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Online Saga

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Hardcore Mode: Discussion Thread
« on: January 26, 2018, 09:11:19 pm »
On various days we tested the upcoming Hardcore mode with a number of Regiments.
For those who were there provide your input bellow.
Based on the summary, those who were not there feel free to drop your suggestions as well.

What is the Hardcore mode?
The purpose of the hardcore mode is to give back to the organised side of the community by creating a mode that encourages more realistic close range combat that allows for more advanced maneuvers, and discourages sitting back while shooting at a distance.

Revealed Features
  • Increased Bullet Drop, Alternatively the damage values for both body and head shots can be reworked for Hardcore mode.
  • Less ammo. (Presumably there will be new ammo bearing class)
  • Enemies will not appear on the minimap.
  • A rework of buffs.
  • Nerfed Rifleman.
  • The Regular gamemodes will have a Hardcore variant.

Summary of what was tested.
  • Reduction to musket accuracy. (+Drop)
  • Ammo was reduced to 25 rounds.
  • Affect of buffs on accuracy.
  • The range at which line combat took place with the goal being a reduced distance.

Main Points
  • Kills over 200m were still happening but there were less kills at long range overall.
  • Regiments fought at a closer range but long distance engagements were still common (perhaps due to habit)
  • Some people felt that it took away skill at long range shooting.
  • Advancing in line rather than file and shooting at a closer range proved successful (51st in round 4)
  • Far more players died early in the game. In the first 15 min round the majority was still alive at the 5 min mark.
  • The habits of aiming in arcade mode would not be transferable to Hardcore if drop is increased, however according to Refleax the damage values can be changed meaning that aiming habits would not be affected in that case.

I will be adding the most supported points to this top post.

Maybe the Moderators can edit and add to this post?

Requested Features
  • Fixing and Unfixing the Bayonet.

Discussion Points
  • Misfires.
« Last Edit: February 04, 2018, 09:03:13 pm by Saga »

Offline Kelvin

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Re: Hardcore Mode: Discussion Thread
« Reply #1 on: January 26, 2018, 09:13:19 pm »

Offline Jean-Baptiste

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Re: Hardcore Mode: Discussion Thread
« Reply #2 on: January 26, 2018, 09:16:19 pm »
Interested to see where this goes. What did the mode entail?


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Offline Jackson

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Re: Hardcore Mode: Discussion Thread
« Reply #3 on: January 27, 2018, 12:35:56 am »
The standard British cartridge box held 60 rounds. Why 25?
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Offline Intel Guardian

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Re: Hardcore Mode: Discussion Thread
« Reply #4 on: January 27, 2018, 12:43:49 am »
The British didn't use hardcore mode then did they Sonny Jim.

Offline Rivet

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Re: Hardcore Mode: Discussion Thread
« Reply #5 on: January 27, 2018, 12:20:27 pm »
- putting on and removing the bayonet
- misfires

That should come in Hardcore mode
« Last Edit: January 27, 2018, 12:27:53 pm by Rivet »

Online Saga

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Re: Hardcore Mode: Discussion Thread
« Reply #6 on: January 27, 2018, 06:00:48 pm »
The standard British cartridge box held 60 rounds. Why 25?
- putting on and removing the bayonet
- misfires

That should come in Hardcore mode
I think that the Hardcore mode should be more of a competitive rather than a realism mode. Reducing ammo to 25 would put pressure on units to conserve their ammo and would add a resupply element to the game.

Fixing and unfixing bayonets sounds good but that would also require melee animations for a musket without a bayonet which I doubt would make it in time for this patch.

I think misfires is a good discussion to have since it would add RNG, and personally i'm not too keen on adding any more randomness into the game. But I understand why people would want it for realism sake.

one of my guys voiced voiced this opinion yesterday so I added it to the post.
The habits of aiming in arcade mode would not be transferable to Hardcore if drop is increased, however according to Refleax the damage values can be changed as an alternative meaning that aiming habits would not be affected in that case.
« Last Edit: January 27, 2018, 06:04:37 pm by Saga »

Offline Harry

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Re: Hardcore Mode: Discussion Thread
« Reply #7 on: January 27, 2018, 08:14:26 pm »
Adding RNG based features such as misfires into a competitive orientated gamemode seems counter-intuitive to me.

Online Absol

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Re: Hardcore Mode: Discussion Thread
« Reply #8 on: January 27, 2018, 08:17:55 pm »
Adding RNG based features such as misfires into a competitive orientated gamemode seems counter-intuitive to me.
It makes sense for a 'hardcore' gamemode.

Offline Diabolika

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Re: Hardcore Mode: Discussion Thread
« Reply #9 on: January 27, 2018, 09:32:57 pm »
The reduction to musket accuracy (+drop) felt a bit unrewarding.
I'm in favor of reducing damage based on distance rather than decreasing accuracy.
This way marksmen still get to feel a sense of accomplishment.
Long distance strategies are still possible, but not as rewarding.

Realism is cool, but doesn't always make for good game features.
RNG should be considered carefully, but can play a part.
Eg. instead of misfires you could introduce jams, which would add a small timer to reloading.

Reduced ammo is an interesting idea, if you have means of resupplying.
Eg. make ammo lootable from enemies.
This would award/encourage aggressive play and create objectives.
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Offline Harry

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Re: Hardcore Mode: Discussion Thread
« Reply #10 on: January 28, 2018, 01:04:04 pm »
Adding RNG based features such as misfires into a competitive orientated gamemode seems counter-intuitive to me.
It makes sense for a 'hardcore' gamemode.

What would it even add to the game? RNG mechanics are seriously lame in gamemodes, particularly one that is more tailor made to an organised competitive scene.

Offline Rivet

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Re: Hardcore Mode: Discussion Thread
« Reply #11 on: January 28, 2018, 05:17:31 pm »
The situation is quite clear.

If hardcore mode = competitive, misfires are not a desirable factor.
If hardcore mode = realism, the answer is obvious.

Online Absol

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Re: Hardcore Mode: Discussion Thread
« Reply #12 on: January 28, 2018, 07:17:29 pm »
The situation is quite clear.

If hardcore mode = competitive, misfires are not a desirable factor.
If hardcore mode = realism, the answer is obvious.
Exactly. If you want it to be competitive, then it shouldn't have misfires and RNG, but if you want it to be realistic it should have RNG.

Offline Royalty

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Re: Hardcore Mode: Discussion Thread
« Reply #13 on: January 28, 2018, 09:19:15 pm »
- putting on and removing the bayonet
- misfires

That should come in Hardcore mode

Agreed,  I much prefer the "realism" aspects.  Anything to reduce the long range sniping rounds will be much welcomed.

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Re: Hardcore Mode: Discussion Thread
« Reply #14 on: January 28, 2018, 09:23:07 pm »
The situation is quite clear.

If hardcore mode = competitive, misfires are not a desirable factor.
If hardcore mode = realism, the answer is obvious.
Exactly. If you want it to be competitive, then it shouldn't have misfires and RNG, but if you want it to be realistic it should have RNG.
To be totally honest misfires weren't all that common, only if it was rainy weather mainly.
 If you were to add it for rainy weather I would understand but not as a standard basis for "hardcore" mode in my opinion.