02-19-2013 05:24 AM
Blooddrunk123 wrote:
Steven1379 wrote:Blindfire was worse before. This is the most balanced update so far(they made BF not gravitate around targets making ppl run in circles), idcare if they keep nerfin there is alaway a run and gun way to win. Whats next no BF at all? this wont happen cus Uncharted has always been about AIM & BLINDFIRE...
I think the game just needs to RAISE THE HEALTH so people who get BF killed feel like they actualy had a longer chance to survive me ...
Blindfire was not worse before, before people would aim thier guns regardless of weather its a M-9, G-Mal, Fal or AK. Now about 20-30% of the player pool aims thier gun.
It actually was worse before. The AK was an OP gun in all areas, including blindfire in the beta. And in the final release of the game, blindfire was so effective that the Kal was the choice of every single player level 31+, I take it because stopping power wasn't implemented then and I don't think there was slowdown when blindfiring at first. This means you can effetively sprint towards an enemy full speed and gun him down without any sort of slowdown, and since it was the early months of the UC3 multiplayer, most people were new to the game and couldn't counteract the blindfire with decent aiming.
02-19-2013 01:52 PM
sanddude20 wrote:
Blooddrunk123 wrote:
Steven1379 wrote:Blindfire was worse before. This is the most balanced update so far(they made BF not gravitate around targets making ppl run in circles), idcare if they keep nerfin there is alaway a run and gun way to win. Whats next no BF at all? this wont happen cus Uncharted has always been about AIM & BLINDFIRE...
I think the game just needs to RAISE THE HEALTH so people who get BF killed feel like they actualy had a longer chance to survive me ...
Blindfire was not worse before, before people would aim thier guns regardless of weather its a M-9, G-Mal, Fal or AK. Now about 20-30% of the player pool aims thier gun.
It actually was worse before. The AK was an OP gun in all areas, including blindfire in the beta. And in the final release of the game, blindfire was so effective that the Kal was the choice of every single player level 31+, I take it because stopping power wasn't implemented then and I don't think there was slowdown when blindfiring at first. This means you can effetively sprint towards an enemy full speed and gun him down without any sort of slowdown, and since it was the early months of the UC3 multiplayer, most people were new to the game and couldn't counteract the blindfire with decent aiming.
I remember that, horrible times.....Anyway that was in the games first stages of its life and was quickly "fixed" with the addition of stopping power and moving slower while blindfiring. The thing is, this game is well over a year old, this thread has i think 92 kudos from people saying blindfire is still too strong and ND is just watching and saying "its not a widespread" problem".
02-20-2013 04:50 PM
02-20-2013 04:53 PM - edited 02-20-2013 05:00 PM
Steven1379 wrote:if ND really cared for the game there would not be any stupid stat hats
or stoping power
bullets would just hit targets without slowing them down into a matrix like slowmo like **bleep**
Do us a favour and go jump off a cliff.
Blindfire scrubs deserve to be stopped right in their tracks like snails!
02-20-2013 05:55 PM
Blennerville wrote:
they have already implemented a 15% slowdown way back around 1.01 or 1.03, but to tell you the truth i can hardly see the 15% difference (only thing i notice is his legs going slower when you hold down R1) - looks more like 5%.
an additional 10% added to the 15 would not be too much to ask - how would that destroy the mechanic ?? - it wouldnt,
im just asking that you can no longer blindfire while following people (running n gunning after people) who are trying to escape from your blindfire, how fair is it that people can not escape your blindfire, they try but you are wright behind them all the way blindfiring ?? - really, you dont get what is wrong with run n gunners not being slowed down, really ??? - if so i just have to believe you enjoy blindfire and dont want to concede.
you are wright, this is not a tactical game, it is not a FPS like COD either where you can just hipfire and not use L1 - this is a 3rd person shooter - you should have to aim with L1 like all the other 3rd person shooters.
UC3 is not a run n gun game - it is all about the movement and traversal.
again, you are already slowed down 15% when you blindfire, i just want 10% extra added to that - that would not hurt the blindfire mechanic at all other than - you would no longer be able to run after your enemy (who is trying to escape you blindfire) while simultaneously holding down R1, not allowing them to escape - that is the whole point of why the blindfire situation is bad.
your solution is not fesible - you are asking ND to completely change a mechanic - same as asking them to change the recoil system back to the system UC2 had - just far too big a task. a additional slowdown while blindfiring is easy and simple to implement and it solves the problem effectively.
the only other alternatives - would be to reduce blindfire accuracy by the same amount across all weapons - which id guess a lot of people wouldnt like - or increase Stopping Power which in my opinion doesnt solve anything but just added another ingredient (which in its-self is a problem) - not a good idea imo.
my proposed solution is the best fit for the job - ND have done it before, and it is the best comprimise for both parties who do and dont like blnidfire - blindfire would still be effective and a good tactic but it would no longer be a playstyle where you can chase people down running n gunning.
a comprimise is where you have to give something lesser up for the greater goal that you want to met.
- i.e. you have to conceded to a slow down is movement speed when you are running n gunning (you are not supposed to like this, but its for the greater good) in order to achieve the main target of reducing blindfires effectiveness.
making melee a 3 hit kill would also help a lot with the problem of blindfire+ melee rushers.
