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Found 28 results

  1. SmokeyChicken

    Shoreline Extracts Bad Design

    Shoreline extracts are needlessly frustrating. I dont really see a reason for a map this big to sometimes have 1 open extract per player. Road to customs sometimes being closed after a certain point basically punishes you for staying in the raid longer and only having one open optional extract makes it incredibly easy to spawncamp, which is something I feel like is not in the interest of the developers. For a map that big, either add more extracts or atleast make the extracts more reliable so players dont get all funneld into one extract for one cowardly extract camper to take them all out. I cant count the amount of raids where I had to run around the entire map to check all the conditional extracts because Road to Customs was closed and subsequently got killed by some coward hiding in a bush at rock passage. Its not engaging gameplay and is needlessly frustrating and should be fixed immediately imo. Thanks for your consideration.
  2. BroodPapa

    Reserve 12 Second Raid

    Reserve 12 Second Raid Just how intended is spawn rushing? How about spawn points that could save us the insertion rush? Have us spawn on site; in semi random, safe spawns?
  3. GoForce1

    Tarkov Bots Need Major Improvement

    I have played Tarkov for quite a while now and this is my number one complaint: The Tarkov bots create a very negative gameplay experience. The goal of a bot in a realistic shooter, such as Tarkov, should be primarily: 𝐭𝐨 𝐛𝐞 𝐚𝐬 𝐜𝐥𝐨𝐬𝐞 𝐭𝐨 𝐚 𝐡𝐮𝐦𝐚𝐧 𝐩𝐥𝐚𝐲𝐞𝐫 𝐚𝐬 𝐩𝐨𝐬𝐬𝐢𝐛𝐥𝐞, and secondarily: make gameplay smoother and more enjoyable. Based on this, I have complaint and suggestions for improvement. First, I can hear a bot from a mile a away screaming: "is this your warfare... you should try better!" or: "die scav!" or: "god damn pussy" and other phrases that are completely random and unnecessary. 𝐌𝐚𝐤𝐞 𝐭𝐡𝐞 𝐛𝐨𝐭𝐬 𝐚𝐜𝐭 𝐚𝐧𝐝 𝐩𝐥𝐚𝐲 𝐥𝐢𝐤𝐞 𝐡𝐮𝐦𝐚𝐧𝐬, human players do not press 'y-y' every two seconds to scream some random crap. Second, the bots do not move like a normal player. Here is an example: I see a bot 50 meters away... I am hidden... I take a shot at the bots chest... The bot stands there with no reaction whatsoever. If a player gets shot in the chest-- they move! This is just one small example but there are many others, such as: Never sprinting, following each other in perfectly straight lines, never checking surroundings. This brings me to my next point, the bots are incredibly inconsistent when it comes to spotting enemies, sometimes you are 200 meters away and they see you or you are literally 2 meters away and they are clueless. The most annoying thing to me, however, is how they never fail to find you when you are prone. 𝐈𝐭 𝐢𝐬 𝐡𝐚𝐫𝐝 𝐭𝐨 𝐬𝐩𝐨𝐭 𝐩𝐫𝐨𝐧𝐞 𝐩𝐥𝐚𝐲𝐞𝐫𝐬, but the bots spot you in a split second and do not hesitate to shoot. This makes healing and finding cover very difficult because they see you the whole time. My last and my biggest complaint: 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐝𝐨𝐧'𝐭 𝐟𝐨𝐫𝐦 𝐡𝐞𝐫𝐝𝐬. The amount of times that i get killed because 4-6 bots are hanging around each other and all gang you when you fire a weapon is uncountable. It is incredibly rare that I find a squad of real players, scav or pmc, playing together or even near each other. The bots, as far as I can tell, are balanced in weather, darkness, and other human conditions and also seem to have human like aim, no large complaints there. These are my biggest complaints with the game currently and have make the experience much less enjoyable for me. However, despite my complaints, Tarkov is a great game and the developers have done a good job making things balanced. (Side note--If you prone at a bot's feet they cannot shoot you, I killed a bot, while proned, knifing his ankles)
  4. Corndog090

