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Uncharted 3 MP Beta Thread: Cinematic Murder Testing

Can't it be 8 shots for para? or 7 at least. I mean, if the basic math of melee=half health down, this would mean blindfire of 3 shots to kill, which would put it even in advantage compared to micro in run&gun. itf it was 7, they would need to connect 4 shots, which I believe would be better. Only one shot more.
 
Health still needs lowered! I played today and put at least 80 percent of a whole M9 clip into guy from like 30 feet and he still got away..thats total BS!!
 
EvangM said:
Maybe the pace has gotten faster because we're well into week 2 and the 'noobs' have caught up with game mechanics? It's certainly true that UC2 vets had a big leg up, but I feel that distance has shrunk somewhat. Had some really intense TDM games today with players of all levels. That's just my .02 though and I may be wrong :)

ps - whether or not the complaints were justified or not or right or wrong- doesn't matter. It's all important and we do appreciate the feedback.
pharmboy044 said:
Maybe because people have started to use the sprint a lot more?

I know I've started to heavily rely on sprint to get to where the action is or to try to get away from people.
If nothing major has been changed, I suppose the only logical thing is to attribute the change to player experience then. Also maybe its just me readjusting after not playing for some days.
 
Norml said:
Health still needs lowered! I played today and put at least 80 percent of a whole M9 clip into guy from like 30 feet and he still got away..thats total BS!!

They'll get confused, it's fine as it is.
 
Norml said:
Health still needs lowered! I played today and put at least 80 percent of a whole M9 clip into guy from like 30 feet and he still got away..thats total BS!!

that's the way it should be
 
Zen said:
Owned, bunch of drama queens. :riplolemote: I mean seriously guys get a grip, this entire thing was one embarrassing example of confirmation bias and wishful thinking. It also shows why devs shouldn't always take forum opinions as definitive gospel, I mean jesus.

Agreed. I wanted to put in some more time today (particularly Plunder) before casting judgement but I had some great games and was able to escape from many firefights.
 
I think the M9 is a worthless gun straight up. The 1 customize option is a joke, and while it is accurate in mid/close range, it's still worthless against an AK in that range.

AK is my gun of choice with fast fire rate on it. Far away I just tape it like it's a Gmal and take people out no problem, and mid/close range you can just hold down R1 to their chest and you'll win 9/10 encounters.
 
Irish said:
Except when said changes were actually made?

People were freaking out that they changed health ala 1.05.

Those changes were not actually made.

There really is no point to freaking out about weapon changes in a beta. It's a beta.

Putting the actual game changes in patch notes though would seem like a good idea.
 
blitzcloud said:
Can't it be 8 shots for para? or 7 at least. I mean, if the basic math of melee=half health down, this would mean blindfire of 3 shots to kill, which would put it even in advantage compared to micro in run&gun. itf it was 7, they would need to connect 4 shots, which I believe would be better. Only one shot more.
I've always said that blindfire/hipfire or whatever the hell you want to call it should be weaker than when you're aiming. When you blindfire the pistol, the damage should be just like when the beta started so that it doesn't become that same tactic that was prevalent in UC2 meanwhile aiming should be at the damage it's at right now. This should be for all guns because I'm really tired of playing in a room with pure "high level" players that are constantly just running around with the AK47 blindfiring away and getting cheap kills. Either make it less accurate by having recoil or decrease the amount of damage so that people are forced to aim instead.
 
zlatko said:
I think the M9 is a worthless gun straight up. The 1 customize option is a joke, and while it is accurate in mid/close range, it's still worthless against an AK in that range.

AK is my gun of choice with fast fire rate on it. Far away I just tape it like it's a Gmal and take people out no problem, and mid/close range you can just hold down R1 to their chest and you'll win 9/10 encounters.

Same. I love the AK.
 
Oni Jazar said:

It takes a lot to agree with something that wasn't correct. Sure, you had a bunch of silly folk, but more than anything else, ND actually confirmed the exact shit that we had been saying (the AK, Micro, and Para-9) where we had no confirmation before.

darkside31337 said:
People were freaking out that they changed health ala 1.05.

