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Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Saturday, July 17, 2010

BC2 Update(s): Final Review

Well, looky here! An update not at 3:00 in the morning! What a sight to see!

Ahem. The rest of the weapons and items really received very little in the way of boosting or nerfing. The M1A1 Thompson received a damage boost and in the last update the MP-443 Grach and M1911 pistols received a little tweaking. The MP-443 received a damage boost, since it was already the weakest of the pistols but with the highest fire rate and clip size, thus making it a much more desirable weapon. The M1911 had its rate of fire significantly reduced, which was good, considering it was almost a machine pistol with really big bullets to begin with. It is still a very powerful weapon, but it isn't as widely used as it was. You see the MP-443 and the M9, even the M-93, which also received a damage boost. The M1 Garand is finally usable, since DICE fixed its inability to receive stars, and you see it a lot more in the game nowadays. Prior to the update, I'd seen it used once, and I don't really know why, since the guy using it really cleaned house.

Probably the largest change for the general kits came to the shotguns. Their slugs lost accuracy, which was good considering they killed at any distance with pinpoint accuracy, and overall shotguns no longer require magnum ammo to be effective, though some people still run with it out of habit or superstition. A better option is the increased ammo capacity or explosive damage increase for the assault shotgun players (C4 works wonders if you know how to use it).

Two small things I forgot to mention in the actual class reviews.

First, the recon mortar strike had its recharge time increased to 60 seconds, which is actually quite a bit with a game that moves fast (they do, sometimes). It also makes tactical use of the strike much more valuable, considering it's great cover fire on Rush and works wonders against a stationary vehicle of any kind.

Second, the engineer's repair tool overheats faster but repairs faster, so overall the effect is the same, but pulsing the tool is now more attractive than constant repair. Killing with it is, of course, now easier, and still just as rewarding.

I think that's all of it. If I missed something, I'm sure I'll think of it after the post.

Overall though, this update gets an 8.5. I'm not averaging the scores too much, just seeing where the high-middle might be. The updates to the game do make it more playable and enjoyable on a more consistent basis. Rage always happens. That' the topic of tomorrow's post.

Thanks for reading,
Xiant

Friday, July 16, 2010

Penultimate Reivew: The Engineer

Tonight's entry will be short, this time not because I'm tired, but because there's really not much to talk about.

The engineer's main weapons, the SMG's didn't really get too much tweaking in either of the updates. Without the data from the first update handy, I can only talk about the current one. The UZI had its ranged damage increased and the PP-2000 had its up close damage decreased. The UZI, not having used it, didn't really need this little increase, and the PP2000, if anything, needed  a very slight boost. As it is, the weapon is really not much use, even with its high rounds per minute. You're really better off with the AK74u or the XM8 compact.

The real topic of debate, continued debate, is the Carl Gustav rocket launcher. Even though DICE reduced it's lethal radius to 1.8 meters rather than 3, it's still a primary weapon for many engineers. Some say even more so than it was before the "nerf." I tend to agree. I see more and more engineers using the CG at the expense of other weapons for purposes other than vehicle destruction. Paired with the tracer dart, which saw a slight reduction in travel speed, most vehicles have no hope of survival, especially against a determined few engineers and their CG's. However, with explosive damage increase and more explosives carried, a total of 8, CG only engineers have the ability to spam their weapons until they get the kills. With the lower skill level required for CG kills in this case, those looking for high K/Ds with minimal effort need only look as far as the Carl Gustav.

Granted, I don't really know what DICE can do to decrease the CG effectiveness any more beyond reducing the radius still more. Reducing its damage is out of the question, seeing as it then becomes useless, and without the two main nerfable areas, there isn't a good alternative.

Regardless, DICE did nothing to address the issue at all, so this part of the update gets a 7.75.

Thanks for reading,
Xiant

Thursday, July 15, 2010

The Medic Kit: Review

There's two reasons I"m reviewing only the medic tonight. One, I'm tired (again), but also because it begs a bit of explanation.

