Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Hudawg

Weapons rebalancing to reduce reliance on headshots as the primary kill method in PvP?

Recommended Posts

P.T.

nah i know ive seen people diving without dead eye on and magically they just headshot you as soon as they get up , but you somehow cant get your next shot off before they do. Its a stupid mechanic that should only be benefital if your diving to get behind cover. Not out in the wide open.

Edited by P.T.

Share this post


Link to post
Share on other sites
Talisman_83
4 hours ago, CosmicBuffalo said:

NWO still reduces body damage with a hat on...the head shot protection is already pretty much gone.

Is NWO even worth it anymore? 

I'm returning to the game after some absence and heard some cards got nerfed.

Would be good to know which ones to leave out.

Share this post


Link to post
Share on other sites
IamCourtney
20 minutes ago, Talisman_83 said:

Is NWO even worth it anymore? 

I'm returning to the game after some absence and heard some cards got nerfed.

Would be good to know which ones to leave out.

I tried a bunch of stuff in it's place after the nerf and eventually just went back to it, nothing else seemed much better, at least not for my purposes. The headshot protection is still nice and saves you from time to time, though it is a lot less effective. This just increases the value of the card's other effect, a straight up damage reduction as long as your hat is on.

 Since it gets shot off less often now, that part of the card is more valuable.

Share this post


Link to post
Share on other sites
Jason

As far as I'm concerned as of today (who knows what will change tomorrow), rocking into any sort of PvP without NWO is basically gimping your self. The nerf was a hit but it still saves your skin A LOT. I constantly hear it go off when I'm in PvP as well.

Share this post


Link to post
Share on other sites
RyuNova
1 hour ago, P.T. said:

nah i know ive seen people diving without dead eye on and magically they just headshot you as soon as they get up , but you somehow cant get your next shot off before they do. Its a stupid mechanic that should only be benefital if your diving to get behind cover. Not out in the wide open.

 

I knew I had seen it. The few times I played PvP or was forced to.

Share this post


Link to post
Share on other sites
CosmicBuffalo

Its the body damage that I use it for...and it may save you, but it probably wont...freemode still lets you spawn without a hat, but they finally removed that nonsense with the nerf...in competitive games you cannot pick up the hat.  I think its still worth it, but I do not play a ton of showdowns...it makes a big difference against npcs.

Share this post


Link to post
Share on other sites
Brutal Trout
3 hours ago, P.T. said:

nah i know ive seen people diving without dead eye on and magically they just headshot you as soon as they get up , but you somehow cant get your next shot off before they do. Its a stupid mechanic that should only be benefital if your diving to get behind cover. Not out in the wide open.

 

Lag will do that to you.

 

2 hours ago, Talisman_83 said:

Is NWO even worth it anymore? 

I'm returning to the game after some absence and heard some cards got nerfed.

Would be good to know which ones to leave out.

I'm still using it and don't intend to leave it unless something better comes out tomorrow.

Share this post


Link to post
Share on other sites
Happy Hunter

"Weapons rebalancing" ... I hope they leave the Rolling Block alone. That really irritates people.

 

If they leave it, and some of the new cards can boost its damage further, I might be able to have it more consistently one hit high level players.

Share this post


Link to post
Share on other sites
CMCSAVAGE
1 hour ago, Happy Hunter said:

"Weapons rebalancing" 

You left out an important part.

 

"weapons rebalancing to reduce reliance on headshots as the primary kill method in PvP"

 

Overall, I think it's just an attempt to balance out PvP for those that haven't/can't master the headshot. My guess is maybe 2 bodyshots compered to 3 or 4 with whatever weapons.

Share this post


Link to post
Share on other sites
Xtf

Or 6 or 7 body shots with a repeater.  I'll admit it wasn't my best effort but when you get the hit marker 3 times in a row, you kinda of assume it's not going to take much more for them to go down. 

Share this post


Link to post
Share on other sites
Ronin Ogami

 They really need to "tweak" this when people are tanking three - four body shots with a bolt action, only for their "victim" to turn around & one shot them with a revolver/varmit/repeater. There's no believable way that a gunfight works like that. 

