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  • Moopus Novice 110 posts since
    Apr 4, 2012

    dastealth wrote:

     

    So what you are really complaining about is the fact that you have to be more accurate in order to kill with a shotgun. This would not be a problem if the hit detection/lag comp was fixed. As I said if we get this issue fixed the problem will most likely dissipate somewhat. If the issues are still prominent after that then a fair reassessment should be made. I have seen what Brick has said in his shotgun buff/balance thread and I looked at that and laughed to myself. Take into consideration that perhaps more damage on shotguns is not going to solve the solution for you but may infact cause you more problems (See VIMS Model example video like 50 pages ago.)

     

    @Bubba - Asking which takes more skill - Auto or Shotty, is like asking which takes more skill - Semi-Auto or Bolt Action Snipers? Both have their good and bad points. Neither take more skill to use but I would generally agree that Shotguns take more skill to MASTER both the gun & technique.

     

    Also on a side note there is a slight delay between screens even in LAN/Split Screen.

     

    "So what you are really complaining about is the fact that you have to be more accurate in order to kill with a shotgun". That makes sense. So I can control the random spread of a shotgun? Can you tell me how? Because as far as I know, Random = Random.

  • markocc Expert 1,414 posts since
    Sep 24, 2011
    Currently Being Moderated
    8,711. Apr 30, 2012 8:56 PM (in response to Moopus)
    Re: Modern Warfare 3 Title Update and Hot Fix Notes

    Moopus wrote:

     

    dastealth wrote:

     

    So what you are really complaining about is the fact that you have to be more accurate in order to kill with a shotgun. This would not be a problem if the hit detection/lag comp was fixed. As I said if we get this issue fixed the problem will most likely dissipate somewhat. If the issues are still prominent after that then a fair reassessment should be made. I have seen what Brick has said in his shotgun buff/balance thread and I looked at that and laughed to myself. Take into consideration that perhaps more damage on shotguns is not going to solve the solution for you but may infact cause you more problems (See VIMS Model example video like 50 pages ago.)

     

    @Bubba - Asking which takes more skill - Auto or Shotty, is like asking which takes more skill - Semi-Auto or Bolt Action Snipers? Both have their good and bad points. Neither take more skill to use but I would generally agree that Shotguns take more skill to MASTER both the gun & technique.

     

    Also on a side note there is a slight delay between screens even in LAN/Split Screen.

     

    "So what you are really complaining about is the fact that you have to be more accurate in order to kill with a shotgun". That makes sense. So I can control the random spread of a shotgun? Can you tell me how? Because as far as I know, Random = Random.

     

     

    Wouldn't a simple fix to be to double the pellets and half the damage? Or even add 50 percent more pellets and lower the damage by 50 percent?

  • Adam1235678 Apprentice 411 posts since
    Mar 15, 2012

    @G IH A IN ID II

    Alright thanks let me know what you think when you can you can message me or put your reply here I'll read it. Do you need the links again?

  • dastealth Master 1,637 posts since
    Jun 1, 2011
    Currently Being Moderated
    8,713. Apr 30, 2012 9:07 PM (in response to Moopus)
    Re: Modern Warfare 3 Title Update and Hot Fix Notes

    Moopus wrote:

     

     

    "So what you are really complaining about is the fact that you have to be more accurate in order to kill with a shotgun". That makes sense. So I can control the random spread of a shotgun? Can you tell me how? Because as far as I know, Random = Random.

    Random does in fact equal random. Perhaps what you are suggesting here is a pattern in which the pellets are spread across to increase the consistency of the amount of hits. Or as said above, adding more pellets & reducing the damage so that a better hit correllation can be made. Possibly one of the best solutions to make pellet spread the most accurate is to create an invisible pellet spread "circle" come out when you shoot a shotgun and base the damage dealt on what percentage of the "circle" makes contact with the enemy. This way it would always be exactly the same no matter what.

  • G IH A IN ID II InfinityWardDeveloper 1,552 posts since
    Nov 11, 2011
    Currently Being Moderated
    8,714. Apr 30, 2012 9:20 PM (in response to markocc)
    Re: Modern Warfare 3 Title Update and Hot Fix Notes

    markocc wrote:

     

    Ghandi, are the new matchmaking changes dependent on parties manually selecting a proper host among themselves? Is this going to be the only change in match making? Can the game not automatically select the proper host of a party to make sure things work more effectively? I mostly play solo now because almost every single COD friend stopped playing this game quite a while ago so I am worried that this fix will have almost no effect on the game for me. Will the new tweeks have any effect on something like mercenary modes?

