#š£āweapons-gadgets
1 messages Ā· Page 44 of 1
Wtf barricades š¤£
You do know light has a mountain of utility outside of the typical m11/xp stun gun invis build right? All wall hack options, GATEWAY which is OP, glitch nades, etc. Light is way more than just flank and go for kills all the time.
80% of my play time is on light and Iāve got about 600 hrs
Then what else are you supposed to do with 150 hp, itās so easy to die if you donāt flank
You always had glitch grenades to do that. They're AoE weapons, meaning they're more efficient against stacked teams than the single-target stun gun. And they've even been buffed slightly now, since from my understanding, they will now insta-disable shields on impact AND still go through them.
Since HHM/HMM/MMM teams usually play packed together, glitch grenades have the potential to leave them very vulnerable (no shields, healing or defib) for a full 5 seconds. Add a grenade on top of that, and you'll often leave 2-3 players with very low HP. Easy kills with the XP54/M11/LH1.
And I fully agree with @ebon ingot, I personally played Light a lot recently, training in casual modes to eventually play it in Ranked at some point. Never used invis/stun gun. My loadout: dash, XP54/LH1 depending on maps, frags, glitch, sonar.
The amount of damage you can deal with this kit is just insane, especially with good team mates. I really don't understand Light mains who argue that invis/stun were the only two things making the class playable.
Use the lh1, sniper and play range or learn how to disengage from fights you canāt win. Lights not a face tank class, itās hit and run. Try grapple out! Itās really under used and a great escape.
At first, youāll probably put the lh1 down since itās hard to use. Or maybe throw down the sniper because you die too often with it. Just pick one and stick with it and eventually youāll start doing well again. Invis stun gun was the most brain dead easy way to play light that most people abused. Learn how to play light in a way that helps your TEAM by taking off angles and pressuring with RANGE and applying utility wherever you can.
The thing is, many Light players have been used to beeing able to run straight at enemy players and beam them. So they fail at adapting to the recent nerfs because their playstyle was bad from the start.
I manage to achieve great survivability with dash, because I can very easily strafe, peak in and out of cover, dodge, escape fights I can't win by jumping two buildings away from the enemy, or take better positions in an instant.
Nerf sword
Totally agree. Time to learn how to properly play light instead of cheese the same crutch.
Range goes against my play style because I like to play aggressively and clock perfectly fit that play style and plus xp/m11 both are meant for more aggressive players which is right up my alley
Learn dodge then.
I already know how to use dodge but clock is easier since Iām on console
Most Light players I've seen run around with the stun gun at all times, and will even stun enemies that have very low HP, when they could have killed them faster by just shooting with their main gun.
When people overuse a gadget so much that they're not clever about it anymore, there's definitely something wrong.
rpg moment
Use dodge and vanish bomb if you still need invis. Hit and run. Maybe donāt try to mag dump a heavy in one go. Dump half, when he reacts run away and seek to hit him from a different angle. Play smarter
As I've been playing Light quite a lot recently, I do agree that the RPG is used by Heavies in a similar fashion, and can be very frustrating too.
When playing Heavy I also sometimes use my RPG as my "oh shit" panic button when I'm isolated and surprised by a Light player, but I rarely ever run around the whole map with the RPG ready. It's much better used to deal AoE damage to several players. Using it on a single Light feels like a waste.
This is actually how I win most of my fights. Hit the enemy, strafe laterally to dodge return fire and keep hitting that enemy, or dash behind cover, reload, then dash again from the same spot or a different spot to finish off the enemy.
Funny enough that would be how I would approach things if they didnāt nerf clock to the ground
The only time when I manage to beam an opponent without moving is if I'm behind him and he is unaware. Otherwise, head on fights cannot be won if you try to out-DPS a Medium or Heavy in one blow.
the dash makes that play style 1000x better... cloak gave no movement.
You don't have the HP to tank any return fire, so you should never expect to survive any head-on fight.
Dash is definitely the most satisfying spec of the three IMO.
It also makes it far easier to reach your team mates quickly if they need support or a revive.
Again like I said clock fits my play style
Vanishing bombs + dash would be far more efficient than cloak on its own, but it's up to you to step up your game.
but people want insta-kills xD
fr
This is what allowing you to have a respawn does to gameplay. People lose their tactical perspective. I'm really excited to see how terminal attack plays out!
None of the classes can get easy kills against decent players without moving, making smart use of cover, knowing when to pick/reset fights, and so on.
Even Heavies with 350hp get beamed by semi decent players if they just sit still in the open trying to out-DPS everyone.
I mainly use the M60, it's a beast at close/medium range especially when enemies are stacked together because you will hit them a lot.
But its damage per hit/recoil make it mediocre beyond mid range. So I learned how to pick fights that I could win with my weapon.
Another game left due to a hacker another win lost off my stats.
Playing sledge/flamethrower actually improved my awareness quite a lot, as you must play cat and mouse with the enemy to get within range, otherwise you'll die very often.
And that knowledge transitioned quite well to playing Light, where you have to play cat and mouse AT ALL TIMES because despite having the range to hit enemies, you can't withstand return fire.
Again dash is hard to use on console and since movement is hard for me to use on console, clock comes in to play perfectly
Does stun gun still interrupt cash outs??
I can understand that, but there has always been and always will be a gap between controller/mouse & keyboard players in any FPS.
Cloaking device was not meant to fill in that gap by giving console players a way to beat PC players, despite being less good at the game (due to hardware limitations).
Invis/stun gun combo allowed many players (console or PC) to play like a** by rushing alone straight at the enemy.
Now many of them who got used to it are discovering the hard way that they weren't as good as they thought with that class.
yes, it still interrupts
SNIPER - - The sniper reticle (scope light) should be more flashing and striking. š¤
does someone know how to get the jacket of the "terminal attack" event? I mean the one you get after playing 10 rounds? it says that I was rewarded but i cant find it in my "wardrobe"
Dang the patch notes are really disappointing, like yeah big nerf for the stun gun and fcar just got replaced with the ak and there's no real new meta. I hoped for buff for the famas revolver light burst pistol and the slug shotgun
NEW STATS ARE LIVE!
@slim linden where did you find those values at would love to see other guns etc
he is a developer
Check the links in my profile
whats the recent nerfs?
oh todays ones, they already flopping now lel?
you could you know not be in the front lines and shoot from behind a mesh
What are the changes to stun?
Basically just uninstall stun gun
In short it now only immobilizes the target (also preventing steals)
Glitch/sonar are not useless. š¤·š»
He did say "most."
Thank you š
The fact that it doesn't disable abilities and equipment usage killed it completely, heavy can just turn around to rpg u while medium can ads u down with fcar
Glitch so good against heavyās rn
Yeah, because it should not guarantee an easy kill.
Lots of Light players have been overusing the stun gun all game every game since S1. And now all of them go surprise pikachu face when their extremely annoying gimmick gets a nerf. I'm not surprised. I saw it coming for months.
whats famas stats?
You could argue that the RPG is similar, and in a way it is, but it has been nerfed already.
yeah, cause you whinged about it for months, lmfao
hi
Went the way of c4
LMAO. No. And Light players are like 80% of all the complaints I read here daily. SMH.
C4 is still pretty much usable
wow, might say something about how ass the class is
Stun gun is completely unusable
So it's one free light slot for other equipment
This prove how much of an over nerf the stun gun got
I've been playing this game enough to know that most Light players are ass themselves.
This update was a net positive for light in competitive idk why everyone thinks otherwise
lmfao, calls light players ass.
is ass enough at hipfiring that stun is a genuine issue for them.
alright
Yeah, same old argument.
Stungun still stops steals and slows movement. Itās honestly fine
it's old cause it's true

Let's keep something that everyone finds toxic/annoying to play against unchanged to cater to the group of people who suck so much at shooters that they need invis/stun to get a kill.
Once again, I run neither, and I stack up kills just fine.
You should try someday.
good for you, neither do I.
They could not nerf fcar and keep stungun the same lol that would be a horrid idea
Yeah it's only used for that one situation, when do u hear the light turn on the comms to the team saying, hey wait them tap the defuse I'll stun them
So what's the matter then ?
Is this a genuine question or sarcasm because that happens all the time in my 3 stack
I can look at stuff other than the stuff I use getting nerfed, and go "wow, that's not a good change"
The case where u usually disable the defuse is when your whole team is dead and u need to clutch
like, if they let you ADS, it would've been enough of a nerf
Stunning someone mid teamfight is also incredibly important
most lights used it so they didn't just get insta-RPGed by a heavy
As well as when there are multiple teams attacking your cashout
Y stun them when u can shoot them
Your teammate is already engage drawing the enemy fire, u want to stun them then pull out your weapon? That's a few mini sec of delay
That few mini sec could mean death for your teammate or survive
I would much rather completely disable someoneās movement in 1 shot than do 50-100 damage before going back into cover
Stun gun is 1 gadget, itās not meant to destroy whoever it hits
1 of the 9 gadgets your team has. It should not have been that strong
It doesn't disable ads anymore, stunning them only slow their movement
Doesnāt disable abilities anymore, light dashes to cover, heavy puts up shield, medium puts down jump pad
It doesn't stop the DPS that they are currently outputting towards your teammate
Kinda useless now
That is a good thing. forcing ADS was too rng reliant and unhealthy for competitive
The main strong point of stun gun was that it disable ads and works like a glitch
Stun gun still stops steals, disables movement, and drops the vault from their hands.
By removing both the strong point just uninstall it completely
U don't ever complain about the slowness of the stun gun cause you're already dead
The slowness doesn't kill u, the disable it bring does
The slow effect is amazing in team fights what
ah yes, now I can steal the vault, beat the classes who don't need movement with an RPG, and get denied the steal non-lethally (literally the only good thing about it now)
Literally just a target standing completely still
it has genuinely become another gadget that is just "fuck lights"
heavies hardly have to move in the first place, mediums barely have to.
The effect also lasts way too short to actually disable the person
What do you mean donāt need movement?? Try standing still in teamfights and lmk how that works out
I'm a light player, I know how that works out
Stungun is probably the least effective against lights now what š
light has:
no good gadgets for dealing damage
guns that get outdpsed if they're not moving like crack while hitting every shot
I guess the specalizations might keep them alive tho, unless they're running invis
Light does not need good damage gadgets
Start a global poll, this discussion will go no where, from a design perspective, it's an over nerf, they will need to rework it
You are much better off just shooting a light rather than stunning them
Breach charge? All the grenades?
Invis has been great at keeping me alive as light in ranked.
breach charge cannot do damage ever since they removed the suicide bomb tech.
