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Noobgamer

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About Noobgamer

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    Fireteam Leader

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  1. First of all, it is great that the RU machineguns are finally getting some love with increased RoF and flattened bullet projectile (did I mention that the opic PKM now have correct range indicators?), so that they can finanly compete against their US and UK counterparts. Also, However, due to the projectile adjustment now the range indicators in the RU scope are too tightly grouped that you really cant see what you are aiming at or where the bullet is hitting. The essence of the opic machineguns is, of course, the optics, and I'm afraid RU force still lags behind in that department. Secondly, that the GPMGs literally have no recoil penalty once set up, despite the fact that they have larger calibers than the M249 and the RPK-74, both of which still suffer from recoil penalties. The bascially means that GPMGs are always the better choice. Thirdly, now that the optic machineguns got buffed and the suppression is coming, it is strange that there was no further plan to buff the sharpshooter rifles, like giving them bipods which would finally make them competitive (they could become a more stealthy approach for long-range fire). Also, without a scope like the one on L129A1, mostly the sharpshooter class would be an inferior pick than optic machinegunners.
  2. I think Nerfing Rally Points is a bad idea

    I would like to point out that, situationally speaking, certain roles in a squad performs better and contributes more to the squad if going alone to do his own business. For example, it is often a bad idea for the optic machinegunners and anti-tank soliders to stick closely to his squadmates. They are often needed to take up special positions in order to maximize their effectiveness.
  3. Regarding V.12

    I would like to point out that the size of map may not be the influencing factor here. Take the map Sumari for instance, due to its CQB nature, even if the map is expanded to twice its original size, overall the engagement would still happen around the few capiture zones, and you will still run into enemies wherever you go. And if you make Sumari less CQB like, than it would be somewhat like the experience on Narva or Al Basrah with a gun behind every window watching over the road, and whoever crosses first dies. The only way to solve this for every single map is to set different respawn delays for every single map layer (why not give the server OPs the ability to set it, they are the ones who most frequently play the game and communicate directly with players in game).
  4. Regarding V.12

    I'm really not that excited for the propect of 100-men server. Currently there are maps that are already too tiny for 40vs40 games, that a transition to 50vs50 literally means meat grinder experience at every corner (recall the metro map for BF4 when you play on a full server).
  5. What is really going on with Squad?

    I felt that part of the devs' efforts went to developing Post Scriptum, which turned out to be a complete failure. I mean really what was the reasoning behind that game anyway, do the devs not play their own game at all?
  6. We don't necessarily have to nerf it, changing the effects of suppression, buffing other classes and profibiting building hardcover within buildings would do.
  7. As I've proven with screenshot evidence, I've already done it a couple of times. If you really must insist that they are the results of "dingleberries farming", which suggests that anyone could have done it, maybe you should prove it with you own games first. Failing to do that, your argument will not stand.
  8. You might have to consult OWLS server administrators, I simply dont do recording myself, the current framerate is often below 40 on some maps with a full server, unless you know a way to do this without performance penalties. Here is a more ancient one though, posted it in another thread, just to prove that it is not an one-time event. Again, games with above 40 kills for me with optic machineguns are not as rare as you would think. https://ibb.co/hrdYfd
  9. Take a look at the update I just made, you are fortunate that only a handful of players actually know how to play it. Pls see the update I just made regarding a recent game. And as I mentioned, only a matter of time before more players start to learn the rope.
  10. Except that my team actually lost that game by almost 200 tickets, and both teams have veteran players including experienced squad leaders. They are certain maps that once enemy optic mahinegunners get to certain key positions, massive loss of ticket or area control would be inevitable to occur. Fortunately for the servers I regularly play on, my experience has often been that I was literally the only one who knows how to use those optic machineguns in my faction, that normally having optic machineguns on certain maps would allow me to account for at least 10% of the total kills achieved by my team(around a median of 25 kills, anything less I consider that round a failure for me), which means that once people start learning how to play the game correctly, we would see more games broken by machinegunners(again discounting RU ones cause they suck). FYI, that happened this week, hence not a free weekend, and I've already done something like that for like 5 times now.
  11. Well considering the ticket limit, if your team is winning, there's almost no chance for you to score like that. Normally you get around 30 kills in a winning game under similar circumstances.
  12. At present, most maps are dominately by optic machinegunner, that anything else such as sharpshooter or grenadier is useless in comparison when it comes to murdering enemy infantry. This is what you can already achieve with US/UK optic machineguns, adding suppression would only make things worse. https://ibb.co/gqpcLp Suggestions: Give everybody else more grenades, reduce accuracy for US/UK machineguns and disallow building hard cover in buildings(so that non-machinegunners attacking the zone can actually be more effective). Also, RU machinegunes are total craps, when will they get proper optics? Also an idea for suppression, why not make it that players getting suppressed would suffer debuffs to their stamina recovery and aimming focus, so that they can still fight back, but less effectively. UPDATE: https://ibb.co/gxVLCe This round just happened, me and another optic machinegunner on my squad did a total of 120 kills accounting for 1/4 of the total kills by our entire 39-men team, which earned us a close victory of 18 tickets despite the fact that enemy was able to hold 2 more zones almost the entire game. As I said, it is only A MATTER OF TIME before more start to become as good as we few, and completely break the game for everybody else. I don't know how much more examples you guys need to recognize that optic machinegunners are OP as FK(again excluding RU ones cause they suck!). (Before anyone start claiming that it happened only because the other team suck, I would like to mention that the other side was filled with members from the clan that hosted the OWLS server.)
  13. In another reply of mine, I mentioned that if rifleman simply spawns with ammo bags, than it defeats the whole purpose of the mechanism, and that forcing teamwork for the sake of encouraging teamwork makes no sense. But in general, ammo shortage for defenders would potentially make map control changes more dynamic.
  14. Here is an idea: If a player spawns within the area of effective capture zone(say they build the HAB inside the zone so the minute you spawn you start capping), then he will suffer the ammo penalty. This means that the defenders will likely face ammo shortage problem unless properly supplied by logis. It will probably contribute somewhat to solve the defender meatgrinder situation and make attack/defend more dynamic.
  15. July 2018 Recap

    Forcing people to do teamwork just for the sake of it makes no sense! Plus the fact that a newly spawned rifleman will have new ammo bags defeats the whole purpose entirely. Not to mention that this mechanism is extremely frustrating for the team that doesn't have enough experienced and team-oriented players! At present due to the lack of auto-balance mechanism we often see complete landsilde win/loss streak as veterans tend to aggregate, this ammo thing would only make things worse for the noob team.
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