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  1. I'd like to start this off by saying i started playing as we got the final .10 wipe and i've been mostly actively playing since then (Last patch i stopped at 38 because honestly why play when i get kicked for trying to play with friends). I say this not as some weird flex because there are defs people that have played longer then I have and might have different opinions, im just saying i've stuck around a while and im used to the wipe experience. My first thing to grumble about is bosses. Its a weird thing. I get the idea of it, as a scav you lose karma for killing a scav boss because they are a SCAV BOSS. Fair. My issue though, which feeds into the next grumble, is that you can't defend yourself with them. Sanitar and his boys are friendly which is great, saniboi even heals you if ya damaged which is awesome. The thing though, is that he won't aggro on you for sitting in a corner where one of his guards can just see ya ass hanging out in the open. This means, i don't have to try and kill him to loot the area (His loot is a different matter which i'll touch on in suggestions). I brought up sanitar as a reason though, he won't try to fight you for existing, every other boss though? Killa with nade the duck out of you, glukar and his boys will become a firing line, reshala is the same deal as glukar and shturman... well he's normally dead and i don't scav on woods so eh. Something that bugs me is that if you have to defend yourself, you lose karma. To sum up my suggestion, either treat bosses like raiders if you don't plan on changing them or make it so bosses won't aggro on you for clearing bodies and loot spots and possibly act friendly to player scavs with high karma (i haven't reached LL2 with fence so i have no idea how they act atm). Next grumble, player scavs and karma. At the moment it's tense. I've tried being friendly with other scavs, while not just removing my armor and handing them my weapon to shoot me with, i wiggle from far away if they see me or just sprint around the area they are looting, however, people used to the old system would just see me as they see normal scavs, as walking lootboxes because we ducking are right? random generated loot, maybe we found/spawned with a key, maybe we have those annoying ducking BMP shells, maybe we have hideout loot, honestly, the only time its not worth it to shoot a scav is when you have a quest like bullshit or a annoying quest done and you just want to extract. My suggestion here is treat player scavs like raiders in regards to karma and make it so killing them doesn't remove karma and make it so that killing scav killing scavs give extra karma. This just removes the pretences of being friendly, outright ducking shoot me if ya gonna be a scav killer or don't if ya friendly. another grumble on player scavs with the current system is getting shot at. If someone has a mosin or any weapon really and they shoot at you, they are most likely doing it with the purpose of taking your loot and your life. Issue is, if they suck ass and miss every shot and if i somehow kill them, i'm the one that loses karma, you punish players for defending themselves because the other guy sucks ass. my suggestion here, make it so that if someone shoots another player scav and the bullet hits or flies by within a.. I don't know, 3 meter radius? 2? of another player scav, the shooter is regarded as both a raider regarding karma (no penalty for shooting at) and for AI scavs, treated as a scav killer. for real though, imagine clearing a fallen city for loot and some baby goes to shoot another guy because he found a working phone or something, would other scavengers just go "Oh that has nothing to do with me, its probably a joke right?" or should they go "that guy is ducking mental, shoot the baby". Thats my current grumbles about scav karma as it is now. Next i have some suggestions. This suggestion relates to boss killing as a scav. I joked above about scavs being portable lootboxes and honestly, they are. Bosses are more extreme versions of this, the boss scav might have a keycard or a valuable labs keycard, resort key or reserve key. They also have a chance of spawning with something valuable in their pocket. They also, have ducking amazing weapons and gear, 6B43 is something reshala and glukars guards may spawn with, reshala has a chance to have mags of M995 or 366 AP, a