    Heat Effects on Shooting

    Hello all, I was Curious if the devs were going to or have mentioned adding gun heat as an issue? I as a person who shoots a lot, shooting more than a few 30 rounders through a gun it gets to hot to hold or manipulate the normal way. And if one was firing full auto, the effect would be even more intense. So I guess what I am saying is if they are going to implement something, how? If not why? And If not I suggest we do, because not only is it more realistic, it will help with running and gunning with 6 60 rounders constantly shooting.
  5. Blackboxeq

    a consideration on secure containers.

    have you considered the ability to manually lock and unlock secure containers in raid? pretty sure I am just catching up to the general train of thought ( more on this after the -----). But consider, how terrifying it would be for some one trying to stash gear. -How loud unlocking/locking a secure container would be.. ( Keypad, fingerprint or even a briefcase dial lock. ) -How long would it take to go though the unlock/lock animation. I understand the changes for secure containers to effectively end the hatching runs in 0.12. But secure containers as a concept do give some comfort to getting killed in raid. ( which helps the sting of loss.) As a side note: not 100% sure what to think of keys and documents with this idea. On one hand it would be nice for keys&documents to have their own inherent-always-secure-character -slot ( some sort of mystical prison butt purse type thing.) but on the other hand it would also add considerable risk to unlocking a container to secure loot. ------ considering how development works I would be pretty confidant that the Tarkov team has already considered something like this, but ended up with the .12 solution after finding a problem they would want to avoid. heck, just thinking on it a bit more I imagine there would be issues with people playing in groups. it would basically make unlocking/locking as safe as it is now. it would probably screw up peoples economy more than the .12 patch would. people losing the contents of a secure container could be pretty devastating. also it would probably discourage people from keeping meds/ammo or anything they would need in a pinch in their loud hard to open ringing dinner bell of a container. how easy it is to talk myself out of posting an idea, but since I already typed it out. A, bashka bolit.. Bukhat' nado men'she
  6. redsoldier3000

    Skill not working as intended?

    I have a question regarding the skills in the game. Specifically, ‘Attention’. I’ve watched a stream of a person who has reached a high level of Attention and noticed that the description of the bonus does not line up with the results. The increased loot speed does seem to have the effect. But the increased chance for loot quality does not seem to work (, at least not as much as it says). My questions are: · Is the skill currently working as intended? · Are there any planned changed to this skill?
  7. So, I allways tought like, ey why are western goddies so expensive? But I'm happy with thinking it's post-apocalyptic, in Russia so they are rare. But this shouldn't affect to performance right? But it definitely does. M995 perfoms not as rated IRL, 7N is sooo accessible, (even cheaper then BS despite it's superior) and I feel like there could be s.t. between 995 and 855. Generally, you can't tell me that a top tier AP 5,56 round is weaker then a 5,45... That's exactly the opposite of what the names stand for right? I mean 5,56 cartiges are heavier and faster, those are the 2 most important aspects when it comes to AP. Ofc hardness of cartige and armor is relevant as well... But 62 pen for 7N39 against 53 for the M995, that's just ridiculass! (Those values are from NoFoodAfterMidnight's EFT Ammo and Armor Charts) I know I'm nitpicking and I admit that I'm that much into Ammo/Armor but this just doesn't feel right am I alone with this opinion? I'd like to know what you guys are thinking and let me know if I'm wrong in any point.
  8. So I was playing on customs with a friend and we've had a horribly rough patch of Tarkov with high level players and their gear just bullying us around or enemy scavs both player and AI one tapping us due to lack of equipment. I'm nearly level 11 and he's roughly half way through level 9. We're both very experienced with shooters and know our thing for those interested. With this raid, we're on point, we're clearing buildings like champs. Killing random scavs that were ahead of us with one shots and looting with quick efficiency. Now we're at the Gas station, and I've just taken one guy down. The only other persons who are with us (and breathing), is my friend and the scav that had decided to hide behind the fuel truck. So with both threats taken care of and no one in sight I decided to loot my fresh kill in hopes of getting a decent score. But it seems in this game, if you're having too much fun, it has to stop as I was immediately killed by a player scav who clearly just spawned in right bloody next to me! Now you could view this as just bad luck but this to me is a bad game design that needs to be looked at. If it were the other way round, That guy who killed me would have himself been instantly killed by myself or my friend (which he was while he attempted to loot my body) when spawning in and no time to react. This game is alot of fun and while I have some issues regarding the leveling abilities of new players or lower level players I'm content with how things are run mostly. But this issue has Pissed me off a bit as It just feels like a cheap cheat death rather than something that is my fault or something my opponent actually worked for.
  9. the-jack

