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

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Juancho9 said:
I want Uncharted 2 MP release day gameplay back....:( I would buy three copies of the game if they did that

So true. Why cant UC 3 mp just be like UC 2 but with new maps? That's all I wanted.

ND could have saved a lot of time and money doing this, and I bet there wouldn't be nearly as much complaining as there is about UC3 now.
 
jett said:
Frankly playing the rush game is unfun crap. Aiming is a viable option right now, and it's a much more entertaining game when you do it

To you.

Many others like running around wildly and killing 2-4 people in 30 seconds, there's very little skill involved and they see shiny things pop up on the screen.

I don't like it either but then, I'll never like this game as much as pre-1.05 U2.
 
Rewrite said:
http://www.youtube.com/watch?v=50r9L8_S9Sk

Footage that shows the FAL SS (the first minute of the video).

Some more info according to the video:

- Negative Boosters are back: Invalid, Half Loaded (maybe), one where you can't pick up power weapons, one that decreases sprint time, another that decreases regeneration rate, etc. Instead of giving you a medal for every five kills like in UC2, each negative booster has it's own multiplier. For example, you can get x2 or x3 cash multiplier depending on the negative booster.

- Beta boosters are also back (Weapon Expert + Kal-7 lol).

- 15 second long kickback called Juggernaut

- Elena has kitten ears for customization, custom villains have a suit made of leaves.
Are you sure you didn't mean experience multiplier?
 
I'll be meeting gentlemen Arne Meyer and Justin Richmond from Naughty Dog tomorrow. Any particularly important message from GAF I should pass? :)
 
Andrefpvs said:
I'll be meeting gentlemen Arne Meyer and Justin Richmond from Naughty Dog tomorrow. Any particularly important message from GAF I should pass? :)

Decrease health, make recoil uniform reduce ability to turn on a dime while sprinting, and reduce hipfire accuracy. I feel like I have no choice but to play like a fucking armed ape and hipfire throughout the matches when you actually aim and your opponent is able to zigzag and derp his way into a hipfire/melee kill every time.


oh and either get rid of the dragon/bolt sniper or make it so that it doesn't zoom in so far on first aim that you can't get an accurate shot off with it.
 
Andrefpvs said:
I'll be meeting gentlemen Arne Meyer and Justin Richmond from Naughty Dog tomorrow. Any particularly important message from GAF I should pass? :)

Just tell them to fucking stick to something and stop goddamn changing how Uncharted plays. FUCK.

In those exact words, please.

RyanardoDaVinci said:
To you.

Many others like running around wildly and killing 2-4 people in 30 seconds, there's very little skill involved and they see shiny things pop up on the screen.

I don't like it either but then, I'll never like this game as much as pre-1.05 U2.

It certainly is a garbage playstyle to me. People that enjoy playing in that manner are idiots. I see a lot more people aiming now, thank god. Rushing isn't as effective anymore, people have learned the ways of the M9.
 
jett said:
Just tell them to fucking stick to something and stop goddamn changing how Uncharted plays. FUCK.

In those exact words, please.



It certainly is a garbage playstyle to me. People that enjoy playing in that manner are idiots. I see a lot more people aiming now, thank god. Rushing isn't as effective anymore, people have learned the ways of the M9.

I think people playing like that is more of a "domino effect" where you try to play the game as 'intended', but end up seeing how pointless it is in trying to actually use skill and aim at your targets as recoil is off the charts and random, hits don't properly register, and players are able to effectively run past your bullets.

It's no fun trying to play a game the right way and be penalized because of it.
 
Andrefpvs said:
I'll be meeting gentlemen Arne Meyer and Justin Richmond from Naughty Dog tomorrow. Any particularly important message from GAF I should pass? :)

Tell them to make enemies less bullet-spongey! I've tackled bosses that took less hits to take down!

Also, tell them maps should have cohesion to them, design the map so that good spawn points, choke points, flanking routes, etc. are noticeable and good - don't make a map just for the sake that Drake and Co. can traverse around it. Makes the MP very infuriating.

SP and MP maps should be different.

Oh, and melee should NEVER be stronger than bullets. No idea why that even has to be mentioned but it has to! I'd rather bop someone than shoot them...easier to get kills.
 
In just one match I could tell I was actually slowing down people with my bullets, nice, don't know about the blindfiring aspect, blindfiring is already pretty nerfed to me from UC2.

Facility looks okay, everything is white. Dunno, liked the more colorful original.
 
I wish I wasn't at work right now so I could try out the update. :(

C'mon, impressions guys!

The update sounds very promising.
 
MrDenny said:
What does stopping power mean in this game? More damage?
bullets have weight. so the more you get shot the less you'll be able to sprint (in regards to movement and speed which effects sprinting distance as well).
 
MrDenny said:
What does stopping power mean in this game? More damage?
It means that when you aim and shoot someone, they'll slow down a bit if they're running/sprinting.

so the G-MAL is back? omfg, only a few more hours left!
 
Long range combat feels much better, and blindfire has definitely been kept in check so far. The stopping power slows down everything, which is desperately needed if ND wants to keep the level of speed. Shooting dudes from mid/long range is so much more satisfying now. I also noticed I was able to shut down blindfire rushers with regular aiming. We still need AK and GMAL recoil reduced a bit though. Keep in mind all these thoughts were with the Marlowe's M9. I can't recall if it feels like the beta but I really like the changes.

I'll probably write up some more once I get alot of games in. So far its looking good. I'm starting to regain some confidence in ND with the changes.
 
OK, so stopping power does seem to be in effect for long range weapons, but here is my number 1 question and I'd appreciate it if someone can test this for me:

Do the pistols like the Para9 also have stopping power too?

I know the update details say long range weapons only, but I'm hoping they at least added it to the Para9.
 
Glad to hear the G-Mal was fixed. Now I have a reason to use Elena's G-Mal that I unlocked instead of the M9 every single time. You've still got two weeks to fix grenade spam and melee damage, ND!
 
Lingitiz said:
Long range combat feels much better, and blindfire has definitely been kept in check so far. The stopping power slows down everything, which is desperately needed if ND wants to keep the level of speed. Shooting dudes from mid/long range is so much more satisfying now. I also noticed I was able to shut down blindfire rushers with regular aiming. We still need AK and GMAL recoil reduced a bit though. Keep in mind all these thoughts were with the Marlowe's M9. I can't recall if it feels like the beta but I really like the changes.

I'll probably write up some more once I get alot of games in. So far its looking good. I'm starting to regain some confidence in ND with the changes.

Just played a couple of games with the AK and the acurracy mod, went 17-5 and 20-9 so the update has made a difference, I actually prefer the AK to the M9 now.
 
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