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Janitor Sanchez

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About Janitor Sanchez

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  1. Janitor Sanchez

    Feedback Thread

    Has the point system been looked at for the leaderboards? As a clash player for the most part the grind to keep a top 10 spot was very difficult. I have been able to get between 2500-3500 points in 5 minutes playing Raid, but get around the same in Clash in 30-40 minutes.
  2. Janitor Sanchez

    Perfect Sonar Location

    Is it quieter than crouch walking?
  3. Janitor Sanchez

    Perfect Sonar Location

    Couldn't agree more. I think when they patched footsteps however many updates ago they probably turned the volume up too much.
  4. Janitor Sanchez

    Feedback Thread

    That's part of the plan for the future. There were actually uniform options not that long ago, but they were removed with the latest patch. I'm sure we'll see it again.
  5. Janitor Sanchez

    Feedback Thread

    I made the suggestion, because that will get the issue looked at faster and is what the devs have repeatedly stated is the best way to post bugs. If you care enough to post here then I still suggest you post it to the feedback tracker.
  6. Janitor Sanchez

    Feedback Thread

    The server browser is all I ever used to join games. Open it, click players twice at the top of the list, boom all the populated servers.
  7. Janitor Sanchez

    Feedback Thread

    You should post bugs to the feedback tracker. Check out this Project Argo Feedback Tracker "How To" Guide
  8. Janitor Sanchez

