It's to do with your score that you receive when you end the round, the thing after kills and deaths usually a 4 figure number It takes that plus your other scores and rounds it to an average
I completely agree. I really enjoy unlocking weapons, it does add a reason to keep playing. However in MC4, despite everrrrrryone using the Compakt-665, I was able to use whatever gun I wanted and still do well thanks to none of the guns differing TOO much I'm power. In MC5, I really really want the guns' power differences to be reduced big time, and have the attachments and your skill be the main reasons for winning a fire-fight. I would LOVE to use the Charbtek semi-auto assault rifle that is obviously based on the real life M14; one of my absolute favorite rifles, however it takes 4 or so shots to the upper body to kill. And I think that is absolutely ridiculous when someone else can use the Red, and snipe me from super far away firing in fully-automatic. The Charbtek rifle is obviously a long-range rifle, yet it has zero benefits for such long range fights. Also with the Recon's SMGs, personally I would love to use the teir-3 JOLT-MP7, I think it not only is the coolest looking SMG, but it has a longer barrel than the teir 5 and should obviously be more accurate and effective and longer ranges, yet it's not. Basically, as others have said, weapons in Teirs 1 through 4 are damn near useless (with a couple very rare exceptions) making MC5 boring as hell. Finally, does anyone miss the ability in MC4 to be able to carry a SNIPER Rifle with an SMG such as the JOLT-MP7 as their secondary? Considering how difficult the sniper rifles are to use on the MC5 maps, I think it would really give the sniper class a leg up and actually be useful. I also think that giving the sniper class C4 Explosives and MINES would be great; as of now it seems the sniper class is almost useless.
Just checked my playtime and it says I have 21 hours 49 minutes. I'd have that even higher if I had the time.
I wonder how MC5 will play on the iphone 6. Better FPS and graphics???? Hopefully 60fps with SSAO on. i6 resolution is said to be 1704x960 on a 4.7" screen. MC5 would look amazing !!
Hey guys so I was right, the Charbtek Tier-2 assault rifle is obviously based on the real life M14 assault rifle, and being a 7.62mm caliber, it should definitely take someone down in 1-2 shots. The RED Tier-5 assault rifle should NOT be more effective at long range than the Charbtek. Sorry for dragging on about this, I just thought this would be a great example for illustrating why the Tier-5 weapons should not be the best weapons in every-way possible, and IMO every weapon should have it's own strengths and weaknesses depending on the situation at hand...
You can forget about 60fps. The maximum permissible by the OS is 60fps but the majority of games are locked to 30fps. There are some exceptions but few and far between. Just about all of Gameloft ones are locked to 30fps and I doubt if there are any plans to change that. I can think of only one upcoming graphical intense game (not by Gameloft) that runs at 60fps and considering its graphics, that's an astounding achievement. However the caveat is that it'll burn out you're battery quicker than anything else. Considering how quickly this one already burns through battery, 60 fps would result in at best about an hour of play. So no, even with the bigger battery of the 6, 60fps won't happen. Unfortunately.
The Red 34 is waaaaaayyyy over powered. I think that's this game's flaw, there is an obvious superior weapon and superior attachment almost always. The only time this isn't applicable is with side arms and weapon sights.
I'm going to have to recommend caution on looking for the red to be nerfed. I juts played three matches against a team of maxed perk and weapons snipers and heavies. The heavies were extremely difficult to take down and the snipers with top handguns and rifles were killing machines. There was even a recon with top gun that was just weaving over and back and was very difficult to hit. It was quite simply a slaughterfest even with a team of Red wielding assaults. The snipers with the top weapons, particularly the top handgun, dominated the killing while the heavies just picked up the flags and splattered ya to bits with the full auto shotgun and grenade launcher if you got anywhere near them. Admittedly they were good players and had solid tactics but they made the assault and the red like bringing a knife to a gunfight. The top sniper rifle is extremely strong in the right hands and anytime any one got near him, his handgun did the rest of the work. If the Red is nerfed, assaults are gonna find it very difficult to get anywhere against these top perked/weaponed other classes. And then it'll be those other classes that need nerfing and pretty soon we will be back to full magazines to take anyone down. I'm seriously considering switching to the sniper class once I have the crosshairs perk unlocked.
