pokebreaker
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Remove Melee from button bindings
pokebreaker replied to pokebreaker's topic in Suggestions & Feedback
Sure, melee can stay. I'd just like to be able to either map it to another button of choice, or unbind it altogether. Right now, my only way to avoid activating melee in tense moments, is to have my weapon already holstered when I run around, so that it can't melee at all. But then I have to run around without me weapon at the ready. -
pokebreaker started following [BUG] Batterie Draug; Table Wall and Remove Melee from button bindings
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Melee is completely useless in this game, and only serves to screw us in the middle of tense moments when we are trying to turn and run to cover, but instead we slow to a walking pace as we swing at the air, and are subsequently made easy targets for our enemy to shoot at.
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The stealth still works, but it sometimes still gives the carrier the indicators that they are visible
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Matchmaking is frustrating. Still.
pokebreaker replied to anthony weston's topic in General Discussion
You'll really have to re-define your understanding of a shooter game. This game is a Survival Looter-Shooter, with a priority on the Survival and Looting; IMO almost like a role-playing game with shooting capabilities. Camping and being scared to engage are intended effects, because it somewhat simulates reality (the overall goal isn't necessarily realism though). You're not necessarily expected to fill your bags on every encounter. Sometimes you have to concede that getting a few things and escaping is better than trying to get more and potentially die. These are all decisions every player has to make in each encounter. The better you get at making those decisions, the better off you will be in this game. As an example of combat scenarios, anytime I'm approaching a building or structure, I go to a walking pace about 80m away, then I crouch-walk at about 50m, and then I crawl at about 25m. The goal is that if someone inside looting, I will hopefully be able to hear their footsteps, without them hearing mine. That gives me the opportunity to ambush them if they decide to leave from one of the doors instead of the windows. Footsteps are very loud in this game, so whoever hears the other person first, has a massive advantage. This game definitely takes more time to learn than typical arena shooters. Unfortunately, that is the only remedy to the issue. If you are in a stacked lobby, get a little loot, then get out. Be happy to escape with something, and the re-queue for a hopefully better matchmaking roll. -
Matchmaking is frustrating. Still.
pokebreaker replied to anthony weston's topic in General Discussion
I don't know if this game uses SBMM. It has a very small population. Keep in mind that even if they don't display their kill badge, they may still have significant experience over you. Its very likely that you've killed veteran players who aren't necessarily combat focused. -
Portable Detector‘s??? WTF holy Shit
pokebreaker replied to Xaphan Misanthrop's topic in General Discussion
Its a bug, "Warning: A new bug appears in this update - the Portable Signal detector Pings only one randomly selected user throughout the whole Encounter" (Reference: https://vigorgame.com/changelog/81). Although, I wouldn't be surprised if it were an intentional "bug" to test how it would effect gameplay. That said, the Portable Signal Detectors shouldn't mean that players get to turn their brains off. I'm personally ok with PSDs giving random pings, but the actual Signal Detector, which requires risk, providing a fully accurate signal map. -
In a building on Batterie Draug (see video @ 0.13 seconds), there is an overturned table that, when hipfire aiming, registers as though it is a solid object all the way up to the ceiling, even though visually it is open space. Please see the provided video for evidence: https://imgur.com/a/rTLzqhh Bullets don't travel through the area either. I found this out during a fire fight where the other person and I shots 30 rounds at each other at close range, and neither of us were hit at all.