lot of guards have 7.62 BP and their weapons are normally high grade with lots of valuable parts on them that you might need for gunsmith. Not to mention with hunter boy, you need certain items from scav bosses for quests (Killa helmet, reshala's pistol that doesn't always spawn aaaaa, shturman key, you get me). As it stands, you lose 0.02 karma from killing bosses and 0.02 for each guard (I think, i haven't actually checked this, it could be more, could be less), if you scav in and you see a boss, regardless of karma, they have a chance of having amazing loot either on them or in their pocket like red keycards, keys and bitcoins, when is it not worth it to killa reshala to get his bitcoin? to kill his guards for meds and ammo and possibly 1000 USD in their bags? So my suggestion is to make it valuable not to kill bosses, i do want to say this ties into the idea of making bosses at least not aggro as much or at all to player scavs. My suggestion is this. Players with LL2 or just high karma that DON'T kill the boss, if it spawned, a random boss item from fence as a token of appreciation from the boss. My suggestion is this be ANY item the boss or his guards hold onto to make the pool diluted. maybe you'll get a grenade, maybe a guard AK with a mag of BP, maybe you'll get a golden TT or even a bitcoin, maybe you might get a killa helmet, maybe a labs keycard or a random map key, maybe you might get that ducking 6B43 that you need 2 of for a quest, who knows. Another suggestion, regarding karma. I'd like to suggest rewarding high karma players with a chance for better loot in their bags at the start. Thats it. Maybe a hideout item like some bolts and screws, maybe a light, who knows. My final suggestion, for both scavs and karma, is a few more outfits for scavs. I'd like to suggest that high karma players and Kill On Sight scavs (i'm talking negative karma scavs with like -20.00 karma or something crazy) have some different outfits and models. A example of a high karma scav looking like a family man put into a situation that he does not want to be in but has to, while a negative karma scav looking like someone the cultists would reject for being too extreme.
  2. Just an idea to help with scav on scav violence by more easily differentiating between good and bad scavs.. Maybe loyal scavs spawn in with some sort of non removeable marker from fence ( Possibly in the form of a visible shoulder patch? Front chest patches? Similar to common military decorations , maybe with different tiers? ) .. This way, good scavs can easily recognize each other and team up. Bad scavs do not receive the marker and have no access to the marker, making it easier for good scavs to work together, and hunt both pmcs and bad scavs without having to worry too much about hitting the wrong target. Also a viable option for people who do not like VOIP. Essentially, we have a ranking system for Fence to develop his own PMS operation / business ( Private Military Scav operation). Similar to what they currently have implemented, Scavs would move up and down the ranks, and receive better benefits, loadouts, and surprise loot as they progress. Maybe even new specific clothing / fatigues for high ranking scavs.. After all, Fence would probably want his top ranked scav soldiers out there working for him with higher teir kits, so his Private Military Scavs can be more effective while out on their missions. ( Missions being to hunt bad scavs, PMCs, and get juicy loot .. Maybe random Fence quests eventually.) --- Additional thought --- Maybe we can gain rep by buying and selling direct with Fence (only with Fence), as a scav, post raid .. Essentially we are provided two options at the end of our scav raid before returning to the main menu .. ( 1. ) As a scav we can sell to, and buy from fence (Only Fence) using profits from the current transaction / scav raid ( The scav's money only, not your pmc's stash ) ... ( 2. ) Transfer items to stash as usual... Rep is only gained when items are sold to Fence by his scavs. As our rank / rep increases, we should receive better prices. Eventually reaching a point where its a viable option to sell to Fence often. This profit increase only applies to scavs, post raid, based on rep / rank. We should gain rep for transacting with fence, as it helps his Private Military Scav business flourish. Any comments / thoughts / something to add ? Thanks!
  3. _Magnum_Dong_