    Beverly Tarkov Hills + Bonus

    Hello Part of the game concept: "...supply chains are cut, communication with operational command is lost, and in these conditions everyone has to make his own choices of what to do and how to get out of the chaos-ridden metropolis..." Some questions before my point: - Why lots or most of average, good (including me) and best players don´t go to the Shoreline Island, port, abandoned houses, search the trunks, shacks, warehouses, church, gun boxes, rooms, go shopping, green boxes, clothes, bags, cabinets? - And what about these players that plays 5 min in a 50min raid? Easy answer: cause we are rich bitches! The easy loot system destroys the immersion and the exploration of the beautiful world the developers created. Full EOD stashes, easily acquired quest itens, "idont care losing my full mod M4.", armor drops from heaven, ammo ammo ammo (!!). Balance and restric loot system keeps the immersion and long living game. BONUS! Keys should brake!!!
  10. Gh0stB0nes

    Stop the Balancing Act

    When it comes to gear and load-outs in a hardcore tactical shooter, the performance and cost should match as close to possible as real world values. I understand that many people are dissatisfied with the idea that a fairly inexpensive rifle has been released that is capable of utilizing, probably the best, ammunition in game and in real life to defeat armor. This crowd of people are enraged only because of their inability to recognize the fact that with new equipment in play, their methods and tactics of play must change. I am a believer that the ammunition is the important factor in the defeat of any target where the platform it is fired from mainly affects velocity of the ammo and anything related to modifying the ergonomics, handling, and mounting of attachments. People pay for the platform they shoot. The cost of the platform is often dictated by the age, numbers in circulation, prevalence in region. The Mosin-Nagant 91/30 is a rifle that has been service since 1891 and has extremely high production numbers. I purchased one in real-life from a gun store four years ago for $95 USD all taxes included. The only reason real-life prices for this platform in the United States skyrocketed recently is because of the current low importation numbers. US prices after importation taxes and transfer fees they can still be had for around $200 (12983 RUB). BattleState went with a model that has a bent bolt and is drilled and tapped for mounting PU optics. Considering Escape From Tarkov takes place in Russia the original in-game price is more than fair and accurate. BattleState has done a great job with the research applied to implementing different types ammunition and weapons. Do not let all of this time and research be squandered to people claiming things not being fair. Armor does not make you invincible. Players take note, that unless wearing plated armor, many types will be defeated by much of what people use in game. The US Army only in the past few years getting helmets capable of stopping 7.62x39 without the wearer getting knocked unconscious. Fights are typically unfair. The sense of accomplishment comes from using whatever you have available to defeat any adversary you face or knowing when to run.
  11. Hello fellow escapers, I'm a bit new to posting, so forgive me if this is in the wrong thread. Personally, I have been craving a budget marksman rifle for a while now, and after watching one of the BSG "developer diary" videos, I squealed when I saw the VPO-111, a bolt action hunting rifle chambered in 7.62 x54R. Of course, the Mosin has been confirmed to come soon™. However, in real-world prices, the Mosin has recently seen average prices of around $150 - $800, from what I've seen. It's hard to balance an effective rifle, while being cost-effective, so level 5 newbies can't just run into a raid and one shot armored and well-equipped opponents. How do you guys think we should balance these new rifles coming in? I'd love a cheap bolt-action rifle (like the Mosin), but having it balanced. Perhaps the Mosin, while being cheap, should be locked behind quests? Maybe a lengthy bolt animation or limited round capacity? I don't know. I'd love to hear some suggestions!
