#š£āweapons-gadgets
1 messages Ā· Page 62 of 1
Donāt always need to ADS if thatās what youāre doing
I played against all TK light team & it felt horrible. Poof! teammate dead, poof! teammate dead, poof! Team wipe.š Silent 120-180 damage with unlimited ammo & no cool down is gross when there are multiple.
Against a proper HHM or HMM comp they can't do anything
Subjective opinion
Not really, the entire meta was HHM
Not enough has changed to shift that
It's pretty objective
Evasive dash goo brrr
place barrier behind enemy light after claw: laughing in Heavy
thats just cruel...
Am I lying š¤
ive straight up jumped off the map and winched a light to bring him with me
that's the spirit
idc if i die as lonf as i bring tk with me
I was incinerated by a tk light in ta earlier, he was invisible and immediately deleted me the second I noticed him with one knife burst
Just wrong .now I will say that a all light team is suicide but a LLHMM TEAM GOES CRAZY
This is for cashout
Cuz 3 players per team
TA isn't real, unfortunately.
ts a weaker revolver which is fine i think is coo i dont get the hate
really? personally i think zipline is better
nah jump pad trust i used to be a zipliner
as medium if u need to get vertical u want it to be quick and unpredictable
honestly goes for any class
jump pad also offers the most distance over time of any class if you angle it correctly. Amazing for quick rotates and chases.
Yea itās still ranked cry
Completely meaningless.
why is the revolver so bad it had 0 recoil but the bullet dispersion is just absolutely horrible
Embark likes to balance things by making them feel like shit.
yea apparently lmao
Thatās personal opinion you simply donāt like the mode so you can cry but it IS ranked now
They made that decision because while cash out is fun itās trash as ranked and so they made it the secondary mode
Cry about it if you donāt like it
Doesn't mean it's good
If I wanna play Csgo I'll play cs go
Itās also just better than cash out
I mean meh
Itās problem is the balancing isnāt for it yet
Cash out is kinda bland
I prefer quick cash
if they balanced for it,it would be far better
Feels more finals if that makes sense
like sniper light hp pools could use a little tweaking different spawn points
Small stuff would vastly improve it
It doesn't fit with the gameplay. The fact you need to disable core medium mechanics to make it work is proof of this. The lack of regenerating health encourages turtling and hiding, which runs counter to the fluid/dynamic movement that the game is designed to emulate, and makes some weapons (like the sniper rifle) disproportionately powerful.
On top of that, it's poorly implemented - teams defend/attack for 6 turns and then swap, in a match which is first to 7? That means you could potentially be stuck attacking for the first 6 rounds, only get to defend once, and then lose. You need at least a couple of rounds defending to figure out your opponents strategy. And the Preperation time at the start of the match is arbitrarily long and drags out match time - in other games you'd be updating loadouts, but Finals has no economy so you're just jumping around like a bunch of goons and throwing canisters at one another. The whole thing is just tedious.
I'm not opposed to the game type, it's fun to mess around in with a group of 5, but it just feels weird having it as the core ranked gametype. It would be like ranking professional Tennis players by making them play Badminton; there are similarities but they're fundamentally different games.
exactly
Quick cash would be a fun ranked mode and it's fast
Hey guys, this might be a hot take but I think the riot shield needs to be reworked. I understand the beef with the weapon as in other games when put away it blocks projectiles from the back and the whole body when being used. Even so, with the addition of the dual blades, the riot shield has become redundant as the blades deal more damage, deflect bullets back at enemies, and reduce the damage of bullets hitting you when using alt. fire. Now I know we cannot give it the features of the dual blades or both of the features that it generally has in other games but it does need some sort of upgrade. The fact that even when you are blocking with it, enemies can still attack you from the feet making the weapon ultimately useless, the idea of a shield meant to block bullets thrown out the window with that mechanic. My idea is to either give it the ability to be placed on your back when not in use OR to cover your entire body when blocking. Now I know that is the issue with the shield in other games but in other games you generally get a weapon to use while the shield is on your back, something not applicable in this game. Furthermore, even with this addition skill is still needed as items shared among all builds like the pyro, gas, and frag grenade can force a riot shield user to move or take damage. Even unique equipment among all builds can stand a chance with the change. The RPG, anti-grav cube, and charge and slam for the heavy, the the jump pad (with careful placement) and the guardian turret ( forcing enemy fire from two different angles) for medium, and glitch grenade, stun gun, evasive dash, and cloaking for light(with rotations needing to be used). Now I know this will probably not be heard but I do think this weapon should become relevant in some way
There's a pretty hectic ticket already in progress https://discord.com/channels/1008696016318513243/1253147941472960666
i never saw this, sorry man, just seen that its literally unplayable and his been for awhile, trying to see if maybe the devs notice this or smthn
Ye it's been garbage tier pretty much since release, and the list of bugs is ever-growing. The state of Dual Blades is also pretty terrible, too. I'm kind of resigned to Melee Medium not being a priority at this point.