    Is Scav Violence Truly Solved?

    While the new karma system is nice for allowing teamwork among player scavs, there are some caveats. More times than not, I have found myself practically given an execution by another player scav the moment they realize I have high-priority items. Because the -0.05 penalty for the first kill on another scav is not all that bad if it is by itself when you find yourself alone with another player scav and you have some beefy gear from a dead PMC, a large portion of the time the player scav will take the opportunity to kill you unless they themselves have a decent amount of gear themselves. This is also the case with looting raiders. About half the scav raids I have done on reserve have resulted in my death purely because another player scav has noticed that I am looting or have looted a raider or two. What's frustrating about this is that I am discouraged from shooting them first because then I'm the one losing karma and usually these greedy hostile scavs appear to be friendly at first. Anyways, my only idea to try to solve this problem, if it is as significant as I make it to be, is to increase the penalty for killing other player scavs. Perhaps adding some better communication. If anyone has any ideas on how I should deal with these situations let me know.
  4. So playing as player scavs[pscavs] right now, you are given an option to play friendly, without murdering AI scavs or other pscavs, or as a rogue pscav, killing any scavs as they please. Here's my point: If you are a friendly pscav, you are on the defensive side from the rogue pscavs. You will always get shot at first, resulting in very high chance of you dying prematurely. This is especially true if the two of you are alone, since currently there is no way of telling which is a rogue pscav without having other scavs shooting at them. Which is a rare sight in itself considering how short scav gunfights can be, due to AI scav incompetancy and unlikeliness of having a good armor etc. However, lets pretend you did come across one. Basically, you are witnessing a scav fighting another scav. How can you tell which is which? With the things AI scavs do nowadays, sometimes it can be very convincing, especially in the short time span of a scav gunfight. Obviously it isn't THAT bad, you will eventually figure out which is which, but regardless, it can be a very frustrating experience. Also, the scav karma system as of currently doesn't really stand to prevent pscavs from killing other pscavs. Currently, you lose 0.02 for killing one, and gain 0.1 for killing a rogue scav. So basically, if you shoot any pscavs on sight, and if any one out of five of them were rogue, you've broke even! Plus any gear they've farmed for how long they've been in the match! So here's my suggestion: 1. If pscavs exfil without killing any scavs, they should get karma(fence rep). 2. This should scale, the more you exfil without scav aggression, the more karma you gain. 3. If you've gone rogue, you shouldn't get karma for killing other rogues. 4. If your karma is low, you shouldn't get as much karma for killing rogues (i.e. if you've crossed the line too much, your best option of redemption is to be peaceful; not aggression). I think this way, it gives some real consequences to rogue pscavs, and encourages pscavs to play as the way its intended, as a scav and NOT a pmc in scav disguise.
  5. Humble_Avenger

    Idea for expansion of Player Scav System

    After playing alot of this wipe I've particularly enjoyed the scav karma system and I am looking forward to this system being tweaked/expanded over time when possible. Today my friends and I discussed this topic and I'd like to get the community and developers in on this train of thought. The idea is creating a unlockable feature within the scav karma system. Allow players to play as raiders HOWEVER you cannot loot or extract from the map. This is meant for scav karma farming for those who get to this point to progress further AND a method for players to play/fight PMCs with no need to focus on other storage, crafting or gear systems. While adding more life to this hardcore world that has attracted so many of us. As an example at 2.0 or higher fence rep (as long as you kill no fellow scavs and use car extracts when possible we believe this is not a overly hard challenge nor is it too easy to access early in a wipe) If you unlock the system you are allowed to spawn as a raider on the maps that have raiders at the beginning of the game. Potentially slowly spawned when a raider could spawn (similar to current scav system). You are assigned a goal. As an example as Gluhars guard you are assigned to protect your VIP. If you and he stay alive you get X fence rep (should be a good bonus). Preventing the power switch from turning on in the command center or preventing access to the exit train could be player raider goals on reserve and similar goals could be assigned to raiders on other maps. prevent PMC exit at X location, protect VIP X. If you kill a PMC you should get more fence rep than you would killing a PMC as a scav and can kill non raiders with no penalty (scavs would learn to avoid raider locations like a plague and developers would need to remove player scav spawns withing raider locations or easy shot at from said locations). Player raiders should be kicked if they attempt to leave the assigned area and ideally if possible AI resumes control if they attempt to leave (this would probably not be easy/possible so instant death if you roam too far? Potential heavy scav karma loss for abandoning post and remove player raider access for X time limit) After 3.0 fence rep scav raider should have no cooldown. This would be for the crowd who hates storage, gear gathering, crafting and all the other tarkov systems but love the gameplay itself. They could focus on giving AI defences life creating a much greater challenge for all EFT players. There should be limits such as 1 player raider per map or at least per raider group. 3+ Player Raiders in Customs Dorms sounds like something I wouldn't wish on someone I hate. Also once you get past 5.0 Fence Rep or potentially higher you should be able to order other AI raiders and boss to follow or stop allowing you to create defensive positions created by a human mind. Combat AI takes over but they all won't be in neutral dumb position. Bonus points for additional orders added such as a command to attack or hold location that works during combat so you can camp or order a raider charge once you get high rep I want your opinions people. Love it or hate it I want to know cause this sounds like a blast IMO and my friends love it as well. I expect salt and yet I am waiting for mines/claymores and god I want tripewires or door mounted booby traps and methods to detect/disable and destroy so lets discuss Player Raiders
  6. WasabiLassabe