Frags take way too long.
we're talking about a situation where you're stunned with the new and destroyed stungun
Yeah frags take too long to use while the gutted stungun leaves you super vulnerable. Please buff the stun
There are many other ways for light to be effective, including other equipment such as pre nades, sonar for info, breach for fishing, gateway for fast transport
i'm an advocate for stun nerfs but being able to use specializations is honestly absurd and negates a lot of the stun's usage
aim down sights, crouching, gadgets, sure, but the ability to charge n targe and dash away immediately from being tazed is honestly too obnoxious
like i as a light-dash can literally dash away while i'm stunned
Breach charge can still damage players tho no?
I don't think many people really think about stunning lights. I agree with the guy above who said you'd be better off shooting a light than stunning them. Regardless, I do think stun nerf was a little too harsh.
But when I play light I rarely use stun for a kill anyway, I use it to stop steals. Especially with the extended range that stun has now, it would be great for camping far from the cashout.
You are effectively taking someone out of a teamfight for the duration of the stun because if they are not using their abilities to defend themselves then they will die. Just because the stun guns value isnāt a free kill doesnāt mean itās useless
The ones who agree that the stun nerf are good, do u even stick to your team?
Yes thatās why itās good
If u are sticking to your team and playing the game right, it isn't an issue
I never use stun, and I can still see it sucks
I play light with my team and stun is amazing in teamfights
Moving light to be more teamfight oriented rather than 1v1 is a great step in the right direction
It's pretty great for stopping steals. I would occasionally use it for kills, but steal stopping is the main purpose imo
if you can use your specialization, you're never really taken out of a team fight at all
Once rpg is nerfed (2025) light will be on a very even playing field with the other classes
Forcing a heavy to hold mesh up for the entire duration of the stun seems pretty useful
in theory it is
I used it today in diamond ranked 3 stacks. It is useful in practice as well
The value is harder to see I get that. But it is definitely still there
i just don't think specializations should be usable, that's really it
i don't think i'm asking too much with that
when you have mobility oriented gadgets that can invalidate the mobility locker, it's kind of useless
Iām gonna be honest, that would nerf light more than heavy or medium
Light can completely get away from the fight while stunned. Heavy has to stand there with a shield out and medium really canāt do anything. Light would be hurt the most if you couldnāt use specials
Especially considering the heavy could still use a dome shield while stunned or barricades
It would also bring back the issue of just completely screwing over melee weapons
We need crossbow, bow, and boomerang
From what Iāve seen and played with so far, stun is still strong. I think people should wait a little bit before saying itās dead. Finals players notoriously overreact to nerfs like they did with the Lewis gun and everything else thatās been nerfed on heavy
d
It's dead, when they rebuff it or rework it, u can visit this comment again, u do not need to go close to 16m with 150hp to slow down a target
There are other better light equipments that will replace that slot
sorry in advance
16m is not close š
Iām literally using the stungun in diamond rn itās perfectly fine. Play with your team
please revert the shield and glitch grenade interaction change. having the grenades phase through the shields makes playing powershift an absolute nightmare. i can't counter heavy + aps turrets at all where before i would like to glitch the shields and snipe the turrets
now every glitch grenade gets completely consumed by the aps and the heavies will purposefully protect the aps the most. it's unwinnable
this is basically every interaction i have with the objective now, down to the second aps being placed immediately after me needing to almost die to destroy it
We got new gadgets?
No
In some ways, we got new gadgets every week lol
Light is actually decent in the new mode
Have to avoid mines and turrets
what all guns are considered as marksman rifles or handguns??
Light lh1
any gun that sits in one hand i believe
Lh1 and v9s. Medium's revolver does not count.
The 93R isn't a handgun. That's weird
What you guys think about switching the sonar grenade from the light class to the heavy class and in return the motion sensor to the light class?
it does
I think sonar grenade gives back to the medium class better.
Light have thermal vision ,heavy have motion sensor,only medium...
devs has been deliberately reducing the detection ability of the medium
š„²
Is it me or does medium and heavy need more wepons
Thermal is pretty bad right now cuz lights who go invisible and simply recloak cant be seen in vision plus cooldown long as hell
Bro medium does not need more stuff?
you really did shit with the barricades, go back
we can no longer obstruct a staircase or a corridor of a house, the barricade is too big and does not want to position itself
Motion sensor sucks tbf
Duno still new to the game
Tbf I think light has the most stuff
I think from most to least it goes
Light
Medium
Heavy
I think the patch is kinda disappointing. There was such a buildup and even though we got some cool stuff, balancing was not on point.
my thinking behind this question is:
light has the most mobility right? So giving the class a stationary detection option is okey. (and light has still the dart gadget as second option)
heavy in comparison is kinda slow. A ranged detection option could be interesting.
Light has glitch, sonar and dart right? But light also doesn't have either one of 3 mine types, medium also having data reshape and aps. Or am I wrong?
i'd like to see Light have a 'stim shot' type of specialization. One stim shot that let's you instant regen. Maybe a 10-15sec cooldown to use it again. It'll make them way more valuable in ranked
but wont 15 seconds be too quick of a cooldown
in practice we have the least.
especially the least love from the devs
maybe 20-30. I don't think it should be something a Light can spam, but something that can put them back on obj without having to sit in a corner to regen for 10min lol
yeah instant regen would also come in clutch situations
Light just needs something to make them more practical in ranked. Ideally i would think the best meta is LMH. Since launch it's been MMH and MHH...
Okay so Iām not the only one having the issue of light being difficult like I get the point of light and how to play them but you have to be pixel perfect or youāre dead, like they have zero survivability and have really only one reliable gun
yeah i'm sure it's a universal experience. Light is great when it's a 3v3, but it becomes a major issue playing Light in the 3v3v3v3 with every team running MMH/MHH
I miss cloak as it was š
Either they should have native faster health regen or a specialization like a stim shot that provides faster health regen over a time. Or maybe give light defib? something...
what has a lower ttk now? The fcar or the ak?
Good Questions... FCAR has 25 round mag but 22 damage a bullet.Thats 550 Damage whats the AK? (I dont know the time it takes to empty a mag)
yea i may just have to wait until someone does the math. I have no clue how to calculate it
Actually Iād just say impossible for casual players who arenāt super competitive/sweaty
Ak has 720.
AKM vs FCAR
Weapon : AKM : FCAR
Build : Medium : Medium
Type : Gun : Gun
Magazine Size : 36 : 25
Reload Speed : 2.35s : 2.15s
RPM : 600 : 540
Body Damage : 20 : 22
Crit Multiplier : 1.5 : 1.5
Crit Damage : 30.0 : 33.0
Body STK Light : 8 : 7
Body TTK Light : 0.7s : 0.67s
Crit TTK Light : 0.4s : 0.44s
Body STK Medium : 13 : 12
Body TTK Medium : 1.2s : 1.22s
Crit TTK Medium : 0.8s : 0.78s
Body STK Heavy : 18 : 16
Body TTK Heavy : 1.7s : 1.67s
Crit TTK Heavy : 1.1s : 1.11s
fcar dead
appreciate it, mind me asking where you got the information from?
gotcha private message
that 0.01 ttk < 36 mag
Thanks š
the one nice debuff. both weapons should be close in ttk, but handle differently.
You're selling embark's light hatred a bit short there.
It was also MMH and MHH in all the betas
does the new update kill the goo tech?
Yo did the dagger front stab tech get patched out?
So since people never stop talking in finals chat Iāll ask here, was it intended that a glitch grenade doesnāt take out shields with 1 grenade?
*in the event I mean
if you're talking about barricade goo launch then yes
Does anyone understand how non damaging gadget exp works? For instance, I used the data reshaper to reshape a fair few mines, turrets, and canisters in a match, but barely got any exp for it
nah just dagger broken right now with backstabs
It's set per use
Like 25 per use of the data reshaper
Makes sense, and for something like the gateways, do you gain xp for placing them, Teleporting, or both?
Damn i was wondering why i could barely backstab anyone while dashing. I was so consistent before the update too
yup you kinda can't backstab at all
I loved dagger, its what kept me on this game and now they took it away from me ;-;
1st of all, make daggers left klick to deal 63 damage so it can kill m with 4 hits and h with 6 instead of 5 and 7. 2nd undo the aim assist change and delete aim assist completely or at least less than it was before the patch
stop copy pasting your message into multiple channels
Same...
bro 2 channels they need to see this shit
doesnt mean u need to spam it brother
You do realize you can turn off aim assist and configure it with the new pat h right ?
Yea, they sent it straight to hell.
Even if the backstab actually shows up as a gold hit on their back, you still get it registering as a frontstab
(Credit to @restive plover for the clips)
tell me moreš
I was testing earlier, like seriously... The times I would usually hit my backstabs just doesnt happen
Yep, and even when the hit shows up on the enemy's back, it doesn't count
melee is just uncontrollable now i tried to just hit someone as they jumped and i just went flying off an edge
Food for thought, What if we added a sticky grenade launcher to the game ?
honestly i wish the aps turret had a wider range, but had a limited amount of grenades it could stop, like jaeger from r6
what is the new base damage for the FCAR?
22
dang
it doesn't feel too much worse, if you hit your shots it is still good, just not as good as it was before
still at least an A tier option if you can aim
They should like make light a legit good class
yeah but the ak has base damage of 20 and a larger mag
i did not say it was the best still, i just said it is still a solid option
ok hear me out the amipity to attach Breach and C4 to enamys
Dash is just as ratty of a playstyle as cloak. Arguably moreso since you're unable to stay in the fight if you take dmg and want to wait for regen. And god forbit you're chased. You spend more time trying to re position.
Cloak/stun isn't much more cheesy and annoying than getting oneshot by an Rpg tbh.
They should make the riot baton throwable, if you hold the button for long enough and your not in striking distance it will wind up like the saber and then throw the baton like a throwing knife, and hit for 100 or so damage, and you regain the baton when the first baton lands on something. it would make the the weapon more viable, sense the medium doesn't have the destruction and health of heavy nore the speed of light to make the riot shield stand on its own, either that or they should make the riot sheild cover more area, because the riot shield berrelly blocks anything outside of chest fire, and sometimes bullets just go through the shield.
why am i being @ š , idc i only responded because bro doesn't know how to read
I feel like the barricade nerf really hurt the M60. As its recoil becomes more stable the more you shoot, barricades offered much needed protection to be able to fire long bursts. And it only really worked well when firing at targets that were either level or higher up than you were.
After trying the Lewis again to compare, it feels much more efficient all around. It doesn't surprise me that most Heavies in ranked run it rather than the M60. But I don't really know what could be done to bring the two LMGs more in line with each other, without resorting to the nerf hammer, or making the M60 too strong.
HEAVY = DEAGLE Make it happen!
i dont understand the change to the invis bomb can someone pls explain
Basically cloaked players are easier to see while moving.

I find heavyās weapons so boring compared to light and medium anyone else feel the same
Hi all, please tell me who knows, on the light class when you use invisibility and do not move you are visible or not?
