Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Posts posted by MercWarlord

  1. This is not the first time a topic ended into the whole MnK is better conversation. 

    Mouse also had a sensitivity setting.

    I can set my controller exactly how I want it. Thumbsticks are pressure sensitive sinse like 2 console generations ago. I dont even have to change anything to make scoped aiming super easy. The fact that some people just slam their controller around to move doesn't make it sub-par to a MnK.

    Acceleration of the thumbstick movement of a controller can be changed.

    Dead zone on thumbsticks can be changed.

    Thumbsticks make it so much easier to stay on target then a mouse does.

    These days PC players aren't the only ones with fancy mouse and keyboards that change how it reacts with a press of a button..


    I have to admit that I also always felt MnK was superior to a controller.

    However in reality this is a thing we kept telling each other and believed it after we said it often enough.

    I have been playing on my PC with controller and now that we have the cross play option it is proven that both MnK and controller play have their own advantages. It's all about the user. 

    (Lets also be clear that the first thing I do when I play a new shooter on a console is fine tuning my settings and turn off aim-assist.)


    The reason pc uses a MnK and not a controller is because it is designed for it from the start.. Have to say this last bit is the most ingnorant weapon I have seen being used in this ancient battle.


    The only reason I dislike cross-play or the idea of playing Vigor with MnK is because the PC players feel superior up to toxic levels. No need to be part of this circle jerk.


    • Like 1

  2. Did you get shot while in the river? I know there is a bug that makes that happen, but it isn't because you simply cross a river. If you look around in some old post some people explain how they got this and how to avoid this from happening.

    Anyhow the way to get all your movement back is to holster your weapon and fall. Does have to be a big fall, as long as you Outlander gets some air-time.

  3. People will be teamers no matter how large teamsizes can be. This would be one of the major issues on larger squad play. If 2teams decided to team up there is little for the leftover teams to defend themself.

    Other then that the way loot and points of interest will have to be changed completely. The only way I see this work would be with one pile of loot at the center and all the teams fighting it out.

    These squad-based play would make Vigor just another BR game. 

    It will take the devs a lot a thinking and work to implement this without getting a lot of shite from players.

    Would like to see and play it, but I think I would get bored with it in no-time.

  4. 3 hours ago, stanolli said:

    How long does it work? the full match till i leave or like the signal station for round about 10 seconds?

    It works the same as the signal detector. It gives a single ping for a few seconds, it does not track a player. The big difference is it only pings the nearest player, there is no notification and it has less activation time.  If you want to track a player use 2 of the PSD with an interval of like 3 seconds. That way you can find out what direction this player is heading.

    If another player comes closer in between the interval he will het pinged.


    • Like 1

  5. This is not a bug, it seems outlanders refuse to drown on command, there are other ways to commit suïcide tho.


    Try avoiding to cross rivers trough the water as much as you can, or find places with low water-levels, even better bridges and skipping-stones

  6. I have no problem sharing my settings, the problem is that there will be a possibility you will have to unlearn the way you aim right now and create a complete new way of aiming using a controller. Setting also depend on the size of your screen. A smaller screen requires less joystick movement to turn then a large screen. A large screen is easier to get precision aim on target.


    Turn acceleration messes with the brain when suddenly changed, a lot of players think faster is always better but they just swipe over targets without even noticing them. A 180 turn then a nice killshot seems amazing, but even for MnK users it's in their settings and when no fine aim is requires.


    In conclusion, I might be able to help, but there is a good chance other people won't be able to het used to different settings when they already tought themself how to play trough the default settings.

  7. Yes, the camera is a lot closer then it used to be. I am pretty sure they have done this to make the third person corner peak somewhat harder. Before S1 you could look into houses without being anywhere near putting yourself into danger, when they placed the camera closer in S1 your sight got completely obstructed by your secondary weapon butt-stock. I found my way around it by equipping my primary in the second slot. However they decided this was the way to fix it. Every time I change my view to the left I indeed only have a very small space where I can actually see the action. Everything else is just my character.

    • Like 1

  8. TOS clearly state that the use of unauthorised third party software is not allowed. As long as BI does not inplement MnK, it is a cheat. 


    There are some other games out there that do allow cross-platform as an option. I have yet to experience any disadvantage against MnK players. If you fine-tune your settings well enough you can react just as fast as MnK players. 


    I watched this video and this guy must've recorder hours-'n-hours of gameplay before het made this montage, the moment he is waiting for the second opponent inside the house wielding that tommygun, he slowly finetunes his aim to headshots height instead of using his awesome super accurate MnK instant aim. This is 100% a controller move, if you watch the movie closely he makes more moves that are not normal for MnK players.

  9. Well, in my experience Psycho Flare makes a good point about the AK-M with it's current damage/recoil being in the wrong weapon rarity. It handles better then the Ak47, and has as much stopping power as the blue burst-fire variant (forgot how they called it).

    The easiest solution would be to swap the AKM properties with one of those.


    However it is nowhere near as usefull/powerfull as the ADR. It also lacks accuracy on longer ranges compared to the AUR when fired in burst or full auto. 


    As for the other part: every weapon is deadly. In Vigor it is indeed the case how player skill makes the effectiveness of the weapon

  10. So it seems some people are abusing a glitch were they use explosive traps to teleport at the start of the match.

    My spawn was close to the barred house.

    The game started laggier then it usually does. Before any of us was out of the starting timer the notification about the safe being opened appeared.


    I run to the barred house to see what happened and yeah, it is still completely barred with someone sitting inside it. I ran a few laps around it to see if he reacts or find some opening, nothing. I then released a few rounds between the cracks at the safe to scare him. A explosive trap goes off inside of the safe? None of us takes any damage even tough we are both in range of the explosive. I forgot to record because I was a bit confused.It happened again a few matches after, but I wasn't close enough to trap the culprit.