    Feedback Thread

    The most recent patch has brought a little refreshment to Argo for me which has been nice. Here are some of my thoughts on where we are. Clash Hardcore mode: Definitely a nice change of pace and has been very tense and enjoyable (even with the inevitable TKing that happens). I look forward to seeing where this mode goes. Some things that seem out of place for me are not being able to see your stance. It's somewhat easy to tell where you are based on how your player moves, but in practice I just use the tactical stances less on a whole so I don't get caught in an awkward sprint to shooting scenario where my guy takes an extra second to get set before I get fire back. The other main thing that sticks out for me is how the game is made to be hardcore at the surface, but most things have a workaround. No 3d marker, no problem friendlies on the map (would prefer just the uniforms to distinguish friend from foe). No timer on the screen, no problem just hit tab. I'm sure there are other areas where the hardcore nature doesn't feel hardcore but thats all I can think of at the moment. I do love the only way to see point cap is by looking at the flag, this feels like a true hardcore change. " From the very start, we knew we wanted to keep the core settings, like damage, the same as in the "normal mode", with the intention to change how the game feels, not how it works." I understand where you guys are coming from with this one. I would just like to add my input that increased damage, or decreased health is usually a staple of hardcore mode in most games. I disagree it changes how the game works, but think it does change how the game feels. For clash the main strategy is always see the enemy before they see you. Damage wouldn't change this at all, but would make every step that much more tense, and would require better thought-out movement, and better coordinating with teammates as FF would be much more lethal. Uniform changes. Currently the full green camo is much better than the tan shirt/black vest in terms of concealment. Obviously the outfits have to be uniform for each team and distinguishable from each other. There has to be a better balanced outfit choice though. It is a huge advantage for the green camo team (I can't remember if its Flames or Clouds). Raid: I don't usually play much Raid, but one thing that has been bugging me forever about the gamemode is the defusing of the objective. I understand that arming the device shouldn't stop the clock. You should plan accordingly and get to the device with enough time to arm. However defusing the device should definitely stop the game clock like capping a point in clash stops the clock when the time is under a minute. As it is now you have to start defusing the objective somewhere around the halfway mark if you want to have any chance at all. Given the objective is armed that usually means someone is in the area defending it which makes getting to the objective in that ~10 second period where you have a chance very difficult. The removal of the red lines has been great. Those things were an eye-sore. One suggestion, which isn't really necessary but one situation brought this to mind, would be some sort of notifier for attackers that they are in/out of the zone. Defenders obviously have theirs with the screen change and the timer. I was in a situation where I thought I was outside of the box enough to eliminate fire from one of my flanks. Turns out I was wrong and a defender could come out enough to get me. Now he could have ran out and got back in those 5 seconds or I was wrong about the zone boundary. In either case it is not game breaking, just a suggestion. Moving forward with some things I'd like to see Spectator mode: Simple enough. The same spectator mode we are used to in Arma. If anyone wanted to host a tournament they'd be able to quite easily with server hosting. What would be nice on top of that is a spectator mode so that game could be streamed/recorded in a way that is entertaining. Not just following the first person perspective of random participants. "Fun" Game modes: With the removal of link the game can get pretty stale if you play for long periods. Generally you are seeing the same faces and for US players you have to deal with a lot of fluctuation in the server population (e.g. start 1v2 grow up to 4v5, people start to leave down to 3v3, one glorious game of 5v5, people leave again end of the game is 2v2). Something that could change the pace and keep people playing with the removal of link could be the addition of simple fun gamemodes. One idea that comes to mind is a sniper mode. Somewhere out in Malden, 5v5 elimination, in a zone that spans hundreds of meters. Silly, arcadey, gamemodes like this are clearly not the direction of Argo, but they can be fun when the real battles have become stale or frustrating. Random Gripes: With the leaderboard addition it would be nice to see a balancing in the point system. Currently you can get 1500-2500 in a game of raid that can take anywhere from 10m-25m, where as in clash you can get the same score in 15m-60m (sometimes longer). I don't think Clash earns enough points for the amount of time that goes into it. Other point changes would be more points for capping an objective in clash, and more points in general for capturing an airdrop. Getting the airdrop has gotten a lot harder than it used to be. People realize the value of them more often now and a clash point can find itself revolving around the airdrop instead of the capture point very easily. edit: Sergei (number one on leaderboard) used to be a great example for this. He had about 67 matches in each raid and clash at one point and had about 110,000 in each mode. Given the time invested for Raid vs Clash, it is almost certain he put in less time to get the 110,000 in Raid than he did in Clash. Tweaking to Time to Kill and/or more consistent server restarts. I don't know exactly what the issue is here, but I see it complained about more often since the latest patch (probably due to more players). I have become used to high ping players having a layer of "ping armor." Anyone over 100ping will not usually die to a single headshot, and will almost always have a huge delay in bullet registry. You can fire half a clip, hide behind a wall, then 2 seconds later the guy will die. Alternatively you can shoot a guy in the head a couple times, start spraying the body, get killed, curse your enemy, THEN the enemy dies. This has been typical for a while now, but recently I have had hit registry issues and TTK issues with players under 100 ping. At other times the server itself has felt sluggish. Maybe more frequent server restarts? I don't really know what the issue is, just that it can get REALLY frustrating especially for US players that find they often have to play on EU due to lack of US players. I understand the limitations due to working with the Arma framework, but these kind of things can kill a competitive shooter before they get off the ground and I really like this game.
  9. Janitor Sanchez

    Feedback Thread

    I don't know if this belongs in the tracker or here, because I'm not sure if it's intentional or not. The Clash servers do not rotate maps. It is always on the newest map with the newest gunset no matter how many games you stay in the server. The only time I saw a different Clash map was when on a mixed server. Even on mixed servers the rotation is barely existent as we played the new Raid map 3 times in a row before it switched to Clash, on the newest map. It can get extremely tiring playing the same map over and over, and I hope to see map rotations as we saw them in the previous patch. Edit: I can't speak for Raid, as I do my best to not play it, but I'm sure people have experience rotation issues on those servers too as I rarely see different maps being played when viewing the server list.
  10. Janitor Sanchez

    Feedback Thread

    I view anyone negatively if they actually take advantage of this. It's not too hard to figure out what point is being contested and get back into the fight, but there are no markers for friendlies and you may kill a teammate. The spawn killing can happen while the countdown for round start is still going (almost happened to me). Its obvious if you are bugged so killing people in that state is like abusing a glitch. I haven't had a ghost spawn without grenades to date, so do what I do if it happens. Throw a grenade on the ground and stand on it. You most likely shouldn't have spawned anyway and this is the most fair "work around."
  11. Janitor Sanchez

    Ask us anything!