When the medic kit first hit, the gun everyone used was the M60. The gun was accurate from across the map and had the most damage of any light machine gun (and still does). The only real drawback was the giant recoil, which didn't really matter at anything other than long range. Add to this that LMG's were generally accurate at any movement speed save sprint meant that medics with M60s ran and gunned, carrying whole teams to victory on the virtue of their overpowered mancannon. It became a polarizing issue in the BC2 community, the first of many. It's damage, fire rate, ammo carried, lack of accuracy falloff and other lesser factors created a class play style that wasn't intended. Instead of staying at the mid-lines keeping everyone alive and reviving, medics took the assault's job away from them to some extent. Another gun like the M60 but not nearly as vocalized was the XM8 LMG, whose increased fire rate and rounds per minute coupled with its own sizable damage output made it a worthy second to the M60's crown.

DICE took their time in balancing the weapon in the major update, wanting to be sure that it no longer carried the stigma of launch. When the patch finally came out, the LMG's saw perhaps the biggest nerf, since rather than a single weapon seeing a reduction in its attributes, the entire LMG category felt the blow of the balancing hammer. LMG's no longer carried near the accuracy when moving, and no crouching gave the best results. The hit was so great that running and gunning medics all but disappeared and medics, if they wanted to go back to their old ways, were forced to choose from the all kit weapons with much more limited ammo supplies. The M60 and the XM8 also saw great reduction in their damage output over range. While the M60 now carries a 16.7 damage at max range, that, combined with its great recoil, does lower its ubiquity somewhat.

With the recent update, the status quo changed the most for the medic kit as well. The intro LMG, the PKM, saw an increase in its damage at range, the T88, which previously received a nice pad to its damage output, found itself reduced back to standard fare. Not surprisingly, perhaps, the MG3, the final LMG rewarded to medics, with the highest rate of fire and lowest damage, received a boost to both damage up close and at range. Originally, I believe, 10 damage up close was the maximum, but now that figure is 12.5 and damage at max range is 10. With rounds per minute at 1000 and .06 seconds between each bullet, it takes approximately 4.8 seconds to kill up close and  at max range, assuming every bullet hits (my math might be wrong).The weapon has, therefore, seen a rise in users. The SPECACT kits released do something for that as well.

Overall, the medic updates are good, but the M60 is still a little over powered. Proficient users still snipe from long range, but its core users, the run and gunners, moved on, thankfully.

The updates get a 8.75.

Thanks for reading,
Xiant

Tuesday, July 13, 2010

Bad Company 2 Update Review: Assault and Recon

Strangely, despite DICE's claim that they tweaked a lot of weapons in the latest update, I can't say I see all that much in the way of improvement. The weapons I can speak to I'll talk about, but there isn't much in the way of stats for the update, at least comparatively. Therefore, I'll talk about the two update together in places where it's pertinent.

First, the Assault Kit. This kit didn't get much of anything. The two main changes came for the 40mm shotgun and the AN-94. I'll touch on the shotgun first, since I've never used it. Apparently, DICE raised the base damage from 14.3 to 16.7 with a multiplier of x12 based on distance. This, combined with the 2.5 damage bonus for headshots, greatly increases its range. I may start using it, but since I rarely play assault anymore, that may take a while.

As for the AN-94, I can't speak to it before the second major update, but that one made it the new M60, and everyone who's anyone uses it, unless they find it distasteful. It's base damage at close range is 20, making it a five shot kill. While it's rate of fire isn't stellar, it is fast enough at .1 seconds that the kill is only about half a second long. Most players don't react that fast to much of anything, and if you've got them in your sights from most distances before they see you, they're dead. This is still true since the update. The only major change is the damage drop off at distance. DICE lowered this to 14.3, which makes the weapon the equal of the M16A4 at any distance and most other weapons at mid to long range. The only real drawback to the weapon is the fire rate. If you want more kills, it's the weapon to use.

The Recon kit recieved a slight buff and a hefty nerf in the first update. The M95, a bolt action, .50 caliber sniper rifle, reduced its longest range damage to be in line with every other bolt action, which many people found distasteful. There was no longer a reason to use it over any of the other rifles, considering the accuracy is actually less than the GOL or the M24. Interestingly as well, the headshot multiplier for the M95 is only 2.3 while the other bolt actions are close to 4. This not only makes the M95 a poor choice up close, it is less effective at range as well. All this, added to the paltry increase to 55 damage at max range (from the base 50) in the recent update, and the rifle is useless as a bolt action. I prefer the GOL.

