Logo Platform

The PVP is a disappointment

Copied to clipboard!
2 months ago
Oct 10, 2024, 11:27:33 AM

This message is for the devs, I am not looking to create a debate post. I will leave the most relevant points that lead me to this conclusion, hoping that they will be a constructive contribution.


Killing or being killed in 1.5 seconds (with or without buffs) leaves no room for any fun, there is no combat (understanding combat as an exchange of several blows and dodges, not killing with one hit) there is no option to rectify decisions, the moment there is a 1vs1 fight and another player appears, it is over, there is no option to evade or retreat. In fact, everything is relegated to those who have better hardware and connection and press the kill button first.


There is also no good management of the players, teams with several members who perform 20 kills session after session remain on the same team.


I understand from the implemented mechanics that several players on the same team can have synergies between them, and that gives them greater potential against individual players, but right now that group of 3 or 4 take control of the game. There are people who enter the game individually and can only participate and react in the game based on what they see on the screen. They cannot coordinate as effectively with other players. In short, the power of the skills/synergies monopolizes the game only for the people who can afford it.


In this way, in my opinion, the Bastion is the most problematic character right now, because he performs two tasks in one, he is a character that withstands damage and heals the group, separating these characteristics should be a priority.


It's a shame that one part of the game that makes it so interesting produces the effect of wanting to close the game. My overall reflection on the game is that the damage stats are counterbalanced, the PVE values should be in the PVP and vice versa.


Regards

Updated 2 months ago.
0Send private message
2 months ago
Oct 10, 2024, 12:17:05 PM

Bladerunner777 wrote:

"in my opinion, the Bastion is the most problematic character right now" - ??? There's no such character. You meant Bulwark ?


"the PVE values should be in the PVP and vice versa. " It is impossible from the balance standpoint to achieve that. You can upgrade weapons in pve, making them much stronger. If you implement this into pvp, it will totally imbalance the game. I mean, I personally would be ok with that but i am sure lots of low level players wouldn't be happy about it and it would create a lot of anger.




Thanks for commenting, it's due to the translation, I'll clarify now:


In the first point, yes, I was referring to the Bulwark.


In the second point, I'm referring to increasing the damage of bolter weapons in PVE and reducing it in PVP. 


Thanks

0Send private message
2 months ago
Oct 10, 2024, 3:27:13 PM

Some arguments:


-The bolter is the least powerful weapon in the space marine rifle arsenal (except flamethrowers).


-Weapons like Volkite, Plasma or Melta are used against armored targets (what is a space marine?), these weapons are justified because they do what a bolter can't.


-If the bolter is powerful, it doesn't justify the aforementioned weapons, but it doesn't only affect shooting weapons.


-The fact that melee weapons exist is because usually even if two groups of space marines shoot at each other while getting close, it's very likely that they will end up fighting in combat.


-Combat weapons are so extravagant because they need to penetrate armor that common weapons can't (bolter remember), see energy sword, power fist or thunder hammer.


-Currently in close range PVP a player dies faster than the animation takes to draw a melee weapon.


-The same thing happens with grenades (frag, perforating or melta), frag grenades should be less damaging, compared to perforating or Melta grenades. In the lore there are also examples of how soldiers group several grenades to try to finish off a single space marien.


-Blinding grenades, taking into account that the lore specifies that space marines do not look through glass, but use cameras, should have the opposite effect to the current one, instead of turning the screen white (very annoying, by the way) they should leave the vision black or very dark, because the lore itself specifies that in these situations, the cameras (and the hearing microphones in the helmet) are turned off to protect the integrity of the space marine.


-The essence of heavy armor is the survival it offers, the playability it gives to carry out a mission, try to achieve an objective or have the option to retreat to try it in another way, enjoy the epic moments lived in the process (get out of a fight, or join one in progress), playability?


-Currently you run for 6 seconds, to die in 7. There is no option to feel integrated into a combat or battle, because there is no time to gain situational awareness of the environment, evaluate what allies you have around or what enemies you face, just run and kill or die, and that is an objective argument, because when I am on the winning side, I feel genuine pity for the side that is being crushed.


In short, pvp gives the visual impression of giants in power armor, but they feel like guerrillas with rags, submachine guns and a corner to overcome.

Updated 2 months ago.
0Send private message
2 months ago
Oct 10, 2024, 6:48:45 PM

Do you improve with great caution? Please look at the following results collected in a single afternoon. 


The most accurate definition of this is a defective product, if it happened in my company there would be a strong restructuring, including layoffs.


001.jpg

002.jpg

003.jpg

0Send private message
2 months ago
Oct 10, 2024, 8:44:01 PM

The fact that one team only has possession of the objective around 5-30% of the time indicates that someone has focused on balancing the game from above, but has ignored a minimum balance.

0Send private message
2 months ago
Oct 11, 2024, 12:48:13 AM

Alkol wrote:

The fact that one team only has possession of the objective around 5-30% of the time indicates that someone has focused on balancing the game from above, but has ignored a minimum balance.

it shows that one team won and the other lost.  that is about it.  I've had games like that, where no one else seems interested in capping the objective... i usually put it down to my team having PvE players.


That said, i do agree that the PvP is disappointing; melee really needs an interrupt function to counter the first-to-combo gameplay loop, and hitting head-shots needs to be more rewarding.

Updated 2 months ago.
0Send private message
0Send private message
2 months ago
Oct 11, 2024, 11:31:31 AM

Objectively it seems pretty clear, on one hand there are the mechanics of shooters, and on the other the lore of 40k, and the two are not very compatible. It's like dressing a person in a diving suit and throwing him out of a plane at 10k feet.


I guess it's up to the developers to have a pvp with counter-strike style mechanics and balancing and disguised as 40k or develop the 40k IP itself.

Let's hope that the Omnissiah blesses us with his best creations.

Updated 2 months ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message