HvH Event Feedback/Ideas

This wasn’t too popular of a take previously because of “muh realism” but I seriously think after all these events that the time to kill is still too fast, especially with all the changes to incentivise fights to happen in close quarters. You get shot for a second (by either side) and you basically have to pull out, and if they push you die from either pain or wounds. It boils fights down to a 50/50 game and makes them too short IMHO. I think it leads to stomps to some extent because recovering bodies is hard under fire and losses quickly mount up.

It’s hard to put into words but it doesn’t feel nice being exposed for half a second, and having to go find a Corpsman or the next shot will put you down. Being shot off-screen also kinda sucks but it’s easier to get cover against that and spray back off-screen but :person_shrugging:, it’s hard to put into words.

P.S

Hybrisa LZ2 is the worst LZ, why was that chosen instead of LZ1?

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welp the changes at least allow you to even pull back, was not exactly and option before. lz2 was chosen to get enough distance from one lz to the other

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That was a great experience despite the wipe on behalf of the UPP onto the USCM and despite the expected rage that comes post round I am sure most other players liked the event as much as I did.

Props to the organizers and also the spriters and coders that made the UPP equipment, base and props, they all look really good and immersive, code wise it mostly worked well despite some bugs that were solved by the present staff.

Regarding time to kill, I believe that’s expected, SS13 HvH firearm combat is usually short if you are not wise about it and so is real firearm combat. If both sides make use of suppression and cover it’ll last long, if not, it ends in a bloodbath swiftly. You are a squishy blood bag, you should take care of yourself, simply don’t run out into the open like its distress signal. If you strafe, take corners, act in self preservation, pre fire, you’ll have long gunfights, and if you got backup almost surely you’ll be brought back and covered.

You can take a look at other HvH codes such as Escalation and IS12, they work like that and CM HvH also does, this was an exotic round where marines just bum rushed into the open and got ambushed and flanked by the entirety of the UPP that had a great plan by its officers and exceptional cohesion while beholding a lot of good RP. Marines just rushed straight in the perfect idealised plan the UPP CO brought up which could be turned against the UPP had they used a few more braincells and scouted ahead.

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Honestly, the last event was very good. It was a stomp by UPP, but marines did play braindead.
2 real complaints:
Hard to tell marines from UPP and vice versa. Best way currently is to look at guns, but that gets practically impossible if someone lost their gun and picked up one from the floor.

where UPP spec shit

Time to kill is fine, its not braindead like most SS13 servers where the goal is to run at insane speeds and where guns do fuckall, but it’s not like IS/ISCAL/ESCAL/whatever where you can easily get one shot.

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I will see what I can do about giving HUD markers to rifleman, even for distress as it could be useful for squad coordination

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This has just got to the point that both factions have the same things except UPP has better stats overall

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UPP grenade spam is crazy.

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Yeah, I had to spawn Cargo vendors for the regular UPP since their normal vendor broke, which is why the got a lot of nade spam.

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Ngl. I liked it better when the factions was more distinct. Gave me that Red alert feeling. But now it just feels like CoD.

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UPP skillset is the same as marine during the events

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I think it would be ideal both sides have their advantages and weaknesses to show difference in doctrines of the naval infantry and marines, so far a few things that can be noticed from the UPP is that they have less equipment variation, armors are less armored and have less slots.

Their guns while fewer have more bullets hence why the perception of muh AP spam, they have the same as the USCM as far as I know, either from requisitions or from points and since they only got one gun they can buy special mags for, which is the Type 71, people have a confirmation bias they somehow have more of them while as a marine you can buy extended and AP for several other guns.

Same thing for grenades, hell, the USCM has a shit ton of packets, in personal vendors, in squad vendors, in requisitions, just put them in your underslug. I have seen a lot of marines learning to use them and using them as much as naval inf this time compared to last time. Then again, confirmation bias, since the naval inf basically just uses the Type 71 most of time with barely any attachments.

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Yeah I think maybe we ought to just bite the bullet and make all the UPP guns reskinned USCM guns… equal stats and what not. It’d kill some of the faction identity, but cube’s basically trying to juggle all this balancing stuff himself with steel, and I think making the balancing process less of a nightmare would be worth it.

Overall, I still believe UPP firearms are generally superior to their USCM counterparts- They hit harder for sure (instant frac + shrap on the first hit :patrice:), yet also feel more accurate.

Obviously it doesn’t look that way if you look purely at the stat sheets- After all, the Mk2 has 240 RPM and only 7 less damage per AP bullet compared to the Type 71. However, it’s no secret that it still feels worse- And honestly, I believe that it IS worse. Whenever I pick up a Type 71 as marine, I notice that I kill consistently more often, and are more capable in firefights against UPP opponents. Perhaps it’s just anecdotal, but given public sentiment is the same, I think there’s a strong basis for it being true.

The issue of UPP consistently attracting more ‘veteran’ players seems to also be a contributing factor, and one I don’t think is really solvable balance-wise, though I suspect part of the attraction is the perception that UPP gear is superior- I think if faction balance got better, it would mitigate this problem somewhat.