     

    This newest patch is pretty much my final hope for the game. If this isn't fixed this time around I will be forced to throw in the towel on COD for good. Black Ops was never properly fixed even though it still runs considerably better than MW3. My faith in a working COD now or even in the distant future is almost non existent at this point.

     

    Please prove me wrong.

    The player who starts the party will be the default party host. If like many parties, one is playing with friends in your local area no change will be required. The party will be matched into lobbies within their region with the highest ping to the host.

     

    If parties are made up of people from far afield then it will be up to the party to manually select who hosts. This happened in MW2 manually through communication over party chat. People all backed out of the party the new host invited people and they started searching for games. In MW3, however, the host can be changed dynamically in the party lobby screen.

     

    How will this help you as a solo player? We hope you will be playing with people from your local area more often. Firstly, we attempt to match parties up with other parties. Secondly, because many people play in parties with geographically spread friends and because in order to balance ping amongst these players we were matching them into lobbies out in distant regions this led to less lobbies being created locally.

     

    Or that's the theory.

     

    I hope it makes sense.

     

    Cheers,

     

    G IH A IN ID II

  • mcdonamw Novice 198 posts since
    Dec 9, 2011

    iif0xh0undii wrote:

     

     

    The spawn system should be based on teams, not individuals. I believe that the spawn logic is correct in spawning users away from their original spawn and to the new one if the enemy has pressed evenly in. Does this favor premades? Yes. Is it the developers fault if someone wants to rambo in and throw the spawns into chaos? Absolutely not.

     

    In my experiences, we have captured the A flag on Mission and the enemy has spawned around us at C, but not on top of us. Seldom do I ever have someone spawn directly behind me as documented by some people. Neither do I spawn directly in front of a kill lane.

     

    I'd also like to state that I have not spoken on or about the average person's experience till now. I have only spoken of my own experiences which were discounted as lies and luck. If you follow this conversation from the beginning of my post till now, you can see what I mean.

     

    Really, this is ridiculous.

    All I know is spawns are just as bad in other game modes, including TDM and even FFA for that matter.

     

    In TDM, on Mission my team will push from the Church all the way up to the dirt hill and I won't go anywhere further than the wooden stairs in front of the church.  All I have to do is turn around and pick people off as they spawn behind me.

     

    In the new community gametype All or Nothing, two people are pretty much guaranteed to spawn NEXT to each other at the start of the match, and often during it.  It happens so often that when the match starts, I run backwards instead of forwards just so I don't get shot in the back.

     

    Perhaps these are due to different issues, but they are spawn issues none the less.

  • rankismet Master 11,013 posts since
    May 23, 2011

    G IH A IN ID II wrote:

     

     

    The radius of Dead Man's Hand efficacy will be reduced.

     

    I'll update this forum wiith details and ETAs when I receive them from the team.

     

    Cheers,

     

    G IH A IN ID II

     

    Thanks for that.

     

    Do you and the team have any plans to address DLC map rotation and quicker inclusion of the maps into the regular rotation?

     

    It has made being a premium Elite subscriber virtually pointless.

  • mcdonamw Novice 198 posts since
    Dec 9, 2011

    Furthermore, now that I think about it... you say spawns should be based on your team?  I almost exclusively play HC:TDM.  I almost NEVER spawn with any of my teammates.  I tend to spawn as far away from them as possible in many cases.  I'd prefer to spawn with them, though I guess if enemies are right on top of them that might be pretty bad.  I don't know if that's why it is, but something doesn't seem right there.

     

    I don't recall having these kinds of spawn issues in other multiplayer games, like Halo.  I'm usually spawning right with at least a teammate or two.

     

    Perhaps the issue is simply not enough spawn points on a given map making the logic limited?  I dunno.  I have no idea what goes into map making and resource constraints, etc.

  • G IH A IN ID II InfinityWardDeveloper 1,552 posts since
    Nov 11, 2011

    rankismet wrote:

     

    G IH A IN ID II wrote:

     

     

    The radius of Dead Man's Hand efficacy will be reduced.

     

    I'll update this forum wiith details and ETAs when I receive them from the team.

     

    Cheers,

     

    G IH A IN ID II

     

    Thanks for that.

     

    Do you and the team have any plans to address DLC map rotation and quicker inclusion of the maps into the regular rotation?

     

    It has made being a premium Elite subscriber virtually pointless.

    We can easily make DLC maps appear more often in the rotation of the non Elite playlists. I'll speak to the team about this tomorrow.

     

    Cheers,

     

    G IH A IN ID II

  • dastealth Master 1,637 posts since
    Jun 1, 2011

    If they could implement a system like what Black Ops did for their DLC they would be wise. Unfortunately I'm not sure if they are actually able to do this with their game build.

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