You are still visible but extremely hard to see compared to when moving.
THX
Anyone has images of the new barricade?
cant boot up the game now
i heard they became comically large
They did 
Itās same as before. Extremely hard t see and make little noise when standing still
Are glitch nades bugged r something I feel like they donāt back bubbles half the time now
They need to have LOS on the ball in the center to work
new barricade change is secretly a sniper nerf for power shift
Barricade sucks now
The dagger donāt dagger no more riot is op it needs a nerf too
does anyone know exactly how long a cashout takes?
I know you need like 6 seconds to steal it, online i found its 2 min 10 sec
thx
4 more damage and I'd be happier
It's in pretty bad need of some utility but I wouldn't want either of those two changes
Having it remove mines was actually a really nice "feature" and gave it some utility which was nice
They keep taking things away from us š
not exactly a weapon/gadget, but goo barrels....
i constantly throw them, expecting them to land and create a horizontal line to block an area off....instead the barrel does a vertical line, trapping me in the good, and destroying most of the goo in the process, why does this keep happening? It seems to do it regardless of whether I'm standing still or jumping in the air
I think it depends on whether the surroundings are obstructed where the goo lands
its just so annoying
If light gets a new special, I think a cool one could be the ability to wall run and jump, maybe like claws come out of their hands? And possibly a movement speed buff when using it? But no weapons or gadgets while itās active (it would be for mostly getting out of fights fast)
Please make dagger good again embarkš
ik, its literally unusable now! I thought i was going crazy for the first day the patch was out
No front stab tech, looks like the dagger is really a waste of a weapon slot
you can barely backstab dash as well
I saw, hell i even see the hit reg on the back and it still counts as front
I mean, the front stab thing wasn't supposed to be a thing xD
But I understand the other concerns
Hey, yall, I'm trying to do the pro circuit, but I don't understand what the light submachine guns are. Cause I'm using light smg, but the damage counter doesn't go up.
Itās the 2 heavy lmgs
Ohhh, ty !
Would love to have a dessert eagle for M
We already have the revolver, chances of a de is next to none
We also already have an AKM. But we got 2 more assault rifles anyway
Meh. They're probably just gonna re-skin it anyway
What would a DE do differently from a revolver in terms of gameplay though
Like in any other game where both are available. Slightly more rounds, tremendous recoil and less damage per hit to balance. So pretty much nothing.
what's wild to me is that the new weapons still didn't get buffed
all of them are well-known to be worse than the meta weapons by a large margin
93R ESPECIALLY needs help
it kills slower than the goddamn LH1 (which excels at further ranges), and is punishing for partially missed bursts
I agree. I rarely see it used. If you want to play with a pistol, the V9S seems to be a far better pick.
ya the 93r is super weak
93r is weird like what is its niche supposed to be
Heavy should get the d50, or maybe an m16 pistol with drum mag lol
It seems like Stun Gun is currently bugged/nerfed? Evasive Dash seems to be usable under the effects of it.
Nerfed
Nerfed out of existence. Neither gadgets nor specializations are affected by stun anymore.
I literally just said its probably gonna be re-skinned instead.
oh didnt see. yeah that would be a good idea
the CL40 needs one more shot
if it needs anything its a nerf
thanks for the heads up
lower the damage but give it 5 shots instead of 4
I highly doubt H will ever get any puny weapons at all. Probably an old school rotating gatling gun at most at one point. But pistols? Not a chance
It's still effective I saw someone rocking it yesterday
Sadly that stun gun doesn't stop from stealing Cashout anymore right?
I think it does still
Damn, I havent played yet, because im not home
It still does I got hit with it yesterday
Stun gun is still alright IMO, it messes up the aim and movement, and range was buffed. Maybe they should just add back stopping gadget use, but that's debatable imo
OH WAIT what they did to the stun gun? š„ŗ
An idea I had today was to make it lock manual swapping. So if you already have a gadget pulled out you can't pull out other gadgets or weapons, but if you use it fast enough you will swap to your weapon after you run out of the gadget.
That would probably need to see some testing on the live servers to see if that was ok, with the amount of variance in the game, but if it was too much I would just bring back stun blocking all gadgets and specs, coz right now it seems kinda weak to me, unless you get a jump on someone.
Anybody have a link to the latest TTK/Mag stats?
They fixed it hehe
if you voted no you are the definition of skill issue
I don't vote on my own poll's
Saying no means a skill issue?
my brother for the second time i love you, iām not talking about you
what if you voted no but dont use it
assuming you are speaking from an outside perspective i would say so
well if you voted no means you are still getting killed from it and if you are still getting killed then yes its a skill issue
what if i just play the game for casual
Bow weapon would be cool x)
using the stun gun in general is a skill issue tbh
maybe one of those hand crossbows for light, regular bow for med, and crossbow for heavy
What if grapple could also pull people towards you.
brother u just aim and shoot like normal?
sometimes i dont even turn on my monitor
could say the same argument for other gadgets.. i agree that it was a very strong gadget and needed a change but as a 150hp rat with LH1 whose hipfire is atrocious i was still able to kill them while stunned and they only stunned me if they caught me off guard, not playing with my team
ok so hear me out hear, like a lite thing that like parries projectiles or smthn, a crossbow for light as the other guy said would be cool, maybe some kind of wallrun type shit would be cool, etc
nah. The stun gun literally made it so you couldn't move, can't use your gadgets, can't even ADS, and lasted for like what, 15 seconds? Basically you were a sitting duck. Thing just spoon fed you kills. Im glad its useless now cause imho, something like that shouldn't be in the game anyhow. It's bs to play against
half my argument was me describing how as one of its worst matchup i was still able to handle them? again i agree it was strong but annoying doesnt mean OP, rpg is annoying, so is defib are they op?
not 15, but like its theres still counter play, rpg is a similar problem, i disagree with defib but u get my point
Defib was a bit op at the beginning but now its fine. I agree with the changes
Rpg though I disagree.
It could 1-shot lights.
Even now, A heavy who opens a fight with it is assurred to win that fight, assuming they're not incredibly horribly incompetent.
bro you are missing the point, i have no quarrel with rpg nor defib just wanted to use them as examples.. what i believe is that is a literal skill issue if you cant atleast handle half the times you got stun
True, say what you will about stun, but the way to counter it was by being half decent at hipfiring.
Rpg is just like, 80HP gone, minimum
While fighting the most Tanky class in the game
Now THAT'S starting a fight at disadvantage
Which is a sign that you should NOT engage with a heavy as a light. Light is supposed to be a glass cannon. Heavy is a big destructive force. It makes sense
They ruined the game change my mind
reading comprehension level: 1st grade
Even as another heavy, Or as a medium. 80 to 140 HP gone is a MASSIVE disadvantage.
A lot of heavy players get caught up on this idea that they should be some big bad raid boss, ever since launch. Then throw a fit when their class isn't literally demigod tier anymore.
It's frankly annoying.
Even when I dodge out of the way as a light, I still get pinged for 80 damage.
Additionally Heavies run around with it out 24/7 if they know what's good for them. What do you expect me to do when I do engage, no matter how sneaky? Speedblitz them?
I remember when they nerfed RPG JUST enough that it couldn't instakill a full HP light, and heavy chat melted down.
Like, jesus christ.
Stunned while low on ammo/reloading: guaranteed death.
Stunned with weapons that have bad hipfiring accuracy: death, or survival by mere luck.
Stunned with weapons that have good hipfiring accuracy: death or survival by out-skilling your opponent (you were immobile and inaccurate, while he had 100% mobility and accuracy).
I don't see how you could call that fair, or at least a good game mechanic.
Then stop playing it ?
unironically I agree with sadlad even if you're not supposed to fight a heavy head on its literally impossible, you being light means you're a prime target for an rpg to blow you up and say fuck you, and light isn't a glass cannon right now its just glass, in the new terminal attack mode it actually MAKES light feel strong because half of the shit in the game that made light hard to play is out of the game mode making it an equal playing field
you have no way to actually counter heavies now since stun gun is just a minor inconvenience for anyone
@fleet brook couldnāt change my mind tho rip
Well even if you die the DPs you dish out effectively takes someone out for the entire round which sucks
how does that suck??
have you not played Rainbow six š thats the entire point of the game
Wasn't the goal the goal was
If you think a game sucks don't play it why waste your time on a game you think is bad when there's thousand's of good ones
Shot at while reloading (you're gonna die anyways)
Stunned with a precision weapon (actually has decent hipfire at 12 meters)
Stunned with weapons that have good hipfire accuracy (you probably have at least 100 more HP vs the light you're facing. A full 2/3rds more HP. Just shoot them, you will kill them before they can kill you.)
Heavy is op light is useless
I love how the emphasized that nerfing stun gave people a "fair fight" against a 150 hp class
One I love R6 2 R6 has doc and finka and Thunderbird and one shot headshot so your health doesn't matter past like silver
casual players really need the coughing baby to stand no chance against their nukes
Well, you could say the same thing about grenades, just hit a heavy with one before fighting, you even get two tries, might hit with both and both of them recharge before the rpg does. And like yeah it is easier to hit with an rpg. I am half-joking here, but there are tools for you to soften up heavies before you fight them so why shouldn't they have one.
I don't think rpg's damage is too much, especially with how hard it is to deal the full damage, I only usually take around the 80-70 mark, while it feels pretty easy to kill mediums with two good nades or a nade and some shots.
I could see a nerf to pull out and holster speeds so you have to commit to using the rpg, but that would basically write it off as a fight opener, which it still usually is.
Moreso if you flank well with light you should engage the heavy as he has already fired his shot at your teammates.
If you are the one opening most of the fights, especially the more stanoffish types, not the "we caught them on the way" types you are probably playing the class wrong
Oh yeah and ttk in r6 if you're not shot in the head and your playing cover will give you time to duck again
The frag is way harder. Most people at higher levels have enough gamesense to notice a frag incoming.
Meanwhile in the finals its a pretty much who shoots first and a weapon check
well you should have enough game sense to expect an rpg and try to bait it before actually engaging. I have menaged to block/dodge them multiple times with goo either from grenades or canisters, by closing the doors or pinging with single bullets and hiding
Idk, terminal attack shows the flaws of the other classes because it kinda makes 0 sense that light somehow becomes strong when heavies cant spam rpg every 12 seconds or mediums cant heal beam or use defibs, even with how the games gunplay works you really cant deny that light could be strong if these things werent so blatantly powerful
This game 9/10 your getting third partied this game is shit from the original starting point, heavy is for imbosoles, medium is alright and light is just useless you canāt change my mind donāt know why I asked game is actually ruined
Iām turning to a heavy main from here on out itās just ridiculously easy
Lights entire gameplay was hit and run anyway, now it actually matters because you dont have to deal with denial abilities like fucking heal and defib š its actually fun to play light, as much as I fundementally LIKE the light class, light is genuinely terrible
Lights have always had the highest dps in the game and it honestly seems to me like the biggest difference in the new mode is a mentality difference, people are just thinking that they probably shouldn't just go in blindly into a fight and try to find a good angle to attack from behind.