The last 2 HvH rounds were… interesting.
The first round literally lasted 6 fucking minutes. Ceasefire ends. 6 minutes later. Total USCM wipeout, UPP victory. That was an extremely unsatisfying round, given I was itching to try out the XM88 as UPP, yet basically shot a grand total of 2 marines before the round ended.

The second round almost followed the exact same formula. Ceasefire ends. 6 minutes later. USCM forces on the verge of total collapse. UPP overrunning FOB.
However, the CO rallied the approx. 7-8 surviving marines to retreat into north caves, then flanked FOB from the south via Marshalls. The plan worked, and we wiped out the majority of the UPP force, thus restoring the balance of power.
The medical situation was ridiculously bad for marines, with the CO at one point being the sole person capable of defibbing. The UPP attempted to drive us back, and heavy fighting ensured in medical. We wiped out the attempted flank, waited for them to effectively perma, and eventually pushed the UPP back to their FOB and won after a lengthy war of attrition.

Frankly, if the CO didn’t rally us we would’ve lost the 2nd round in 6 minutes.
So, the USCM won through superior coordination due to better CIC players, as well as some decently competent marines. I like to think that cuberound’s plea for people to switch to USCM for the 2nd round might’ve actually convinced people enough to turn the tide, but that’s kinda impossible to verify.

However, there is one thing I think contributed heavily to the USCM collapsing so quickly at the start of both rounds. (nadespam sucked, but that was from a bug so eh)

In both rounds, the ceasefire ended while both sides were basically inside medical/marshalls. This meant that from the get-go, the UPP had already ‘taken ground’ and advanced 80% of the way to the enemy FOB, at a stage in the game where the enemy FOB is the most squishy and vulnerable it can be. These are the perfect conditions for a 6 minute blitzkrieg victory. I don’t know why marines didn’t do the same and advance to engineering or something, even when they were the first ones to land.

It’s meta to be the first faction to land planetside, and immediately order everyone march as close to the enemy FOB as you can. By maximising the ground you take during the ceasefire, you minimise the enemy’s defensive advantage. The opposing side won’t do the same, because people tend to just freeze and hold positions to ‘face’ the enemy for when the ceasefire lifts. E.g., UPP were already at Marshalls when USCM landed, USCM refused to push out of Marshalls and stared at the UPP until ceasefire ended.

As a result, whoever advances first will decide where the frontline starts, and you’re incentivized to start as close to the enemy base as possible.

I think the gameplay advantage this offers is pretty substantial. In order to counteract this, I can think of two pretty braindead ways:

A) Give FOBs rush protection, just slap in the OP spaceborne turrets and make them last for X time. Alternatively, you could just give both sides extra turrets at the start, so engineers can quickly give FOB a strong defensive bonus.

B) Physically prevent either side from crossing their halves of the map, or something. I know fog was scrapped, but maybe it wasn’t such a terrible idea?

@cuberound I think nivrak meant gun and equipment stats, rather than actual character stats

EDIT: I exclusively used the Type 71 carbine this event rather than the rifle, and mostly refer to it when I say ‘Type 71’. I was using a Mk2 for the 2nd round, died, ditched my Mk2 for a Type 71 carbine and rolled with that for the rest of the round.

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one thing when saying type 71 please clarify if you mean rifle or carabine. rifle is eqivalent ish to m4ra not m41a, carabine is eqivalentish to m41a. yes protection agains for rushes will be needed. I hoped the ceasefire to solve most of the issues with rounstart shenings but people are… how they are. also I feel that in general taking ground roundstart is bad idea, the BR is rather exception with its layout, uscm tried this on maps like nv and hybrisabefore and it resoults in massive losses if your push fails as you can not recover, as it was case of the last round. more ground means harder recoveries and such. the premade fobs can prop use some buff to them tho. I will mostly try to aim it so that rushing the lz is bad idea rather then to prevent it, as it generly is bad idea, uscm lz inserts might recive more flank protection to make them easier to defend similar to upp lzs

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I concur that something needs to be done to better address the combat start situation. I’m leaning towards the addition of space-launched sentry guns that land in both of the factions LZs on first landing, so at least the FOB is secure for the first XX minutes.

I’m open to suggestions but the more complex it gets the harder it gets to implement coding wise, lets not forget that in Xenos vs Marines the issue is less complex because the Xenos are always the defenders.

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Never forget.

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roundstats are bugged and none bothers fixing it

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also just so you know, I am gona try to remove the unbalanced attachments for future events

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@cuberound and @Steelpoint. Thank you both for your hard work on this.

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Don’t let people use spray bottles during the ceasefire

People abused this and used neuro-toxin during it, a time where you should not really be able to kill each other

also necropost :slight_smile:

attachment and accuracy parity is sorely needed. M41 can have it’s scatter reduced to 0.1 via meta attachments, type 71 can get to 4 scatter, which is base m39 scatter btw

type 64 can only put rail attachments and has a base scatter of 7, m39 can mount the usual array and has a base scatter of 4

some colony guns like the m16 are not nerfed and have a much much higher accuracy than all other guns

type 64 doesn’t have ap mags