Those changes were not actually made.

There really is no point to freaking out about weapon changes in a beta. It's a beta.

Putting the actual game changes in patch notes though would seem like a good idea.
Changing damage values is basically the same thing though.
 
jrichmond said:
The GMAL has NOT CHANGED. AT ALL.
It has always been 2 bursts in team deathmatch and 3 in hardcore.

Here is exactly what changed.

The Par Micro blindfire accuracy was DECREASE slightly
The Par Micro damage was DECREASED slightly.
This was done to bring the Micro in line with the rest of the game and not make it the only choice.

The blindfire lock on distance for the AK was slightly increased.
This makes the AK slightly more useful against cover charging.

The Par-9 damage was INCREASED. Par-9 now takes 6 shots to kill vs 10 before.
This makes the pistol a viable choice where it was not before.
(edited for spelling)
I knew there wasn't any real change to the GMAL. My kills with that weapon were inconsistent last night. In the plunder games I played it always seemed to be 2-3 bursts. Didn't notice the supposed health change either. The only thing I thought got a slight buff was the AK47, turns out I was right. The Para 9, and micro change are quite noticeable. :D
 
zlatko said:
I think the M9 is a worthless gun straight up. The 1 customize option is a joke, and while it is accurate in mid/close range, it's still worthless against an AK in that range.

AK is my gun of choice with fast fire rate on it. Far away I just tape it like it's a Gmal and take people out no problem, and mid/close range you can just hold down R1 to their chest and you'll win 9/10 encounters.
Yep, the AK when modded is also much better than the M9 when blind firing in CQC. Firing very few bullets + 1 melee hit = guaranteed kill.
 
Irish said:
It takes a lot to agree with something that wasn't correct. Sure, you had a bunch of silly folk, but more than anything else, ND actually confirmed the exact shit that we had been saying (the AK, Micro, and Para-9) where we had no confirmation before.
No. Most people were jumping on the "oh no ND fucked up health again" bandwagon.
This was the reason why they had to come here and set the record straight.

Anyway, weren't these the exact changes that people were asking for?
 
Irish said:
It takes a lot to agree with something that wasn't correct. Sure, you had a bunch of silly folk, but more than anything else, ND actually confirmed the exact shit that we had been saying (the AK, Micro, and Para-9) where we had no confirmation before.


Changing damage values is basically the same thing though.

They increased weapon damage on one weapon. That really needed its weapon damage increased. I don't see how thats the same thing at all.
 
pharmboy044 said:
No. Most people were jumping on the "oh no ND fucked up health again" bandwagon.
Anyway, weren't these the exact changes that people were asking for?

Well, dealing with most people is like trying to play with randoms in an objective mode. :D

I just pay attention mainly to the people who I know for a fact that I play with, and they nailed that shit.
 
Rikyfree said:
Then go play that game. Bye.

I guess I will if things don't get fixed because this seems ridiculous and a waste of time to even bother unless your in close range.Maybe the M9 just sucks like said but the normal AK hurts my ears.
 
Re: the M9- there will be more mods available in the full release. That we only released 1 mod for it in the MP Beta was intentional. hth

EvangM
 
Well, since both Evan and Justin are here:

Have you guys considered upping the player count to 6 vs. 6 in order to better accommodate the buddy system?

How customizable will custom games be this time around?
 
I still feel the sniper is a bit shitty in this game. Even with max sensitivity it feels like I'm swinging a sledge hammer back and forth to try and snipe people with it. I would like to see it have some tweaks to aim sensitivity so I can be faster and more precise with it.

Edit: Also, will this beta have the 1 life a round game type from UC2? I think I asked this question but don't remember what page I asked so I'm not sure if someone answered.
 
zlatko said:
I still feel the sniper is a bit shitty in this game. Even with max sensitivity it feels like I'm swinging a sledge hammer back and forth to try and snipe people with it. I would like to see it have some tweaks to aim sensitivity so I can be faster and more precise with it.

