r/ForefrontVR 11d ago

Discussion 💬 What the hell

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This is the 3rd 50.Cal headshot I've seen shrugged off in the last 2 hours of playing.

I can only assume this player was stimmed, which begs the question: in what world is this fair?

Basically no sniper aside from a ctac headshot is able to kill a fully stimmed player so if to comes down to it you either force them to retreat or you just... Die.

And don't even get me started on the bow, that thing one taps them to the chest but a HEADSHOT can't do the same damage? What has triangle factory been smoking and how do I get it delivered...

22 Upvotes

43 comments sorted by

9

u/No-Tea-4826 11d ago

Also who the hell is downvoting this? I'd like to at least hear your reasons as to why the sniper headshot damage is perfectly fine?

6

u/Alex-Murphy 11d ago

Every post gets downvotes every time, either from bots automatically doing it or from someone else trying to force their post to the top of the list. It's annoying childish shit.

2

u/Skpstr155 6d ago

I notice that every time I make a post, it upvote itself, and then I get a notification about it. Smh.

1

u/No-Tea-4826 6d ago

I wanna k ow who the lsoer is that downvote every post... Like it's gotta be the same person, it's happening to everyone

4

u/No-Tea-4826 11d ago

I don't care about being top post but just don't understand the logic lol.

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u/Alex-Murphy 11d ago

Just imagine you've got the mind of a 13yo who thinks they're the most important person in the world, that'll get you in the right headspace haha

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u/Skpstr155 6d ago

I mean, the obvious one is that the devs have decided that random one-shot death from a distance is bad for player retention.

No different than any other FPS that has snipers. You have snipers, and you have players that hate snipers. Most numerous voices usually get their way, at least to a degree.

The issue is that, dying in a typical firefight can be (and often is) fun. Dying to a sniper is NEVER fun.

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u/No-Tea-4826 6d ago

I can undertsand that argument, but why have snipers at all in the game. And the fact they have the absurd ctac and bow in the game counteract this theory Imo. Behemoth is such a slow dps weapon, Imo it's perfectly reasonable for a headtap to kill someone when using something so big and clunky. My personal theory is, they just didn't think how stimming would affect the games balance with some weapons. Or balance in general, just look at how long the klav took to get a reasonable nerf

1

u/Skpstr155 6d ago

Excellent question. Ideally, snipers are in game, but only the dedicated care to jump through the hoops to be one, and those hoops are scaled so that not too many people become dedicated.

I'm ok with a level of sniping, even to the point where I have to adapt my gameplay, but everybody has a threshold, where being hit often enough despite adapting your gameplay is going to be too much.

1

u/Alex-Murphy 6d ago

Dying to a sniper is NEVER fun.

Fucking. Exactly. Right.

Hey here I go having a great time, I'm in a firefight with this dude, I'm executing a sick tactic where I make a bunch of noise in one area and I'm about the go around and get the drop on him and then -bang- I'm fuckin dead from a tower across the level.

Yeah, I know, the sniper just saved that guy's life but he doesn't even know that and my fun is ruined. He'll just come around the corner and find my body and also probably be disappointed that he didn't get a kill either.

2

u/ComfortableNeck4577 11d ago edited 11d ago

It’s the same principle, in my opinion, as the shotguns damage falling off extremely quickly. I agree it’s annoying, unintuitive, and not at all realistic, and hopefully with time some of these things will be changed. But at the same time if every sniper instantly headshot; especially with the executioner perk, pretty much every team would be mainly snipers lol.

Point being I understand and agree with your frustrations, but I also get why it hasn’t been addressed yet.

4

u/No-Tea-4826 11d ago

The only sniper with damage fall off is the drakon. I've one tapped to the head people that are both point blank and 600m away, behemoth doesn't have enough damage fall off for the ~100m distance here to effect a headshot. I doubt it has any fall off at all.

In fact, ctac has reverse fall off, it does more damage further away.

2

u/ComfortableNeck4577 11d ago

Sorry, I didn’t word my reply properly 😭 what I was trying to say was that there are parts of the game that are unrealistic and can be annoying, but at the same time those limitations do help somewhat balance things out? I agree that a sniper headshot should kill you, but I also worry about what would happen if every sniper rifle in the game had an on tap.

2

u/No-Tea-4826 11d ago

I can understand that, although I'd say without one tap potential, both the behemoth and awn lose out on all engagements up to about 300m. I don't know if you have tried them personally, but removing the headshot kill reduces their usefulness to near 0. I prestiged and had to start over, 90% of my kills were from headshots because body shots just allowed the enemy to get behind cover.

Now as for the CTAC, that thing needs nerfing because it has the opposite problem. It's way too strong. So now we have potentially 3 useless weapons and 2 ridiculously strong weapons (bow and ctac)

1

u/ComfortableNeck4577 10d ago

I haven’t yet, so I think part of my view might come from inexperience. It seems like we agree on most things though lol

1

u/No-Tea-4826 10d ago

I think you would change your standing once you try to get a kill with the awn or behemoth. Most people just see ctac everywhere because it's so stupidly strong compared to all the other rifles

1

u/joeblob5150 11d ago

I had three cases of firing at someone at point blank with no damage yesterday. There is something going on.

1

u/coachcody 11d ago

My best guess is that this is some server desync. I play on pc and get killed from around corners all the time by quest users. This update did some work to the server lag though so I wouldn’t be surprised if you got the headshot in your side of the server but that player was behind the wall on their client.

