It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
The other player had better aim. Makes complete sense.
You can move more now because you won't be quite as pinned down by gunfire.
Flanking is easier to do because of this. Hard to get out on the flank if you are pinned down.
You need 1 more bullet per kill. It's not "more bullets per kill."
YOu might not be able to shoot as many enemies in the back as before but they also can't kill you as quick as before either.
Zerg isn't fighting over 1-2 objectives the whole game. Zerg is constantly exchanging flags and never attempting to hold anything. That was as alive and well in TTK 1.0 as it will be in TTK 2.0. The player base doesn't know how to play Conquest no matter which ttk the game has. And the game doesn't do anything to encourage players to not give up what they got so easily.
So you are telling me you are not capable of landing one more, ONE MORE additional shot. I’m 50 years old and I don’t have a problem with landing shots. Is your aim really that bad?
If people look at the ttk values that we now currently have that video isn't surprising at all. Also just ONE headshot would have changed whole scenario, but there was extremely poor recoil management there.
It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
The other player had better aim. Makes complete sense.
How do you know he had better aim when you have only seen what happened from one perspective?
Ok so, first of all i know that was some bad shooting right there (from both of us). In the end i wasn't killed by him but by someone from my right wich is the main problem.
Secondly, you can't judge a player's skill from a 5 second video. I got a kdr of almost 3 (no brag) and i had fun so far. Not anymore...
What is your % W/L and what is your K/D ratio? SPARTAN, OLD VETERANS BATTLEFIELD PLAYERS DON'T LIKE PLAY GAMES LIKE HALO WHIT ASSALT RIFLE MA5B.. HALO IS A GOOD GAME BUT HALO IS HALO AND BF IS BF
It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
The other player had better aim. Makes complete sense.
How do you know he had better aim when you have only seen what happened from one perspective?
How do you know he/she didn’t?
As @HardAimedKid said, one headshot from OP would have changed the outcome.
Edit: OP clarified that he died from a second player.
So you are telling me you are not capable of landing one more, ONE MORE additional shot. I’m 50 years old and I don’t have a problem with landing shots. Is your aim really that bad?
Let's take an example from your battlelog stats. With your most palyed weapon in BF4, the AKU-12 you have an average accuacy of 12.28%. This means one bullet in 8 hit your target. So with a 4 hit kill you need 32 bullets, which is already more than a magazine.
With a 7 HK, which is the min damage for Carbines in that game, you would need 56 to kill a guy at 50m and beyond. If we transfer this to BFV, and I do not know your stats here, you have weapons with lower magazine capacities and even higher bullets to kill.
This is the problem with increasing the TTK.
It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
The other player had better aim. Makes complete sense.
How do you know he had better aim when you have only seen what happened from one perspective?
How do you know he/she didn’t?
As @HardAimedKid said, one headshot from OP would have changed the outcome.
Edit: OP clarified that he died from a second player.
Because the other option doesn't fit the narrative.
Second: you're standing out of cover and staying stationary. Wiggling in spot is not moving, it's wiggling in spot.
Third: 3 seconds is how long it took you to die. Your screen turns noticeably red when you get hit but instead of seeking cover, you return fire from a tactically bad position.
Fourth and most crucial: You blame bullet speed for bad accuracy.
It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
The other player had better aim. Makes complete sense.
How do you know he had better aim when you have only seen what happened from one perspective?
Cause he's here **** about it with a video clearly showing him spraying like a toddler learning to pee.
For the most part, more information == better. This would definitely reduce the frustration significantly, but it wouldn't magically fix the TTD issues in the game right now.
So personally I think DICE should go about fixing TTD before implementing this. Devoting resources to (yet again) mask TTD issues wouldn't be wise in my opinion. But as a finishing touch to a stable game, absolutely.
It looked like he hit him about 8 times. Even if it was less than that it should be enough to drop someone. Plus he did die really quickly. If it was the other player that shot him then something doesn't make sense.
The other player had better aim. Makes complete sense.
How do you know he had better aim when you have only seen what happened from one perspective?
How do you know he/she didn’t?
As @HardAimedKid said, one headshot from OP would have changed the outcome.
Edit: OP clarified that he died from a second player.
Because the other option doesn't fit the narrative.
Comments
The other player had better aim. Makes complete sense.
You can move more now because you won't be quite as pinned down by gunfire.
Flanking is easier to do because of this. Hard to get out on the flank if you are pinned down.
You need 1 more bullet per kill. It's not "more bullets per kill."
YOu might not be able to shoot as many enemies in the back as before but they also can't kill you as quick as before either.
Zerg isn't fighting over 1-2 objectives the whole game. Zerg is constantly exchanging flags and never attempting to hold anything. That was as alive and well in TTK 1.0 as it will be in TTK 2.0. The player base doesn't know how to play Conquest no matter which ttk the game has. And the game doesn't do anything to encourage players to not give up what they got so easily.
He died much more quickly than the player he was shooting.
How do you know he had better aim when you have only seen what happened from one perspective?
Secondly, you can't judge a player's skill from a 5 second video. I got a kdr of almost 3 (no brag) and i had fun so far. Not anymore...
Higher then yours, why does it mather?
via:
Could this simple feature make all the difference?
I would personally love this!
As @HardAimedKid said, one headshot from OP would have changed the outcome.
Edit: OP clarified that he died from a second player.
i am not even interested in starting the game anymore after that change
Let's take an example from your battlelog stats. With your most palyed weapon in BF4, the AKU-12 you have an average accuacy of 12.28%. This means one bullet in 8 hit your target. So with a 4 hit kill you need 32 bullets, which is already more than a magazine.
With a 7 HK, which is the min damage for Carbines in that game, you would need 56 to kill a guy at 50m and beyond. If we transfer this to BFV, and I do not know your stats here, you have weapons with lower magazine capacities and even higher bullets to kill.
This is the problem with increasing the TTK.
Because the other option doesn't fit the narrative.
Second: you're standing out of cover and staying stationary. Wiggling in spot is not moving, it's wiggling in spot.
Third: 3 seconds is how long it took you to die. Your screen turns noticeably red when you get hit but instead of seeking cover, you return fire from a tactically bad position.
Fourth and most crucial: You blame bullet speed for bad accuracy.
Cause he's here **** about it with a video clearly showing him spraying like a toddler learning to pee.
So personally I think DICE should go about fixing TTD before implementing this. Devoting resources to (yet again) mask TTD issues wouldn't be wise in my opinion. But as a finishing touch to a stable game, absolutely.
That’s almost always the case.