u/WarmReflection821
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3points
WarmReflection821
WarmReflection821
Definitely Wildlands.
Even though Breaking Point currently boasts superior design in customization and milsim elements, its storytelling, setting and game mechanics pretty much ruined it. As a milsim enthusiast, I’d still rather play Wildlands.
WarmReflection821
wo,is that PSQ-42?
WarmReflection821
already done
WarmReflection821
Yes, they are trailers team, responsible for the aftermath
WarmReflection821
I understand, bcuz my gunfighter is working perfectly too.
I'm the creator of gunfighter,yeah, I'm just trying to find solutions to people's problem.
WarmReflection821
I have updated the entire mod
WarmReflection821
Thanks,so it should works
WarmReflection821
After all, the ROE in RON is just a program, and in reality it is executed by people.
WarmReflection821
Have to agree with this, that's why mods are needed.
I hear a lot of complaints about suspects becoming bullet sponge, but it's actually the players who are the ones. In close combat, we usually have many opportunities to make mistakes, and we can recover as long as we use the universal tourniquet.
This topic is very complicated because we need to have 5 players against 20 suspects, so this is a compromise with gameplay, but it does abandon the necessity of tactics.
RON's success is also due to the low barrier to entry, so I won't complain too much about it. But no matter what, we can still get the game we want through mods.
WarmReflection821
That was Pre-1.0, in active shooter mode, iirc 28 seconds, I rush into the shooter's hug and bangbangbang lmao
WarmReflection821
breaching shotgun?
WarmReflection821
Absolutely right. 9banger can completely confuse the suspect's judgment of the attack route. This is what I have always wanted to achieve.
In fact, it sometimes works in the game too.I can see that suspect looking at the location where the 9banger exploded, not the location where we breach in.
WarmReflection821
I ...errr.. was add 3bang and 6bang before, but...compatibility is suck, they will not work on host that do not have gunfighter installed.
WarmReflection821
There is a mod only increases movement speed by 7%, which is not even noticeable and not easy to detect, but already some people say it ruins RON, man...
WarmReflection821
"they are too faithful to SWAT4" Yeah they are still following the way the game was played 20 years ago and explaining it as balance thing,
I mean wtf this is a PVE tactical shooter game.
WarmReflection821
For me, both are fine, but if it is designed for the third person, I would like to have the option to switch to the first person, because once I enter a small indoor space, especially when it comes to going up and down stairs, the third person will make it difficult for me to get enough visual information in many cases.
WarmReflection821
I've always been curious,if players treat the game as COD just because the AI has become simpler, shouldn't the players themselves reflect on themselves?This is simply because players want to play like COD.
Back to the question, yes, it has indeed become easier, not only because the AI's ability has been weakened, but also because the damage system has been adjusted, and the damage penalties for both AI and players have been reduced.(I think this is the key point,there are too many small things need to be improved with the AI system, so I won’t go into details.)
If we screwed up, we can be shot continuously, but as long as we repeatedly uses the tourniquet, we can continue to fight as if almost nothing has happened.
It did make many people to ignore any technical and tactics and complete the mission by just carrying 50 magazines and maintaining full automatic shooting for 10 minutes.
This is actually something I personally have never been satisfied with, even though I understand that this is an aspect that is deliberately weakened to take care of new players. But from EA to 1.0, until now, the punishment of player damage has always been very subtle.
Or maybe this is the meaning of mods?
WarmReflection821
Obviously a "newbie-friendly" design,but yeah,fuck it.
And they also removed the Helstar's light on the helmet.
WarmReflection821
Speaking only for me and my team.
I only use less-lethal weapons when I want to get an S rating.
I mean,less-lethal weapons are not bad things, quite the opposite.But we can see that in reality, most LE tactical units directly use lethal AR.
Regardless of the weapon we use, we need to abide by ROE and use appropriate tatics.
If in the game when using less-lethal weapons we go tactics, but we start holdingpress W and shooting, shooting, shooting, shooting when using lethal weapons, using full automatic to scatter bullets everywhere, then I think it is the players themselves who need to reflect.Def don't blame which weapon we are using.
(Take a step back and say that when the entire team uses lethal force, but we still try to capture the suspect as much as possible instead of killing him directly. This is more challenging, isn't it, lol)
WarmReflection821
100% not gunfighter,I can tell
WarmReflection821
The mod that replaces the MK18 has no relation to the simulation variant at all, they are two completely different guns
WarmReflection821
Maybe the devs just haven't come up with a better solution yet.
Ali once said that this is a "surrender animation" ,
But at the same time, it's not allowed under the RoE we use of force against compromised civilians .
Yeah, this is .....
WarmReflection821
This is why we need mods. In the current game, there is a high probability that the suspect will ignore multiple rounds of damage.
Yes, we can keep a distance from the suspect, we can back off, we can use sidearms, we can bash, we can fire 5 shots per second, but this does not mean that it is right for the suspect to ignore the damage.
Can't wait for the Ready Or Not2: Task Force South