I’m just curious, but is anyone else having as much success as I am with the saiga shotgun? I swear by it now. You combine it with the extra ammo, fast reloading, and extra mobility and you have one mean killing machine for any class. :D
I do have the “500 kills with shotguns” pin thanks to the Saiga, so yeah… ;)
It’s so damn inaccurate when firing fast though. I prefer the pump actions, just because they’re accurate when on the move. I have about equal success with both though.
That’s why I like the saiga over the other shotguns in that you can empty a whole round in about the same amount of time it takes to shoot once from the other shotguns. I get so frustrated when I miss with the other shotguns because I usually die before I get a second chance. With the saiga I get about 10 chances. :P And I can usually kill enemies from a medium distance unlike the other shotguns. The one downside is I find myself running out of ammo fairly quickly, but it sure feels nice having consistent 2:1+ K/D ratios.
BTW, is there any word on whether or not they’re going to balance some of the weapons or are we stuck with M60 mayhem forever?
they posted quite awhile ago that all AA weapons, the 1911 and the m60 were all being rebalanced. however that was over a month ago now and I really thought it would have at least been out on the PC by now.
Checkers, the Saiga is all about navigating the terrain and cover in an intelligent manner to get to the “really cose range” so you can use the shotgun in a effective way.
Of course it’s something easier to do in some maps than in others.
There is no bullet drop on any of the guns except sniper rifles, tracer pistol and rocket launchers.
And no, you can’t damage helos with LMG’s, you can only damage the people inside. When you kill the pilot, the whole thing goes down quick, so it may look like you shot down the helo but you only killed a pilot. This can be seen quite often on hardcore servers (which is the only way to play this game by the way :)).
After playing it on hardcore for over a week, I can’t go back to regular server with their constant 40mm/CG/grenade spam fest and shooting from the hip.
KevinC
1668
What on hardcore makes the 40mm/cg/grenades less effective? My understanding of hardcore is that it:
-Removes reticle unless scoped
-Removes spotting
-Reduces all health to 50
Also:
-Destroy the balance of the maps in Rush.
-Nullifies the mounted mgs, as you can’t use their ironsights and you lose the crosshair.
Our current plan is to allow Steam to test the patch tonight and all being well we will look to release R7 client and R10 servers on Wednesday morning European time. I’ll update more on that later once the details are finalised.
In the mean time here is the R7 client changelist.
MP – New Server browser
MP – Added 15 second spawn timer for Conquest/Rush gamemodes at the start of round to prevent high end machines getting the upper hand before other machines load in.
MP – Crash fixes relating to ALT+TAB at different times throughout the game
MP – Hang fix when trying to connect to a full server multiple times
MP – Deletion of soldiers now possible through the account pages in game
MP – Removed screen flash during loading
MP – Added support for colour blind players
MP – Fixed crashes relating to faulty server banners
MP – Servers closing during connection no longer cause the client to hang
MP – Auto team swap reflects correctly in the scoreboard
MP – Fixed scoreboards when switching teams before spawning
MP – Rush scoreboards fixed
MP – Veteran ranks no longer display as “12”
MP – Isla Innocentes MCOM building fixed where knifing the fence would destroy the building
MP – Logout/Login button correctly reflects the player status
MP – Added minimum number of players needed to start a round
MP – Isla Inocentes welcome message on the loading screen now fits the text box area
MP – Reduced the brightness in Russian vehicles
MP – Medic gadgets now display correctly if the defib is not unlocked
MP – Server filter options are remembered
MP – Punkbuster filter now works as intended
MP – Scroll bar no longer overlays the Join Server button in the friends list panel
MP – CANCEL server refresh is implemented
MP – Zooming in on a friendly using the SAIGA no longer causes the crosshair to disappear
MP – The chat no longer displays the incorrect player name when appearing
MP – FoV switches to the default value of 55 when entering vehicles to prevent graphical glitches caused by wider FoV settings. The custom FoV returns when exiting vehicles.
MP – FoV no longer causes the UAV station to rotate
MP – Fix to correctly display the unlock progression at the end of round
MP – Chat functionality will no longer freeze after writing a partial message at the end of round
MP – One account can no longer connect to the same server multiple times
MP – Squad Death Match is correctly named during loading
MP – Server browser no longer gets a bad FPS when filtering Conquest
MP – Server info banners correctly clear between displays
MP – Setting display settings which the system hardware can not handle no longer makes the game unusable
MP – Correct camera collision for vehicles’ heavy machine gun
MP – Game no longer crashes if the player sends a message in the loading screen
MP – Trying to join a full server no longer causes the game to hang on Please Wait message
MP – Most server filter options are remembered it doesn’t remember the setting in dropdowns
MP – Kit/gadget loadout saved between sessions
SP – Fixed crashes when patching and trying to resume a campaign (there is now a message that you need to re-play the latest mission from the beginning)
SP – Fixed a crash after the “Upriver” mission end cinematic
SP – Supply create at “Resupply at Flynn’s create” objective now supplies weapon ammo
SP – Hang fix when reaching the objective “Destroy Enemy Zu23”
SP – Fixed hang after “Storm Cockpit” objective
SP – Changed melee attack raycast to be detailed
SP – Game no longer crashes when transitioning between SP_03B to SP_04A when installed in Polish
SP – Game no longer crashes when killed by the first two enemies in the trenches on SP_01 when installed in Italian
SP – Updating to R7 will invalidate your single player save game. If you update you will need to play your last mission from the start. If you do not update you will not be able to play multiplayer.