These parts of the update I give an 8.

That's all for today. Tomorrow is the medic and engineer kits. The day after covers the rest of the weapons.

Thanks for reading,
Xiant.

Saturday, June 26, 2010

Medal of Honor Map and Weapon Design

No intro today. Just content.

The maps in the Medal of Honor beta don't need, at first glance, much improvement from their current state. For what they are, they could very easily be final game maps (as well they might). There are a couple things I can say about them, since if there weren't, I wouldn't have much of a topic tonight would I?

Beginning with the Helmand Valley map, I think overall this map doesn't need a whole lot of actual physical changes. Of those it does need, the first is easier access for the one and only tank the map provides (barring the rare two tank game). The bridge has two boxes that impede tank movement completely which cannot be destroyed by Bradley bullets of any kind (something outside of any reality). While there is an alternate route for tanks, the way you have to drive the tank doesn't allow for a lot of quick, calculated movements and it's awkward to say the least.

As for infantry, the map doesn't really favor either side too much. While the attackers certainly have an uphill climb on their hands and limited troops, the decreased respawn time and multiple routes behind the defenders lets them put up an offensive that, if coordinated correctly, is impossible to stop. I'll talk about the respawn tomorrow with gameplay, but now I'll say that it needs tweaking. Also, while I'm on the topic of alternate routes, I have to say that the map is, if anything, too big, with far too much open space. First, with so much damage from weapons and so little health per soldier, pot shots take down enemies in no time. Second, if the shooter has any accuracy, even the best shooter won't last too long unless he spawns right in the action on someone who managed to make it to the front without dying. The map size also comes into play with the number of players per side. Even at twelve at maximum, a coordinated assault by three or four attackers from one of the many flanking positions compromises the defenders just long enough for the plant and the push forward. This, combined with the close together spawn points of the defenders and the tendency of spawn killing among many players leads to a very one sided game regardless of respawn times. Again, this depends almost solely on coordination or the skill of a few players, but it's not fun for the defenders in most cases.

The other map in the beta Kabul City Ruins, is all infantry, and its design reflects this. Close spaces and long corridors with specific sniping positions, easily accessible by anyone and rotating spawns, all combined with short respawn times keeps everything fast and hard. A couple parts of the map need fleshing out or removal, like the stairs to nowhere or the blocked off sniper house stairs, though this probably won't be an issue in the final product. Players quickly deduce the major lines of troop movement on the map and capitalize on them, but with the chaos of battle, and this map really rewards that, keeps things interesting. Adding to the strategy in the map design is the verticality. With different levels of play, whoever has the high ground has the advantage and teams who use it almost always win. That being said, with the multiple ways to said high ground and very short respawn times, barring a spawn trap, advantage shifts.

There are some negatives about this map, though. The above mentioned quirks aside, what breaks and what doesn't isn't always clear and the predicability of where the main conflict happens is something that might monotonize the game. While I don't think that destructable environments are really necessary here, since the map is far too small for that, something needs to happen to free up more of the map for play. For example, there is an entire middle hallway, quite large, in fact, that gets very little playtime, simple because it is so open. If parts of it received cover, even a little bit, it might take some of the load of the other three areas of major combat.