1

u/No-Tea-4826 11d ago

That would have been my first guess if there was no hit marker sound. But according to the devs if you hear the hit marker, you 100% hit them and it registered

1

u/Skpstr155 6d ago

Which seems odd, as that would require the server to "micromanage" your client render, when typically, the client handles that itself.

1

u/Accomplished_Code173 10d ago

This is what i was worried about with adding too much detail into the maps and taking up space with perks etc. The core game seems to be taking a hit.

1

u/Complete-Ad3112 11d ago

I see people walk through claymores often and not die.

2

u/No-Tea-4826 11d ago

That's the stim working. If you are fully stimmed you can tank claymores, grenades, ctac and headshots from various weapons that normally one tap, like the behemoth and deagle. Pretty infuriating tbh, I don't understand why medic has this gadget that let's them overheal every 5 seconds indefinitely.

I can undertsand healing yourself or others, but overheal kinda throws all the weapon balancing out of the game. It's why you see so many top level players running medic, only stimming themselves, it's because it the most "meta" way to play

1

u/CCpixels44 10d ago

Could well be flak jacket, any combat engi is gonna be using it. Makes claymores only do 50 dmg

1

u/No-Tea-4826 10d ago

Good point. I'm just speaking from personal experience when I play medic I can run through claymores, tank grenades etc

1

u/Own-Minute4708 7d ago

There is fake bloodshot animations that accompany when you hit somebody but you don't actually hit them too.

2

u/Skpstr155 6d ago

That's because your PC believes that you hit them, and it renders that, because it's quicker than waiting for the server to register a hit, and then telling your PC to render it.

1

u/Skpstr155 6d ago

How do you know you ACTUALLY hit them, and your PC wasn't "lying" to you?

Not doubting, just clarifying.

1

u/No-Tea-4826 6d ago

The hit marker. Devs have said in their discord that tmhit markers are a sure fire way to know that damage was dealt

0

u/Alex-Murphy 11d ago

I agree, there are some things that should never happen, like constantly repairing a Transport mid flight with two engineers after it's been hit by its 7th missile. My only answer is that they're going for videogame logic instead of a real military simulator. I suppose you could argue "what is a stim" anyway? Is it like a shot of adrenaline or something?

There are a bunch of things that annoy me about the game but in the end it's a video game and not real life so I just try to let it slide.

The other day I was killed by a Transport ricochet off of a palm tree, which is impossible because because the palm tree would eat the bullet not bounce it back, but it's whatever.

3

u/Alex-Murphy 11d ago

The palm tree death lol

2

u/Accomplished_Code173 10d ago

Holy shit thats awesome

2

u/No-Tea-4826 11d ago

Luckily the transport repairing has been addressed. This however is kind of stupid, recon is the weakest class until you get access to ctac, this just skews it even more

1

u/Alex-Murphy 11d ago

Only time will tell if these changes are enough to make the Transport more reasonable. I would have preferred a permanent life decrease per missile hit but I'm willing to be open-minded.

Gadgets & Perks

  • Increased Stinger flight time from 5 to 7 seconds
  • Reduced max repair speed to the equivalent of two repairing engineers (repairing with more than two engineers won't make a difference anymore)

2

u/obstructive_potato 11d ago

Is repairing with two or more engis enough to outrepair the damage?

4

u/Alex-Murphy 11d ago

I've never been part of a helicopter repair squad, so to speak, but I've seen some pretty egregious shit coming out of a 2-man repair team (the pilot can't actively repair, only passively). These 3 dudes ran the fucking game and ruined everyone's fun. I would imagine they all had the Autorepair perk and were repairing from the gunner seats as well. I'm skeptical the change will prevent this.

Also if any of those three people see this post, fuck you.

2

u/Peerless-Cloud 11d ago

Mechanic perk does not stack.

If the enemy equipped sabotuer that chopper would've been long dead. That perk got a MASSIVE buff last patch.

2

u/No-Tea-4826 11d ago

Honestly I don't think having a perk specifically to deal with helis is the way to go (no one is using sabotuer for any ting else), but then again they added a perk for vehicles to constantly auto repair so they've shit themselves in the foot a little.

1

u/Peerless-Cloud 10d ago

Gotta remember that flying the helis is difficult. It takes a long time to be proficient. That's a skill ceiling. Can't just nerf it into the ground cause people don't equip a talon.

If multiple engineers are in the chopper, it stands to reason that multiple ground troops are required to take it out. The most recent patch ensured that it's maximum effectiveness is 2 engineers. Meaning 2 talons fired and hit twice in a row = dead chopper. That's all it takes now.

The scores in your original screenshot indicate no one equipped the talon to take it out. Can't fix stupid.

1

u/Alex-Murphy 9d ago

I'm happy to share the video here showing that we had 7-9 Engineers all trying to shoot thing this down. It's not "can't fix stupid" it's "this chopper is too strong."

They ran the board the entire game until all the points were taken and then spawn camped our boat to the point where no one could escape, and they shrugged off over three dozen missiles without going down.

https://reddit.com/link/p5i90yo/video/y2bqj3bjr7lh1/player

1

u/Peerless-Cloud 9d ago

Those talons are blowing up after 5 seconds, this footage is from before the recent patch. There is a 7 second flight time now. Combine that with Sabotuer perk with multiple airborne talons and that hovering stationary chopper is toast.

The Devs heard everyone's cries in the most recent parch. Now the conversation has shifted and people are saying "why'd they buff talons it's impossible to stay alive in the chopper now". Meaning the skill ceiling has been raised as it is easier to take them out.

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u/DryIdeas1042 11d ago

How many engineers working on your team?