That's not a hot take
Just about the most reasonable take ever
Personally I'd love to see Riot Shield baton be a cow-prod that mini-stuns enemies when they're hit. But tbh the issue with that weapon is that the block is broken, not that it's offensively not strong enough. Until you're able to block properly the offensive capabilities are basically redundant. Same as the blades.
frrr
š¤£
Riot is better than dual blades
it is but its useless rn cause of the blades and general mechanics of it
Its not useless, just hard to make it work
Dual blades are more in need of a rework than riot imo
But both of them are bad just because they're melee on medium
Both need buffs tho
Agreed. Loved this as a featured game and at the end of season 2 was hoping theyd keep it on the casual roster.
Yeah they muffed hard with making it ranked with the best of 7 extension. I understand they wanted to sandbox cashout a bit with WT , but honestly the game should look like this :
Ranked :
tournamnent Cashout
Quickplay :
QuickCash
Powershift
Bankit
Terminal Attack
(Bring back) Featured :
A themed map mod variant
Whatās the best skin for the model 1887
IMO the Concrete Smoke, but most people will say Dough Wrangler
Iāve looked at the concrete smoke and IMO it looks pretty basic and clunky
But thanks for the feedback
Without a doubt the 'Dough Wrangler'.
The skin gives 1800s vibes 100%.
Also the finger flip around is so fluid, its such a delight to play because of that animation. This cosmetic actually got me into playing the model, and was one of my first purchases.
I think the Finals should remove melee weapons that were added this season
i wonder how often devs read or contemplate the changes here lots of shit to sift through
Make heavy spears second attack a charged spear throw instead 
This PLEASE
make it so i can hold the knives right click thank u š
Have some thoughts on the Heavy class as a whole.
I notice a lot of comments pointing out disproportionate power levels on some of the gadgets + specials.
Some of the notable ones are RPG, Winch Claw, ChargenSlam.
A little synopsis on the other two classes to give my points on the Heavy a little more context :
Medium and Light have greater fluidity of movement, as is accentuated in their equipment + abilties. (Zipline, Jump Pad, Demat .... Grapple Hook, Dash, faster default movement ). Especially with Light, movement is a signature feature of the class .
Plus smallers frames for both in terms of environment, like those little hidey hole grates. Medium also is the central support class with Healbeam, Defib, ( even Turret ) being another feature of that class.
The Heavy, by comparison, has things like infrastrure destruction, tankiness (high health, low manueverability), and ALSO displacement.
At the current state a lot of the disproportionate things with the Heavy are the items which boost the signature features, yet also are used to deal damage and/ or secure kills.
This is were some of these things can be adjusted :
- Winch Claw; give it a transition timer right after deployment; preventing stuff like sledgehammer wind ups where you get smacked as soon as youre pulled, or preemptive fire damage from a flamethrower as you get sucked in. The idea of it being more a team utility than a solo kill secure, accentuates the displacement aspect rather than kill aspect. Perhaps give it longer hold times on things, so it can drag stuff.
- ChargenSlam; body slam could knock back much further, and only the run around actually deals damage.
- RPG; increase structural damage 1.5x, but lower the player damage to .75x... (105), and slightly increase aoe damage.
I firmly believe Heavy should have high damage btw, but these items could instead highlight other signature features of this class rather than be used so -heavily- (š) for kills and assists.
i believe heavy needs to be able to front line. i hate getting RPG'd as light. but i also think RPG needs to be kept as is
Wider angle where it blocks bullets, move faster than what you do now when you're blocking but you get slowed down when the enemy is pelting your shield with bullets, and a way to knock people back/lightly stunned when you full block with it (an example would be that you can hold block and press the attack button to knock them back)
I've had the same thoughts about the RPG in the game along with the MGL needing a boost in destructive power and dial down the player damage since the RPGs incentive is destruction and not straight kills (another idea to just add to this as flavour text... 1.5x structural damage/.75 player damage when hipfired, and 1x structural damage/1.25x player damage when ADS)
Well rip in pieces CL40
I feel like the throwing knives really need a nerf. Being able to infinetly chuck those without worries is kinda broken up close, mix that in with dash and you find yourself winning so many engagements.
I got upset by it, tried it myself and casually dropped 10-15 kill matches in a row easily without even trying hard, it's laughable. It's not that it needs like a damage reduction, it more needs like an ammo pool that requires a reload maybe (As stupid as it sounds) or a cool down after chucking too many knives too quick, so that you just cant carelessly spam those in a room and expect things to hit
EMBARK Allow heavy players to throw their spears. But not unlimited like the throwing knives. Instead when u throw it once u have to wait for it to come back to ur hand kinda like Thors hammer. It's literally a SPEAR. And having to wait for it to come back even to engage in close range battle prevents it from being overpowered but viable longer distances. Maybe allow players to aim and throw it through by toggling on and off the aiming mode. WE NEED THIS IN THE FINALS.
Thats a cool variation to the idea.