  12. Hallo , für mich sind die Westen das wichtigste im Spiel überhaupt.Ich kann mit einer schlechten Waffe immer noch jemanden töten durch Taktisches Vorgehen etc aber bei einer schlechten Rüstung habe ich so gut wie keine Chance. Nun habt ihr die Preise zb der Untar Rüstung auf 680 $ angehoben . Ihr könnt sie auch auf 1000 $ machen, die Spieler die dieses Game Hardcore Spielen interessiert das nicht Den einzigen den ihr damit Trifft sind die Normalen Spieler. Bei 500 Doller war bei mir Ende ,und das war schon übel Ich möchte gar nicht wissen was die Westen danach kosten Da werden sich die Dauerspieler freuen. Davon mal ab finde ich das auch mal schöne Feuergefechte zu Stande gekommen sind die nicht nach 2 Sekunden enden für mich ist es momentan Perfekt nicht zu viel und nicht zu wenig. Natürlich nur wen es nicht wieder heißt wen trift der Dsync. Eure Meinung ?
  13. So when people are debating/discussing a lot of features/ planned features in this game, there generally comes a point when people start using either fun or realism as a defense of their argument. A lot of these conversations have fairly good points on both sides, so I wonder if instead of pushing one or the other we could go for melding them. Some very simple instances: You've just had to hide in a bathroom to refill your mags after a fight and can hear more players moving around outside. You pop out and wreck them, which is fun through realism, yes? Or: You're injured, have 200k loot/ whatever quest item in your bag, no ammo and you've just been driven up to the Resort roof by a very well kitted squad. You jump off the roof and manage to escape and extract with your Mcguffin as a result. Also fun/rewarding yes, if not very realistic? The generic arguments go something like this: Fun = Healthy player base, ease of use, soften the learning curve, generally amusing gameplay Realism = tension, difficulty, pricing, length of the game's life post release
  14. I have been a long time supporter and player of Tarkov. And as each day goes by and each patch released, im getting more frustrated. WTF is going on?? why cant i kill anyone but die from one shot every time? Regardless of ammo type or armor worn and range firing from, im always the loser. Sure, you can say im just bad. But I know Its not me. I have many clips of the very clear unfairness i am suffering. WHY??? Why can others tank 21+ hits from any weapon i have and i die from one shot? Doesnt matter where or what ammo. I get one tapped in the chest through fort all the time. But NO ONE else does?? Please BSG, Explain this to me. Cuz at this point i want my $150 back cuz i feel ive been ripped off. I have quietly suffered for a long time and im at my patience end. I see NO ONE else with these kinds of issues. And its not my PC or connection. I wish i could post video here. To show exactly what i mean. I can shoot someone I have been following in the back 8 times just to be killed in one hit as they spin around......I am really about over it at this point....Someone tell me im not the only one with this BS happening.....PLEASE!!! I loved this game and i just want to love it again.....But the fact that it seems to only be problems i get. None of my friends say its this bad....Almost like my account itself is nerfed. WTF?!?!?!?!?!?!?!
  15. Ikari-Kun