Share this post


Link to post
Share on other sites
Chrismads
7 hours ago, Xtf said:

Or 6 or 7 body shots with a repeater.  I'll admit it wasn't my best effort but when you get the hit marker 3 times in a row, you kinda of assume it's not going to take much more for them to go down. 

And that's enough time to drink another health cure

Share this post


Link to post
Share on other sites
CMCSAVAGE
7 hours ago, Xtf said:

Or 6 or 7 body shots with a repeater.

Unless it's a headshot, repeaters are completely useless. They may as well be a BB Gun unless you use explosive ammo.

Share this post


Link to post
Share on other sites
P.T.
16 hours ago, Brutal Trout said:

 

Lag will do that to you.

 

 

Well while im glad you think you know everything, hate to tell you had nothing to do with lag. Happens rather consistantly and im not lagging. Ive played games long enough to be able to tell when i am. Im also not even remotely close to the only person reporting this happens. Not to mention , people would not be diving all over the place like something crazy if it was not giving them this advantage. But sure, blame lag.... makes total sense.

Share this post


Link to post
Share on other sites
Brutal Trout
23 minutes ago, P.T. said:

Well while im glad you think you know everything, hate to tell you had nothing to do with lag. Happens rather consistantly and im not lagging. Ive played games long enough to be able to tell when i am. Im also not even remotely close to the only person reporting this happens. Not to mention , people would not be diving all over the place like something crazy if it was not giving them this advantage. But sure, blame lag.... makes total sense.

giphy.gif

 

If I knew everything I would'nt be here browsing the forum would I ?

 

My point was when a dude shoots you while in mid air or seems overly quick, that's lag playing you. I can tell you some high level players I meet regularly are almost unplayable because they consistently lag.

 

So sure I'll blame lag, it's my n°1 concern when I play competitive modes or engage in PVP. Funny thing is it's always the other that is lagging no us. I honestly can't tell if I'm lagging (even though I'm pretty confident with my connexion), and every time I told someone he was lagging he wouldn't believe me. 

 

Anyway, I agree the mechanic is not the best and we'll see what today's update holds regarding combat movements, but in a non laggy environnement you should have plenty of time to react to a diver.

 

 

Share this post


Link to post
Share on other sites
P.T.
19 minutes ago, Brutal Trout said:

giphy.gif

 

If I knew everything I would'nt be here browsing the forum would I ?

 

My point was when a dude shoots you while in mid air or seems overly quick, that's lag playing you. I can tell you some high level players I meet regularly are almost unplayable because they consistently lag.

 

So sure I'll blame lag, it's my n°1 concern when I play competitive modes or engage in PVP. Funny thing is it's always the other that is lagging no us. I honestly can't tell if I'm lagging (even though I'm pretty confident with my connexion), and every time I told someone he was lagging he wouldn't believe me. 

 

Anyway, I agree the mechanic is not the best and we'll see what today's update holds regarding combat movements, but in a non laggy environnement you should have plenty of time to react to a diver.

 

 

But its not that the player is mid air. I can see them dive, i shot as he dove, before my gun is ready to fire again though ( or i have fired again as he is getting up but cant magically hit him for some reason ) the player quickly 1 tap headshots me because he can aim as he is getting up and how quickly many have learned to lock onto your head. 

 

It does not at all seem like lag. It seems like a combo of how quickly once a player gets up they can lock onto your head and shot you . Which is a combo of the dive mechanic and the auto lock on BS. 

 

I just think there should be some sort of penalty on a player who dives. There stamina should drop which should require more time for them to get up as well there should be a forced delay on how quickly he can aim and shoot ( at least a full second to a second and a half before he can even aim). If the player used the dive mechanic to dive behind cover, then this delay would not hurt them. They would have ample time to wait to aim , as the are behind cover. But these fools out in the wide open just diving around , they should pay the penalty and it should clearly put them at a disadvantage for doing so.

Edited by P.T.

Share this post


Link to post
Share on other sites
Zader

Update's out, so we'll see what they mean in a matter of minutes.