    Scav Karma Ruins Scavs

    Can we all agree that scav karma system is broken at best and utterly unplayable at worst? I have recently hopped back onto Tarkov and have found that playing scav with this new system is unplayable and shouldn’t have been released in its current state to the main servers. I have not had a single round of scav extract safely if I’ve run into another player scav. The system seems to punish the players that follow it and reward the players that don’t. 3 games I’ve even been wounded by player scavs. Left bleeding out or limping with blacked limbs and I can’t retaliate because that would ruin my karma and get me killed. It plays exactly the same as before where player scavs kill each other except now it punishes friendly scavs for defending themselves.
  7. So with the Scav system whereas if you kill a Scav as a Scav yourself, you lose rep with Fence(Unless it's a player scav and they have already killed other scavs). So I've been trying to avoid shooting on site as a scav, even for players. I can tell the difference between AI and Players, but the tricky thing is that I can't tell if they are a Scav or a PMC. I get I can tell if they are dead and have dog tags or not, but I'm talking about before I engage them. So lately I've been getting shot left and right by guys because I didn't shoot first and hesitated. Any tips?
  8. Problem: 1. Intentionally hostile Scavs have advantage over friendly Scavs because: They know they are going to kill friendly-Scav The know friendly Scav will not shot first until he got shot They know friendly Scav is not a threat until attacked You just need to kill 1 PMC to mitigate killing 5 friendly Scavs Friendly Scavs start with better equipment, but most time without helmets so they are juicy targets and easy prey for point blank headshot 2. Starting from karma below -1.0 AI Scavs easily know this player-Scav is hostile and attack on sight, but there is no way for other friendly player-Scav identify hostile player-Scav. 3. Regardless of penalties and bonuses there always will be hostile Scavs killing everyone on sight, but it sucks for friendly Scavs to not have a clue even for most notorious Scav-killers with the lowest possible reputation unless there is an AI Scav around. Possible solution: Add Special Armbands and Proximity Audio Queue for hostile Scav: at karma below -2.0 Special Armband is added as mandatory part of Scav equipment at karma below -4.0 Proximity Audio Queue with 100m* radius is added at karma below -5.0 Proximity Audio Queue radius increased to 200m* at karma below -6.0 Proximity Audio Queue radius increased to 300m* *radius is a subject to change Clarifications: Special Armbands - an unique armband that cannot be deleted/removed/looted/replaced and which is distinct from any other armband in the game. For example: white armband with red skull or red and black vertical stripes etc. Friendly-Scavs will still have to identify whether approaching Scav is wearing that Special Armband or not, but if they noticed that armband - they know that is a hostile Scav with low karma and can be shot on sight without penalty. Proximity Audio Queue - small easy-to-miss unique sound played for other player-scavs when they have hostile Scav with low karma within radius: Sound something like wood chime bells or something similar - very distinct to other sounds and very easy to miss also should be very quiet and easy to miss when you run or if there is a gunfight close or even if you just not attentive enough to sound. Like sound that someone ADSing close with a handgun. should NOT be directional - it just gives a ahead warning that hostile Scav is close without providing any actual explicit advantage should NOT be affected by distance, headsets, skills - it is only to get warning that very low karma Scav is within 300m but can be closer that 100m Expected effect: These changes will not give friendly Scavs any explicit advantage over hostile Scavs but will provide more fair ground to defend yourself and identify hostile Scavs without need to wait to be shot at first. Also it is not immersive-breaking and will still require friendly-Scav to be careful and do visual confirmation of Special Armband presence. Note: Maybe this is not the best solution, but I feel like it is better to share not perfect suggestion that nothing at all. There is definitely a problem with current karma implementation and giving any explicit advantages or immersive-breaking visual markers is not an option, but there is a noticeable advantage even -7 karma Scav have over friendly-Scavs which makes difference in starting equipment meaningless. Also it is pointless to try to eliminate hostile Scavs - they have all right to exist if they choose so. If anyone have any better ideas - please share them too.
  9. oLordOfMoney

