A whole room is bad. How does the game interpret a room? Near field people through doors? I think it would be much more consistent simply making them work with the same LOS that the flash does.
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A whole room is bad. How does the game interpret a room? Near field people through doors? I think it would be much more consistent simply making them work with the same LOS that the flash does.
Ubi mods, has the idea ever been floated for adding a view disorienting effect with flashbangs?
As the name implies, they're supposed to both blind with the flash and mess with your sense of...
Tower is too big with too many rooms. There is a minimum distance to be in for foot-steps to be audible, so I see a lot of people end up getting shot in the atrium areas. With respect to the rooms,...
I haven't noticed the muzzle flash, however that could be because I have a lot of graphics set to low to run it at a smooth 144fps 1440p. I didn't notice it previously at higher gfx.
The flash I...
Is that so? Then I guess my time playing this game is rapidly reaching its limit. It's easy to store macros on mice, where anti-cheat software can't scan. If they really do go forward with it, there...
Yes Noty, it has been a while since the attachments have been touched. I think over a year now actually. And as Xcel30 points out as I did earlier, they are stale. Per weapon, there is an accepted...
Indeed. I think a game like Blacklight: Retribution is a game that truly embodies customizing a gun. That's a real game for stat monkeys right there (like myself). I'd like to see different...
Muzzle break only affects the first shot, while the flash hider affects roughly the first few shots. After those initial shots, they settle back into the original recoil pattern when sustaining fire....
How about you Ubi-Noty and Zoro? How do you guys feel this would fit in with the formula of Siege?
I thought those recoil changes we being abandoned (the predictable ones), because so much of the community was against it. At least, I'd like to see the game progress in a direction where players can...