As with all things, the combat in the game relies on the weapons, and from where I see it, there are only six weapons in the game, with grenades being equipment. The rifle, the spec ops, the battle rifle, the pistol, the rocket launcher the bolt action. Stat wise the two factions are identical barring attachments, so I'll talk along these general lines. The rifle (M16, AK-47) is perhaps a little overpowered. Low recoil, especially if burst fired, and equal damage at all ranges makes it a universal death machine. Damage falloff, at least a little more than there is now, would be nice for it. Don't take it so far as the spec ops (M4, AK-74u), but more is better. As for the spec ops, these are probably the best balanced, though still a little over the top. The damage falloff isn't what it should be for a carbine, even at the longest ranges. Still, at all but across map, it's basically a rifle with a different name. The battle rifle (SVD and M21), with either scope, takes a little more skill to use, but because of the instant-shot-from-gun-to-hit and one hit kill headshots, accurate shooters with quick trigger fingers make quick work of almost anyone at long ranges and even quicker close up. The recoil on these is much more, almost too much, leading to wild shots sometimes. Still, it balances the weapon more for its power. The pistols (M9 and Tariq) are pocket rifles with much smaller magazines. The damage is a bit less, but not by much, and three to four shots kills. With across map accuracy, pistol play, while not quite so easy as rifle or spec ops play, is still possible. Rocket launchers, which I put the rifle grenade into, are a little weak, but with straight line shots and instant kill hits or close-by hits make them really powerful in the hands on someone who knows how to use them. The slow reload time and lack of ammunition, however, severely, and properly balance them, so they are perhaps the best balanced weapon currently. The bolt actions are great for either game mode, thought he play style differs tremendously between them. The accuracy and power balanced by the need to hold your soldiers breath makes running and running a little hard, but they are still not to be trifled with. At the longest ranges, a center mass body shot probably should be a one hit kill or close to it, but that's just me and my knowledge of sniper rounds at almost any range, especially bolt action. The only thing I have to say about grenades is that their blast radius needs a little boost and that you need to be able to throw them farther. Not as far as Call of Duty, but father than you can right now.

Thanks for reading,
Xiant

Friday, June 25, 2010

MoH Beta Review, Part 1: Graphic and Sound Design

I wanted to make this blog about game news, reviews and critical interpretations (for #3, see the Portal blog), but no actual reviews have gone up. Tonight I rectify that in the first of what I think will be a three part series reviewing the Medal of Honor Beta. Tonight is the graphics and sound design, tomorrow is the weapon and map design, with day three covering actual gameplay and whatever bugs need ironing out. The fourth day, while not actually a review, will go over what I hope to see in the actual release in early October. So let's jump in, shall we?

Graphically speaking, this game is amazing. The computer I play on, and the one I write this blog on, has a much older graphics card, an NVidia 8600 GT. It stinks, I know. Regardless, even though I put almost everything on Low settings, the game looks wonderful. Granted, there's popup and the occasional see through then not see through walls, but overall it works. I think it's also a testament to the game that the low settings have the ability to blow my mind.

Specifically, I think the use of the small color pallet is really well done. Since Afghanistan is mostly a haze of greys, browns and other desert colors, that DICE managed to craft a game not only visually stimulating but that gives the ability to see enemies at almost any distance give credence to the subtle touches in the environments that separate them from the drab "there's more brown over there" graphics of other games. In the Kabul City Ruins map in particular, there is a huge range of colors concentrated in a very small area: namely, a silly looking TV. Breaking it is so very satisfying and almost always guarantees me a better game. The Helmand Valley map, on the other hand, is almost completely a set of five different brown shades scattered and mixed to create a desert environment. Even the tanks and trees and water is brown, if you can believe it. Again, it speaks to the skill with which DICE crafted the game that not only is the map entirely pleasing to look at, but it too allows you to see enemies from a great distance, if only as silhouettes.

The character design too is well done. Each class is immediately distinguishable from the others based on  very basic differences, from the headgear worn to what kind of turban the class wears. The developers did their homework on this one, since I can honestly see these Taliban soldiers doing battle with the Coalition in the very cities and valleys where the game takes place.

I won't say a lot about DICE's sound design, because there isn't much to say beyond: it's second to none. Battlefield Bad Company 2 took sound to a new level with bullets falling on snow, buildings collapsing and tanks sounding different from within and without to the sound of a 40mm grenade or a sniper bullet landing next to you. MoH does BC2 one better and, while I've never fired an M16 or an AK-47, I think this is as close as I'll ever get to actually shooting and hearing one. I hear the rattle of the bullets in the magazine of the LMG's and the wing whistle pass the knife when I miss with it. I even hear the sound of the chamber opening and closing on the bolt-action sniper rifles. DICE makes a point of putting the absolute best sounds in their games, and Medal of Honor is no exception.