Rip, you have some great points here. You've actually convinced me to change my stance on the red being nerfed, as I really do agree with the game remaining challenging and have no problem with being killed from 2 shots to my chest; emptying an entire clip into an enemy would totally kill the realism of this game. how I feel is that the lower tier weapons should be increased in power; rather than top tier weapons such as the Red be decreased For example, the post I made earlier on the page before this [page 79] talking about the Charbtek is the perfect example. I think a semi-auto long range assault rifle would be awesome, and it would be so cool if it was actually useful. I love using long range assault rifles in a sniper-style situation, and they could just make it so you cannot hold down to fire which would render it too difficult to use in close-quarters combat. I just wish we had more gun options that could actually stand a chance against fully leveled classes using tier 5 weapons. Does anyone feel the way I do?
I couldn't agree with you more. Obviously enough I suppose. Still I would much rather see a slight increase in the lower weapons than a nerf for any of them. I would also like to use the M4, as a personal preference but the M14 also, a bit more. I still find the M4 useful but its too hard to use it when there is better options.
Enhhh not really. The RED is superior in every situation. Close range, mid range, far range. Has no recoil, really really good accuracy, and an insane amount of damage. It feels like it just takes 2 shots to the body and they're dead. I drop anyone with one shot in close range with the RED because of its accuracy. @Rip 1 shot to the head is an instant kill. They were just good players that were quicker than you with their pistols. I would like to see head shots do less damage. It seems really odd mixing arena style head shot gameplay with a full on military shooter.
Anyone know why chapter 4 onwards and multiplayer need to be downloaded again? I finished the campaign, does the game do this to save space?
After playing the game some more I have decided to revise some of my previous complaints. First off, I said that Canals was a bad map, however it is a very solid and good map for VIP and CTF, while boring in TDM and FFA. Rooftops is the opposite. It's boring and lame for CTF, but the best FFA map, despite being generic, and decent on the other modes. Streets is hectic on FFA, and needs some serious spawn work for all modes. And Construction, despite being another generic map, is good all around. One problem I have is with grenades. Few pages back, people were complaining about impact grenades. I don't care about their strength and whatnot, that's all good in my opinion. What the problem is is that to throw a grenade is many players' first instinct. Rather than do some gunplay, I've seen a few matches where some peoples' only kills were with grenades. It also seems that grenades are a lot faster at killing than the first SMGs. So give players a reason to use their guns rather than grenades. Another bone I have to pick is with utility grenades. In the right hands, Flash and Chaff grenades could be very useful, except that I only get one. Why should my Assault class carry 4 Impacts, but my Recon only one chaff, or my Sniper only one flash? I feel that players should be given 2 utility grenades on the non-Assault classes by default, simply because one isn't enough. I feel like there should be a penalty for quitting in matches, just to keep lobbies full. There is nothing more annoying than being blown out in a match by the other team, then having your teammates leave, which leaves you with zero hope to come back. Lower the rating, add a DNF modifier like Fifa Ultimate Team so they get less EXP. However, it should not be added to people whose Internet may disconnect or something. Have it only apply to repeat offenders, and have it stack harshly for people who do it too much. People have complained about the tier system, which I still feel is a just complaint. The Red is superior in all ways to every other gun. Same with the other Tier 5 guns. There is little reason to use the lower tier guns. Unless you like burst fire, or full auto shotguns aren't your thing. The Charbtek is useless. However, some guns are useful. Like I mentioned, the burstfire KR200 is very viable at short-medium range. It's good against Heavies, it has good accuracy, and really good fire rate for tap firing. I have definitely gotten more consistent since using this gun. I would recommend everyone who has it to try the KR, just to add variety to the mix of Reds. Anyways, back on point. The tier system is just straight upgrades, not sidegrades with no tradeoffs. Battlefield has exp unlocks on point. The more kills you get with a weapon, the more customization and tradeoffs you get with its attachments to suit your playstyle. Campaign also sucks. I'd love to use campaign to briefly level new guns and get that first sight for them, except more often than not, I'm forced to use something I don't want to. There are tons of stupid sniping and assassinate missions. There are loads of missions where I am forced to use the machine gun on a chopper or boat, which is boring. Breach missions still suck. Little exp, freaking difficult at times, and straight up a boring, timed shooting gallery at times. Please remove those or make them better Gameloft.
