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Ghost of Sparta
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Re: BLINDFIRE: Why it must be nerfed - (41 kudos) :P

Nov 5, 2012

KylieDog wrote:

Blindfire isn't the problem, is melee damage which does a crapload of damage and is used as a finisher to blindfire.

 

 

Melee damage should be nerfed to about 30% of health, currently is at least 50%, maybe more.  Stealth kills should remain instant kill though.


Oh yeah, I'd love 3HK melee.

http://community.us.playstation.com/t5/The-Last-of-Us-Multiplayer/Ping-filter-toggle-SUPPORT-for-less-lag/m-p/40782623
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Fender Bender
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Re: BLINDFIRE: Why it must be nerfed - (41 kudos) :P

Nov 5, 2012

KylieDog wrote:

Blindfire isn't the problem, is melee damage which does a crapload of damage and is used as a finisher to blindfire.

 

 

Melee damage should be nerfed to about 30% of health, currently is at least 50%, maybe more.  Stealth kills should remain instant kill though.


melee is definately part of the problem but reducing the damage of melee doesn't solve everything

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Lombax Warrior
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Re: BLINDFIRE: Why it must be nerfed - (47 kudos) :P

Nov 6, 2012

I started out aiming not blindfire, because as it says aiming is always more accurate than blindfiring. Also I have played third and first person shooters and blindfire was almost nonexistant (mostly beacause of knife). So I never really understood blindfire back in the day. It was not until I understood blindfire was essential in close quarter situations. Since the roll could avoid melee blindfire was neccesary to secure the kill. Call it noobish, but if it allows you to kill rather then be killed I do not mind. 


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Keyblade Wielder
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Re: BLINDFIRE: Why it must be nerfed - (47 kudos) :P

Nov 6, 2012

I say blindfire accuracy stat should do 2 things.

 

Determine how close you have to be for the gun to have a chance to auto lock-on meaning the guns with the higher probability of being effective in blindfire would be the kal, micro, and the shotties.

 

determine the bullet spread in the (  ) reticle and how tight it is, meaning a gun like the dragon will shoot like way off the reticle while the kal will shoot mostly in the middle.

 

also for a chance to lock-on, the reticle should phase over the person you are aiming at when you start shooting.

Oh, I'm just leaving. -Best Uncharted character ever
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Fender Bender
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Re: BLINDFIRE: Why it must be nerfed - (47 kudos) :P

Nov 6, 2012

sanddude20 wrote:

I say blindfire accuracy stat should do 2 things.

 

Determine how close you have to be for the gun to have a chance to auto lock-on meaning the guns with the higher probability of being effective in blindfire would be the kal, micro, and the shotties.

 

determine the bullet spread in the (  ) reticle and how tight it is, meaning a gun like the dragon will shoot like way off the reticle while the kal will shoot mostly in the middle.

 

also for a chance to lock-on, the reticle should phase over the person you are aiming at when you start shooting.


It's very sad now I think of it that the weapons that are not meant for blindfire (m9 or para9), are actually better to blindfire with then a shotgun, a gun that is meant to blindfire with (although I mostly aim with it, just for fun)

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Last Guardian
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Re: BLINDFIRE: Why it must be nerfed - (49 kudos) :P

Nov 6, 2012
Normal Para 9 (pocket FAL) blindfire > Arm Micro (blindfire weapon)

I think something went wrong.
Hardcore Mode and Raffica enthusiast; former CEO of Obey Manufacturing, Los Santos, SA; Second Wave Agent specializing in medical training and CERA-JTF EMT
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Fender Bender
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Re: BLINDFIRE: Why it must be nerfed - (49 kudos) :P

Nov 7, 2012

TheStuntDouble wrote:
Normal Para 9 (pocket FAL) blindfire > Arm Micro (blindfire weapon)

I think something went wrong.

barbossa agreed 3.jpg

 

(I'm in the pirates of the carribean mood, just watched the first 3 movies again, going to watch the fourth now althought it's a bloody aweful movie, but barbossa and jack sparrow make it worth watching again xD )

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Hekseville Citizen
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Re: BLINDFIRE: Why it must be nerfed - (49 kudos) :P

Nov 7, 2012

Matthijs_17 wrote:

Introduction:

blindfire is used by noobs as well as experienced players, most people here on the forums hate it, because the tactic dominates the game. Naughty Dog stated before that blindfire is effective because they want to give new players a mechanic that is easy to use so that they can get kills too. In this thread, I shall try to explain in my crappy English, why blindfire should be nerfed.

 

The learning curve:

in every game the player should get better after getting more experienced, but in Uncharted that's not the case. Instead of getting more skilled, the players rely on cheap tactics to get kills. This is how that learning curve goes in Uncharted:

- punch twice

- blindfire

- blindfire a while and then finish of with a punch

- blindfire while zig-zagging and finish it of with a punch

- blindfire just enough bullets while zig-zagging and then do a wack and roll because if the blindfire didn't do enough damage, you should avoid a punch of the opponent

This is not how it should be!