Share this post


Link to post
Share on other sites
Brutal Trout
23 minutes ago, P.T. said:

But its not that the player is mid air. I can see them dive, i shot as he dove, before my gun is ready to fire again though ( or i have fired again as he is getting up but cant magically hit him for some reason ) the player quickly 1 tap headshots me because he can aim as he is getting up and how quickly many have learned to lock onto your head. 

 

It does not at all seem like lag. It seems like a combo of how quickly once a player gets up they can lock onto your head and shot you . Which is a combo of the dive mechanic and the auto lock on BS. 

 

I just think there should be some sort of penalty on a player who dives. There stamina should drop which should require more time for them to get up as well there should be a forced delay on how quickly he can aim and shoot ( at least a full second to a second and a half before he can even aim). If the player used the dive mechanic to dive behind cover, then this delay would not hurt them. They would have ample time to wait to aim , as the are behind cover. But these fools out in the wide open just diving around , they should pay the penalty and it should clearly put them at a disadvantage for doing so.

Diving drains the stamina but with tonics and such it's not really any issue for some divers.... Anyway let's see how this update will affect aim in general, and stability etc... Have a nice game.

 

 

Share this post


Link to post
Share on other sites
P.T.

"Players will now recover quicker from situations like ragdolling, combat diving 

 

  • Made improvements to aim assist detection and stability that makes it easier to hit moving targets while using Free Aim mode"

 

WTF ROCKSTAR! REALLY? $%^#@ Who the heck are these idiots at Rockstar? You literally just made it worse than it already was. Im losing all hope in them 

Edited by P.T.

Share this post


Link to post
Share on other sites
Fun 2
Quote

Slippery Bastard:

  • This card no longer prevents player lock-on when activated
  • When locked onto a player using Slippery Bastard, weapon accuracy spread will be significantly increased, and fired bullets will be pushed towards the edge of the reticle
  • The same penalty effect also applies to the player using Slippery Bastard when attempting to lock onto other players

This is a good change for me, now people won't abuse this card like freaking a lot.

However, I do feel bad for the people who paid cash to get this card only to find out it was nerfed with this patch.

Share this post


Link to post
Share on other sites
AmyStone
19 minutes ago, P.T. said:

"Players will now recover quicker from situations like ragdolling, combat diving "

Really? As if that manoeuvre wasn't over powered already. Now people will be diving constantly. Utterly crazy.

Share this post


Link to post
Share on other sites
Mirror Park Resident

Yes, I thought the same. Diving was ok in RDO compared to the weasel rolling in GTAO. 

 

Jeezus, the mandatory f*ck up is here. This is one step back at the very minimum.

Share this post


Link to post
Share on other sites
AmyStone
18 minutes ago, Fun 2 said:

This is a good change for me, now people won't abuse this card like freaking a lot.

However, I do feel bad for the people who paid cash to get this card only to find out it was nerfed with this patch.

That is good news for us auto aimers. Free aimers will hate this change because it totally removes any kind of free aim. This is going to alienate a lot of players. Not sure that's such a good thing. Just limiting its use in certain showdowns would have been enough. This has taken it a bit too far.

@fun_2 where did you read that? Does it say anything about any of the other ability cards?re

Share this post


Link to post
Share on other sites
P.T.

I have no faith in these idiots anymore. This update proves they can not figure out how to balance things at all for those who want more free aim style. Just ADD FRIGGIN FREE AIM SERVERS YOU A#$HOLES

Share this post


Link to post
Share on other sites
Fun 2
12 minutes ago, AmyStone said:

@fun_2 where did you read that? Does it say anything about any of the other ability cards?re

