Gabeismon

Gabeismon · @Gabeismon

12th Aug 2017 from TwitLonger

in depth analysis of combat update


To start off, PLEASE read the entire post, its going to be very long but very in depth. Not everything may be agreed with, but some things you may agree with strongly and can be changed. Im spending ALOT of time on this.

Im going to be doing a in depth review of the combat update and what needs to be changed/fixed/adjusted and what was done right. these are MY opinions.

First, STOP copying pubg mechanics in shooting,moving, and other ways. WE PLAY H1Z1 BECAUSE IT IS H1Z1, IF WE WANTED TO PLAY PUBG, WE WOULD. H1Z1 on the live server has a signifcant skill gap compared to pub in shooting and moving, please keep it that way.

AR - recoil reset time needs to be reverted back to the orginal live server reset. The current recoil is fine on the gun, but users who spent countless hours perfecting the reset pattern should not be punished for it. All that needed to be done was force vetical recoil when shooting faster than the guns reset time.

AK - The previous ak was perfectly fine IMO. The way you can spray the AK now and just pull down is absurd. Yes you could do it before in the current live server, but not to the extent that it is right now. Now you can just obliterate people holding mouse 1. Bring back the current live server AK with the addition of the updated bullet speed if needed.

Shotty - other than not being a central bullet spread, it does its job now for range.

hellfire - retarded overpowered at medium distance. Bullet drop off needs to be severly reduced at medium range. Rate of fire could use slight reduction also. Overall, i like it, but it needs to be a close range weapon only.

Magnum - im going to be blunt here, from what ive heard, every test player told you that it was too powerful and to nerf it and you didnt and pushed it to test. I actually question who is in charge of making these decisions because this was a braindead decision. Im not here to be your friend, im here to tell you that person fucked up very hard given the feedback from the players, terrible job. IT NEVER SHOULD HAVE BEEN PUSHED TO TEST SERVERS LIKE THIS. The magnum should NOT be a viable weapon to kill players with, ONLY damaging cars. My proposed fix - revert magnum back to inital nerf for bullet travel time/bullet drop and lead distance but reduce damage done from 28 (i think originally?) to 10 per flesh hit and make magnum bullets IGNORE makeshifts and lammies. The biggest complaint about the old magnum is that it was more usefull than a rifle at long distance and losing armors to a pistol across the map was a poor design. By making the mags damage neglible to players and not breaking armors, it will regain its spot as a car destroye and not a player killer doing 8 dmg per hit to cars and not be as big a nuisance to players and supplies. Also, at long distances, two mag shots should be required to take helmets instead of 1, this is to prevent players from being insta two tapped accros the map by it. This all should only be applied at medium to long range, in close quarter combat, the mag should remain as a normal pistol and be exactly how it was pre nerf. At lets say 15-20 meters, mag should have the afforementioned damages done.

Movement - Ever since the movement speed increase after season 3, this game became a pre fire battle instead of aiming battle. The fast movement speed made desync increase and bullet reg decrease. Car fights are a literal pre fire battle because of how fast movement is on live server. The current test servers movement speed is terrible and feels to sluggish and clunky and needs to be re-designed or reverted back to original movement of S3 or Current live server. I know many liked the movement speed increase but that was only because of mouse 1 warriors and the low skill gap in shooting rifles, now with increased recoil, i feel things would be different a second time around.

crouching - I dont really know how i feel about the crouch spamming nerf for the time being so more play time will be needed to have a more in depth analysis.

Nades - i like how fast nades are thrown now and the need to reload is around anymore. The new problem is that nades are going to be even more OP in team fights for competitive play than before. Either a major increase of the weight of grenades needs to be added to reduce the amount owned by a team or the speed at which you can throw nades in between each other needs to be slowed. Team fights in tree lines and smokes will no longer be gun fights or skill based, it will be rng based on who found more and can spam more, its needs to be fixed in a way. The Nade trajectory isnt a big problem for casual games to learn how to throw them, but for competitive play in lan tournaments etc, it needs to be removed. This lowers the already minimal skill gap and will make nades even more OP for players. Have a LAN build that has this option disabled.

Overall bullet travel times now - With the majority of weapons getting a significant bullet travel time increase, this game is basically hit scan now. This is going to GREATLY reduce the skill gap as bullet drop and bullet lead are practically non existent at long ranges. This was something that only the BEST players could master or reproduce with there first shots and was a HUGE part of the skill gap. Long range team fights or solos fights are going to be much less skill based. Fire rates need to be reduced greatly if not back to original speed. ALOT of players played h1 because it had a skill gap with guns, if we wanted pubg style shooting ,we would play pubg. Its ok if you want to make different guns viable at different distances such as AR for long range, AK for medium, and SMG for close, but do not remove the core shooting mechanics as they are in the live server now.

Camera options - the new options are cool and if players want to use the new ones ,so be it. You made the majority of the options available to use in the classic style as live servers and thats fine. The only problem now is the passive stance and the more zoomed in ADS. As said before, its ok if you want to add a new style, just make it where players can use classic style camera options and ads'ing exactly how it is in the live server. Variety is ok.