    Continuation of Scav Karma

    I like the idea. Its a slight move forward and something is always better than nothing. I understand toxic people who just love to shoot on sight and would see this game as yet another brainless shooter game - however the friendly scav was in my mind even before I bought this game, based on the articles on the internet. I attended in real life "staged survival" both prepared as a corporate event in urban and also by "green brains - aka military" in remote woods and there were similarities ie. you dont shoot people on sight, you avoid contact, you have a group of women/kids/VIPs or injured and really work your way through as much silently as possible to a point of exfil. Cooperation, communication, squad movement, breaks. Nobody was really running around and gunning everyone on sight. Even that stupid airsoft thing some of us were armed could be heard for quite a distance and could threaten the entire operation. Now to the continuation: 1) Scav karma should be deducted couple moments after a scav player aggresor hurts a scav whatever way. (gun, grenade, etc.) by -0.2 and all AI should consider aggresor as hostile for the duration of current raid. 2) Aggresor scav karma should be deducted if the agressor overcome a victim by -0.5 3) Scav karma of the aggresor cannot be improved by any means for current raid and at least next ten raids after a kill of friendly scav, I call it a testing period. And this should increment 5-10 times if the agressor kils yet another friendly scav in a "testing period". Evil doers could be somehow marked, but I think Nikita mentioned that yesterday. 4) Scav karma should consider a perimeter around friendly scav which is pretty much mentioned in every post on this forum. 5) If the aggresor is defeated or the friendly scav manage tu run away, he would receive a "survival boost" or a "bonus". Think about it as the adrenaline if you survive such encounter. I certainly experienced that in real life. 6) if friendly scavs manages to "not kill" any agressor and leave a raid without hurting any friendly scav, he will receive +0.1 karma I dont think that all people will really respect karma and stop doing scav shooting scavs on sight. But at least it would improve and build foundation for playing scavs and enjoying all that emotions that comes when you challenge a PMCs. At the same time, I imagine there could be a single map where the "scav war" event would be running 24/7 without affecting scav karma. Maybe the lighthouse?
  10. I was just playing a raid as a Scav on Reserve. I thought - since Raiders no longer give negative reputation when shooting them - that I would try killing some. I came across 4 Raiders, but for some reason, they were friendly towards my Scav (shouldn't they be hostile?). Anyways, so I kill the first one of them, but immediately after I do that, a normal Scav (AI) starts shooting me in reaction to me killing the Raider (even though they're not supposed to be on the same faction). What really bothers me though is not the fact that the Raider and Scav was "on the same team", or that the Raiders were "friendly" towards me. It's that when I got hit by the AI Scav, and then killed it (the AI hit me before I hit it), I got a negative reputation gain for killing it in self-defense. Why is that? I mean, I know why it is (the AI thought I had killed a friendly AI and the other AI around retaliated, as they see me as the aggressor), but is it an oversight or a correct implementation? (P.S. Killing Raiders does not grant positive reputation or negative reputation. It currently seems to be a "neutral" act.)
  11. Hello battlestate, I don't know if the player scavs are anonymised for some reason but hear me out: I think it would be super nice if you could know if the scavs u murdered are computer or player. Someone might get mad for not meeting a single human scav, but thats systematic problem and does not really matter. I am not asking for player names, thats too much, but just a simple icon next to "SCAV", YOU CAN CHECK THE ATTACHMENTS IN THIS TOPIC FOR EXAMPLE I MADE. ORIGNAL.PNG/MY_SUGGESTION.PNG
  12. Born_2_Die

    Wann greifen Scavs an?

