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RoadCrewWorker

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Everything posted by RoadCrewWorker

  1. It's pretty good, although for the longer mission type chains i'd appreciate some more checkpointing - potentially wiping a run after 35 minutes and a full alchemy+mirror def is pretty unforgiving, even if by design. Individual mission tests as mentioned would be a great tool too, especially this early on where people are still learning what the (elite) modifiers actually do.
  2. Seems mostly fine, gotta wait for the LOS check bugfixes to see how it feels then.
  3. He'll be just fine, at least wait for some specifics so anyone actually knows what they're melting down over.
  4. tap/hold + helminth variant rebalance seems like a fantastic option
  5. Still running into the voidblast operator loop today, i was really desperately hoping that had been fixed. :-(
  6. At first i was cautiously optimistic to try a populated PVP mode. Then i was severely confused about matchmaking putting me into endgame scoreboards over and over. Then i was frustrating by horrendously laggy and desynced hosts unable to support 4, let alone 8 players making the mode unplayable, dozens of players constantly leaving, chaotic host migrations, and absurdly lopsided teams that never filled up, where even carried on the winning team was a miserable experience. Then i was mildly amused by the conclave vets finally having their 15 minutes in the spotlight of being able to pub-stomp people who hate being there in the first place, making sure nobody would ever touch this again in the future. But now i just feel a breathtaking sense of soul-crushing pity for everyone who was looking forward to this as an advertisement or incentive to engage more with PVP. They might only be a few dozen, and they might not share any of my interests, but they still deserve better. So much better.
  7. I was cautiously optimistic for this, but that tac alert mode is shockingly unplayable. I'd say i was impressed but honestly it's more downright lost for words. And i've been through every rocky patch in the last 5 years. It's in such a state that i can't even tell if the gamemode is fun or not because the network tech just simply can't support any of it, so it's a completely broken and overwhelmed matchmaker trying to handle 95% of players alt-f4ing, and when it doesn't put me into a "mission over" screen, it's 7 randomly warping players stumbling through doors that lead into empty voids and a host with the most absurd advantage (why are there even player hosts who can send others into host migrations?) i've ever seen in a videogame. It's pretty self evident why players are quitting out every few seconds. Maybe with purely dedicated region-appropriate servers and a leaver-penalty this might be worth another alpha test. Right now it's just a horrendous experience and one of the worst first impressions you could possibly deliver if you actually tried your hardest. I wanted to like this, but this is one of those scenarios where having a broken product out is far worse than having none at all.
  8. Ran a pretty relaxing SP bounty in around 12 mins without issues, so you probably want to experiment with some different loadout. Most time difference to "advanced" seems to be the leph heads depending on squad loadout, not sure yet if the 600 rep make up for it.
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