Universal Modern Combat 5: Blackout - (by Gameloft)

Discussion in 'iPhone and iPad Games' started by Sanuku, Jul 23, 2014.

  1. Aphex

    Aphex New Member

    Feb 19, 2013
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    #1001 Aphex, Aug 4, 2014
    Last edited: Aug 4, 2014
    I'd like to throw in another opinion on a few things.

    1. Nerfing
    2. Headshot 1 kill
    3. Maps

    Quick background info first: I've played MC online since MC2. Played them a lot actually.

    1. Everything has already been said but I'd like to put emphasis on "people with tier 1 guns and low level perks are the ones who wanted RED nerfed".
    As someone previously mentioned, if you have encountered a fully leveled recon, you know how scary they can be. They sprint around, they can fire right from the sprint (and they are fast runners), they see you on their radar before you can see them, and they have those amazing damage bonuses. Similar with sniper class and pistol buffs. Not to even mention fully leveled heavies who I haven't managed to take down after putting 9-10 bullets of RED into them.
    So basically, people jumped way too eraly for RED to be nerfed because most people start with assault class and they think tier 5 RED is OP compared to their compacts or charbteks.
    On the plus side, I don't think it got nerfed too much. The only thing I noticed is that RED is now less accurate when hip firing at long range. At least that's what I felt. Which is very fair actually. I wish all guns were much MUCH more inaccurate when running and hip firing. But this is not Counter-Strike so I guess that's okay.

    Which brings me to my second point. 1 shot headshot kill.

    2. Since this is a fast paced shooter, if someone is remotely close to you, you will hip fire at them. Firstly because the sensitivity is way too low when aiming down the sight, secondly because you are fairly accurate without using the sight. And with this random spray, it's quite easy to accidentaly shoot someone in the head. And that's what it is. It's an accidental headshot. You weren't aiming at their head. You were merley spraying in the general head area and you got a headshot.
    To me, this takes away from the actual skill of the game. Good aim, good crosshair placement and prefire should be rewarded with 1 shot headshot kill, but not a random spray fire. What I would propose,
    If somone asked me of course, if my opinion mattered, I'd say make a hip fire headshot a crit hit for ~90% of HP and a headshot delivered while aiming down the sight a 1 shot kill.
    It could work well, or it couldn't. Some testing would be needed and we would see if it makes the game more skillful.

    3. Maps. At first, they are wtf. But, the more you play, the more familiar you get with them. (duhh) But really, first time I played, I was utterly lost. And that's the beauty of it. Learning the maps and getting familiar with them is all part of the experience. You have to give them some time.
    Some maps work better on some game modes tho. For an example - Canals is great for ctf but only if there's 6 or 8 players on each side. Construction is the best overall map I'd say. It's got plenty of cover and is just big enough for all the game modes. It's nicely balanced.
    The thing is, if people played with tactics and strategies, the layouts would make much more sense. But in most cases, people just want to run and gun and that's it. And big complex maps don't suit that style.

    Oh, and lastly. It would make sense if matchmaking was actually putting together people who are on a similar level. Something like +/- 5 levels. That way, people with tier 1 weapons and weak perks wouldn't be matched up against fully leveled players with tier 5 weapons. Of course, for this system to be viable, you would need a big player base. Which may not be the case in this moment but down the line, after a few months when the player base expands, they could incorporate this type of matchmaking system in one of their updates. And, since the player base would be big enough, waiting times for matchmaking would be minimal.

    I'd like to hear your opinions on some of the points I made.
     
  2. oscar123967

    oscar123967 Well-Known Member

    Aug 1, 2012
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    #1002 oscar123967, Aug 4, 2014
    Last edited: Aug 4, 2014
    Yeah, those are pretty logical points. IMO the RED does need nerfing though. It really is superior compared to every other top tiered gun. They need to do some sort of balance. I have absolutely no issue taking out a heavy in CQC with the RED. They shouldn't nerf it to the point where its useless, they just need to tweak it down a bit so that its at the same level with the other top tiered guns

    I think they should also go back the the sniping mechanics in MC1-4. Where bolt actions were one shot on the torso and up & semi autos were 2 shots and 1 shot on the head. I'm also not a fan of how the bolt action zooms in and out for you when firing. Its really odd.
     
  3. Aphex

    Aphex New Member

    Feb 19, 2013
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    I completely agree about sniping mechanics.
    I also agree about RED still being too good. They could make a damage drop off over distance. That way, you couldn't kill someone across the map with 3-4 bullets.

    Oh, another thing - falling animation after jumping down from somewhere is a bit too shakey IMO.
     
  4. Mess

    Mess Well-Known Member

    Jul 17, 2013
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    Decided to have an evening of playing assault with the RED after a few days of Recon.

    I have subsequently had the best games, in KD Ratio, that I have ever had. The games weren't the most fun I have had, as I find recon more fun, but it was nice to have the upper hand.

    I gained about 200 MP point tonight.

    I am gonna switch back to recon and max that out though :D
     
  5. Nekku

    Nekku Well-Known Member

    May 31, 2013
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    #1005 Nekku, Aug 4, 2014
    Last edited: Aug 4, 2014
    Ye, I agree with the RED still being too strong. Don't know, I think it's hard to balance.
    If you make it less accurate, it will just lead into more "accidental" headshots (good point btw, I also realised that and it's easy with the SMG and kinda okay in exchange for the low dmg output) which will make it weaker on long range but even stronger on mid and short range. I don't know if it is possible to make it less accurate on long range only given that weapons are based on an overall accuracy attribute which isn't devided into long/mid/short. Or did I miss something? Nerfing the range attribute maybe?
    For me, it's kinda a love-hate realationship. When I play the RED, it's awesome - when I play a non-assault class, I hate it :D
    Everytime someone killed me with the RED I think "wow, you're so cool, killed me with that noob weapon", hah. Sry, but yeah.
    My opinion is based off on T5 weapons only ofc.
     
