• Escape from Tarkov V2 - Rootin' tootin' leg shootin'
    933 replies, posted
Really? Come on now.. At that point why not just go in with some shit armor, a kitted gun and play like a cowboy?
Mirroring to be simplistic in arguing, not trying to be fancy. But I felt like I should re-iterate my stance. I don't hate player scavs, exactly... I hate the loot dynamic surrounding them. Going in as a player is risk vs reward where going as a scav is all reward, if you really want to minmax your efficiency there's no reason not to play scav each and every chance you get, sure the skills might be a small factor but let's be real they don't effect your survival significantly. I'm all for different dynamics in gameplay and in letting players play how they feel, I know some people like the challenge of random/low gear, or just not having to deal with the clickfest that is gearing up as a PMC. But I very much do believe they need a loot dynamic change. Then again I'm an oddball who'd also very much love to see secure containers hold nothing but keys and maps and maybe money, no guns, no big loot or anything else of the sort.
I do mostly.
Thinking on it a bit on how the scavs could be re balanced. Don't let them offload their gear to the PMC. Instead work them on a commission. They pick up scavanged gear and pass it on to Prapor for returning insured items and whatever else isn't just gets fenced off to... Fence and the resulting money would go to the PMC's on a commission or something. Barring keys, documents and that kinda stuff which should get transferred over to the PMC from the scav. What do you guys think of that solution?
I like it.. Personally, I would trade being FORCED to liquidate your assets with the choice of keeping your scav's loadout persist from one instance to the next..
"doing hatchet runs is both fucking boring and unachieving." respectfully disagree, hatchet runs are insanely fun and rewarding It's like being a cheetah. High speed killing machine.
Hatchet runs would be O.K. if the character didn't treat human bodies as a chain-link fence or a concrete-wall or some other impermeable surface and flip their gun up for no logical reason.. In general this is a problem with any claustrophobic map.
This issue hasn't been one since they introduced the whole pulling your gun back and then dropping it to the side bit from the .10 patch though? If you're still dying to hatchlings despite them making it incredibly easy to kill hatchlings at point blank, then the issue isn't the game mechanic. You're just not reacting fast enough. (alternate reason, netcode, which is more than plausible)
I always feel sad when I kill a high level hatchling, sad for 'em. But as for melee distance it does come apart as far as realism is concerned, you try to charge someone from front you're gonna catch a barrel in your eye. Usually if I see one close range I just 180 and bolt to gain some distance before snapping around and pumping a few into em.
I mean, if you do charge someone close range like that, there are so many more variables. The attacker can grab the gun and point it away, the defender can kick the attacker, etc. Tarkov just doesn't show that stuff yet sadly.
I'd like to see a game that ever could, but I feel we'd only see that in VR when we get some nice haptic feedback suits or some fancy shit.
Ignore top quote, can't delete on mobile. They can add kick functions in the game which would probably be a good addition, but I don't know how'd they add the ability to grab a gun and pushing it without it being extremely buggy or weirdly implemented.
it's finally happening(this is just patch notes though its not out yet ) https://www.reddit.com/r/EscapefromTarkov/comments/9tc376/105_patch_notes/
"The first iteration of players' nicknames censoring; we plan to improve it in future." I really hope this doesn't force me to change my nickname. Let it die did the same thing so I refused to play it.
Bought the game 2 days ago, was expecting it to be hardcore, but not THAT hardcore, guess its not my game or im doing something wrong.
Check it after the devs wipe everybody's stashes! People have been going apeshit blowing through their inventory with top-tier weapons, ammo, & armor.. When they start everyone off fresh you'll be facing off against people as equally ill-equipped as you~
Good to know, however once the game is released and ready, will they still constantly wipe time to time? Or not, and add a system to gives newcomer decent chance?
Game will have to play into the PvE aspects way more if they want a playerbase that doesn't consist of the top 10% in skill only.
I think the best thing for it would be some sort of Ranked system, because even if you're doing Hatchet runs you should still have access to higher level gear at higher levels of players, and that way Noobs like me will have a semi-fair fight.
I have some dubious sources that the game IS going down a PvE path eventually, considering how they want factions set up and so on. PvP should be a rarer occurence and of course the most stressful (unlike now where AI scavs can really do you a number). This way it seems the hope is to slightly balance the gear among PMC players and even introduce PvP restrictions in some places. I know its not everyones cup of tea but I hope they introduce more stuff like that, including more quests that can take the focus of the game.
IIRC: Their end-goal is to make EFT as stream-lined an FPS as S.T.A.L.K.E.R. with all of the current menu navigations replaced with real, in-game assets.. It only makes sense to add more PvE elements.
Get the Mosin, that's your decent chance.
Thats the rifle right? Also is there a way to show up or get a compass? Last 3 round i went lost in action trying to find out my way -.-
If you're fishing for advice I would suggest you google up some good maps for your favourite maps and keep your scav characters on cool-down- learn the maps that way and get some practice with gunfighting. It's pretty bullshit that there's no goddamn compass in-game, but you learn the areas pretty quickly if you stick with one at a time.
its something thats being worked on but isnt implemented yet personally id reccomend running around a bit in offline mode so you can get a feel for the maps layouts, probably try just learning one and then move on afterwards. scav raids are a good way to learn the map without the stress of losing gear you brought in or paid for yourself, but the exits are different for scavs so just be wary of that. if you check the therapist(trader) you can buy maps from her and im pretty sure if you have one in your stash it will show you the exits locations on the 2d map
When starting off her maps are really useful, also the resort interior one is really handy if you don't go on shoreline all the time. But yeah offline mode is your friend.
psh sun is compass comrade rises in the east and sinks in the west
The Mosin is great, but you're generally better grabbing an SKS imho, consistently accurate and semi auto. Loses a bit of power due to the smaller round, but it's still deadly enough. Mosin is a bit all or nothing, you either pop 'em while they are unaware or they get you.
Why get an SKS when you can get the VEPR? Anyway it's decent if you don't come across super armed dudes and/or you have the good ammo. But basic x51r ammo can go through Gen 4 armour and if you can get your hands on SNB ammo it'll go through fort armour 90% of the time. 7.62 PS falls off with IOTV which is pretty much your basic boi high gear run.
At trader level 1, SKS has 20 round mags buyable from traders, and can be used nicely as is, and tends to return from insurance due to the length. The VEPR is slightly more expensive to set up if memory serves, and I personally prefer the SKS when starting out. They're pretty much equivalent though, it's a preference thing.
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