  11. The smallest violin in the world,

    Before: Free

    After: Still free, but reserved for crybabies.


    Your semi- bipolar critique had nothing of value, no real problem, and you do not have any solution for the problem you have by yourself.

    You almost have a million materials but don't want to spend any?

    Then don't and soak in your cheapskate puddle of tommyguns and makarovs.

  12. For some reason you guys always manage to keep your topics/comments within the range of me willing to read it.

    I'll try try do the same.


    10 runs then a verdict was what I was thinking.


    My first run I had the honour of meeting one of our forum companions Kuljack on Brodalen bridges, both in our newly aquired hazmat suits. (I know Just a skin, but why not). 

    We both used the same gun and appears we used the same tactic.

    Boone entered the game with a ADR or HBAR. I shot out friendly forum-comrade and it appears he aquired the ADR and a HBAR somewhere. Cool, took it with me. Went for the crate and indeed.. No more crate camp, it was taken in the first second it dropped. Lacks a bit of the climactic Vigor end-game, but fair enough.

    Next game... Not much special happens apart from my character not being able to let go of that damn map and I have to rediscover every location every time.. Not a huge problem but kind of annoying. Crate drops, another anti-climactic ending. This happens serveral times over until my new weapon arrived. Itisfuckinamazin. Here I noticed the increase of weapon cost.. Great! Less rare weapons... However, loot redistribution has every map filled with weopons and ammo in the safe, in the buried cache. It is rediculous I managed to get a ADR and a HBAR out of the safe in 7/10 games. Now I'm starting to notice a lot of things. 

    The heartbeat sound starts to soon and is way louder then ever other sound any player makes.

    Sounds for every point of interest being activated/used, well done. I was afraid this forum kinda got ignored.

    Start of the match is choppy and laggy, almost tought it crashed a couple of times.

    People are playing more carefully, exploiting serveral tactics, this gave me the Vigor feeling I started this game with. Downside is I had the feeling a bunch of players game back to check it out again.. Also the glitchers it seems.. Had people hiding inside rocks and crazy stuff..

    Battlepass is a nice addition, however I'm not to fond of the "LVL or pay" COD bullshit, the game really didn't need some sort of level count.

    The more agressive radiation is great, no more hiding till everyone is gone and loot stuff without consequences. However it does limit the options of strategies. I already miss the end-game crate standoff.

    The bombs do the right amount of damage. No instant kills, but it does give a good scare.


    That's it for now. I might add some after more games.


    A lot of good changes, some stupidly redundant. Most additions are well balanced. 



  13. I had the same problem this weekend. After getting molested by a knife wielding maniac, when punch him back (this happens automaticly when in melee range) ammo count changes to -/0. When trying to shoot you make the melee movement. There is no shooting sound or animation. But your gun is still shooting, when you check your inventory it tells the true ammo count. As long as you have enough bullets you will fire perfect and super accurate bursts.


    Healing items are selected by holding LB, then select one in the itemwheel and releasing LB. You can use the item by holding RT as long as you are in standing or crouching position, you can heal while walking or standing still. Not in prone position or while sprinting.

    Change back to your weapon with Y or automatic after using the consumable.

  14. The wat I see it they are trying to keep the game within "realistic" range. 

    If we take the Vigor shotguns use #0 smooth pallet buckshot the 100% incapacitating range is determined at the awesome range of a whopping 3 meters(point blank range), not to be confused with effective range, that would be around 30meters. As the bore or choke aren't specified it is safe if we assume we are using 12G shotguns with a true bore muzzle. In this case the developers are more then generous keeping the cloudshot scatter within your crosshair over a distance of more then 10 meters.


    A grown man of average height(180cm) takes steps of about 75 cm each. This would mean that if someone is more then 4 steps away the shotgun already has a palletspread large enough to have some miss its target. 

    If the game had to calculate damage per pallet without reduction of velocity over range it would be 100/amount of palletsxpallet reaching its target. And even then we don't really know if this is the calculation the developers use.


    I'm trying to say: shotguns don't need to be tweaked. Just wait untill they release a stronger shotgun or different ammo types.

  15. 4 hours ago, Mikael Aether said:

    So i've been testing out the shotguns and i feel like they are wayyy too weak. From what i found they are not only highly inaccurate, but the Silver Pigeon takes about 6 shots to the chest, even at point blank range, where in most games at that range they would normally kill or severely wound the enemy. I understand that the shotguns especially the Izh43 was powerful, however i feel as if the silver pigeon was in the right state. I could often reliably get two or three (sometimes i had to get a fourth shot in) in close range, now, i don't even want to touch the gun. I had a guy run up to me, no more than five meters away, shoot at me, and miss. Yea miss. From five meters away. i feel like with the little ammo, and long reload, you should be able to count on those few shots, especially in close range. If the true issue was the range of the shotguns, make the damage drop off after like 10 or 15 meters go down severly, and increase the accuracy similar to how the silver pigeon used to be. 

    Shotguns are perfect right now, 2 good shots to the chest are defo a kill. Building sneakers perfect weapon. 

    We used to be able to snipe with these things. 

  16. I don't really like to play the ADR. It gets kills way to easy, but that must be why everyone is taking one. Last couple of days I have collected about 60 ADR, 35 AUR A1 and 20 AUR Hbar. I salvage them so it won't be used against me, however every match I see more- and more of the "rare" weapons used.


    By now 2/3 of my gun stash is ADR.

    The actual "rare" weapons are the ones in the wrong crafting cost category.

    • Like 2