    How to End Hatch-lings for Good

    Most people I've seen in the discussion boards are going about this the wrong way I feel like I should relay my opinion. Every suggestion I've heard regarding this issue has been down right terrible and usually include adding some sort of mechanic that punishes you for only bringing a hatchet to a raid. Thats a terrible idea, you really want to stray away from punishing players for doing actions you didn't intend them to. Instead it is better to reward players for doing the actions that you do want them to do. The main issue here is that the hatchlings themselves aren't the problem, they're only a symptom. I've asked several people including friends who play the game and unknown players I've met on the Escape From Tarkov Unofficial discord. The main reason why people go on hatchet runs is because they are broke and need money for their next raid. I think, and hear me out here, the game should give you currency for completing certain actions in the raid even if you die. This can include complex objectives like participating in events, completing task objectives and simple stuff like killing scavs or pmcs. The amount of money you receive as a reward (at least for killing) should correlate and vary depending of the gear you took out on the raid. So lets say you bring in a makarov and kill one scav and then immediately die, you would receive 500 rubles for that scav you killed with a pistol HOWEVER if you bring in an M4 and kill a scav you will receive 5,000 rubles for that scav(even if you die). You can really play around with this! If you would receive 400 Euros for every PMC you kill with an ASVal I'm pretty sure we'll see a lot more as vals and a lot less hatchets.
  16. Recoil control skill doesn't sit right with me, for one it makes combat somewhat unbalanced for people who don't cheese the game (since most people find a way to cheese the skills) and also it seems pretty unrealistic to me. Aren't we all supposed to be working for two of the most secretive and high ranking private military corporations in the world? They wouldn't hire anyone with insufficient military experience why would they hire people who have never shot a gun before?
  17. carthagelost