    I have never seen a private server with players in Project Argo. In my experience it is on official servers. I'd bet that is the same for isaque67, which is probably why he is asking where to report the behavior.
  12. Janitor Sanchez

    Ask us anything!

    I believe he is referring to players who are team killing intentionally and who are generally offensive (sometimes racist) to other players in game. I have witnessed it myself a couple of times.
  13. Janitor Sanchez

    Feedback Thread

    I don't know how hard it would be to implement, but a map vote option might work in the interim. 3 choices, 1 and 2 are different map and game mode, choice 3 is a repeat of the map/gamemode just played.
  14. Janitor Sanchez

    Feedback Thread

    My biggest impressions from the latest update are: 1. Please shorten the music at the start of a round. I am mostly speaking from the perspective of Clash, but when points are within 130m you can run straight into an enemies advance. Then you're left sitting there, wishing you could hear footsteps, but all you can hear is the loud music for 10 more seconds. For a game that aims to be competitive this certainly gets in the way. (Never noticed it being a problem when points were 200m apart as the music would stop around the same time I would settle into my first position) 1a. In clash the points being 200m away from each other lead to more fulfilling and tactical gameplay from what I saw. Recently I just see everyone run at each other, even if you are meant to be defending I still see people rush out to the enemy anyway knowing they will clash with them in a second or two. 2. I don't know if it's just me or maybe the connection to the servers, but hit registry seems to be at its weakest point. Unfortunately I haven't been recording, but countless times I have seen bullets hit the head (even with blood splatter but not always) and the enemy doesn't die. The worst case I saw was a spray around the head 2-3 blood splatters on head, no death. By that point the recoil was getting away from me so I sprayed the legs and got 2 more blood splatters in the knees and the guy dies. The kicker is the killfeed showed a headshot and I was thoroughly confused. This is anecdotal I know, but hit registry has been a big issue for me this update. I can see my bullets hitting and it doesn't seem like they do anything, or the damage is taking too long to register. (I can't play on EU anymore because this issue leads to a lot of death trades that shouldn't be happening)
  15. Janitor Sanchez

    Feedback Thread

    Could you really not get over that wall? I feel like I've gotten through breaks in the wall that are even higher than that. Maybe just wonky side strafing. It can be frustrating when you run into those types of wall breaks, but I do think on a whole they've done a wonderful job in placing the openings in walls. Even if I am not familiar with an area in the map, you can almost always guess where the wall breaks will be based on typical placement. The placement is very fluid and you can run into an area blind and still be able to find your way through. Some spots need to be ironed out. RE: Jojo 1. Why must it be a default change? Just change it in settings, if there isn't an option then I agree there should be one, but it doesn't have to be default. I personally hate toggle lean. 2. This is an interesting area. In arma you are never actually in a hip fire mode the gun is always shouldered "ADS" just puts your head over the gun. It is very accurate and feels realistic enough to me, but might be a little too accurate for Argo. I haven't felt much issue with it though so we'll see where that goes in the future. 3. I agree the marksmen should never have a dual optic. For scouts it really depends on the direction Argo heads. I am biased though; I love the scout class and would be very sad to see dual optics go, but when a good gun is in that class I do notice the majority of people will use it. 6. Definitely needs work here. I notice a significant delay between killing shot landing and the person actually dying. 9. The map is not that useful in Argo and I don't see the need to emulate other games when it already has 2 perfectly functional options. When you look at your map it will take your attention from your surroundings. 10. The openness is easy to work around if you actually play as a team. You can even 1v4 when on attack if you play tactically. I don't feel this needs any change at all. Attacking should be hard. 15. Why remove a stance? If you don't like it don't use it. I love the sitting stance for low walls and small rocks. Tailor your gameplay around the controls, not controls around your gameplay. Sort of like number 1. Overall there are some interesting ideas in there. It's a research game so I'd love to see big changes, like some of what you suggested, just to see how it plays out. I only disagree with you completely on points 1, 9, and 15. While I personally disagree with point 10, I think it would be fun to try out some capture points that are easier to attack and hold without getting sniped.
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