Yeah no healing helps, but it doesn't matter if you kill someone from full health in a second anyway
and no they dont this game has no grenade indicators or good audio w/ them š I'll get randomly blown up by a nade and my first thought was "where the fuck did that come from??" I still get jump scared by heavy flamethrower players with no audio, they really need to double down and add indicators, if light being invis is "too hard to see" and they need hand holding for that, add better indicators for sound queues and grenades, similar to apex
lights having highest dps true? just curious
I have the same mentality in every game mode, this game mode just rewards you for it more than others, if you actually wait out a heavy rpg they cant do it again so you have a more fair fight that doesn't result in you getting fucking one shot, and thats my point about healing, in the normal game you cant just wait out someone, if you do dmg to someone or kill someone then run, you have to worry about them INSTANTLY resetting because of defib+heal
yeah, i think only one of heavies guns do more dps then light but out of each gun light has the highest dps
ranging from like..250 to 300? I think
even compared to fcar?
all the weapons are in the 250s for light (except melees, throwing knives and the new gun), while other classes are only getting up to the 200s
fcar has like 198,1 dps after the nerf
didnāt know that.. thanks guys
rpg moment, and m60 has like 70 bullets while the lewis gun has like 47 bullets š and you dont kill people at full hp in a second, not heavies atleast
even though light has more dps it cant kill a full team in one mag š¤·
LH1 would like a word
thats if you hit all headshots or atleast 2 headshots
assuming you are cracked out of your mind which iāve never been able to došš
š I use dagger and pistol I wouldn't know
but yeah the verdict is light kinda just sucks and the new game mode really shows that, what makes light strong is the fact that other people have a handicap to make your fight easy for you, which is why im more than confused on why embark thinks stungun made fights unfair, I get how stungun invis is annoying but stun itself wasn't exactly the issue especially for how flawed it was, now you can heal people mid stun like what š
True, though I never really have an issue with frags, cause I always see them on the ground
i hear them like, one out of every 40 frags I hear it
Assuming an even spread of classes a team has 750 health, even with the more popular MMH it becomes 850, the only two weapons in the game that have that damage volume are both lkms and both grenade launchers (assuming you hit everyone at once with all the grenades), but you need like 3,75-4,25 seconds to deal that much damage with the lkms, but in that time you will probably be killed so in a reasonably even skilled game no class can kill an entire team on its' own.
Extremes are possible but with how much spread the lkms have I wouldn't call that likely to happen
yet heavy still does it? š¤Ø
your math is mathing, but it doesn't like, get rid of the possibility of it happening, cause it happens
never happened to me honestly so, skill issue? /s
Now comes the part of it where the argument becomes "I dont see it so it couldn't be real"
I guess we're blind and deaf now huh š§āāļø
make cloak turn you into a random prop and last longer, its hard to play agressive stealth as an armchair but easy to hide and be sneaky:]
and even then, your math is wrong. because if a heavy uses an rpg he still has his full magazine, so now he has MORE than enough ammo to compensate for their already low health from explosions, because they're super ahead of the fight for just pressing a button
he's still chunking an entire team for free, you're killing them with half a mag if you hit 2 people with 1 rpg, which isn't hard to do
most sane take in the discord
lmao
I am not taking gadgets into account because if we do you can kill a heavy with grenades before his rpg comes back from the cooldown
the entire conversation before and still now is about how heavy and mediums gadgets overcompensate 𤨠it was how light sucks in comparison to the other
𤨠Guess we're in remedial reading comprehension too huh
its convinent to not take gadgets into account, but lewis gun still does better than any light gun, if you wanna play that argument
Lights are still at a disadvantage against heavies I never said that isn't true, but they still have the highest dps in the game on their guns
Lewis is only good because it is on heavy and they have the extra health to make it good. Put it on any other class and it will be shit
the ammo count is still really good, I feel like medium could make it work but medium stinks
light*
and those are two different conversations to me, because, yes you can hit with an rpg dealing 140 damage to everyone and than kill an entire team with you one magazine, but you could also, you know, not do that and until we know how often that happens, which we can't without official data, we are left with what the rpgs can do and what the guns can do and only the things that happen to us, which can be wildly different
true that, I doubt you could kill a light with it or an M60 if you had that 100 health less with it
any conclusive evidence because they dont want to tell you why for a reason, i think they're scared to show stats, because 88.9% of mediums probably run defib heal
but on the other hand you usually kill the lights with all the 350 health
and EVERY heavy loadout has fuckin' rpg bullshit
and why wouldn't they? Turret is often too stupid to target people it sees and ignores those it can't if not provoked and its' dps isn't even that good and dematerializer is pretty good but the impact it can have isn't that big when a lot of explosives gadgets and replicate one part of that effect or negate the other part
that is more of a problem of other gadgets being not as engaging in my opinion they are pretty good, but none of them are "I put a big hole here, now" type of thing. I am willing to bet a lot of people would still run the RPG if it dealt like 50 damage, just because it is a big, explosive stick
anything that heals in fps games is really stupid, and anything that heals when theres a hit and run class is REALLY bad for the games health
heal was so stupid they had to make gas do MORE damage, and it still heals through gas š
it can still heal through fire, and fuck it, double heal beam while the heavy steals fuck you!
That is just a bad take, the only fps that doesn't have healing I can think off the top of my head is CS.
Double healing should be nerfed tho coz that is just cancer.
hows it a bad take, imagine risking your life as light just for the person you worked hard to kill/get low just gets healed, it denys effort, thats why its bad, I think light should get a syringe thing or somn
it is a bad take because virtually all the fpses have healing in them and they are great games
none of them make healing annoying, in apex you take forever to heal, so if you full reset its the enemy teams fault for not capitalizing, cod syringe heal is just slight and it doesn't do much in the long run, valorant sage healing is a limited thing, and it cant be all out abused, the R6 healing might be an issue, ive heard complaints.
and overwatch healing can either be mitigated, denied, or straight up useless
you cant counter heal beam in the finals without doing more damage than it or killing the person healing, and even that doesn't work and they can be defibbed back instantly
While I agree that there could be some gadgets added to counter healing I don't think healing is annoying.
Healing beam in the finals is the most similar to the medigun from tf2 and a big part of that game is being aware that there most likely is a medigun on the enemy team and there are also no ways to counter it outside of dealing enough damage or killing the healer, so again I think it is just an issue of mentality.
as someone who's played tf2 the healbeam is significantly stronger than the medigun, and in tf2 you cant have 2 medics pumping heals into their heavy, and theres no fucking defib in tf2 š and you can just not be caught as a medium, the range on healbeam is also REALLY fucking good, you dont have to be making out with them to keep them alive
and defibrillators aren't that good. If you down someone and push the team right after going into a 3 v 2 they either have to spawn them in a bad spot and they get killed again or they haveto back off
Exactlyājust learn to shoot the healer and youāre fine. (IK IK itās not that simple but itās not that hard either)
you dont have as easy options to push or rush a fight like you do in tf2, have fun pushing the healer through 2 other people shooting at you, so now its an unfair 2v3 and you sell your team by trying to frag the healer, or he dies and gets defibbed back cause your team is too dumb to push or they ended up trading cause while you were pushing the healer your teamates just fucking die
and people can still defib mid fight, the damage someone can do to you after a defib before they die still changes the fight SIGNIFICANTLY
or they just run and stall out the fight to reset
especially if its another medium because let you go and steal he has time to get his entire team back to keep the fight going
oh, you see I get around that by not playing with a stupid team (I only play ranked with premades), and we almost always stomp people when they try to defib almost immidately
so the only option to deal with a stupid item is to have a 3 stack, you know that was the same solution with dealing with stun gun before it got nerfed
stick with your team and say "IM STUNNED KILL THE LIGHT" š§āāļø
its the same situation, they just dont give a damn about medium
yeah but also stun gun was more annoying because it took away player agancy, while defib is fun because it gives you more targets to shoot at.
agency? AGENCY?? you could still kill people while stunned š it was just harder because you couldn't ADS, now you can stun, swap weapons, and do everything else
imagine getting stunned as a heavy, oop, just rpg the light
it made fights more fair for the light in question, but I guess being cc'd isn't fair all of a sudden? like idk
now you just use stun to run because it cant get you any value, being stunned gives the enemy you're fighting WAY more value
Yeah that is agency, you couldn't swap weapons, would just die if you had a melee weapon, movement and turning around was slowed down, those are all thing you wanna do normally but couldn't with the stun gun. I don't think what they did to the stun gun was right in terms of where it is balance wise, but it was the right thing to do gameplay wise.
They basically deleted the more annoying parts of the stun gun, but it left it with nothing really, kinda like what Valve did with the Sandman in tf2, which went from probably the best or second best scout melee to arguably the second worst
riot shield could still block it while stunned, and it only really stopped light and heavies, and if you get hit by stun as a light L
I do think the stun gun will end up buffed or reworked, but they probably want to see the stats before it happens. I truly hope what we have now is a band aid fix as a result of us being in the middle of a season and hope stun gun gets buffed/reworked at the start of season 3
maybe
fcar no no good š¦
nah, fcar is in a good spot right now, most of the "good" weapons are I would like to see some buffs to the underperforming ones next instead.
I would like to see it get completely reworked, I would also like to see a poison dart
So tf2 with a good team protecting there medic (joking)
the fcar dmg nerf was enough but the recoil didn't need increased and the extra 5 rounds paired with the reduced damage makes it feel more similar to the akm than it should
A large part of medium is supporting your team
So yeah medium just gets gutted in team utility
And heavy is just.... Very meh he can't do destruction well because of the one charge rule and setting up a site is less valuable because there's 2 sites
akm still has like 10 bullets more it still can deal overall the same damage (even slightly more actually if you hit with all the bullets) and it doesn't destroy akm in close quarters because they basically have the same damage output.
All the issues that made it seems unfair are fixed now in my eyes and it is still the long range weapon of choice for mediums
sledge and charge n' slam
Also NO ONE ON MY TEAM WANTS TO PLAY SITE
Sledge vs any ranged weapon you're cooked
Charge n slam has no verticality
I play heavy for destruction not point and click destruction simulator
too bad lol because these devs cant pick a poison
oh yeah a dart or a grenade that stops healing for the light, it would also fit with the disruption aspect of the class, a shield grenade for the heavy (like a grenade that gives non-regenerating health to his teammates) and something interesting for the medium, maybe a goo mine that traps people that step on it or like a launcher trap that flings people in a direction.
