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Found 14 results

  1. Quexacatl

    Improvement of motion options

    The possibility to roll to each side when prone should be added. It would add so many more options e.g. for an ambush. Also would it help to enhance the probability of survival in defensive situations. If you get shot at in the open, you could lay down and do a quick roll away from your last seen position. This kind of evasive manouver is basic military training and in my opinion the game deserves that. I also miss the possibility to climb through some windows that could surely fit me. It would add much more immersion and strategic depth to the game. Other than that I think Tarkov is one of the best tactic-shooters so far. Keep up the good work
  2. Im a bit of a DIY inthusiest and have thought of a few ideas and items such as craftable weaponry, armor as well as a few changes to the melee system. Giving hatchetlings a slight edge. 1. The ability to throw your melee weapon: I think as a last ditch effort or a way from hatchetlings to have somewhat of a close range damage option. Items like the camping axe, antique axe, Katt axe and maybe the knives could be thrown a short distance to do a notable amount of damage. Maybe inflicting a momentary heavy flinch from the impact or contusion like effect if bounced off someones helmet. Helmets like the Riot or firefighter Tier 2 helmets could even have an added resitance to these Yeetable items considering there more built to stop bludgeons and not bullets. 2. Unarmed attacks: This goes alone with being able to throw your melee weapon. If you where to be running just a hatchet or knife then your player or scav should have the option to pull out his fisticuffs and start throwing hands after having thrown his melee weapon of choice👊. I wouldn't think it to do much damage but it would stop you from being completely defenseless after chucking your scabbard item. 3 . Some grenade style ideas: I'm sure some of these have been talked about already so I'll just rattle some off. Flares/chemlights that would produce an abscureing and possibly blinding players using night vision while providing light to those not using NVGs. CS gas grenades that would act like smoke bombs but cause players to cough, there eyes to well up ,inhibit there abllity to fight effectively and maybe drain stamina/aim meter. Things like face masks or the respirator, gas mask and goggles could mitigate these effects. Molotov Cocktails... Pretty self explanatory, leaves a lingering AOE maybe similar a burned effect that is like pain but makes you hemrage hydration similar to burns in real life. Thermite grenade, also pretty self explanatory. Sticky grenades that stick to surfaces before detonating. 4. Self made weapons: Making firearms out of simple hardware and tools is not very difficult or uncommon. Things like break action shotguns, single shot rifles and even robust semi auto weapons. It could provide newer players a budget options and a way to use items found in raid to jury rig a cheap option to clap fools with. The weapons would have a high skill arch and would be difficult and challenging to use but provide a cheap lead slinging option. Long reload Times, low magazine capacity, poor iron sight among other things would be what makes these weapons difficult to use but there low cost and ability to be crafted easily would be what makes them viable. Plus ammo is more important than the weapon firing it. Some of the simpler designs should be able to be made at lvl 1 work bench and it would give weapon parts more of a use. Scavs could also periodicaly spawn with these weapons. I'm not talking fallout 4 pipe rifles and craziness like that but things people have made before irl. 5. Self made armor: Right now in tarkov you can make that 3M tier 2 armor in your hideout but no one's rushing to spend there armids and ripstops to craft a bright white armor that's more of less just some insurance from stray scav rounds. You can get pretty creative with making armor. Implementing ceramic tiles, steel plates and even resin to bond kevlar and fiberglass fibers together. ZNA productions on youtube makes a great video of how to create rather bullet resistant plates for a plate carrier out of a fiberglass tarp and some resin. Very cheap and simple. There's a lot more in the world of home made armor that is just one example. -Thats most of what I got for ideas, nothing super fleshed out. I don't claim to be a game dev or anything like that. I'm curious to hear others thoughts. Thanks guys
  3. Hey Team, I've been playing for awhile now and had a suggestion when it comes to combat. Personally, I feel as if the current state of gunfights is unrealistic & seems like a typical meta style of gameplay. When players hit each other and do not die, it feels as if two stone pillars are exchanging fire. I feel as if knockback from bullet damage to at least unsteady aim or throw you of target would be realistic. There are tons of times where I or the other combatant are exchanging fire and it is just a battle of armor and shot placement. Right now it feels as if Center mass shots are utterly pointless as there is no incentive to even aim for it when in reality center mass shots at the very least would throw your aim pretty off. There's countless times where some one will be dumping a pistol mag into some one's torso / neck area and the person just does a left to right sprint then just quicks copes them with a Mosin. Just feels really unrealistic and Call of Duty esque. Just a suggestion to maybe make it useful for smaller caliber weapons or well placed center mass shots to matter. Thanks! 🙂
  4. My least favourite part about combat is when I'm having a gunfight across the street and I struggle to tell if my shots are hitting someone. It takes so many shots to kill and when you do hit there's barely any visual/audio confirmation. Bloodsplats rarely come out thanks to armour and the characters don't react very much, making it super hard to tell when hits are landing besides when you're using a scope or when you're at point blank range. I think making bloodsplats bigger, hit noises louder or having character models visibly jerk more when they get shot would make the combat a lot more satisfying, especially for lower level players facing giant armoured PMCs. What do you think?
  5. War_Born