  6. Fangbone

    Fangbone Well-Known Member

    Oct 30, 2012
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    I agree that Red is too powerful. It's like a 1 shot done kinda thing. Also I haven't noticed any other reference to it so not sure if its just me or what but it seems like you get hit a lot when you're behind walls. Like I'll die and they'll show where the guy was and where I'm at and it's like dude no way you can hit me I'm behind a concrete wall. For $6.99 it's really good but if they could fix some nagging issues they could be onto something great
     
  7. oscar123967

    oscar123967 Well-Known Member

    Aug 1, 2012
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    Sadly our devices cannot handle a higher tick rate, considering it is a graphical intensive game. Its a possiblility that they can maybe somewhat improve the upload/download speed (not completely get rid of), but they'll have to get whole new servers and drop tons of money and it'll probably just end up having minor improvements just because our devices dont have the power.

    So its just something that we'll have to live with
     
  8. Nekku

    Nekku Well-Known Member

    May 31, 2013
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    Ye, there's a delay and that's why it looks like your enemy shoot you through a wall.
     
  9. Nekku

    Nekku Well-Known Member

    May 31, 2013
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    When do we discuss perks? I think some of them are pretty useless. :D
     
  10. oscar123967

    oscar123967 Well-Known Member

    Aug 1, 2012
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    #1010 oscar123967, Aug 5, 2014
    Last edited: Aug 5, 2014
    Lol I think its just steady weapon for recon. Every other perk seems to have a reason behind it.

    Decided to swittch it up today, so I used the auto-sprint feature. Its pretty cool, took a while to get used to it though. I think I'll keep it on.
     
  11. Mess

    Mess Well-Known Member

    Jul 17, 2013
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    its so you can fire accurate whilst sprinting... Yeah it looks a bit funky as its basically no animation. Maybe they should replace it with something else...

    I always auto sprint, cant really see any reason why you wouldn't want to :D
     
  12. Triscuitable

    Triscuitable Well-Known Member

    Dec 24, 2011
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    Seattle, WA
    You're ambushed or taken off-guard and shot before you can bring up your weapon? That delay can mean life or death.
     
  13. 2133

    2133 Well-Known Member

    Jun 13, 2012
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    Indonesia
    I just realized. I unlocked all my guns by only playing MP... Is that impressive? :p

    Also, I find the auto sniper with silence paired with a good handgun makes me very versatile. Sniper for stealthy, long range kills and the gun for getting a new spot.

    Also, the jolt (I think the fastest SMG in the game) empties 38 bullets in 3 seconds.
     
  14. Der-Kleine

    Der-Kleine Well-Known Member

    Wouldn't a higher tick rate for the most part just need more CPU power? Because MC5's CPU usage on my Galaxy S2 is only about 40% on average in multiplayer. The only thing MC5 is pushing to its limits is the GPU.
     
  15. oscar123967

    oscar123967 Well-Known Member

    Aug 1, 2012
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    But it slows me down when I fire, it takes me back to walking speed. And without the perk it seems as if I'm able to get out of the sprinting animation and fire just as fast.

    Yeah it is pretty neat. Idk why I never used it before. All I do is sprint when I move forwards anyways lol. One less button to worry about :D

    Its really just a combination of both, so we probably won't be seeing a higher rate anytime soon.
     
  16. Bad_Trip

    Bad_Trip Well-Known Member

    Jul 17, 2014
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    Production Director
    The Bay to Nashville
    I would definitely disagree! So many times I've sprinted around a corner and have run into an enemy assault class sprinting as well, and every single time I get the kill because it takes them so long to get out of the running animation and fire :rolleyes:
     
  17. Nekku

    Nekku Well-Known Member

    May 31, 2013
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    Okay, now after discuss the perks lets head on to the attachments :D

    I think the ones for the SMG's are pretty unbalanced. There is a low level attachment which is exactly the same as a higher level one and even the last ones are mostly crap.
    It feels like there is almost no progression by unlocking more attachements. The Assault weapons for example are getting better with every new attachement you unlock by boosting the attributes for good.

    Sadly, I don't know the english descriptions.
     
  18. Mess

    Mess Well-Known Member

    Jul 17, 2013
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    #1018 Mess, Aug 5, 2014
    Last edited: Aug 5, 2014
    I agree, the Assault attachments definitely impact the overall effectiveness of the guns. The effect for some of them for Recon is either zero, or so small it makes no difference :(

    edit - just had a look and I think its because I am using the Jolt, were there is only one attachment you can make that does anything, the muzzle/silencer or whatever its called. And actually from the stock to the Tactical Flash Hider (my preference) there is quite a difference, but the difference at the top end is not so much - in fact the Heavy Muzzle Brake is exactly the same!

    With the red though, with the addition of the grips, things feel more customisable - and the muzzles have more difference.
     
  19. bigjack66

    bigjack66 Well-Known Member

    Aug 5, 2013
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    Please help? I'm stuck on chapter 5 Ryogoku entry point. How do you get past armoured minigun guy I've tried guns, grenades and sniper rounds in the face! He just won't stay down!
     
  20. Mess

    Mess Well-Known Member

    Jul 17, 2013
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    Just played through to that point: you need to headshot him until he leans over and then his chest will glow yellow. concentrate your fire power on his chest then, it will go from yellow to orange to red. It may switch to black before you kill him, and if that happens then headshot him again until it start to glow again.

    hope that helps :)
     

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