    On Hatchetlings & Response

    I know there have been a ton of debates on whether or not to nerf them, and what should be done. IMO, they are a symptom of the game at the current moment and they can be limited by focusing on why people do this. Quest Items - With one each typically spawning on each map in a specific place, you have to be quick to get there. Most people can't really afford to go slow and careful because the item will likely be gone. And if you go too fast, you are likely to not pay attention and get killed. Which means the easiest/least risky way to get to them is to go in with a melee to get there. The solution would obviously make the quest item spawn for each individual PMC who has taken the quest, so there is no need to rush to the locations. This is less of a problem with Fort/Kiver quests, as you kinda are required to go in geared, even for Scavs. Even if you require people to take weapons with them, people can always just put the pistol they take in their alpha/secure container and run for it. Solution - Make quest items spawn for each individual PMC. It would make no sense to hatchet rush, because its always going to be there and you can take your time. With other quests, you can buy them and its just general loot, so you can't reliably hatchet run them. Keys - Because of the unpredictable nature of keys spawning, and some them spawning in very specific places, if your goal is to get keys, the best way to do it is with melee only. Whether you are searching lockers or not. Keys are important for quests and getting decent loot. Solution - Make the likelihood of keys spawning high not isolated to filing cabinets, but across all loot boxes, with some having the increased spawn chance and others not (certain jackets, not others, etc. Nowhere specific to run to). Obviously you would have to tweak loot tables and make sure keys spawned properly/enough so that people would find them often and they wouldn't be extremely rare. This would force players to loot everything, and going in with a hatchet and rushing locations would no longer be feasible. For keys that spawn in specific places, like in a hand on a dead scav/on the ground/on a desk, make these keys spawn only for specific players in the match (keep spawn rates the same, but only have them appear to a certain player/players on the map). For example, if there are 5 bears and 5 USEC players, the key would only spawn in game for 2 of them (the general spawn chance of the key would remain the same). This way, you'd never know if the key would be spawned for you. It'd make hatchet running for fixed keys extremely tedious and pointless, since you'd never know if it would have spawned for you specifically or you just missed it due to chance. Server Problems/Solid Snake Style - We've all been there. Someone is hatchet running and you unload round after round in him and he one-shots you, and you find out that you didn't hit him at all. Or you see the animation and you die from him across the room. Or the server disconnects you and you lose all your gear. People are nervous about bringing decent things into matches because of this. They would rather sneak up on some Scav and gear up with that by hitting him in the head or some PMC that isn't paying attention. I also call this 'Solid Snake Style', as in acquiring all gear on mission. Though this is more of a playstyle choice than a specific problem. Solution - We will only see this reduced upon improvement to server stability, desync, optimization and lag issues. Which might be a long time coming. Which is ok, this is a beta after all. It means this will eventually mitigate hatchet runners. As for the play-style, if people REALLY are that sore about the 'Solid Snake, acquire all gear on mission' thing, melee damage could be nerfed or bullet damage massively increased at melee range. Or a 'stopping power' mechanic, where if someone is sprinting at you, getting hit at a close distance forces you to slow down. Or melee damage being temporarily nerfed because of server issues and then buffed once this is resolved. This is probably going to take awhile to figure out. Money/Rare Items - This is the toughest one. The reasons for this are varied. Some people just are very attached to gear, others are just poor and others just want to play Solid Snake, as I mentioned above. Others lost a lot of their good gear and don't want to use mediocre things. Others still just want to sell things to level up traders. Its impossible to say all the reasons. Many want to nerf alpha/gamma containers but this is an extreme option that will only make a punishing game more punishing, and I don't think its warranted. This will also turn off others to the game, which makes it an untenable solution. Those containers are there to make it so you can escape with valuable, barter items, keys and things like that. It also seems to stem from jealousy from those with bigger containers and spite. Say what you will, but people are extremely bitter over this issue. Some say scav is enough, but it really isn't. Scav on Scav violence is still too excessive and with the timer being 30 minutes, it really is not a feasible way to come back. People also aren't going to wait for their stash to dwindle enough for care packages. The thing is also a rush towards rare, fixed item locations. Solution - Here is possibly the most difficult part. So I'll separate it into long-term and short-term solutions Long-Term - With the update of the hideout, apparently there will be ways to make money in-between raids with bitcoin mining or other activities. Having extra cash coming in, albiet slowly, will discourage running with hatchets. Obviously, this is a long time away. There may be other hideout mechanics that will make you able to get money as well. Maybe even certain small side quests, such as acquiring an item on a map, which would be different for everyone, would provide money and bonuses. For rare items, dynamic, multiple spawn locations will provide disincentives to hatchet run. Or do the thing I mentioned earlier (only spawning for specific PMCs with their normal spawn chance, and not for the majority of others). Short-Term - Make cheap guns available, cheaper than 7k. They don't have to be strong, maybe even prone to jamming, accuracy problems, things like that. Since the guns would be extremely cheap, it'd be better and more advantageous to take a cheap gun you don't care about losing than just simply a hatchet. They'd still be able to kill hatchetlings easily, but have a harder time with PMCs and armed Scavs. But it wouldn't be worth it to hatchet run when you can just spawn with a cheap weapon. And maybe even make them moderately customizable, to give players with little money more incentive to bring something a little cool. In the end, Hatcheters are a symptom of several issues. I don't feel anyone should be punished for playing the game a certain way, as this style has arisen due to several ways things are right now. If people want to hatchet, they should be able to. But if you resolve a lot of these issues, they will become much much less common because there simply any isn't incentive to do so. The ideal is to eliminate the need for hatchet running, not to punish the style itself. I feel in communities we rush too much to punish, rather than incentivize. In the end, this is all about economics, since this is what the game is all about. In economics, incentives work way better than punishment. You also have to consider solutions that won't actually penalize other plays (like nerfing secure containers). Because if you penalize hatchet running, people will simply start running with a cheap pistol with little to no ammo. Or just start with one and stash it in an alpha. Then people will complain about this and the cycle would continue and playstyles becoming needlessly restrictive while the reasons for hatchet running remain. By addressing the issues as to why people hatchet run, you'll see far far less of it.
  18. chickenburger89


