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Uncharted 3: Subway's Deception Multiplayer Discussion [New Patch Released]

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Power Plays seemed to have changed. Now if the losing team takes advantage of the Play and gets close, it pops up "Rallied!" and the Play ends. And there might be a limit of only one play per match, or one Power Play per side per match.

Despite my last-hours-of-the-night attempts, I can't find like four of the maps in our list. They haven't come up yet and I've played like 20 matches. Tried different modes and everything.

TDM and Plunder look like the only modes that currently have many people playing, but this will probably change over the weekend. Hopefully.

And holy shit, there are treasures. My favorite part of the multiplayer... now ruined with a SHITTY SUBWAY CUP. No, I am not kidding. What, did you want a cool little trinket resembling an actual archaeological finding? Maybe later, kid, right now you get a big shitty Subway cup staring you in the face. Probably the biggest fucking "treasure" in the game. SO GROSS. I never hate in-game-ads either, but Uncharted has always struck me as having some class. GROSS. SO SO SO GROSS.

Hopefully that shit is only for the month and goes away ENTIRELY in the full-game. Like, even if you get everything, too bad. You ain't carrying that garbage over. Fuck, I HOPE.

HAY GAIZ! Did you hear that Bioshock Infinite is going to have a gun in it that shoots Zunes at enemies!? Better put up your WhopperTM shield!
 
jett said:
Mhm. Micro really messed shit up.

Anyway, it annoys me that I can't access the options menu in the middle of a game. :|
If you're talking about what I think you're talking about, hit Start, then hit Circle, and you should be able to get to your options. Yes, it would be nice if Naughty Dog made that obvious.
 
jett said:
Headshots aren't instakills. Easiest way to get kills in UC3 at the beginning is to pick the GMAL and be sure to put two full bursts into the torso.

Hit detection is the same as before, meaning it's really forgiving actually, and adjusts to your particular amount of lag to the detriment of whoever it is you're killing.
Thank you for assuaging my fears. Hit detection was pretty acceptable in beta, glad not much has changed
 
JB1981 said:
Uncharted is best with high health. COD-style health killed traversal in first game, which is what separates this series from the others

What kills traversal is the poor map design, not the volatility of the gunplay.
 
duffyside said:
Power Plays seemed to have changed. Now if the losing team takes advantage of the Play and gets close, it pops up "Rallied!" and the Play ends. And there might be a limit of only one play per match, or one Power Play per side per match.
The Rallied was in the later stages of the beta. And I'm pretty sure I had more than one power play when I was getting my ass kicked by a full party. I don't think it would make sense if there was only one per match either as Marked Man always kicks in with a 5 kill difference so there wouldn't be any other power plays in the game.
 
I truly hope someone can post some proper direct-feed screenshots of this game. It seriously feels like the game has gotten a good graphical bump since the previous beta, chiefly in the IQ department.

Also just tried the Airstrip map, and it looks so much better now with the changed lighting. It also feels like the shadow filtering has been improved; it doesn't stick out as much now when you run under the fence shadows.
 
The Xtortionist said:
-Team Objective is a clusterfuck most of the time. Maps are extremely complicated (not bad in of itself) and allow for wildly unpredictable player movement, making it frustrating to try and create a strategy for ever-changing objectives. Lucky positioning was too prevalent.

This is a bad thing? The amount of unpredictability in Team Objective is mostly why I love the mode so much. Since the maps usually allow players to choose from 3-5 "entry points" to an area, and moving objectives require player movement unless you enjoy losing, I find that camping is 99% nonexistent. The only reason it turns into a mess is because of the super good grenades coming in from every direction. If grenades were tweaked or made as pick up only, the mode would be perfect IMO. Then again everyone starting with nades allows for a constant push on objective areas so...good with the bad I guess. Still my favorite mode.
 