Are you always scoped in? I find it useful to place the general area using just the camera and then zooming in from there.
 
since you guys are here :p

Footsteps
- Can't even hear them, but the groaning of climbers can be heard fine. Should be similar audio level

6v6 Players
- The maps are more than big enough. This also means everyone will get a buddy.
- On the subject of maps, they are too cluttered. Remove some objects to make them more open.

Balance the cargo-plane opening sequence
- Stop anyone from spawning in the plane, both sides start in trucks and fight to get into the plane (might need to add in a few more trucks to widen it out). Once one whole team has made it to the plane the sequence ends and they get some sort of bonus (e.g. 30 second head start in the map to take up positions or grab stuff)
- Or keep it as it is but villians get some sort of turret mounted onto 1 truck to stand a chance
- Or they need to have an RPG, grenade launcher or regular nades placed in a random truck

Re-evaluate powerplays
- Make the score gap for when they kick in larger if you are going to keep them
- Keep the marked man play as it is genuinely fun for both sides
- Cursed is horrible and should only come into play if the score gap is huge
- Double damage and exposed make it very uneven and not exactly fun for one side, i think powerplays should be fun and challenging for both sides in general unless the score gap is getting too big.

Game Mechanics
- Do not adjust health, it is more or less perfect right now. Uncharted is not a twitch shooter like COD, do not conform!
- Melee bug where walking up and attacking misses. The hit window needs to be enlarged slightly.
- Higher sensitivity option, the max setting is still too slow for many people.
- Complete button customisation, should be standard in all games by now.
- Grenade throwback time to increase, very difficult to throwback as of now, its easier just to roll away. Make
chucking it back a viable option

Co-Op
- Longer timer, sometimes you just cant finish because one enemy has decided to hide and make himself some tea.
- If joining a game in progress, spawn next to team mates (would help a lot in siege)
- Fix the difficulty spikes in siege - RPGs, Shotgun Juggernauts and Lethal Snipers come out of nowhere
- Sometimes an enemy becomes immune to melee attacks, only bullets seem to kill them

Make cash feel like cash
- All there is to buy with it is kickbacks, boosters and mods.
- There needs to be extra content to spend your money on such as clothing.
- Don't get rid of the treasure collection system rewarding you with clothing though, just have an option to buy those same things with cash.

More customisation
- Heroes severly lacking in gear and customisation options
- Bigger colour palette, its too limited right now
- Add in option to edit hairstyles and other features
- More taunts such as t-bag
- Ability to move images in emblems, you can rotate/scale but cannot freely move right now

Statistics and Useful Info and Fun Facts
- Emulate what black ops did with number of players online, amount of cash/medals/kickbacks the community has earned
- Leaderboards which show you worldwide rankings as well as your own and your friends (KD, accuracy, high scores, favourite weapons and kickbacks)

Matchmaking & Invite System
- Needs a lot of work as i'm sure you know, possibly the most important sugggestion in my opinion
- Faster updating, still shows friends in games when they have quit to PSN and even signed offline sometimes
- Ping in ms of games your searching for, right now it only shows optiimal/close/any which is too vague
- Better indiactor of connection quality, the green bars are not visible enough and you cant even see your own
- Ability to join a friends match in progress by clicking their name
- Private Matches where you can customise game options e.g. turn on/off certain weapons, medals, kickbacks, turrets

Graphics
- For the most part very good, hardly any aliasing on characters
- However some jaggies still appear, and stand out badly against the rest which is fairly smooth

Miscellanous
- Stop a player from picking up the same treasure multiple times, give them a different one or just cash instead
- Treasure pick-up big (or display bug) where a chest still glows when there is nothing inside OR there is something inside and you cannot pick it up
- Bring back a couple of popular maps from Uncharted 2 (not neccessarily at launch but as a DLC package later on)
- Less feedback from the woman to pickup treasure and use kickbacks (optionally change the voice to a big smooth/deep black guys so it sounds better)
 
EvangM said:
Re: the M9- there will be more mods available in the full release. That we only released 1 mod for it in the MP Beta was intentional. hth

EvangM
Regarding paid boosters, do we really need them? I find them to be there just to be there and if people do like to use them it's not really clear if it's good for only that match or it lasts longer. There should a note in the booster or somewhere on the screen that it's only good for that match.