Heavy and mediums utility get cut in half in terminal
also melee heavy + goo gun wins against ranged heavies most of the time, its not consistent but its better
which is good it shows the insecurities of those classes
Lights have two modes more or less
Power shift
And terminal
True
Which isn't necessarily bad. Honestly it feels good that devs focus more on listening to the casual audiences rather than looking high-skill rankings. At least there won't be a repeat of what happened to overwatch.
Nah as an og over watch player and semi player now
They listen to casuals in overwatch 2
overwatches only good change was the dps passive
of giving anti-heal on shooting opponents š
Goo gun is goated.
It just takes a modicum of skill, but it can be really oppressive, lol
That broke the game on such a large level they had to peel it back and since they've put it back in \ rebuffed it spamming has become a viable Strat especially on tracer and other heroes meant to be flanks
Sorry for my side topic rants I just really enjoy showing my knowledge of overwatch
what is the best medium build for the new mode?
Defense or attack
This is the hottest take I've ever heard in my life not gonna lie I assume this is sarcasm :^)
gun (last time i post it i swar)
Tommy gun would actually be a really good idea
@foggy snow hey sorry for ping. do you have the 2.5.0 spreadsheet still?
But if you add one weapon, each other class would need a weapon too. So maybe the tommy gun would be for the light or medium, and a baseball bat could be added, and the third weapon idea could be a tesla lightning gun or something
I didn't archive that one, but I can quickly copy it over to another sheet (after errands). It's a minor change, anyway.
okay thank you :))
i feel like keeping a version for each patch (if its not a burden) would be great for comparison between patch and just documenting
nerf devib and healing beam like omg
Sniper + Tracking dart combo is kind of insane???
Esp on power shift where situational awareness is key
off the top of my head, the following has changed:
- FCAR damage: 25 -> 22
- FCAR magazine size: 20 -> 25
- FCAR damage per magazine: 500 -> 550
- FCAR TTK vs. Light (Body) -> 0.55s
- FCAR TTK vs. Medium (Body) -> 1.00s
- FCAR TTK vs. Heavy (Body) -> 1.44s
- FCAR TTK vs. Light (Head) -> 0.33s
- FCAR TTK vs. Medium (Head) -> 0.67s
- FCAR TTK vs. Heavy (Head) -> 1.00s
tysm :D
recoil changed too
Fcar still feels pretty good to use at the higher skill levels, I still prefer it over the AK
Itās a good trade off I think theyāre very even. Trading ammo for range is nice
fcar no no good š¦
so is it worth it to do ak over fcar now?
AK used to have almost double the ammo cap, I like that it's more equal now and the Fcar scope is just perfect
i think it's dumb what they did
just made the fcar closer to the akm instead of something unique
High damage accuracy weapons are notoriously hard to balance because good players don't really miss
high damage weapon should be accurate but have a slower fire rate
the more interesting way of nerfing the fcar was just giving it a fire rate nerf and giving it more range
instead of UNGA BUNGA ME LIKE AKM PART 2
They said in the patch notes that the change is to make it more noob friendly while also lowering the skill ceiling a bit for the better players
which is honestly fuckin dumb
like thats just ignoring your better skilled players at that point
oh it's not noob friendly? oh whats this i see? an akm š
maybe i'm just mad because meta still goes unchanged and melee hit reg is still fucked
kinda hard to find joy in a game when the weapons you love are just unsuable
Meh. I kinda agree that the goal of balancing shouldnt just be "low skill weapons are the best so everyone can play" but it's their game i guess
if you wanted to trade mag size for damage the akm was already a great alternative i dont see why we need two versions of the same gun
i really struggle to believe the devs care about any of the players above silver
As an Fcar main myself I think what they did was fair because once you get the recoil pattern down that think could melt just about anyone from any range pre nerf⦠it was OP
if theyre trying to appeal to new people because of the player count dropping making the fcar "beginner friendly" was not the way to go imo
yeah we all agree we are glad it got nerfed
So the only viable classes now are medium and heavy right
we just dont like how it got nerfed, it was just making it way more similar to the akm
I can agree with that
wdym by now? thats always been the case
Depends on the game mode
I was holding out hope until they killed dagger lmao
Nah light snipers can hold their own if theyre good
no matter the game mode it's M&H
the sudden jolt in the recoil about 5 shots in also feels out of place
can yall just install cpma whatever steam players are seeing this so i have more people to play afps games with
this game is done for in the way that its headed !
if you want a good arena shooter you'd be wise to play q3a/cpma
full names of those games?
Quake 3 Arena
bro what
Aint noway
also, wrong channel, fwiw that wasn't my intention to post that in here
bro if they would fix the revollver acc it would be so good
- maybe not if you could move
- precision weapons are not the only ones with pretty bad hipfire
- you will EVENTUALLY kill them before they do, if you're lucky, or if they suck ass š¤·š»
nah, post it more that looks fire
what class should have the tommy gun
- only if they're geuninely ass and can't aim.
- yep, but they also two shot lights most of the time, and there's literally only two of them in the entire game.
- you will kill them, unless they take you COMPLETELY by suprise or unless YOU suck ass
med
it looks like a medium weapon, though they really don't need another good automatic gun, lmfao
It could just be an MP5 skin
if heavy gets something like that, it should be a minigun
Isn't it an SMG?
fair enough, tbh
Berserk sword skin for sledgehammer when?
g3 when
It would be nice to have an equipment that makes you immune to gas, for lights it could easily replace the thermal vision for example
yo, dragonslayer for sledge has been something people have been begging for forever. We need that shit
would combo like crazy with cloak
Imagine the clutches in QC
last minute hijacks are some of the craziest moments you get in this game
I can think of so many ideas for new equipment just from the top of my head, the stuff we have right now is fine but they can easily get more creative with it
more weapons would be great but they struggle to balance what we have so far
They shouldnt be scared to simply add more things to the sandbox instead of necessarily replacing the gear that's less popular. Balancing is an issue but the game kinda does need more content... that isnt cosmetic dlc
fr like give me dual pistols or something
desert eagle for heavy would be great imo
Tried out the burst pistol on light again. actually decent, thought it was garbage
tis not automatic, tis spray like fly on shit
Would love actual shifting in balance and new weapons tho. three just wasnt enough
true, lol
So what everyone thoughts on the F-Car Nerf?
bad i no no like
amazing. one of the best balance changes the game has ever seen
medium is now the most balanced class in the game
which has not been the case ever. in any beta or season
Agreed, now AKM dose more damge, to get 2 kills
you really like to throw that word around huh?
AKM does more damage with less range and more ammo. its a great trade off with the fcar
Next We could use a maybe a buff to shotgun or revolver, to change the meta
my three ideas for medium weapon additons was deagle, infantry rifle, and tom gun
Does health regen feel slower for anyone else in the new mode?
I think medium could use a pum Iron shotgun like in Half Life 2.
define infantry rifle
revolver
nuh uh single action
FAMUS
i mean i guess but functionally the same ina videogam
thats a burst weapon
double action i think
semi auto faster like v9s pew pew
isn't Burst the same thing as Semi auto, tho?
Health regain is mostly restricted if I remember correctly. And yes, on top of that I do gain around 20 of what I lost, but it is slow
Dose anyone think the Heal Beam should nerf too?, ( look around the room with jacket ).
l1a1 for example
idk. I don't run into too many issues with it. The only thing I think that can use a nerf is the flamethrower, and that honestly might just be a health issue
Flame thrower isn't an issue
Hell, even a skill issue
yeah exactly but for medium cuz no fair only light has
agreed
maybe not for u, but I get killed by them almost every time one is in the game. But that also could just be my positioning
Well, it just I tried of see 3 Medium getting the highest amount of cashout.
Its an issue for lights only
Any other class dumpsters it and just play out of its range
Yeah, I agree. If I'm using medium I can usually handle it longer. Or I'll just be shooting from longer ranges
Beside I think decreasing the range for heal beam a little or by half, is not going to be so bad.
flamethrower counter is social distancing
Lol, yah
I don't flamethrower is best for heavy's
When can Heavies get a rotating gatling gun
When mediums get a crossbow
It annoying to fight up against, but not Op, like grenade launder
It will complete the tf2 trifecta
crossbow headshot 1 tap?
More like repeating crossbow with lesser damage but higher fire rate
does the data reshaper automatically effect rpgs and nades or does it need to be triggered manually?
Nobody cares enough to use it to figure it out
im using it rn
Ok so whats the answer
Okay, please give non-biased opinions. What's better, FCAR or AKM?
I feel like the Ak has more value now with the ttk being so close and extra ammo
ak is better imo but i still use fcar out of hope and spite
Medium with a Vector
famas could also be up there now with 23 base
Ima play three matches with AKM and FCAR and see which I like better
It makes me sad to see my boy go š¦
(FCAR)
It for the best.
I will politely agree to disagree.
But that's not the point.
I personally felt frustrated/annoyed whenever playing QC games against triple L invis+stun teams, who would do nothing but try to stack up easy stun kills, randomly disrupting the moves of the other two teams, while not even attempting to win themselves.
It happened so frequently that upon seeing a triple L team in our lobby, my friends and I would deduce that they would play like this. And we were (almost) always proven right.
So, it's not really a matter of: could invis+stun be countered. Yes, it could. Even more so in a premade team with VC. But it sometimes made everyone's experience miserable.
Sure, you would not see this in Ranked. But not everyone plays Ranked, and casual modes like QC are where every new player starts. Getting beamed time and time again by invis+stun, while you're trying to learn the ropes and play the objectives, had the potential to disgust anyone from playing at all.
That's the real reason why it deserved the nerfs it got. And Light players who constantly abused it are the ones to blame here.
should give heavy hang glider gadget. give lights mobility boots specialization that let them double jump and jump higher. also theres a glitch to get wallhacks for free involving color blind settings I'll tell you how to replicate if you put hang glider in season 3

I suppose we will agree to disagree.
yep, invis has gotten a lot of stuff nerfed that didn't have to be. I'm not crying too hard to see it go, just sad it wasn't nerfed before it killed OB dagger.
Stun was nerfed far far too hard to be fair. Allowing ADS was fine for the people who complained about it, and would have been more than enough to kill the gadget.
However, allowing gadgets and specalizations when:
RPG exists, Every heavy specialization can completely counter light stun, hard. You can't stun a healbeam to cut it off for a clutch play.
even stunning lights doesn't do anything unless they're running invis.
invis itself has been so heavily nerfed it's not even funny. Making it just more visible with the earrape stuff would be fine. They could easily revert the duration and other such things.
I have come to a conclusion on the FCAR AKM debate
After testing in firing range, I can confidently say that it depends
FCAR trumps AKM in range. It can more reliably deliver the same amount of damage with less shots. Additionally, it has less of a damage falloff (based from what I can tell at least).
AKM beats FCAR at close range, by a long shot. They have basically the same hipfire (FCAR may be a tad more accurate), but the extra ammo with similar damage makes this a great choice over FCAR.