Here is the R10 Server changelist
Punkbuster is required ON for ranked servers
Ranked servers cannot be started with a password
Autobalance message goes to text-chat instead of in the middle of the screen
Added weapon balance tweaks to a number of weapons – we are eagerly awaiting feedback!
We aren’t going to tell you what weapon balance tweaks we have done, we want your unbiased views on the changes before we detail what has changed.
Incoming patch!
The bolded part: you stupid… devs at DICE, people is still going to enter in the files of the game and compare the values pre-patch and post-patch. Doh.
KevinC
1671
Yea, I understand their intent but it’s kinda silly when the files are going to be sitting right there. Someone will compare and then post the numbers to the web, and everyone will jump to conclusions as normal.
Well, I wouldn’t say they’re less effective in absolute terms. People are still just as dead when you tube them.
It is, however, possible to kill someone faster with guns, meaning tubers have less time on average to deploy their pwnstick. In other words, it’s somewhat easier to kill them using plain old bullets before they press the win button.
KevinC
1673
I admit my experience with Hardcore servers is somewhat limited, so perhaps this isn’t actually the case in practice. I love the idea of losing the target reticle, the loss of spotting sounds like it might be okay, but with the change to 50 health it made it seem to me that it’d make “spray-and-pray” even more effective over taking carefully aimed shots.
The loss of prone and the fact that crouching doesn’t increase accuracy has already swung the balance too much in favor of run-and-gun for my personal tastes. I was worried it’d be even worse in HC.
Loss of spotting sounds horrible to me. It’s by far my favorite mechanic of this game, and what makes it different from any other shooter I’ve played.
KevinC
1675
I like the idea of spotting a lot, I loved it in the previous Battlefield games and I miss it when other games don’t include it.
What I don’t like about the Bad Company 2 spotting is that it’s a little too good for my tastes. The orange dot it places above someone’s head, that follows them even after moving inside a building, etc is just a bit too much.
In previous battlefield games, spotting an individual or vehicle would make them visible on the minimap, but no indication on the main screen. I preferred this, as it would let you know “There is a sniper in this building” or “There is a tank one street over”, but it doesn’t let you perfectly place your CG/40mm on a wall that someone is ‘hiding’ behind, just because that person got spotted while still outside the building.
It’s kinda silly when someone can spot an individual in a heavily forested area where I have no line of sight to yet I can snipe their heads off just because of a conveniently placed glowy orange arrow above their heads :)
It is a bit silly. I don’t want every game to have it. But I really like it in this particular game. It’s the video game representation of jaw-droppingly good communication between teammates. It’s just a representation. But I love it.
I love everything about hardcore servers EXCEPT that they took away spotting. It is just about the only thing which makes teamwork appear in this game (at least in my pubbing experience). I mean, I am on ventrillo with my friends, but I can only voicechat with at most 3 other people on the server. Taking away spotting removes one of the best design elements from this game.
Rward
1678
um - I’m sure spotting still works, you just need to hit tab to bring up the mini map and the spotted person should be on there?
They don’t appear on the main screen though - basically like goodgimp described above…
I’m logging in and checking this now - might only update this post in an hour or 2 though.
“Removes spotting” sucks IMO but the other 2 is exactly what makes 40mm/CG/grenades less effective. Without a crosshair in the middle of the screen it is more difficult to nail someone with explosives. Reduced health allows you to kill the user of 40mm/CG/grenade with bullets before they kill you or at least while the explosive round is traveling to you.
On regular servers, it takes one 40mm to kill you, while you need to put 5+ bullets into them, most of the time you are dead before you do. On hardcore, it still takes one 40mm to kill you but you have a fair chance to put the required 2-3 bullets into them before they get their shot off.
Plus don’t forget friendly fire, it changes dynamics A LOT. Blind spamming an MCOM station with explosives (40mm/CG/grenade/Mortar) is much less attractive when you can wipe out your entire advacing force. You have to use tanks, C4 and mines more carefully, as well as shooting from helos, etc. The list goes on.
“No spotting” and “No aiming for stationary guns” definitely suck, what a stupid oversight. But IMO positives far outweigh the negatives.
I love the idea of losing the target reticle, the loss of spotting sounds like it might be okay, but with the change to 50 health it made it seem to me that it’d make “spray-and-pray” even more effective over taking carefully aimed shots.
It’s actually quite opposite. When only 2-3 bullets are required to kill a target, spraying is far less effective (due to bullet spread) than a careful “tap-tap”.
After hardcore, playing on regular servers feels like you are fighting Terminators - bam-bam-bam-bam-DIE YOU BASTARD ALREADY! :)
Naeblis, I am not sure what you mean by “Destroy the balance of the maps in Rush” so can’t really answer it. I play Rush exclusively and IMO hardcore is perfectly balanced and it feels like it’s actually the intended way to play it to be honest - see the friendly fire comment above.
Yeah, but at least they won’t do that BEFORE the patch hits and people get a chance to actually play the changes.
I think it’s a smart move. Stops the theorycrafters from claiming something is totally broken before people even have the chance to have any hands-on time with it.