Thanks for reading,
Xiant

Wednesday, June 23, 2010

Battlefield Bad Company 2 Updates and New Game Mode

This is something of a point of contention among the BC2 community. That is, of course putting in lightly. In reality, the flame wars in the community are rampant and widespread, with DICE/EA being the brunt of many insults and expletive filled comments. On release day for BC2, the EA servers dedicated to making the game run were completely overfilled, and only a fraction of the players had the ability to even join a game. Granted, game launches are hard to get right, but the degree to which the launch failed surprised and angered many. I myself couldn't play for about a week and a half, though once I started, I didn't feel like complaining. After playing for a while, there were some very specific complaints that I shared with many other players. Namely, overpowered M60's (a medic weapon) and grenade spam. The latter of the two was such a problem that players grabbed their assault kits and used the 40mm grenade as a primary weapon. The M60's damage killed in 4-6 hits at any range and it had dead on accuracy from any range. Add to this that there was very little falloff while moving and run and gun medics became a real issue.

DICE, in response to community outrage, responded with a huge update that balanced weapons, reduced damages and kill ranges, decreased accuracies and buffed weapons otherwise unused. This and many other things went into that first update, and the community was happy. For a time. New problems then began to pop up. First, knifing was now all but obsolete as it was only completely reliable when done from the front. Knifing from the back now did absolutely nothing except on a glitch or when the enemy was moving. People, like myself, who enjoyed sneaking up on enemy snipers (recon kit players) and knifing them in the back now had to actually shoot, hoping no one else heard the death and bullets firing. Secondly, and this was the only other in game complaint, rather than the 40mm grenade being a primary weapon, now rocket launchers took that mantle. In DICE's defense, they did decrease the kill radius of the rocket launchers, but did nothing to the damage against human targets. Why decreasing the kill radius increased the usage I cannot fathom, yet there you have it.

The other two large complaints came in the form of a lack of private servers being completely private. Currently, and the patch is coming out today or Monday on Steam, you need eight players for a private match. If you don't have that many friends, or friends that own BC2 and regularly play it, it really isn't great to be you. The second complaint is one that constantly evolves, as the consoles, PS3 and 360, received several updates while the PC got nothing. Add to this that a promotion and addition to the game, the SPECTACT kits, comes with the update, and you have a recipe for hatred and flame, which is exactly what DICE has.

What really exacerbated the whole problem is that DICE announced the update in early May, and it is only now, on June 23, that we actually get it. The huge delay, coupled with very little feedback till lately, and the continuing, lamer growing excuse of problems with Quality Assurance, did nothing to help DICE's case.

Now, one has to remember that when the update does in fact go live, a good portion of those people who wanted nothing more than proclaim DICE and EA as the worst game developer/publisher combination the world has ever known will undoubtedly shift their position completely around. DICE and EA, to them, will be the greatest community responders the world offers, and when called on their change in viewpoint will deny and circle the point until someone finds themselves banned.

On a more recent topic, BC2 Onslaught mode. On the surface this seems like a really novel idea. Four player co-op against AI opponents until the entire squad is overwhelmed. New and interesting, except Valve did it with Left 4 Dead two years ago. What saves DICE from being just ripping off Valve is the uniqueness of their class setups. In L4D, each player has exactly the same skills, whereas in BC2, there are medics, assaults, engineers and recons, each of which bring something different to the table. As I understand it, Onslaught mode has no goal, only survival. You keep going until each and every one of you dies with no hope of revival. If this means that entire squads will be medic and constantly revive one another remains to be seen, but somehow I think the game will make players chose one of the four kits and stick with it, making a team of four using all kits.

Either way, it'll be interesting.

Thanks for reading,
Xiant

Monday, June 21, 2010

The Sniper Update and Medal of Honor

Hello again. Today's topics, the Huntsman and more Medal of Honor, mark the end of my forays into TF2 for a while. Since I've already covered the Ambassador in the first blog, at the time of writing, the Sniper is the only class left. Therefore, I'll talk more about the beta from here on out, and I'll try to bring you some more news from the industry that may be hard to find or that I find interesting. I'm also going to start playing Final Fantasy XIII with some regularity so that I can get a new genre of game into the loop, namely the Roleplaying Game.