    Every time I get into a game I get killed by someone who has better loot than me (i.e. fully auto silenced ARs). How on earth am I supposed to compete with that? I am usually pretty good about being situationally aware, but that can only go so far when the other players are simply more experienced and have better gear. How am I supposed to improve at the game and get better stuff when I am constantly getting killed within two minutes of spawning in by someone with no life who plays this game nonstop every single time? Honestly, a simple balancing change in the matchmaking would go a long way. Simply put PMCs in a game where the other players have similar loot to themselves. I get that its supposed to be realistic but sometimes its better to sacrifice realism for playability and enjoyment. New players would feel like they have a fighting chance and veterans would feel a level of intensity not felt by running around and shooting scavs and new spawns with pistols or shotguns. Perhaps there is a better way to do it, but I propose that each mod or weapon or piece of gear be given an invisible rating (lets call it player rating, or PR), that, when all of the PR of the gear on a PMC are added together plus another PR number that scales with the players level (to account for the player's experience), gives the total PR and the player is then put into a match where the other players have a similar PR. Like I said, there could be a better way of doing it, but that's just what I suggest. I really want to like this game. But I have played it for hours upon hours, and I always end up right back where I began, with practically nothing. And I fear that if something doesn't change soon I am going to break something expensive...
  19. CRAZZY1

    Pistol swap buff

    i think that u shold be able to switch to pistols faster so u could take it as a secondary to maybe take down hatchlings or when ur in a fight and ur out of ammo rather then reloading switching to a pistol could be a cool option would be both tactical and realistic i would really like if u could buff swapping weapon to pistol
  20. Am I the only one that sees absolutely no point in using any smg's besides the kedr because of its 1 slot magazine? Their damage and amor penetration to geared players is so bad, and on top of that a vityaz costs me more than an ak74n. With the current pricing Im better of paying less for an ak74n, then use literally any of the smg's. I think the smg's need to have their price reworked to make them relevant to players. Especially for the ones who dont have traders to high levels and cant buy the good 9x19 and good 9x18 ammo yet.
  21. ynnus86