How should it be then? Well, I agree with Naughty Dog that new players should have an easy tool to get kills once in a while, but the tool they gave them (blindfire) is so powerful that it has become the best tactic of the game. So blindfire needs a (huge) nerf if you ask me. What nerf I mean comes later, but the result of the nerf should be this:

- blindfire is useful in close combat situations when the player flanks the opponent. If the opponent is shooting at the player by aiming at him, then blindfire should not win. Also blindfire should be a usefull tactic if 2 players accidently run into each other, then blindfire should be a good tactic to use, aiming that close is obviously not a good solution. However the opponent should have the option to avoid the close combat situation by rolling away and then starts aiming at the opponent, then it should depend on how well he aims if he should win or the player that uses blindfire.

 

The solution:

Blindfire should not be auto-lock-on, instead the player should blindfire in the direction he or she is running (not where the camera is facing, because that wouldn't solve the zig-zagging issue!). This way noobs can still get kills by flanking opponents, but the zig-zagging towards an aiming opponent doesn't work anymore, so to get better in the game, you still need to learn how to aim, because you can't always flank your opponents, and if they spot you, you're screwed. Also (but this is extra) I think the wack and roll tactic should be removed, because it is heavily used in combination with blindfire and very effective. Also (this is extra too, but I do think it's very important) a punch should never work if an opponent is rolling, even not when he is damaged because when a player uses blindfire on his opponent and then punches, the opponent still dies even if he does a roll to get out of that close combat situation, and that is not fair, the opponent must have a chanche to stil win the fight. Like I said earlier: blindfire should be a usefull tactic when flanking opponents, but it shouldn't be used to opponents who have you in your sights. This way noobs can get kills once in a while, and the experienced players actually have to learn how to aim, because else they will be in a disadvantage to other experienced players.

This results in the following learning curve:

- punch twice

- explore the maps and try to flank opponents and use blindfire to kill them

- flank opponents and aim from a small distance to get the kill

- learn to kill opponents head-on by using cover

- learn to kill opponents head on by using cover effectively and by strafing

- when flanking learn to make stealth kills, and when fighting head-on, choose wisely between using cover or strafing

In this learning curve, blindfire slowly disappears out of the list of skills, it has become a tool for inexperienced players and it isn't the best tactic in the game anymore, so everyone is happy, the noob gets actually better in the game and has fun while doing it, and the experienced player needs to work on their skills to take on other experienced players, problem solved.

 

Summary: blindfire should be nerfed by removing the auto-lock-on completely, players should blindfire in the direction they are running, this way blindfire is usefull for flanking opponents, but not for attacking them head-on. When getting more experienced, the player will stop using blindfire but instead try to make stealthkills when flanking  (he gets rewarded for that with medals), and using cover and strafing when attacking head-on. The inexperienced player still has a tool to get kills, and will slowly gain skills while having fun all the time, they don't get crushed by experienced players all the time. All are happy.

 

Final words: I would appreciate it if people post here so this thread keeps alive for a long time, because I hope Naughty Dog will read it, and adjust their opinion on blindfire. I know there are a lot of blindfire threads, but none of them is directing to Naughty Dog or has a fully typed out opinion why blindfire should be nerfed. So I thought I had to make this, I'm not begging for kudos or something, speaking of which, you don't have to give them to me because it doesn't solve the blindfire issue, just keep posting, that's all I'm asking! Smiley Wink

 

and to Naughty Dog: please do something about it, almost everyone here hates it and it dominates the game, I tried to explain above why, and it seems pretty obvious to me that blindfire isn't like you meant it to be, do something! Smiley Indifferent


yup

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Mods please move the multiplayer meme thread back to the Multiplayer General it gets no attention anymore and its just sad. Why kill such a great thread? Move it back I Say!!!
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Wastelander
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Re: BLINDFIRE: Why it must be nerfed - (21 kudos) :P

Nov 7, 2012

BurstLimitKL wrote:

Compare a person completley reliant on blindfire. Then compare someone who is awesome at aiming. Who would win? Aiming. I won't say that blindfire doesn't need a nerf, but it's not completely better than actualy aiming.


You've obviously never encountered anyone with the teleporting melee/ steel fist combo. Smiley Wink

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Wipe that smile off your face and get your tryhard face on!!!

 


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Keyblade Wielder
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Re: BLINDFIRE: Why it must be nerfed - (21 kudos) :P

Nov 7, 2012

stayFROST-E wrote:

BurstLimitKL wrote:

Compare a person completley reliant on blindfire. Then compare someone who is awesome at aiming. Who would win? Aiming. I won't say that blindfire doesn't need a nerf, but it's not completely better than actualy aiming.


You've obviously never encountered anyone with the teleporting melee/ steel fist combo. Smiley Wink


Aiming still wins in most cases. What you described seems more like lags problem, not actual blindfire.

 

Oh, I'm just leaving. -Best Uncharted character ever
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