Don't get me wrong, they are both fantastic choices. IMO FCAR is more verstatile, but AKM can beat FCAR at close range anyday. (However that opinion IS biased)
f sho
I think that's a good way to balance them, IMO.
Fcar shouldn't be a direct upgrade
What's the difference between that and getting rpg'd into dust?
getting stunned gave you a chance, lmao
rather than "you're 1-hit, have fun"
(it's also important to note RPG does not have a 12 meter range restriction like the stun did. You HAD to be in prime hipfire range not only to use lights guns but also to get off the stun in the first place.)
(12 meters will also engage the invis earrape sound)
I WILL say that FCAR requires more aim consistency (ability to keep the bullets within a certain spread) to be better at range than AKM (Which actually needs a slightly tighter spread)
In short, technically speaking AKM is better than FCAR. But you also have the added bonus of better visibility with FCAR for range.
It really comes down to recoil preference and visibility preference.
Fcar should be generally worse than AKM and FAMAS considering it can play at both of their ranges
every generalist weapon should be worse than the ones that specialize in a certain playstyle or range
xp-54, fcar, and lewis gun
IMHO, following the massive stun gun nerf, the invis duration nerf could (and should) be reverted, especially now that it's easier to detect. Because invis never was the main issue.
I partially disagree that you have to be in hipfire range to use Light guns. I won't talk about the sniper, but both the XP54 and LH1 can hurt enemies a lot from beyond hipfire range. This is less true for the M11. And the double barrel shotgun, well... It's fucked as of now.
@swift cradle the stun gun affected all three classes, while the RPG insta-gib is only an issue for Lights. The RPG has a longer cooldown. And is used by the largest, most visible, slowest moving character of the three.
With that said, I wouldn't complain if the damage from a direct hit was lowered from 140 to 100-120, exclusively on Lights. It would still hurt a lot, but would give a better chance of survival.
FAMAS is worse than both FCAR and AKM. (test it for yourself)
Generally, FCAR has been the "long range" weapon for medium. AKM is best at close range, while being okay at medium range. FAMAS dominates medium range, and does adequately at close.
Tbh FCAR and AKM have such similar stats it really just comes down to which you play better with (looking at TTK)
FAMAS does more damage from further than FCAR now. the minimum and maximum damage drop offs are longer, as well as the modifier being lower. the only issue before 2.6 was that the fcar did so much damage that it didnt matter
sorry, the minimum is the same as fcar but the max is longer.
35m minmum for both and 40m max for fcar. a 47.5m max for famas
old fcar would shit on famas any day tho
That difference is negligible. FCAR is better at close range than FAMAS, too.
yes because famas is meant to be bad at close range. i also agree the difference isnt as much as it should be but it's definitely not negligible. the famas is genuinely very good from range
melee hit reg super butts still https://streamable.com/qq8650
famas could get a buff to its minimum range fall off though for sure
but as far as dps values go, all the weapons are in a great spot. ranges just need to be tuned a bit
IMO the 3 damage nerf to FCAR was a little heavy. 2 dmg would keep it more balanced
And just for transparency, I run with FAMAS, AKM, and FCAR
I think I just suck too bad with FAMAS at range lol
i think generalist weapons are lame and should be kept out of meta so im fine with the nerf being heavy
this is fair burst weapons are hard
FCAR isn't a "generalist" gun...
it plays at both ranges wdym
If you want generalist, look at AKM
AKM is bad for range. In comparison to the other rifles, it specializes in close range
fcar plays at both the ranges of the AKM and the FCAR but does a little worse at both ranges now
Not from what I saw in-game. AKM is somewhat comparable to FCAR and FAMAS at range.
Generally in firing range I can 1 clip the dummy at the end of the firing tunnel with both guns
(FCAR and AKM)
AKM falls off sooner and harder
Okay, thanks?
The ammo cap counteracts that
yes but the ttk is much higher from range with the AKM. its not unusable though because of the ammo count, which is good
generally when fighting against other rifles at range, the AKM will lose
What? "Not usable from the ammo count" wdym by that
unusable* sorry ab that
... then why can I full auto with both guns and 1 clip the dummy
its not unusable is what im saying
Okay now im really confused
You initially siad it was usable, switched to unusable, then useable again. Make up your mind
The AKM is worse than the other rifles at close range but is not terrible at range because of the mag
it is not unusable
Aaaaand you contradicted yourself again
im not contradicing myself i corrected a typo
"Not unusable" means useable. You then said "unusable* sorry abt that". Then you swapped back to "not unusable"
You literally just proved my point...
the typo was the word usable. i meant to say unusable and keep the "not"
Aaaah, mb
its ok it happens
but yeah all rifles are capable at range, AKM is just the slowest
Even then it still feels viable for range
Idk I just think FCAR got hit a bit too hard. Don't get me wrong, it needed to be nerfed, but not nerfed as bad as it was.
Either that or buff the other guns so they are viable choices
im fine with it being overnerfed a little just because its been meta for so long
later it could be rebuffed depending on the state of the game
but honestly i think this patch slates medium as the most balanced class in the game
I think that's exactly why it shouldn't have been overnerfed. A lot of players have to switch up their playstyles, and that can be frustrating.
idk i come from overwatch where they intentionally change the meta every patch and players get upset if the meta isnt changed in a patch. so i guess its probably more of a preference. but im a huge fan of finally being able to use the other weapons on medium
Totally, I agree. Imo its bad to nerf a gun so badly that if everyone has perfect accuracy at 30m it loses every fight
(assuming they are all medium class)
wdym
TTK is so similar for FCAR and AKM now that its up to chance for whoever wins if both the FCAR user and AKM user have perfect accuracy. FAMAS just murders FCAR with perfect accuracy as well
Just sayin, for a "heavy assault rifle" it don't feel so heavy no more
All im hoping for is a teeeeeeeeensy buff of 1 dmg to FCAR
I agree with the RPG changes you proposed. I think a better way would be just buffing light health though. It'd also fix how much damage mines do to lights for zero effort.
It doesn't especially matter that RPG is on a super visible class, they tend to be enough of a fortress that you're not gonna get away without getting shot unless you have a sniper.
140 damage to start off is also debilitating to mediums as well. It reduces them to nearly 2/3rds light HP.
ok i agree with this 100% and i think the issue was that the FAMAS never should have been added to the game, the fcar should have been reworked into a long range weapon instead. the fcar now has to sit at an awkard point in the middle of the two weapons where it isnt really allowed to have a niche because theres no room for it to have one
if famas was never added and fcar got a small fire rate nerf instead it could have been great
I'm sorry, I genuinely can't tell if you are being sarcastic (It's been a long day). Could you clarify please?
(And I mean this in the kindest way possible)
Three rifles is a lot and it's hard for each one to have their own unique identity. The original idea seemed like the AKM was for close range and the FCAR was for long range. But the fcar was so overtuned that it was best at both. They should have lowered the fire rate of the FCAR so that it was worse at close range (more punishing to miss up close and less dps) but easier from long range. They added the FAMAS instead which kind of took the FCAR's identity and forced it into a weird middleground spot
Okay, thank you. My brain was left to cook in the oven too long and its now a fried chicken
no its all good my original statement was poorly worded
What might be cool is if FCAR became long range gun, like you suggested, AKM be nerfed/buffed to be better at close range, and the FAMAS to be the "jack of all trades".
I.e. FAMAS beats AKM at range, but AKM beats FAMAS a close range. (Same with FCAR but reversed)
I HAVE A SOLUTION : AUTO BURST
BURST, BUT AUTO
Oh please no that just gives us a funky FCAR (that would probs be op)
just bring out the muskets the modern guns are causing too many problems
ikr
this would be cool if the current rifle balance proves to be bad once the meta settles
Yeah. Guess we will have to wait 40 days to find out tho
this patch wa s a huge meta shakeup. no one understands that light was buffed this patch
I think buffing Light health would cause all kinds of unnecessary balancing troubles.
I would definitely buff health regen speed, though, so that Lights can recover faster after taking damage.
I have no opinion on mines tbh.
My point on Heavies being visible was in the context of the stun gun/RPG comparison.
It's not exactly a fair comparison if you don't take into account that the stun gun was wielded by the smallest, fastest and often invisible character.
A lot of times, I could clearly hear that a Light was nearby, but not see him and attempt to dodge before I got stunned.
You can (usually) see a Heavy coming at you, even though it doesn't mean that you will be able to dodge the RPG.
tbf if the community hears another nerf the game gonna be a ubisoft title
This is nice I can have chill conversations with sane people who dont just spew cuss words to the conversation.
buffed in ranked and simultaneously nerfed in casual
#šāgame-feedback moment
@sand monolith thank you, this is like the first conversation that I've had in discord that was actually constructive
you too :)))
What do you main as light?
I'm not very familiar with light meta
Fr i cant hit the little gremlins for the life of me
in a perfect world i would main the m11 but the xp-54 is pretty much objectively better. If you want meta though its the lh1, that thing will ruin the game once heavy gets nerfed
LH1 always felt strong. Dosen't it have the strongest single-hit damage? (other than sniper of course)
Yes it does 49 on a body shot and 98 on a headshot. it also has BETTER FALL OFF STATS THAN THE SNIPER
WTH?!
the starting fall off range is EIGHTY METERS
Whoever made LH1 was high. No other explanation
That will break this game's spine in half
Also who in their right mind gave a SNIPER DAMAGE FALLOFF like what
if you hit 1 headshot during a kill with the lh1 it will kill faster than every weapon on light. and bodyshots only is just on the same level as other weapons
š this wont break the game at all
Are we all in agreement that the cloak for light was a tragedy this season?
the two things stopping this weapon from destroying the game are the lewis gun and the rpg which do need to be nerfed. if lh1 isnt nerfed in the same patch then the game will see the fastest ttk meta its ever seen (besides nukes)
Honestly I see no reason to play with the M11. Anytime I tried using it, it felt extremely underwhelming in comparison to the XP54, which is way easier to control, with a better sight picture, and very strong up to mid range, where the M11 struggles.
cloak nerf was sad but it was causing a ton of casual players to leave. hopefully they can rework it to be more fun to play against
that's fair, honestly.
I kinda want a stim type gadget, tbh
yeah the minimal ttk boost you get from the m11 isnt worth the gigantic range loss over the xp. its really unfortunate cause the m11 is so much fun
Oh goodness please not another Octane (if you know, you know)
I started playing FINALS to NOT deal with sweaty Octanes high on stim.
if light gets a stim it should only start natural regen early. it shouldnt actually boost anything imo. maybe also a separate stim that solely gives a speed boost
WDYM stim ?
if light got a stim that did more than 1 thing it would just become a must pick gadget
Makes you speedy for a short duration
starts health regen, and maybe makes you a bit speedy. (mostly for the health regen tbh, I'd like the extra speed, but it's negotiable)
Embark is watching this rn and is probs like "So THIS is what our community talks about"
My thoughts exactly. That weapon needs a slight buff or rework.