Compass - its ok that it was a copy design, but as stated above for camera options, allow players to use the classic compass if they prefer. I reccomend adding three options: New compass, Old compass, and BOTH compasses. My favorite would be both because i think the old compass is easier for calling a set direction and knowing where im looking, but the new compass allows for more precise direction calling which is ok if we can have both enabled.

Loot bags - you knocked everything out the park here with move looting, and team looting in cars and bags. What needs to be fixed is when a player is on the bag, moves but is still in the bag menu, and the place of ammo,guns,nades etc flip flop around. Please make it back to where items are static from when you grab them, im pretty sure its just a bug tho because when you stand still and loot, the items are static, but only when you move X amount of distance they jump.

Stackables - please give the option to have classic stackable for bandages and medkits in the inventory. I prefer to see my items in the hot key bar AND in my inventory. Simple fix and its preference, just give us the option for classic medkits/bandages in inventory.

Before i dive more in depth on the next subjects, i want to stress the need for normal live server mechanics for new players and a offline, LAN only server for competitive play whether it be like the private servers made for DH atlanta or LAN servers only. Our regular live servers are ok to have all this learning friendly mechanics showing such as nade trajectory, exact placement of character on map, whether you are safe or not written in the top right corner etc.

With this being said, having all of these options forced into offline LAN competitive play greatly reduces the need for map awareness and what could be the needed skill gap for Pro's. The map needs to be reworked for accuracy of landmarks, trees, roads etc so a player can ACCURATELY tell where they are on the map instead of a red dot telling me. While in online pub servers this is ok for learning how to tell distance, read landmarks, and know whether your not in the gas, this make the game TOOO easy and doesnt leave much room for one team being better than the other at reading the map accurately and knowing whether or not they are safe from gas. Back when their was no "your are not in the safe zone" or a red dot telling you where you were, teams had to be able to read the map correctly and know where they were on the map. This was a MAJORR factor in teams rotating from a spot about to be pushed by gas or not. If you didnt think you were safe, you would not sit there for the next safe zone, and another team who could properly read the map knew it was safe and the better spot would take it. This allowed for more outplay potential in fives and made rotations way more important. For offline/competitive/lan tournaments, there needs to be a different game build with player positions red dot on map turned off and letting you know your are safe in the gas zones turned off. This made reading a map useless and hurt the teams who could read a map most. With this being said, map accuracy and gas accuracy on the map MUST BE FIXED. What shows on the map has to be 100% accurate, and thats where work will need to be done on daybreaks side. I do like the addition of being able to place a pinpoint on the map for teammates to see, and this can be kept for LAN play, but as said before, your current position should not be known other than being able to know yourself by reading the map and knowing distances.

Also related to gas/safezones - With current safe zones, competitive players know for the most part safe zones are always going to move to the center (not always perfect). This made most fights at DH atlanta not happen untill the very last circle which was just mad chaos and whoever got pinched last won. The way safe zone used to be random and could hop from one side to the other made rotations and teamwork/teamplay way more important, the skill gap was WAY higher. Random safe zone flips were huge for team consistency for the fact that every team had to know how to rotate, not just pick the god spot and win.


STOP ADDING POI'S!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Although adding new POI's seem like a good idea to help give teams more spots to loot for comp play etc, they are greatly reducing what are considered good safe zone for comp play team fights. When safe zones end in a city, res, or new poi, the fights become greatly RNG. whichever team holds the best building, or holds on period, becomes the team with a advantage. The skill based team fights ending in a res are non existent, it comes down to who has to fight last. With games ending in open fields/treelines, it gives teams the chance to pinch and rotate on teams and spots that could be benifical to winning a game, it relies on teamwork and aim, not luck and shotguns. please for the love of everything comp, stop adding POI's, us pros dont enjoy MOST of them. Also, safe zones need to be able to be pre determined on lan and chosen by admins so future tournaments are less RNG based. PLEASE.

The little red X icon when your behind a object or vehicles needs a option to be turned off. New player may like it because it lets them know they cant shoot there or shoot over that position, but for a good player, it just makes you lose the center of your crosshair and interferes, please give a option to toggle off.

Next major game update/test options, at least one player from every pro team should be able to have access to these and be able to give feedback. The more minds the better. I know i feel like i could have given ALOT of valuable feedback prior to the test server launch.


i know you want to see this daybreak, so heres a list of things that yall did perfect in this update and i thoroughly enjoy!
-Mouse 1 relatively gone
-most new lootbag mechanics (move looting!!!!)
-instant thrown nades
-New gun is fun
-explosive barrels nerfed :DDDD
-camera options give more variety!
-new compass if traditional can be a option
-footwear
-pick up truck stability
-LEADERBOARDSSSS
-New rocks in open fields, very nice touch and will help team fights :D
-mailboxes and shit being destrucable
-DEATHMATCH WOOO

I want to be clear, i appreciate everything yall do over at daybreak and i know you work hard, but when yall make certain updates that are pointless and the resources and time could have been better spent elsehwere, its our job to tell you. The more honest and blunt we are with you, the better the game will be!

Please, if you have any questions about anything i have posted or need clarification, my dm's are open.

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