Also, regarding powerplays, will we see more in the beta? Maybe bring back Cursed? I know some people don't like this powerplay but I never got a chance to try it and I'd like to check it out.

And regarding the treasures, in the treasure page, can there be a note of what you unlock when you collect the entire set?

And one last thing, after the match ends, can we scroll over to the medals that we earned and be able to highlight the medals to read the description of the medal? A lot of the medals have clever names like "Oh Snap, " but I don't know what I did to earn them. I understand there is another section for medals but while players are waiting for the next game they would like to read what they did to earn those medals so that they can talk shit with their friends about the medals they earned.

Sorry for this weird out of place post but I just wanted to place a few of my concerns in a location where you might be able to read it.
/stupid ramble.
 
iNvidious01 said:
since you guys are here :p

Footsteps
- Can't even hear them, but the groaning of climbers can be heard fine. Should be similar audio level
Hm... I hear footsteps pretty well and I'm just using my shitty TV speakers.

iNvidious01 said:
6v6 Players
- The maps are more than big enough. This also means everyone will get a buddy.
- On the subject of maps, they are too cluttered. Remove some objects to make them more open.

6 vs. 6 is a must, but removing those bits of cover from the maps is a terrible idea.


iNvidious01 said:
Re-evaluate powerplays
- Cursed is horrible and should only come into play if the score gap is huge
- Double damage and exposed make it very uneven and not exactly fun for one side, i think powerplays should be fun and challenging for both sides in general unless the score gap is getting too big.

No, Cursed was always awesome. Only worthwhile powerplay there. Exposed makes it even easier on the winning team because it makes all the kills come right to them.

iNvidious01 said:
Game Mechanics
- Grenade throwback time to increase, very difficult to throwback as of now, its easier just to roll away. Make chucking it back a viable option

Make the grenade throwback take priority of every other Triangle based action.

iNvidious01 said:
Miscellanous
- Stop a player from picking up the same treasure multiple times, give them a different one or just cash instead
- Treasure pick-up big (or display bug) where a chest still glows when there is nothing inside OR there is something inside and you cannot pick it up

agreed
 
Has anyone better luck with Rethrowing nades? I've done it with little luck.

Finally played some last night, still have mixed feelings about everything as a whole. I also think that only 2 maps is making me get bored faster, hopefully Yemen has some new stuff.
 
RyanardoDaVinci said:
Speaking of which, why does the Idol in Plunder still not take priority over everything else?

Why, ND... WHY?

people don't play plundah to play plundah. They play it for an easy TDM.
 
Suggestions I posted on Team Objective in the forums,

I just wanted to say that I love the Team Objective Playlist since it's been added. You guys borrowed heavily from Warzone in Killzone 2/3, and I think it was a genius idea to add it to the Uncharted series. The only problems that exist with the mode are frist: Spawn points, sometimes objectives like king of the hill can start right near one team spawn point, making it a up-hill battle for the other team from the start.

But what's more of a issue than that are the length of the modes when they switch to each other, like in killzone every mode should be between 3 to 5 minutes long, as it is now, the modes are super short before you can really get into your grove and enjoy yourself. Less than a minute for Team Deathmatch is ridiculous.

Honestly I'd have to say the matches are too short as wel, it should be the best of four or five, making each mode at least 3 minutes long, it would make the average match time 12 to 15 minutes long, which is far more enjoyable than the 6 to 9 minutes most last now.

One last suggestion is to make Marked Man appeared more frequently, the same with tresure hunter. So many matches consist of Territories>Team Deathmatch>King of the Hill>Chain Link. That's another reason why I think it should best of four/five, to allow the other modes to appear more frequently.

I honestly think you guys should just copy Killzone completely, make each mode fives mintures, make it alternate between every mode, regardless of who's winning/losing, but I doubt that will happen.

Hope most you guys agree and can post some replies in the beta forum for support. Thanks!
 