@sand monolith why is your name FCAR IS DEAD
I can't tell if its exitement, depression, or both
i think the issue is the xp-54 honestly. it invalidates the m11 and the V9S. its kind of a boring generalist weapon tbh
I don't feel that Lights need extra speed. Quicker health regen, definitely. But it should be an intrinsic ability, not a gadget.
excitement. i have been a day 1 fcar hater since the second closed beta when it was added
I am supriesd you kept a (somewhat) unbiased opinion
And I am happy that I kept a (somewhat) unbiased opinion (forgor the "un" part lol)
I agree, but right now Lights do not need more nerfs. I think the other weapons should be buffed instead.
i play every class evenly so i think ny opinions come from a love of the game instead of a single class. i genuinely just want all the classes to be good with their own strengths and weaknesses
What?! A person that plays ALL the classes?!?! WHAT SACRELIGE IS THIS
(My legal team is making me say: "this was in jest")
once lewis and rpg are nerfed i think the xp-54 can get a nerf and the weak weapons (on both classes) can get buffs finally
nerf the damage at range buff the damage close range
NOOO i have to play one class religiously and get mad at anyone who suggests anything against said class. I LOVE GETTING ANGRY!!!!
Every light that focuses kills over objective ever
every solo queue light, every fcar loving medium, every quick play heavy player
Hey im an FCAR loving med... š¦
i mean like, ONLY fcar loving med
Ah, I see. I do pretty much only use FCAR tho lol
Definitely agree on the Lewis needing tweaks. That thing shreds and outshines the M60, just like the XP54 outshines the M11. I've been a M60 user since S1 though. I just never really liked the recoil pattern and sights on the Lewis.
RPG needs a damage on Lights nerf as I said earlier. Then it will be fine.
I mainly play med as a support class tho so as long as they don't overnerf my healy gun im happy
finals has way too many people that agrue balance in bad faith or with extreme class bias. but i cant really blame them, the gameplay has changed so much since release that it is hard for new players to understand what the game is supposed to be
the goat
I describe it to newbies with this sentence: "An FPS game that makes you feel like you're playing in an E-SPORT or gameshow"
yeah this game is thankfully easy to sell new players on. mostly because of its amazing setting and INSANE trailers
The healing gun still needs to be tuned down to break off from the very stale shield/heal meta we have now.
seriously the entire trailer team needs like 10 raises each
Solution: Nerf DUAL healing but not single healing
For example, if a character gets dual healed by mediums the healing receives a 1.6x multiplier from both healers. It's still faster, but not by much
It could help remedy the issue, but I don't think it could fully fix it
I honestly think the main issue with heal is the heavy class. heavy is super overtuned on its own so when its getting healed during a fight it feels horrid to fight against. ive never really been tilted fighting a pocketed light or medium though
Don't get me started on the Intro sequence to matches, or the outro that each match has (when its at 30sec and the music kicks in)
battlefield devs when they arent shackled by EA
Yeah. IDC if I get chewed up at my teammates, I'm not going to constantly heal push with you heavy. Suck it up (Unless I'm going against a team of no-lifers. That means all bets are off)
XD
yeah the playstyle in general is boring
FR
As I said in the feedback channel, ranked games with limited respawns and team wipe penalties make all competitive teams aim for maximum survivability. So either double H with shields and barricades + 1 M healer/defib, or 1 H + 2 M healers/defib, or 3 M with at least two healers and triple defibs.
yeah survivability is meta especially in knockout rounds when you'll often get pushed by multiple teams at once
light is so much better in the final round for that reason
Makes sense but at the same time becomes more boring the more you rank up the ladder.
I would like Embark to balance the game so that being offensive is more rewarding than sitting being shields with two healers.
at least now, medium has the worst weapons of the 3 classes. so you are trading damage for sustain and support for every medium you have on the team. once the lewis gun is dialed back, you will also be trading range for every heavy you have on the team
Because then we would see much more use of all the tools available. Much more creativity.
this is going to be so hard without directly incentivizing 3rd partying
make it that you can only receive heal from 1 beam
Then it should come with a second major fix, making unlocking vaults, launching and defending cashouts more rewarding.
That would put a stop to opportunistic/rat gameplay
Which to me is an extremely unfair tactic
just incourages MHH more
opening vault: +2k cash
starting a cashout: +3k cash
killing an enemy within 50m of your cashout: 2x cash bonus
@sand monolith I tried to submit a feedback ticket to FINALS that compressed our conversation about FCAR, AKM, and FAMAS with the idea of FAMAS being the average anne gun, AKM being close range, and FCAR being far range. I also included your awesome idea of nerfing FCAR fire rate. Let's see if anything happens!
the current cash amount for opening and inserting very rarely matters
good luck :))
I hope that FCAR can become good at range again. Main reason why I used it.
(NOT saying it should trump AKM at close range tho. Last season that was rediculous)
i enjoy it being nerfed but they nerfed it in a dumb way
Agreed. Especially with the "buff" that covered up the nerf
nah i dont think so. range is such an underrated stat in this game, if lewis gun straight up didnt exist and rpg was even a slightly reasonable gadget, MHH wouldnt be meta
I would have qualified many times with such rules. Because despite knowing that it's not the best tactic, my team and I are often the ones who do most of the heavy lifting, only to often get stomped by two teams while defending.
We frequently end up having the best KDR/combat score of the lobby, having fought our way through the entire round, but still losing to people who are ass, and just third partied their way to the next round.
MHH? wat dat mean
they shouldve just lowered fire rate increased range
Every long range heavy weapon should be a very niche pick. The fact that the lewis gun exists is an insane design oversight
IKR?!?!? Still needed at least a small nerf in the damage department tho
like 1 or 2 dmg, not 3
getting 10 kills defending your cashout only to lose it and see the other team across the map has 0 kills and got their cashout for free
What does MHH mean please enlighten me
Medium Heavy Heavy team composition
My life in ranked games.
thankyee
its so frustrating
lewis isn't even used in MHH meta though
My life in ranked
I've lost my last ranked final round to HMM, double Lewis + healer who almost never fought, just kept healing.
I don't think the SA12 will be used nearly as much now that medium lacks an insane range weapon
it might take a little bit for the meta to adjust though
if anything sa12 is going to be used even more
why do you think that
I tried double Lewis in QC with my team mate, we made whole lobbies leave because it was disgustingly strong.
fcar ttk nerf
yeah i feel like the fcar nerf will cause at least 1 heavy to use lewis to make up for the lack of range / exploit the other MHH comp's lack of range
since the medium will likely be running model1887 now in high rank
As I said I'm a M60 player, I feel like I busted my ass trying to be reasonably good with it when I could have used the Lewis instead and shred everything in sight with ease.
lewis is nearly objectively better than m60 its so sad
literally why does the lewis gun kill faster AND have more range
The barricade size change actually hurt the M60 even more, because it needs long bursts to be stable, and the dome shield can't help much with that.
I don't see why it was an issue at all that you could fire from behind barricades, to me that was always the point. At worse size it DOWN, so that it protects Heavies less. But not the other way around.
Or lower the count from 2 to 1
the lewis gun genuinely needs to be entirely reworked to needs to be nerfed to be a very niche pick when you need to sacrifice dps for extra range for whatever team comp you're using. Nearly every fps game with a tank/heavy class has learned that they should not have consistent long range options. It's honestly baffling that finals made that mistake
the m60 and sa1216 should be the two most used weapons on heavy
But it has horrendous lateral recoil if you fire for too long. Yay. Just fire shorter bursts and profit.
revolvers....
i personally like the barricade change. it's very nice for defense and protecting steals and revives. but i dont play with m60 so idk
FUN MEDIUM FACT: revolver has worse range than all of the rifles by a very large margin
makes sense its a pistol
but it has high close range damage output 
If Heavy had a long range option, it should be something like the Chauchat in Battlefield 1. Which was one of the LMGs available to the Support class with the lowest ammo per magazine, lowest RPM, but very good accuracy, clear sights, and high DMG per hit.
yes something extremely committal to the long range playstyle that is super weak up close would be great. the MGL almost does this but is a little bit too extreme with it
the lewis gun could definitely be rebalanced into that though
The Chauchat was actually quite good up close too, but objectively inferior to many other LMGs, because you could not really afford to miss, and had to reload more often. The better option was often the BAR, with the same amount of rounds per mag but lower recoil and higher ROF.
revolver is so fucking bad at long range
LITERALLY WHY
make each shot of revo deal 50 damage at range š
Oh well Lewis should be a bit worse up close than that then
it has 6 bullets come on devs
Revolver should be a ranged burst damage demon that is clunky and unforgiving up close
No idea why itās like this in its current state
Well the Chauchat would actually get shit on up close against fast ROF SMGs, so that was quite balanced.
Something similar in The Finals would be ideal.
Oh well thatās cool then. As long as it would be beatable up close by a light
At similar skill level, an Assault player with a SMG would beat a Support with a Chauchat. So yeah that's what we're aiming at in a Light vs Heavy, SMG vs Lewis scenario.
But I would advocate for a long range option to actually be a whole different gun, with lower ROF, lower ammo count, high recoil.
They would need to do something else with the Lewis gun then. But it definitely needs a nerf
Something like a .50 cal semi auto sniper, that would be extremely bad at hip firing, too clunky to be effective at close range, but be able to deal decent long range damage.
This was in the files for a bit but likely got reworked into the KS
Which is nothing remotely close to that.
Honestly Iām fine with that. As a sniper hater
Snipers don't fit this game and tend to ruin its dynamics (see Powershift), so I agree.
Long range options are genuinely fun to play against when they arenāt snipers
We need most guns to be close/mid range, so that they favor getting closer to the enemy. Which also implies getting closer to objectives.
Snipers sitting on cranes for whole games are as annoying to play against as they are to play with. Deadweights.
I think if the Lewis gun got a substantial fire rate nerf and a slight range buff it would be fine
Yes absolutely. This game has been dominated by long range potshotting since its first beta
Thatās why Iām so hyped about the fcar nerf
Praying that the Lewis and LH1 are soon to follow so we can finally have a fun meta
And buff 93R and KS
As long as they get rid of that horrendous lateral recoil as well lol.
And nerf CL40 accuracy when jumping lol.
Fortunately it doesn't see too much use but this is 100% a frustrated Medium's weapon.
Embarks philosophy on recoil as a whole needs to be changed. Itās a terrible balance factor because it completely disappears once youāve learned the recoil pattern
I can't hit shit with rifles and get steamrolled, time to bring the braindead grenade launcher and be an annoyance to everyone
Yet the fcar stood comfortably for over a month after the recoil nerf because āitās harder now so itās fine lolā
Yeah this is definitely an issue
Although at least itās dogshit against heavies
I don't actively learn recoil patterns, I just find that weird patterns make weapons unsatisfying to use.
