Debriefing > Impressions & Feedback
Headshots need to be toned down a little
			VC:
			
			
--- Quote ---Literally 8 or 9 out of 10 kills are headshots.
--- End quote ---
Out of completely coincidental convenience, let's look at some real stats.  I played tonight and saved my console log.  (This is actually for a non-GES project, though that doesn't mean it won't someday influence GES...)
Players involved: 21, including myself.
Fatalities recorded: 304.
Fatalities due to headshot as finishing move: 147.  48.3%  Literally not even five out of every ten kills.
VC's recorded kills: 156.  51.3%
VC's recorded headshot kills: 89.  29.2% overall, 57.0% of personal.  Literally not even six out of every ten kills.
Not-VC's recorded kills: 148.  48.6%
Not-VC's recorded headshot kills: 58.  19.0% overall, 39.1% of said-group.  Literally not even four out of every ten kills.
Okay, this is a console log, so it doesn't report kills that had non-lethal headshot-involvement.  AR33 can do 70 head then 35 body and kill without it being logged as a headshot since the headshot wasn't the finishing blow, but there are also plenty of times when a headshot finishes off a player that would've fought back if you body-checked them, so let's call that even for our purposes of countering your melodramatic claim.
You say a very important thing in your message.
--- Quote ---even then I can land a full clip of headshots into someone
--- End quote ---
--- Quote ---a full clip of headshots
--- End quote ---
--- Quote ---clip headshots
--- End quote ---
Just because you are aiming doesn't mean that your weapon will not gain spread.  Something like Phantom, which benefits strongly from being sighted, will open up into a spam hose if you hold the trigger.  Plus, if your accuracy is enough to hit someone's head with between 7 and 80 consecutive headshots, maybe you're doing something else wrong...
		
			V!NCENT:
			
			I love how much I learn from these threads :)
Maybe the Wiki should be more l2play informative.
		
			killermonkey:
			
			Large population sampling might also bolster our position: www.ges-stats.com. according to that website, headshots percentage across three servers is a grand total of 5.79% of all kills..... 
What you think the stats are and what they really are is always always different, usually by a large margin like you see here. 
		
			djzeratul:
			
			I wholeheartedly disagree. Headshots are fine as is. If anything, shot distance might be one place to look for balancing. A PP7 should not be able to get a one-shot headshot kill from one tower of cradle all the way to the other side of the map. I believe in the N64 version the bullets only went a certain distance depending on the bullet type.
		
			Sobek:
			
			*edit* You know what, you're right VC, I was being a bit melodramatic... I posted that straight out of a pretty hair-of-the-teeth match, so the emotions were running strong.
As much as it SEEMS to myself and others that headshots are an over-abundance in GE:S, I realize that in no way is the actual gameplay affected in a negative manner. It's almost exactly as I remember it on the N64, which is fantastic. It's also plainly apparent to me that my experience on this release of GE:S is being somewhat impacted upon by the sheer number of people joining from overseas with extremely high pings. But this has to be a good sign, right? Must be really popular but not have enough servers over there to accommodate everyone!
I'm happy with how things are. And thanks for the information breakdown  ;)
		
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