    Nabend, wann genau greifen mich Scav Bots an? Klar wenn ich sie angreife, aber was zählt bereits als angreifen? Reicht es, wenn ich neben sie schieße oder muss ich direkt treffen? Wen ich treffen muss, reicht dann bereits 1 Schuss aus oder muss ich eine bestimmte Anzahl an HP Schaden machen? Ich versteh das System dahinter nicht so, habe grade aus versehen einen Scav angeschossen, der hat mich aber erstmal ignoriert und mich dann nach 4 Sek angegriffen und gekillt...
  13. Samurai_Mac

    Sell From Scav post Raid Screen

    Can you add the option to sell from the post raid screen? Sometimes you don't have enough stash space, and are forced to destroy items. Thanks!
  14. Ever since the last big patch the spawn times have been very notably changed. As a reference since I play Reserve almost exclusively recently, I will use that as a guideline. Before the patch, I regularly spawned in at around 41 minutes, 35 minutes, occasionally 30 minutes. I never spawned under that time unless there was sync or server issues. However, post-patch, my regular spawn time is around 25 minutes. In fact, I haven't gotten a 41 minute spawn yet that I've noticed. I have gotten a few 35s, but they are few and far between. The reason for my post tonight is I got a new one. No sync or connection issues, very smoothly load-in at 8 minutes and 30 seconds on the dot. I spawned near the meds building and couldn't believe the timer. This is not a realistic timer for someone to have time to play with after having waited anywhere between 3-5 minutes (on a good search) to have it go back to a cooldown of 10-15 minutes if you've upgraded your intelligence server. I can at least understand 25 minutes as it's enough to get scavenge, maybe get some kills on late-game PMCs, or get some raider loot. But 8 and a half minutes doesn't give you even enough time to clear one dorm building full sprint checking the big containers and then get to exfil with a comfortable amount of time left, let alone be cautious enough to not get taken out by aforementioned PMCs or raiders.
  15. Hello all. My first post here. As a fairly new player a few things erk me currently. 1) Campers at exit of Factory 2) Scav Killing. I know nothing will be done about (1) but I am finding the Scav on Scav killing to be really frustrating, people come in as a scav kill the other scavs and extract immediately. This ruins the experience, will the devs please put in massive penalties for people doing this. It shows the childish mentality of some of the community. It's bad enough dealing with campers who don't want to move till last min and extract. Playing as a scav should be a new and different experience. Please add in penalties its almost the same as team killing. #Thanks
  16. Hello I am a new player to EFT and I'm having issues with getting good games on Customs as a scav. A few weeks ago I would have 35-25 minutes to scrounge and then GTFO. Now I'm finding that every game on customs I come into I have 15-9 min which sometimes isn't long enough to even run directly to an extract if players or raiders shoot you. I've found it extremely frustrating and just need some extra time. I'm new and I tend to take a little longer to loot, listen, and fight players and scavs so if anyone has any tips I'd love to hear them thank you for your time.
  17. bloo1147

    Scav Raid Times

    Over the past several days, I have been getting periodic scav runs with only 10 minutes left in the raid. The maps where I have experienced this are Customs and Reserve. I was unable to extract on customs due to the extract being on the complete opposite side of the map. I was trying to make my way to the extract while avoiding fights to at least make it out with the gear that I spawned with. Is this intended?
  18. kanariewietje

    7mm buckshot..

    So here we go again... What is the deal with superscavs and their 7mm buckshot pellets?? I seriously have no clue what is happening with the programming of these scavs. Scavs with .366 ap, 7.62PS and 5.49 PS i can handle. Sure once in a while you die because of a lucky shot. But never EVER have i died faster (and in an unreasonable way) to any other scav than those armed with shotguns equipped with 7MM buckshot. Their accuracy is beyond retarded, not only are they able to identify in a single millisecond what type of armour you are wearing, but in the same span of time they autolock to one's head and before you (i) are able to react you are finding yourself in the post death screen beggin therapist to remove those ridiculous 7mm pellets from your face. Just now on customs i died once again to vladimir schwarzenegger, i was standing on the train tracks (near the blue container stash) and a scav magically one taps my face about 70 yards away from me (the scav was at blue shipping container near the gas station). So anyone else care to share his/her 7mm horror story?
  19. Albondiga