    Combat=FPS Drop

    First, allow me to state that I like Escape From Tarkov. The games detail to weapon mechanics is outstanding and I really cannot find another game that can hold a candle to it. You have effectively ruined every other shooter game for me Tarkov and I am sure that that is true for many of us (that are still around). The problem I keep having over and over again is that when I enter combat with other players, I will, most times, get dropped frames between 1 and 2 seconds. Now as we know, a fire fight in this game can be over in a second if someone is even a semi-competent player, but it is hard to find a way to keep playing when I'm wondering if I will die to simple lag, rather than just to another players skill or even just plain good old fashioned positioning. Now I do not have some state of the art $5k computer but my rig is very respectable and I don't believe you would want your game to only be played by those that can afford every top of the line gadget and gizmo. More often than not, I find myself sitting and staring at the character inventory screen piecing together not just one build but several, because I already assume that I will get that "Combat Lag", die, lose my gear and start all over. And I am fine with losing my gear. That's what makes this game so exciting, the chance that you will gain or lose gear while going into raids. Seriously, All those other games that offer only "Skins" as rewards is hilarious. Who cares what your gun looks like? Please let me discover a weird new weapon I have not used yet and run around to my hearts content shooting "all the things" until I eventually get beat down in a respectable, nondiscriminatory way. Now I have experienced some "Combat Lag" with Computer AI Scavs but it is very rare. I would say that about 70% of my combat with PMC's has had Lag and while I sit there trying to tweak my setting or turning off unnecessary programs, I secretly know that will not help. Even if it did help my game play experience, which it hasn't yet, I don't believe that new players would be attracted to the idea of having to jump through hoops just to enjoy the game. This game should be at the pinnacle of Multiplayer Shooters. This game should have tournaments worldwide and be on every gamers mind when trying out a new shooter based game. But it won't be because the problems that have plagued players since the launch of closed Alpha are still being dealt with by players today. Please trust me when I say we want this game to succeed. A lot of us are hoping that this problem can be fixed because believe it or not, it's a hard sell to get your average casual gamer to enjoy a game where they might lose everything they have. You can fight that "Gear Fear" by making an exceptionally outstanding online shooter with amazing attention to detail and you got that but the Tonka Truck Tons but the lag is the deal breaker for most. Players can't tell if they are improving when they die or their opponents die to simple lag. So Scav runs it is. Did you know that I almost always start off my day with a Scav run just to see how laggy the servers are? And if I hit a particular bad streak in PMC runs with the "combat lag" I will just resort to running scavs until I get bored and try something else or just turn off the game. It's annoying to see a game being streamed and wanting to play it after a few moments but it is extremely difficult to sit here playing "Tarkov Tetris" (The Character Inventory Screen) wondering if I should risk my gear just to die to lag. I don't really have any questions. I don't know a thing about hackers and d-syncs. I don't think fiddling with my computer anymore will make the game play any better. I have played several games on my computer and have never had this kind of problem, so I don't think it's on my end. I just wanted you to know that we want to play your game. I don't know how many of us will hold out until it can be fixed. I know that some have not dealt with this problem as severely as others and that there are hundreds of tips and trick to help with "memory leak" but really, all that stuff is Latin to me (meaning I don't get it). We are rooting for ya. Good fortunes in your endeavors.
  6. LibertyLamb

    Scavs are too perfect (in some ways)