    Balancing of trader tasks

    Today I finally completed the first task for therapist, finding the 5 salewa med kits. Those who own LB or PFE editions start with salewa so it's a little bit easier but for all others it's a really hard task for the first one. It might take lots of hours of pure farming (no fun at beginning of the game), even days for completing the first mission. I don't mind about hard tasks but why is it the first one? After that there are tasks like gaining access to room 206 in dorms or finding one gas analyzer (one one compared to 5 Salewa!). That's much easier so why isn't one of these tasks the first one in order? Would do thinks easier for the very beginning. Also the first task of skier can be very hard, finding one fort armor and also the kiver helmet. So you need to find the best armor in game? And also only 3 days time? As first task this is kind of hard. Why not starting with something smaller, like paca and kolpak? For those with PFE and EOD it's pretty easy since they start with kiver but where to get one as being level 1 and after a wipe almost nobody is wearing one? I did not find any kiver since the last wipe, only kolpak and one fort armor. So for the first quest this is too hard and stops the total progress of leveling and applying tasks. I'd like to have an easier start task for beginning (also after wipe) and then harder tasks. Maybe just the order of the tasks need to be changed? Or one or two beginner task added to the very beginning of therapist and skier, where you have easy things to do and gain only little reputation and reward?
  22. Decrease dog tag value to around 800 per level Factory for example is too rewarding atm, hatchling runs or runs with minimum gear are netting you incredible amounts of money. This makes playing as a scav obselete, since you can net much more money and gear out of hatchet factory/customs runs than you could do as a scav. Increase number of scavs on woods There are simply not enough scavs around for everyone Increase number of scavs at the former shoreline exits Especially at the pier (boat exit). Usually theres none or at max one scav there. Also at the former tank exit (now rock passage exit). The post wipe amount of scavs was fine, now there are too few of them. Increase distance between House spawn locations on woods The current situation makes spawn camping too easy Randomize the flash drive spawn location Right now at nighttime you can witness several hatchlings going for that flash drive all at once and having an murderous axting event at the tent. Hard to imagine thats intended. Slightly increase drop rate of fort and kiver Edit: I have found four forts so far (lvl 20) and no kivers at all. Could also be that I just have no luck at all. Increase quality (and lethality) of scav gear Those broomstick (TOZ-Shotgun) scavs are way too many and they are no real threat. Barely any scavs have scav backpacks or pacas (not to mention fort) Change (skiers) quest order It would make a tad bit more sense if you had to kill a certain amount of scavs for skier first and then hand in fort & kiver Let peacekeeper sell those white tier 1 armors at level 1 It really sucks to not have any armor choices whatsoever until you have leveled him to level 2. Especially since scavs are way more easier to defeat when your gear gets better.
  23. Hello, Am i the only one who thinks 5.0 Woods is a bit too much? Its more intense than factory now. Here are some experiences: 1)1 minute 20 seconds into the game. I already saw 5 people. Knowing the map i was still getting myself in crossfire every step. Shots everywhere. I am dead. 2)Knowing the situation first thing is to check and be aware of the spawns. Get 2 cheesy kills right off the bat. Not good because you feel like scum. And then comes the worst. You actually see a guy spawning into the game 10-20 meters away. I gave him couple seconds but i had to shoot him unprepared. Feels bad. Get sniped later. 3)Survive spawn massacre with 4 kills. Scouting and looting takes some time so you get 5 scavs paradropping on you right after spawn area. Get through it. meet players from other side in the middle. Avoid and run away like a little girl just to find a bunch of scavs AGAIN, this time the ones that were intended for me. TL;DR - woods are crazy intense. I may get used to it but think of the starting players. I estimate their chances of getting through to be 0% unless they watch guides, learn maps, learn spawns. But note that everything that is used outside the game breaks the immersion.
  24. Note: If this topic has been asked before, then ignore this topic. *** Is there going to be a penalization for USEC killing their side member? Or Bear taking out other Russians? We already have a penalization in SCAV. They will kill you on sight if you kill another scav. That's good, but it is non existing for main factions. Is there going to be a tutorial to teach people how to play the game? Most people I know playing the game (or people on youtube) see this game as a solo PvP. Yesterday My pal and I got killed by two guys from the same side. I know I have died multiple times under the same scenario, but this time it was SO CLEAR, so obvious. We already know we will be playing as mercenaries, I know that, but we are (in theory) seeking the same goal in the game storyline. Why should I kill everything that moves? What's the point of being part of a faction? We should be able to even team up to have higher chances of survival. We should have communication channels, squad channels for text com (may just visible as per proximity, as audio). Are there going to be more visual identifiers than just our gear? How would I be able to familiarize with my friends characters? I hear about tags. Are they going to be visible just in the shoulder? Normally we see the tags in helmets, armor, vests, backpacks, etc... but, again, how are we going to identify our clan? Once more time. If this topic was answered before, then just ignore this entry and please provide the link to check that out. Thanks in advance. *** Happy Holidays.
  25. pimba224

    PP ammo is poo compared to PS

    https://escapefromtarkov.gamepedia.com/Ammunition this is the new and updated ammo WIKI for EFT . in this wiki you can see that the best ammo types are just BS, BT and PS. first : i dont want every ammo to be the same , and some types need to be better than others , but there are some things that need to be chance. 1: PP ammo that is supposed to be IRL the 7N10 AP bullet that is standard russian 5.45x39 ammo and can penetrate 16mm st3 steel plates at 100m has a average penetration (the lowest is 30) , yes i know that i has the highest penetration chance but it should also do a very high dmg against armor ( i think about 37 penetration dmg) 2: even if the PP bullet had 37 penetration dmg the BT bullet would still shine (a bit to much) , and a AP tracer round shouldnt do the same dmg as a fully AP round , so IMO the BT should be nerfed and its penetration dmg should be 34-35.
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