TheExodu5 said:
What kills traversal is the poor map design, not the volatility of the gunplay.
Im sorry but no. If you can't live long enough to escape getting hit once or twice, you arent going to be able to evade or do much else. Low health killed capture the treasure and other obj modes. If you wand low health there are plenty of other shooters that satisfy that itch.
 
Oh thank God for this thread, the discussion won't get lost in massive code requesting.

Hope we get some GAF playtime in. Has anyone made a PSN chat yet? I know I already have some of you on there, but if you use a mic and want to play, add/send a message to Cheska19.
 
JB1981 said:
Im sorry but no. If you can't live long enough to escape getting hit once or twice, you arent going to be able to evade or do much else. Low health killed capture the treasure and other obj modes. If you wand low health there are plenty of other shooters that satisfy that itch.

Traversal can be granted with proper cover from allies, given the right map design. The maps I'm seeing in the videos so far seem to have very little thought put into them. They're essentially big arenas, lacking in choke points and strategic points of interest. There's no team work required or encouraged in controlling the maps. The maps just encourage mindless run and gun, a la CoD.
 
Cheska said:
Oh thank God for this thread, the discussion won't get lost in massive code requesting.

Hope we get some GAF playtime in. Has anyone made a PSN chat yet? I know I already have some of you on there, but if you use a mic and want to play, add/send a message to Cheska19.
Use the old UC3 beta chat if you still have it.
 
Net_Wrecker said:
This is a bad thing? The amount of unpredictability in Team Objective is mostly why I love the mode so much. Since the maps usually allow players to choose from 3-5 "entry points" to an area, and moving objectives require player movement unless you enjoy losing, I find that camping is 99% nonexistent.

Too much unpredictability eliminates the possibility of making good educated guesses and leads to more luck-based encounters with regards to positioning. Completely random spawns + big maps + near-limitless traversal routes + no map/radar = a clusterfuck.

Maybe fun if you enjoy that kind of mayhem, but I prefer something more strategic and controlled.

Edit - and yes I agree about the grenades. Game needs something like Black Ops' Flak Jacket perk.
 
Twitter.com/naughty_dog :

Subway MP - no custom games, but custom games in retail game + there are more maps on the way, some for later in Oct, others for retail #fb

Looks like my dream of at least 12 maps is going to happen. 9 so far (apparently, even though I've only seen 6), "some" for Oct, so that's at least 2, "others" for retail, at least 2 more. I'm guessing 14 total, which will be AWESOME. U2 launched with too few maps, but U3 is totally over-delivering.
 
The Xtortionist said:
Maybe fun if you enjoy that kind of mayhem, but I prefer something more strategic and controlled.

I guess that's the issue here. That's the kind of experience I was hoping for from Uncharted, considering that's what you get from the singleplayer.

I suppose there is an audience that will enjoy what this is...but it just isn't for me.
 
TheExodu5 said:
I guess that's the issue here. That's the kind of experience I was hoping for from Uncharted, considering that's what you get from the singleplayer.

I suppose there is an audience that will enjoy what this is...but it just isn't for me.

Well, TDM and Plunder are more up my alley. Both teams basically control half the maps so spawns/traffic routes are much easier to predict.
 
The Xtortionist said:
Well, TDM and Plunder are more up my alley. Both teams basically control half the maps so spawns/traffic routes are much easier to predict.

Plunder was always kind of fun. I'll have to give it a fair shake tomorrow.
 
The Xtortionist said:
Maybe fun if you enjoy that kind of mayhem, but I prefer something more strategic and controlled.

Well, on the maps that I'm guessing most of the people playing have played the most of, being Airfield and Chateau, I've been on teams and played teams that have controlled capture points to where the other team just couldn't get in on them no matter what. Maybe it has to do with people not being familiar with most of the maps. Syria in particular has a lot of lines of sight that people aren't used to yet.

As for TDM and Plunder being more controlled, that's just the nature of the game modes. Sometimes I'm into that but coming off Gears 3 where most of the modes are about map control, Team Objective is exactly what I wanted. Not one second of downtime.
 