    I want to suggest that AI scav mechanics should be adjusted such that scavs behave more like players in firefights. I have been mildly frustrated lately because I have lost a good amount of gear to scavs. Tarkov is a game where one bullet can kill you. With that in mind, I think that some of the ways that scavs act make them the equivalent of "perfect" players. Most notable to me are the following: Scavs seem to (as I have heard said) "lock on" to targets. It feels like if a scav sees your toes, they black out your legs with a shotgun. Scavs seem to be 100% confident; they are programmed to be patient (they can camp behind cover), to react to threats (shooting at players), they don't have adrenaline or instincts (they cannot panic in a gunfight) and they don't second guess themselves (they can't? mistake an object for a player, a player for an object or a player for a scav). It should be said, of course, that I like scavs. I like that scavs are difficult and scavs must be accounted for. I don't think, however, that scavs should be quite as good as they are. To be honest, I can quote the following from the game: "... yesterday's civilians became scavs." I guess all of Tarkov's civvies were hardcore military. My point is that scavs shouldn't pose a greater threat [1 on 1] than players, but they really do. It can depend on what map you're playing on (I don't think this is AS big of a deal on factory as, for example, interchange), but I think that scavs are generally a bigger concern to me than players. I don't want this post to be too long, but I should also elaborate on my first argument, regarding "lock on". It is not so much the fact that scavs are accurate as it is that they are precise. Being shot at by a scav is one thing, but losing limbs every time that a scav shoots at me is another. Scavs should be accurate, and shoot pretty close to and at the player; however, scavs should not "lock on to limbs." Just my thoughts on the matter, I'm curious what other people think.
  7. Ryukenstein

    Combat Suggestion

    I was noticing that there are still some problems with smooth combat, im pretty much a fast and aggressive playstyle player, and i can say i really like this game, in many many ways. i can't wait to its actual release. So going straight, i have noticed that i cannot fast aim while i sprint, i have to completely stop sprinting and then right click to aim, which is something pretty slow in my opinion, and thats why i mention that i am a fast playstyle player, i like to sprint fast aim, rush etc. and i belive there are many other like me so... i was wondering if you guys can take my suggestion pretty much as a nice detail, and make me know if there is a way to manually fix this. if not my suggestion is: Please, make the Aiming possible while holding shift and sprinting and priorizing the aim over the sprint so the player can pause sprinting and aim automatically . i believe this will make controls something more intuitive instead of getting used to them in a pretty forced way. i took my time to make some ilustrations. (note: im not comparing this game, just making an example of a pretty universal control profile of a pretty good and old shooter)
  8. pimba224

    chest damage and slugs

    i know that in this game armor isnt the most common thing , but that doesnt explain why rifle calibers arent 1 shoot kill to the chest, i am okay that you can survive 1 9mm to the chest, but i think this not the case, or scavs guns deal less dmg , because i was playing and one time a scav put 2 pmm bullets to my chest and i survived and killed him , but i felt bad ( irl you dont survive 2 direct hits with 9mm to the chest) and other time a scav shoot me with an aks at close range and my chest even after the direct impact had 29hp left i know that in this game armor isnt the most common thing , but we can all agree that in cqb with a clean line of sight we should kill the enemies with max 2 bullets to the chest (low caliber pistols,SMGs and maybe some PDWs) and with 1 shoot (ARs, carbines,DMRs, snipers,slugs) and also about the slugs , they are underpowered and need more than 1 shoot to kill at close range to the chest even without armor or they can be good at CQB but bad at medium ranges i am not sure , but they are weak and need a buff or rework
  9. 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...
  10. KentuckyFriedSpy