I think the buddy spawn should probably be removed from every mode other than 3TDM and co-op. I really like high-fiving over dead enemies, having someone to collect my treasures and it makes it more fun to play with just one friend in a team based game when you don't have a full party. But there will always be an odd man-out who doesn't have a buddy unless ND decide to increase the player count, which I'm sure they've considered before now. It's created an annoying pattern where firefights become clustered in one area. Instead of one player approaching me from behind I get two. Instead of walking into a room and encountering two players I encounter four. I think I'm a good player but not good enough to survive those situations where the odds have been so randomly stacked against me.

Whatever the parameters are for deciding whether or not you can spawn on a buddy they seem pretty broken right now. I'm told they're in combat when there's no perceivable threat around yet I can spawn on them in the middle of a firefight and finish off the guy who was shooting him. And there have been many times where I've been on the opposite side of this and had someone's buddy spawn and put one bullet in me right at the moment I win a shootout with his partner.

Also, are there any plans for cinema mode to be able to record matches that you've joined late in the full game? I just had a sweet double down where I killed a camper in his hiding spot in the zipline room with a mid-air grenade toss and killed his teammate with a headshot immediately upon landing in the room below and I have nothing to show anyone.

EDIT: I wouldn't mind picking up duplicate treasures if we could gift, trade or sell them.
 
electroshockwave said:
Also, are there any plans for cinema mode to be able to record matches that you've joined late in the full game? I just had a sweet double down where I killed a camper in his hiding spot in the zipline room with a mid-air grenade toss and killed his teammate with a headshot immediately upon landing in the room below and I have nothing to show anyone.
Ah, so that's what happened. I had an awesome match last night and wanted to review it but could not find the match in the cinema mode. I had no idea there was this bug.
 
jrichmond said:
The GMAL has NOT CHANGED. AT ALL.
It has always been 2 bursts in team deathmatch and 3 in hardcore.

I'm sorry but that's a straight up lie, i played mostly team deathmatch and free for all and i KNOW it was 3 bursts, i even checked older cinema files.. 3 bursts
 
Just played through 5 games of co-op hunter. Such a boring game mode, especially when you are stopping the other side from planting since you can't pick up any weapons and can't shoot anyone aside from the two players on the other team. Having the other team quit after they don't score in their round also sucks.
 
Norml said:
Health still needs lowered! I played today and put at least 80 percent of a whole M9 clip into guy from like 30 feet and he still got away..thats total BS!!

I think you could use some ducttape brohem.... and work on that aim.
 
Melfice7 said:
I'm sorry but that's a straight up lie, i played mostly team deathmatch and free for all and i KNOW it was 3 bursts, i even checked older cinema files.. 3 bursts

To kill in 2 bursts in Team Deathmatch, all 6 bullets must hit. Not all the bullets in a burst always hit, because of bullet flight deviation.

To kill in 3 bursts in Hardcore, 8 of the 9 bullets must hit.

If you wait too long, or your opponent has Regeneration booster, your opponent regenerates some health back before you can apply the killing shot when you might be expecting it.

This is exactly how it works. No more, no less.
 
EvangM - "Uncharted 3 beta thread is my bitch!"

Myself and a lot of people in this thread have been delivered a whooping today :lol
 
IF YOU ARE NOT GOING TO GO AFTER THE TREASURE. DON'T PLAY PLUNDER
IF YOU ARE NOT GOING TO GO AFTER THE TREASURE. DON'T PLAY PLUNDER
IF YOU ARE NOT GOING TO GO AFTER THE TREASURE. DON'T PLAY PLUNDER
IF YOU ARE NOT GOING TO GO AFTER THE TREASURE. DON'T PLAY PLUNDER
IF YOU ARE NOT GOING TO GO AFTER THE TREASURE. DON'T PLAY PLUNDER
IF YOU ARE NOT GOING TO GO AFTER THE TREASURE. DON'T PLAY PLUNDER

I think I made myself clear.
 
Yeah map glitches are no fun. I was getting sniped through walls on the Air field map earlier today. Our team still won, but it was pretty frustrating. >:|
 
JB1981 said:
Wow at the GAF overreaction to non-existent health reduction.

are you so sure? an over reaction in my view of the word in this state would be along the lines: pre-order cancelled, no sale, or going to buy used
 
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