Patch notes

Quote

Ability Card Balancing

  • The following balancing changes have been made to Dead Eye Ability Cards in Red Dead Online:
    • Increased the initial amount of Dead Eye consumed when activating all Dead Eye cards
    • Paint It Black:
      • Amount of Dead Eye consumed by each shot has been increased
    • Slow and Steady:
      • Damage reduction while active has been increased
    • Slippery Bastard:
      • This card no longer prevents player lock-on when activated
      • When locked onto a player using Slippery Bastard, weapon accuracy spread will be significantly increased, and fired bullets will be pushed towards the edge of the reticle
      • The same penalty effect also applies to the player using Slippery Bastard when attempting to lock onto other players
    • The following balancing changes have been made to Combat Ability Cards in Red Dead Online:
      • Hangman:
        • Now deals a fixed amount of damage to lassoed enemies
      • The following balancing changes have been made to Recovery Ability Cards in Red Dead Online:
        • The Gift of Focus:
          • No longer has a penalty to damage dealt while this card is equipped
        • The following balancing changes have been made to Defense Ability Cards in Red Dead Online:
          • Hunker Down:
            • Damage resistance while in cover increased, and now applies to all types of damage received instead of just bullet damage.

 

Quote

Weapon Balancing

  • The following weapon balancing changes have been made for player vs. player combat in Red Dead Online:
    • Damage has been increased for all bullet weapons, speeding up combat and now requiring fewer body shots to kill another player
    • Damage fall-off is now applied to critical hits when not using a telescopic sight, meaning that long distance headshots are no longer guaranteed to instantly kill another player. Using High Velocity ammunition will increase your chances of landing a critical headshot at range.
    • Repeater weapons now deal slightly more damage when at very close range to a target player
    • Damage fall-off has been retuned for the Springfield Rifle, now dealing less damage in long range combat with other players
    • Sniper rifles now have no aim assist when hip firing and bullet travel time has been sped up to make hit detection more reliable

 

Share this post


Link to post
Share on other sites
Lonely-Martin

No more forced freeaim when players attack is no bad thing for me.

 

Just need the horse collisions less an issue and maybe make fishing less vulnerable (if they can), and I'm gold. Thanks Fun, that's one long list of patch notes and I can't read through it yet, lol.

Share this post


Link to post
Share on other sites
P.T.

So i read those patch notes. Someone please point out to me where they did anything for this

 

"Weapons rebalancing to reduce reliance on headshots as the primary kill method in PvP"?

 

Share this post


Link to post
Share on other sites
AmyStone
8 minutes ago, Lonely-Martin said:

No more forced freeaim when players attack is no bad thing for me.

 

Just need the horse collisions less an issue and maybe make fishing less vulnerable (if they can), and I'm gold. Thanks Fun, that's one long list of patch notes and I can't read through it yet, lol.

  • Improvements have been made to forgive unintentional or minor horse collisions while in Defensive Mode in Red Dead Online
5 minutes ago, P.T. said:

So i read those patch notes. Someone please point out to me where they did anything for this

 

"Weapons rebalancing to reduce reliance on headshots as the primary kill method in PvP"?

 

They haven't. Well not that I can see from reading the notes. Body shots do a bit more damage and getting a one shot kill from a distance is not quite as easy. And paint it black using a bit more deadeye than before. That's about it though. Will have to try things out later but I don't think I'll notice much difference. The SB nerf is the biggest change. That could seriously annoy people that use it a lot.

Share this post


Link to post
Share on other sites
Lonely-Martin
3 minutes ago, AmyStone said:
  • Improvements have been made to forgive unintentional or minor horse collisions while in Defensive Mode in Red Dead Online

Awesome, thanks for that. Sweet!

Share this post


Link to post
Share on other sites
Brutal Trout
9 minutes ago, P.T. said:

So i read those patch notes. Someone please point out to me where they did anything for this

 

"Weapons rebalancing to reduce reliance on headshots as the primary kill method in PvP"?

 

Must be somewhere in there

Weapon Balancing

  • The following weapon balancing changes have been made for player vs. player combat in Red Dead Online:
    • Damage has been increased for all bullet weapons, speeding up combat and now requiring fewer body shots to kill another player
    • Damage fall-off is now applied to critical hits when not using a telescopic sight, meaning that long distance headshots are no longer guaranteed to instantly kill another player. Using High Velocity ammunition will increase your chances of landing a critical headshot at range.
    • Repeater weapons now deal slightly more damage when at very close range to a target player
    • Damage fall-off has been retuned for the Springfield Rifle, now dealing less damage in long range combat with other players
    • Sniper rifles now have no aim assist when hip firing and bullet travel time has been sped up to make hit detection more reliable

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.