    Possible combat gameplay changes

    Escape from Tarkov has fun but sometimes very fustrating, sluggish and clunky combat, here are some things I personally think would benefit the combat experiences of many of the players of EFT (at least from what I can tell looking through some of the forum posts). Criticism is welcomed in this post as I would like to see more of what the player base thinks! 1) Lower the weapon sway with turning whilst aiming down the sights. I feel as if the weapon sway is much to intense even for a game based on hardcore realism, it almost looks like the operator is limp wristing the gun letting it sway like that. PMCs are assumably trained operators and the way their guns sway doesn't give me the impression that they are, most trained individuals or even experienced shooters wont sway like that to their target but rather snap to them. 2) Option to disable sprint while aiming down the sights and moving forward. I cant count how many times I have lined someone up in my sights and have held shift to steady my aim and have been abpruptly yanked away from my sights to a quick little shuffle my character has done. I don't think I have to say anymore about that . 3) Encourage the use of bringing a sidearm along with a primary firearm. Pistols in Escape from Tarkov have a very minor role compared to rifles and other things, while some may argue that "This is realism! Of course pistols should have a minor role!" I believe more could be done to lesser that to an extent. While drawing your pistol instead of reloading your rifle is faster by default I still think that it should be a bit faster, I will come back many times throughout this topic to the fact that a trained individual should be much faster than what is present at the moment. Another idea to make pistols appealing for me at least would be to make the aiming FOV for pistols a bit higher, not many games (if any at all) do pistols right, either the pistol is so close to your face that the slide looks like it is going into your mouth when you fire or the pistol is soo far you'd think the person holding it has some surreal looking elongated arms . I used to use the FOV glitch to make pistols a bit more viable on my end but since the devs are clear that it isnt intended to be like that with the many fixes they do to prevent it being used I think some changes should be made. The removal of the zoom o the aim down sights would also be good in my opinion as it just disorientates anyone using the sights of the pistols and lets be real here... no one is using the pistols at more than 50m away so that zoom doesn't benefit many. 4) Reduce the weapon bob from left to right while walking and aiming down sights when using grips etc. that increase ergos. Not really much to explain here, just like my first point I think it is just a little to intense to be realistic, take for example this video of U.S. Army and Polish Special Forces clearing rooms, see how their sights barely move from their eyes when the advance on a target? That ends my post for now until I can think of any other things or until people suggest more ideas. Like I said feel free to leave criticisms or adjustments to what I suggest so that I may see what others think.
  11. Hey there people, have any of you noticed that being shot in the legs is a huge combat flaw? The scenario is that I'm fully geared, I have a good helmet and body armour but only taking a couple of shots to the legs kills me. I'm still yet to test it properly (on other players) but I'm just wondering if any of you have had this experience as well. Please share your stories, Zak
  12. EliteJarod

    Aiming strategy

    I was curious if people aim for legs more or center mass. My default is to aim center mass unless I come up on someone who’s still or unaware then I try for headshot. i have noticed most of my deaths are legs, so that’s why I ask, do people default to legs to skip any armored protection? i might need to do some tests but it seems like that’s the ticket if you can’t get a headshot in a gunfight where you’re both shooting at one another.
  13. Hello Dev Team, I recently bought the game and have some suggestion to improve the gameplay: -Melee system: In a game like tarkov, I don't really see the point to have a cs-like melee system. I think the localized body parts damage should stay but I think a system of special actions would be more fitting to the game. First, it would be nice to be able to charge an ennemy and attack, not needing to stop sprinting to stab the guy with the gun in front of you. Also, it would be nice to have special actions as sneak elimination, enableing a special animation of you cutting your opponents throat from behind, or in combat being able to grab the ennemy so he doesn't run away and stab him, the grabbed party being able to fly only by mashing the attack button to get away or to hit the attacker (the latter depending on your characters skill and perk) or the ability to kick an oponent away from you, potentially making him stumble on environment. -Be able to change the FOV -Be able to change the gamma and lighting features -Be able to loot cars by breaking a window, potentially trigerring the alarm -Be able to roll on the side when at the lowest position with the lean right-left commands -Be able to tear down your shirt/pants to make rags you can use as bandages, but makes you more vulnerable to barbed wires and can make your wounds infected, even if stopping the blood loss That's all I have in mind for now, but it really is a good game with a very unique feel, looking forward for the next patch!
  14. LordTyrellz

    Melee Weapons

    I think that we should have something to go to when our bullets have run out of ammo,Maybe a knife taped to the front of our weapon? Or used in place of secondary? I think this would be nice, finding a baseball bat and a pack of nails and making it into a sturdy weapon. Or fire hatchets, Hammers? Maybe even different varieties of knives similar to Counter Strike? For Example: M9 Bayonet, or Karambit? When you first spawn in i think that if this were to be added it would add to the challenge of attempting to be a ninja and take out a guy without alarming a nearby group? Maybe even sneaking up on a group of guys that don't have night vision when you do? Please Consider this
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