The Huntsman then. I'll admit my feelings on the matter are somewhat contradictory, and I hope you'll forgive me for that. When released, this weapon is perhaps the least patched of all of them. Recently they added the ability for arrows to remain on fire when not drawn, and various small fixes to the hitbox and arrows sticking enemies to walls. Damage wise and accuracy wise Valve did nothing. However, my main complaint about it is this, and it is here that the contradiction comes into play. The headshot hitbox for the Huntsman's arrow is huge, so much so that a sniper can aim within what would amount to a foot in game to either side of the head and still get the headshot.Add to this that one need only aim the arrow, release it and await the headshot, hide and repeat the process basically warrents spam. Find a chokepoint in the maps, for all good maps have at least one, then just shoot wantonly into the crowd on the objective (this applies to payload and CP maps, not necessarily CTF) If your aim is high enough and you (easily) about being shot, you'll either damage an enemy and maybe get an assist, or, more likely, a headshot.

With this in mind, when facing a Huntsman sniper of superficial skill, for that's all it take to be a Huntsman sniper, as an class save a fully buffed heavy and you have a recipe for quick death and very annoying killcam. Things get worse when the arrow comes from across the map without losing any of its damage. The Huntsman damage is over 150 for a quick release headshot and 360 for full charge. That automatically takes out scouts, spies, snipers and medics. More than half charge and you take out soldiers and demomen and pyros. Full charge takes out fully buffed soldiers and drastically injures heavies at any stage of overheal, killing them outright without a medic with them.

All this leads to a very large amount of hate for the weapon and frustration aimed directly at anyone with the lack of skill to use it. I myself hate the huntsman except, of course, when I'm using it. Granted, I don't actually use it when I want to really try. I'll play soldier, spy or demo for that. It's a relaxant not really caring or putting any real effort behind play. It's just enjoyable, and thankfully on the servers I play, people are generally good spirited about the whole thing, but I will hear a little hate if I'm failing and they know I could do better as another class. Three snipers and spies on a team of only 16 is still a little much.

Shifting gears, I want to say something about the Medal of Honor beta that really bugs me: random crashes. I know they happen on all systems though not for all people. I am one of the unfortunates. On the one hand, they do stop me from going long into the mornings, but I can't help but wonder at the times they pick. A great killstreak, one last kill for the next scorechain...crash as I get the kill. This is a beta, I understand and accept that. Indeed, I'm less angry about the crashes because it's still in beta. I know DICE and EA are working to fix it, since it seems to be gamebreaking for some people. I'll wait and see.

More on topic, the weapons in the beta. The startup weapons for each kit are actually each pretty good. The AK for the insurgent basic soldier and the M16 for the coalition; the AK-74u and M4 carbines for the spec-ops who takes out tanks with rocket launchers; the SVD and M21 for the sniper kits. The basic soldier's (called the "rifleman") weapon has very little recoil and can kill across map. Both are fully automatic, unlike the M16 from MW2, which is a three round burst. The 74u and M4 lose damage over distance, as a sub-machine gun should and keep the low recoil. The startup rifles for the sniper kit have a great amount of recoil but kill in fewer bullets at all except max range. Headshots are one hit kills with the rifles, though, which is nice.

Overall, the weapon selection is really nice, each balanced against its counterpart. If the final game makes quite a few changes (big and small), which I'll get into tomorrow, I know that this could very well unseat Modern Warefare 2 or Black Ops from its lofty seat. With both MoH and Black Ops coming out very close to each other, whoever gets the better exposure and the best showing wins. So far, the former goes to MoH. Whatever the Treyarch team is doing with their own beta, they need to get on it now, because the MoH beta is about to take off like a shot. June 17th was the beta for those who already had Bad Company 2. With the influx of new players come tomorrow, word of mouth will only spread faster.

We shall see.

Thanks for reading,
Xiant