FantasticMrFoxdie said:
I'm about level 8 now and I have to say WTF was changed from the beta!?

It feels off. Like its a little too fast or something...
Yeah, movement speed has been increased way too much. I was just playing Plunder and moving with the treasure almost seemed faster than with Treasure bearer in Uncharted 2.

EDIT Have they increased TDM time or added more rounds in Team objective? That was usually too short for me in the beta.
 
Lyonaz said:
Lol you GAF team are too overpowered.
Ha I remember you. It's what happens when you run into the regulars lol


I have tons of things to say already, so I'll try to put them down in the next day or so. Probably shouldn't have even downloaded this thing, I have WAYYYY too much work to be playing this shit.
Already at level 24 in 7 hours...

One quick thing I'll say though is that this MP is quite different from the beta in so many ways. Some things have completely changed, some things were taken away, etc.
 
It boggles my mind that every single time Airstrip or Chateau popped up, they won the vote easily when it's the first night and there's tons of maps people haven't played. Hell, I wanted the sandstorm map to win the one time but lost the vote again and called it a night. It's sad that so many people want to play the same maps over and over again just because they're familiar with them and won't suck as much.

This is one game where you can guarantee you'll suck in the beginning against the higher ranks since you don't know the maps yet. So I want to mess around in all the maps and have a good time without caring too much about getting my ass kicked. This game is hard as ever to get used to early on since it's so different but I'm confident I'll get back to whoopin' ass like I was in the beta. :P
 
sorlin-g said:
Is there European players here? can you confirm it works fine?
Yes, I'm playing fine with mine European PSN acoount. However, I don't know if the stats willl carry over to retail disk.
 
The *Location Spoiler*
London Train
stage is so damn awesome!!!

Naughty Dog PLEASE turn down the general speed of the MP. It feels too arcadey and too fast paced.
 
wow the pistol is pretty much useless now, I remember it being so-so in the beta, but now, oof. Is there anything close to the 92fs in U3?
 
wait I can play with my European PSN account?
sad to hear pistol is useless again it was so good in beta after latest patch
 
kurisub306 said:
wow the pistol is pretty much useless now, I remember it being so-so in the beta, but now, oof. Is there anything close to the 92fs in U3?

All the guns seems worse than in the beta. Or maybe the hit detection/netcode is just fucked or something.
 
The Xtortionist said:
Played a few hours of Team Objective, my thoughts:

-Kills seems harder to get in general. Can't pinpoint exactly why.
-G-MAL seems worse. I would two shot people all day in the beta, now it seems like 4 shots isn't even enough. Did the accuracy mod really make that much of a difference? I don't have it yet in retail.
-Team Objective is a clusterfuck most of the time. Maps are extremely complicated (not bad in of itself) and allow for wildly unpredictable player movement, making it frustrating to try and create a strategy for ever-changing objectives. Lucky positioning was too prevalent.
-Most of my deaths are to grenades. Not sure if it's because of me, or if they're a little too good.
-How about a positive? Graphics are gorgeous, animation is superb, and the performance is flawless.
-Another negative: Sound isn't amazing. Can't hear footsteps for shit. I like games that allow me to use sound to gain tactical awareness. Eh.
-London Underground pre-TDM phase is boring as fuck. Fun map otherwise.
-Maps are pretty good all around. Team Objective just complicates them too much imo. TDM and Plunder should be fine.

I'll play more tomorrow. Really interested to see how the G-MAL accuracy mod changes things.

Is team objective longer now?
 
BeeDog said:
I truly hope someone can post some proper direct-feed screenshots of this game. It seriously feels like the game has gotten a good graphical bump since the previous beta, chiefly in the IQ department.

Also just tried the Airstrip map, and it looks so much better now with the changed lighting. It also feels like the shadow filtering has been improved; it doesn't stick out as much now when you run under the fence shadows.

Definitly. It looks AMAZING.
 
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