I guess I'm the only one (in the whole forums) being honest here. I BLINDFIRE! Ha, I said it. Come at me bro what are you going to do about it. lol, just kidding. I just wanted to try to be offensive. Anyway, like I said before, I use BF responsibly and in no way abuse it. I use to be fundamentally opposed to BF, but now I've integrated it into my play style moderately. I never attempt to take on a target with blindfire unless they are already disoriented (don't know where I am), distracted (attacking someone else), or unaware to my presense and NEVER if they are over 3/4 meters away. I never rush using blindfire. If someone's aiming at me, I aim back and gun them down. One on one gun fights are why I still play this game. I aim the KAL and I use the tau strictly because it's so fun. I don't try to get kills or wins. I try to be the best player I can be. Blindfire doesn't really fit into that, but it is necessary in close quarters. And I always try to roll away and aim at that player. In fact, I'm quite proud of the player I am now. I feel like I'm a very well rounded player, although I have an atrocious KDR. I would try to dignify it, but it'd make for a long post. But while you're checking my KDR (if you feel so inclined), check my BF kills and melee kills.
Oh, you didn't want to here my life story? Well I guess you should have thought about that before you made a personal attack on me to justify disregarding what I have to say (formally known as an ad hominem attack).
But as to my fix, you said it's not feasible. Well, just to reduce BF accuracy proportionally as distance from the aim dot probably would be that hard. In fact, it's not that radical of a change. I would even go so far as to say that my "fix" probably wouldn't fix the BF problem. It would just make it more skill based. But in my eyes that would be a win. Don't get me wrong, BF is a problem and this would not be a solution, just a step in the right direction (towards a truely skill based and competitive multiplayer). However, I would also like to include a universal decrease in BF accuracy and lock-on range. Which is probably more feasible that my original suggestion to begin with. And I'd be more than happy with that. Much more happy with that than a decrease in movement speed. But once again, that's probably more probable that a universal nerf on blindfire (as I believe that was already directly rejected by Eric).
However, I doubt any thing I say will change your mind. We both think BF is a problem and have different ideas on how to fix it. I don't like the "side effects" of your solution. But believe me when I say that I'd much rather have that than what the UC3 MP is right now. I'd prefer my own fix, with a universal nerf on BF accuracy. But like you said (and I recognize) that that isn't very feasible. But then again, if Eric doesn't think BF is a wide-spread problem at all, then yours isn't either.
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02-20-2013 06:30 PM
What about have blindfire lock-on at differing distances, as well as only having a % chance of hitting the target depending on proximity to both the person and the ( ) reticle.
For example, the Kal being able to lock-on to the person as far as like roughly 15 feet as well as only having a 50%(max amount) chance of each bullet hitting. Where on the flip-side the dragon would have to be literally 1-2 feet away from the person and only having like a 5% chance per bullet in hitting the target( ridiculously low but it is a sniper and the polar opposite of blindfire...)
02-21-2013 05:58 AM
The biggest facepalm at people talking about blindfiring as a legit tactic.
You hold ONE button and run...
The only guys I see defending this broken feature are LAGGY players. You rely on your horrible connections to cheat other players.
People with flawless aim SHOULD win every time, but the auto lock-on and lag allows players from KSA, China, India (check their avg connections at pingdom) to beat BETTER players.
I know for a fact that the winners of B2K tournament (Saudi Elite) lag SOOO bad, and as we saw in the videos...yup, pretty much a lagfest with blindfire and kills around corners.
Blindifre should be that BIG reticle you get when just pressing R1. Have that locked by YOURSELF on the player and have like 20% of the bullets hit their target. Anything else is just ruining the game.
People should be rewarded for their skill, for working on their aim.
02-21-2013 06:24 AM
It is sad to see ND does not consider blindfire, hipfire whatever you want to call it a 'problem' As many other said what makes blindfire OP is that you only has to press that one button without any effort made and I disagree with those who said blindfire was worse before unless we go back to the Kal-7 fest we had at the release of the game. As we all know the G-mal was nerfed again, not sure which patch it was though, but of course ND could not figure out more people would resort to the M9 and its blindfire when they realised that G-mal would not follow the targets every move. So the imense blindfire fest we have today is all a product by the G-mal nerf, since it actually takes skill to aim now, blindfire does not and before none of them did, BUT PEOPLE WERE AIMING ATLEAST.
If ND do not think blindfire is a problem then for the sake of the game give the G-mal some stopping power back again so we can stop those blindfire whatever bad word I can come up with but will not write since it will be sensored. ![]()
02-21-2013 07:23 AM - edited 02-21-2013 07:25 AM
i encountered another person on UC3 last night who was using the KAL7 - he said he liked blindfire
and that it was a skill that he was good at ![]()
i tried to troll him, i really tried but he was so sure that blindfire was a tactic that required skill to master and that i just was not good at it, there was no talking to him ![]()
02-21-2013 11:54 AM
Blennerville wrote:i encountered another person on UC3 last night who was using the KAL7 - he said he liked blindfire
and that it was a skill that he was good at
i tried to troll him, i really tried but he was so sure that blindfire was a tactic that required skill to master and that i just was not good at it, there was no talking to him
I once had a guy like that. Blindfire is a last resort tool, its supposed to be used in desperation. Players now use it as a tactic and think that they are "Good" at a game because they abuse a mechanic that requires no skill at all to use.
Now i actually enjoy playing against laggy mexican tryhards with Fleet Foot, at least they AIM thier weapons in some way.