who don't know how the old system worked or even those who do know but somehow find this "an improvement." How about you combine both system? Since the new system requires you to hold LMB, you can keep the new behavior when LMB is held, but if we only tab it, make the game use the old system.
I'm trying to be reasonable and inclusive here, work with me people.