Hmm, I don't had any problems with that. Once my device downloaded all of the content (SP+MP) it didn't get deleted. Seems like a bug to me. I can verify that, hah.
I know the difference between head shot and body shot. When you get hit in the body, there is a flinch effect. There was flinch effect so, no, they were not headshots. They were 2 or 3 round body shots depending on range. No, the Red will not kill with one shot at close range unless its a head shot or, in the case of body shots, unless they have over 50% damage already and haven't regenerated yet. There is no point in saying its a one hit kill, bar headshots, when its simply not the case. Anyway, enough of that, let's see what ye really want that gun to behave like then. For the next three days, those who want to see the Red nerfed cannot use that gun. Forget the gun is even in the game. They can only use the UFIA or the Compakt when using assault class. No other weapon in that class. In any other class, any weapon can be used. No headshots are allowed either, only body shots. The gun that kills ye will not be a factor at all and won't be taken in to account, it will only relate to how your own gun performs and if that is the actual way you want all assault guns to behave while you yourself are using it. Bringing it down to UFIA level would probably be the first nerf that could be applied to the Red. The next nerf would bring it down to Compakt level. So use those guns and lets see if that is exactly what ye want. And as you think headshot damage should be reduced as well, remove headshots completely, don't do any head shots. Let's see if that's the game and gun behaviour that ye really want. And before someone says will get killed a lot by the Red, the point is not to find out what gun kills the most, we already know the answer to that becasue its the Red ye want nerfed. What I want to know is what gun behaviour one wants form the gun one is using oneself, not what others are using. See if you can stick to that for three days and then get back to me. Edit. Oh and by the way, well done Checkerspell. That's excellent.
It's pretty easy to comprehend why the Red is so much better than the other weapons. It fires quick, has great damage even when suppressed, and has good accuracy and minimal recoil. The attachments only make it better. The overall issue isn't how good the Red is but how bad the other guns are. The Compact takes up to 5 shots to kill while the Red can drop a guy in 2 (assuming no head shots on either). That is a problem. The Compact shoots seemingly just as fast as the Red (the rate of fire bars are roughly the same but without actual numbers from the code it is kind of hard to tell) but the Compact has more overall recoil and does less damage. From the hip, the Compact's spread is definitely worse than the Red's and that is just silly. Seriously, it isn't rocket science and it is pretty obvious why the weapon balance is messed up. All that needed to happen was make the Compact the fast firing, weak AR with almost no recoil. Then the UFIA being the slower firing harder hitting rifle (which it kind of already is but still weaker than the Red which negates the fire rate) and the Red being the rifle in the middle with a medium fire rate, medium recoil, and medium damage. Best all around but not able to be completely dominant. The Charbtek is garbage so I ignore that one but that thing should have the damage of the Red considering it is semi auto. The AK looking rifle (the AR?) is actually pretty well balanced between the Red and UFIA but the accuracy and recoil is insane which is technically its weakness compared to its strength. Therein lies the issue. All guns should have a weakness and strength to remain competitive and to suit different play styles. It isn't really that difficult of a concept and sadly one that Gameloft actually got right for the most part in the last game. The Red has no flaws in this game and that is just bad balance. The other main issue is the perks. The damage perk for Assault, along with the health perk for Heavy need to go. Give the Heavy a Flak Jacket effect for less damage from grenades but not from bullets. Keep the Assault mans reload perk but take away the damage upgrade. Those perks are what break the balance even more. I get what Gameloft was trying to do as this is a mirror of CoD4's Juggernaut and Stopping Power (albeit not quite as elegantly implemented) but it just doesn't work very well in execution. It basically means that newer players just don't stand a chance and the "better" player doesn't always win since you need to play a significant amount to get enough SP to get those perks. CoD4 had default loadouts that included these perks so there was always a fallback if a newer player needed them before unlocking. The way this game is "balanced" meaning the longer a person plays the easier it becomes in terms of weaponry and unlocks isn't how a multiplayer shooter should play out. Leveling up and unlocking new stuff should just allow for more tactical options to allow the player to expand their horizons and give them reason to try new things. This game really doesn't do that as there is really no reason to back once you get the next new toy. This is coming from someone who actually has the Assault man upgraded and yes, I use the Red. Why wouldn't I? Why would I purposefully give myself grief in order to play a video game? Especially one that I play on breaks at work or while watching TV.