    Missing in Action Bug

    Hello, so I was playing a customs run as a scav and managed to get some sweet loot, I often wait a but until things quiet down in customs and the mostly geared players exit, so it was just me and a few other players/scavs. Ok back on topic, I was leaving and there was still time left on the clock, but I got "Missing in Action" and all my good loot vanished :C I had a fort ;u; Is this common? Adding that this also happened to me a few weeks ago with two other friends as PMC's, lost everything too.
  20. For this game to actually be playable scavs need a rework. They headsnap me when facing the complete opposite way and haven't spotted me yet. In what world does a scav living in squalor have the ability to 180 hipfire headshot someone. And to make it even better you can headshot them while they are wearing no helmet with the best ammo in the game and they will just flick take it like a champ. There is no point building a 400k + rig when some cheeky little homeless boy is gonna go "I'll take that" and pull off the shot of the century.
  21. xxelvitixx

    Aimbot de locura

    Buenas, quería saber si soy al único que le pasa que independientemente de la armadura que lleves, ya sea un casco 6 con pantalla o directamente cualquier caso, los scav normales con armas chusqueras tipo toz con los cartuchos malos son capaces de matarte de honeshot en la cabeza? por no hablar de los scav que son francotiradores, que no tienen fallo ninguno, o de los que te rushean como si no hubiera un mañana y por más que les enchufas son imposibles de matar. Es que ya empieza a frustrarme que un enfrentamiento con los scav con equipos de pacotilla sea bastante más difícil que un enfrentamiento contra PMC.
  22. AppleGod0320

    Died by a bug?

    So, While I was playing on a run of shoreline, I was running to exile after getting some loot. while I was extracting, I saw a scav and killed him. Not a second later, I was running and died. Confused, I look at who killed me. It was the scav who I shot and killed. It said I was killed by a headshot, but I had already killed him. I have the kill to prove it. I'm really confused. I feel cheated out of a ton of gear. I also have heard of this bug before, I don't know if BSG compensates people for it or what, but this is upsetting. I hope it's patched soon. Also picture of the gear I had below.
  23. I was on an Online match, not offline first of all. I played a match on woods, circled around the mountain side, evading a ton of players trading shots. I found a dead player with a press vest, green helmet and an Adar. I looted his tag, weapon, and gear. His dog tag even said he was killed by a scav with an sv 98. I went all the way to extraction, and once I got to the loot transfer menu, all of it was gone. The weapon, vest, backpack, tag, and other things I looted out of a chest. My NVIDIA shadow play has a two minute replay, which only allowed to me record the extraction and loot window. I am just posting this to see whats going on with this issue? Just noticed the T bag has the items I looted but not the scav back I put it in raid. This is a very strange bug.... https://www.youtube.com/watch?v=dgr5aikRVdU&feature=youtu.be
  24. TheBromax

    Scav Language

    So, My friends and I find it hilarious when the Scavs talk, shout, scream in pain, but we don't know what they are actually saying? Is anyone able to translate some of the scav dialog for me, is it just mumbo jumbo or the Russian Language???
  25. Talosch

    Zu wenig Scavs

    Hallo zusammen, kommt es mir nur so vor oder sind die Scavs von der Anzahl deutlich zurückgegangen? Gerade in Woods ist es zum Beispiel nicht mehr möglich die Quests mit den 15 Kills zu machen. War mittlerweile seit dem Reset mindestens 20 mal auf der Map und bin erst in den letzten Minuten wieder rausgegangen, die Scav Hauptpunkte wie Scavhouse auch gecampt, aber tatsächlich bisher nur zwei Scavs auf der Map gesehen. Wie soll man solche Quests nur lösen, die Karte wird vergrössert und die Scavs spawnen so gut wie gar nicht mehr. Habe auch schon andere Server getestet, da hatte ich zumindest die zwei Scavs gesehen. Schüsse hört man auch nur am Anfang wo sich die PMCs gegenseitig finden, die restliche Zeit vielleicht mit viel Glück mal zwei Schüsse von anderen zu hören. Da muss dringend etwas geändert werden, alleine beim Scavhouse waren damals 3-5 Scavs gespawnt, seit dem Reset dort nicht einen einzigen gesehen.
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