Yeah it keeps the weapon dominant and annoying while making it feel terrible to use. So now no one is having fun
But it's an absolute misery for Lights. Who don't seem to complain too much because it's less used than the RPG. But it's in fact an extremely easy Light removal tool that requires no skill.
The game generally needs easier recoil considering thereās so much shit going on
Yeah itās very annoying. Especially considering the medium can shoot their feet and win because they have more hp and take the same amount of damage from their own explosion
Ok I should definitely sleep. Itās almost 2am. It was fun though :)
You don't want to know what time it is here ahah. Good night !
Gn!
I think they should change it so you can either clunkily hipfire it up close, or fan it for less damage higher burst
Can we get like a 1 shot reload 50 cal sniper for heavy? Not having substantial long range really makes the light snipers unfair to match with
I hate snipers now
What do you think of my lewis gun skin concept. Sorry it's low effort, I tried. š¤£
I need a retro gun for heavy class, it got me thinking of old top loading VCRs. Then this popped in my brain. š¤£š¤£š¤£
When you reload the top pops open and you insert a VHS tape. š¤£
lewis deserves a nerf for just being the blatant best weapon on heavy, the shotguns on heavy suck ass though nowadays, LH1 is fine because a light dies to everything anyways, being mad at a class for outranging you is asinine when they have 150hp and no capacity to win close range gunfights against any class beyond other lights in head to head fights.
Medium shotgun DMG should be little better in close distant. I need sometimes 3 shots to other mediums. Where akm would shred them way easier in close range.
I was playing this, game. All the stuff like gun grenade mine ability etc wasnāt rendered just the hands. Couldnāt shoot either. Randomly happened while interacting with a fire barrel. Even in ads it was just hands. Assume this isnāt meant. Too lazy and donāt want the notifications of opening a bug report. Donāt say I didnāt help.
Has the recoil pattern changed again on the FCAR? It seems like thereās a bit less of a kick in the middle of the magazineā¦? TTK is down but it feels more fun to use/control than the previous patchā¦
I personally don't think Heavy should have mid-range guns at all.
His whole archetype centers around hunkering down and being a defensive tank/close-range bruiser for the team
and Lewis Gun is the exception to that rule
but if Embark insists on having that thing be usable at mid-range, then they need to massively reign in its damage output while making its recoil less of a hassle to deal with
reign in the damage output to the point where it's DISTINCTLY weaker than a Medium AR
but that would hurt heavy and the devs are heavy mains
the same damage output nerf needs to happen to the M60 and SA12 too
WHY TAKE GOOVEMENT FROM US WAS POSSIBLE TO USE A FORM OF IT ON EACH CHARACTER AND WAS FUN
because Heavy's health pool has allowed him to outdamage basically everyone in a gunfight since launch, even without an RPG
GOOVEMENT TECH MADE THE FINALS FUN
and WITH the RPG, his damage output is so much more absurd
THE REAL PROBLEM HEAL GUN ENJOYERS BEING IN LOVE. EACH ONE OF THEM BAD BOYS GOT 450 HEALTH AND DEFIB
AND ALL THE MOVEMENT ON TOP OF THAT
yeah these devs didn't learn from Overwatch 1
slow and boring GOATS meta all over again, while people generally had more fun with dive IIRC
WOULD PREFER IF THEY DIDN'T DO DOUBLE MEDIUM WITH 900 HEALTH IN THE TANK TO GO
with the heals, shields, defib, and Heavy in general having the best damage output of all classes
THE PROBLEM IS HAVING TO GET HEALER OR GAME NOT FUN
WOULD BE MORE FUN IF THEY ADDED ITEMS THAT WERE DIFFERENT FOR GIVING HEALTH LIKE THE OSPUZE DRINK IDEA
well that's a simple solution. nerf heal beam = buff health regen for everyone to compensate for the loss of effective, on-demand heals
or add universal healing items, yeah
OR MAKE THE THING BURN OUT BUT COME BACK SOONER
less health but slower cool down I think the most they should have is one medium worth of health and they need to learn to manage it. Rn it just allows for them to fix their mistakes to frequent and too fast
rpg dumb af
Since Season 1, I'm wondering why they buffed the M60 instead of nerfing Lewis down to its level lol
They have to do something like:
- M60 damage down from 22 to 21 (like how it was before)
- Lewis Gun damage down from 25 to 23 + recoil improvement
- SA12 fire rate down from 200 to 180
to make Lewis distinctly weaker than Medium ARs
while reigning in Heavy's raw damage output on guns alone
That's... Actually a rad idea!
Yeah but reloading Is a lot more punishing and maybe it's me but lmgs feel like they take 29 years to reload
Some POSTAL vibes with this one
so logical... an AR that would be more powerful than an LMG
Since season 1 the Heavy has been constantly nerfed, you have to stop at some point.
have you never played any fps other than this game?
also they normally use the same bullet, so an lmg should not be more powerful
yea and it pierces buildings
BLOOD type beat
would be nice if the APS took a bit of damage per projectile it absorbed
sometimes it just becomes really hard to do anything when an APS is placed somewhere, situation becomes worse with multiple
it should be a massive red flag that Heavy is STILL the best, most overkitted class in the game despite all of those nerfs.
it means that Embark is extremely slow at watering his offensive power down, or even targeting the right parts of him. Half of those nerfs didn't really do anything.
Only the nuke removal in S2 was the most substantial nerf. Auto shotgun nerf being the next best thing for the sake of Heavy weapon variety.
I would like to see both LMGs with less recoil/less damage, with the M60 being weak at range and the Lewis weak up close.
medium is the best
no
please buff ks-23 it needs more love
i play a lot of FPS, in BF LMG are more powerfull, same damages, better range, more recoil
ar's are better in battlefield though
It is the most represented class in the game
In good battlefield titles this is true. You should see 2042
Actually I think they fixed that issue now
well in 2042 the dmrs are the best as val go brrrrrrrrrrr
Havenāt used it. I just remember when I played a lot last year that LMGs ran the game
Full sprinting with my long range 200 round mag fast RoF LMG with a quick ADS and a thermal holo sight
also no matter the game for balance reasons an lmg should never better than an ar
Uhhh I think in finals the M60 should be better at close range than the medium weapons but thatās it
hell nah
i do not want a 70 round mag being better than ar's at close range, even though it is rn
Heavy is meant to have great close range and struggle and mid to long range
Medium should be able to out range heavy, but lose up close. So that heavy can play defense effectively
honestly as long as tk and dash are not nerfed idrc anymore š
just trying to enjoy the game again
Tk will be randomly destroyed in a patch like dagger was (no patch notes for it, no dev comment)
cleanse myself from the anger caused by this balance team
yeah thats what made me just give up caring about this game being fixed
Adding a server side check for a dagger backstab is crazy idk why they thought that would work
it literally should just be if you hit the back half of someone it counts as a backstab
im fine with it checking if you're facing the same way as the person, to limit the amount of frustration and bullshit stabs that can and would happen before, but it should have been client side and only implemented AFTER they fixed the already broken hitreg
i just don't like how they make the check when you start the animation
is that true LOL
yeah thats why dashstab is fucked
why did they do this š
otherwise dagger would still be usable as most of us just 180'd after dashing
it hard to believe OP class is less popular than another....
it's because heavy isn't as fun as the other ones because of the lack of movement
heavys still fun
but i understand the point, i dont often solo queue heavy only use it with friends
me personally i think heavy is so boring
nah is fun
idk i just find how easy it is to win as heavy takes away the fun of the game
precisely, the heavy is only good with two mediums, in solo he is vulnerable, slow movement, big hitbox, the medium is more versatile
mfw HHM is the top meta pick of this game
I see MMH just as much
HHM is just better though, due to 2 rpg
That is true
What is wrong with Cashbox indicator? Why it disappears sometimes even when my teammates carry it?
i always thought there is some logic like when player drops it so it disappears for a few seconds
It's part of the game
what?
strange unexplained shit should be not a part of the game
So, could someone help explain to me the real-life use cases of the Anti-Gravity Cube? I can't really figure out why you would bother throwing it down, let alone equipping it.
I think the two main purposes are to 1. give you and your team some VERY slow and vulnerable upwards mobility and 2. to disrupt your enemies and leave them floating in the air.
One problem is that, when used offensively for case #2, its effect is easy to walk around, and most objectives where you need to sit around and wait (where you would be most likely to be affected by its lingering effect) are indoors, except for Power Shift.
Another problem is that both use cases can backfire on you easily. Enemies can follow you up your cube if you use it for mobility, and attempting to leave your opponents in the air limits your own play area and may cause you or your teammates to undesirably float up in the air.
Probably the worst part is the opportunity cost. If you want to deny the enemies' area, gas or mines will KILL them instead of making them slightly easier to hit.
Am I missing something? Do any of you get any use out of this thing?
-
I'm (aim) to cashbox
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Wait till someone gets close to it....
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If your aim doesn't fail get it as close to the cashbox as possible
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Enjoy the struggle.
-
Might not be in next season tbh
I've seen a few people do that, but you can still capture it while it's floating. Actually, depending on the terrain, floating up in the air while capturing the cashbox might make you harder to hit
Because unlike capturing regularly, you get to move a little -- and you can cover your body with the box easier
stun gun now needs two shots like tracking dart. still fair, half viable
huh
I've successfully used the anti-gravity grenade in several situations:
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When the cashout fell through holes two floors below my position, using the anti-gravity grenade actually made it fly all the way up to where I could steal it while crouched safely outside its radius.
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When the cashout was a floor below, and one of my Medium team mates had the dematerializer spec. Open a hole, raise the cashout with anti-gravity, close the hole: the cashout is now on your floor, away from turrets, mines and more importantly the enemy team. I think this was actually shown in the S2 trailer. It's pretty slow and unreliable, though.
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When defending a cashout, I used the anti-g to make it harder to steal, forcing opponents to get inside the radius and becoming slow floating targets.
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When attacking, I sometimes threw it at my feet while in front of the cashout, making my character and the cashout slowly fly upwards while stealing.
All of these worked in casual modes, and were mostly successful because 1) they were unexpected, and in the midst of chaos, people don't always realize that their cashout is flying in the air 2) most players didn't shoot at the anti-gravity cube, which quickly disables it.
In ranked, with more skilled/experienced players, the cube would be shot at almost immediately any time I tried.
I think it could see more use if it was indestructible, with maybe a wider radius. Same duration, same cooldown.
I think it's a distance thing.
which is better medium or ligt
Medium easily.
m or h
LIGHT
Medium
dont let the skill less player distract you from the one true king LIGHT
it is not, it disappears on any distance