They also just adjusted AOE damage universally in this last patch š¤
Stoked to test the difference on the rpg.
Kind of frustrating that we've got bug reports dozens of pages long here in the discord that get ignored
I like it as is too. Who wouldnt enjoy the gratification of popping someone with basically one shot.
However, it would be nice to see the class be a little more balanced. Given there are so many defensive options paired with high damage output options, nerfing the player damage on the rpg would only be healthy imho. Especially with an increase in class expression as I highlighted in my previous points.
Does the whole game still revolve around lights fragging
Do glitch mines only target enemies now?
They always did, I think?
Cl feels even more horrible now, feelsbad
Iām scared to use the mgl32 today
SOMEBODY HOLD ME!
You know, i wonder if the pepper gun (like the shortstop from TF2) would be a good weapon for the light class?
Yes.
o7
Thank you for the o7
Allow heavy players to throw their spears. But not unlimited like the throwing knives. Instead when u throw it once u have to wait for it to come back to ur hand kinda like Thors hammer. It's literally a SPEAR. And having to wait for it to come back even to engage in close range battle prevents it from being overpowered but viable longer distances. Maybe allow players to aim and throw it through by toggling on and off the aiming mode.
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Give more button optimisation for controller players for example triggering something or being able to choose an item with the double tap or triple of a button or swipe on the middle pad of a controller.
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More character slots
I've heard it's pretty grim š¦
NOO
don't know why it got the smallest range increase of everything
MGL honestly needs a bigger buff, like the bounce to detonation time to be reduced or simply just give it a bit more damage
this is basically what they've done
in most cased you're going to be doing less damage
and you'll only be getting in the full damage on actual direct hits, which is something that happens pretty rarely with the MGL, even when you're trying to get direct hits
less self damage
the ability to pop canister ballons
make them explode on contact with shields
add a minimum radius where it deals full damage before damage starts to fall off
that would make me happy
like keep the oldminimum damage radius
but then still have it fall off linearly
Yea for the role its meant to be, it even doesnt work well.
At this point you can replace your mgl by just using frags and pyro/gas
but yeah overall this is a pretty nasty nerf for what was already a somewhat middling weapon
you'll be doing more tickle damage at the edges than before, but you'll be doing less damage when it actually counts
your direct DPS is just going to be lower most of the time now
I came here to check how people felt on the mgl before I gave it a try... oh no
my sweet child. what have they done to you
it's pretty bad
the 0.25m radius increase they gave it was NOT enough
meanwhile they gave the RPG a whole extra meter, increasing the explosion area for it by 50%
Yeah I looked at it and was like? only .25? And the rpg change is just... Why? Why buff it? RPG is up there in terms of abilities people complain about.
i tested it, it feels, weirdā¦
i mean, sure you should be hitting your shots more center point, but cmon man, give ya boy a break
seriously the RPG was already a mandatory S tier choice that goes in every heavy build
Yeah. I can understand the desire for standardization of explosives but if someones going to dedicate a primary slot to a weapon it could at least be a little bit buffed
yea, they should have uped the radius a bit more
Like maybe a .5 or a .7 buff instead of .25
but keep an eye out for my rant if iām crying frfr
damn, that actually makes sense on why some grenades just do the big damage, and some did the small one
Yeah.
I honestly love this change
Tried it out it game... feels okay so far but I expect feeling worse over a longer period of time.
Could probably just use a little more radius.
If we actually knew the old falloff radius + falloff damage then we could do a real proper comparison
for which specific ranges you're dealing more or less damage at
Ah, so that's unclear
I'm sure they're working on it, give em some slack
but it FEELS like I'm doing less damage overall so I'm assuming
if everything averaged out the same then the way it feels in game would be much the same
Yeah.
I just would've preferred of it leaned more towards minor buff than nerf
do u think they will bring back slide jumpad?, since then i kinda not like play mid :p
guesstimation and rough napkin math with oartially guessed values
SO
ASSUMING that the old damage falloff number was half, so about 42 damage (rounding up from 41.5) and the old inner radius was 1.5m (according to the wiki) then this should give us a pretty decent idea of how different the new MGL actually is
old damage-meters value was ~249
new damage-meters value is ~166
so yeah unless the radius or damage falloff on the old MGL were signficiantly different than what I think they were, then this update is objectively a pretty big nerf to the MGL
you're just doing less damage than before at almost every range
My glitch hot takes
- Glitch mines / effect should also block passive and active healing from heal beam.
- Glitch grenades should remove all HP from the heavy shield, not just disable it.
green areas represent ranges where the old MGL would be dealing more damage than the new
the purple represents ranges where the new MGL would be dealing more damage than the old
unless my guessed falloff damage number is just wildly wrong, then this is a signficiant nerf
š°
well, we are looking at big numbers now, itās interesting because now there is a chance that your grenade does less or more than the original intended damage ranges
although, i completely agree that this is a nerf overall, makes sense tho cuz this IS the best weapon in the game
@tropic hearth can you do a chart where you have the range be 4.5
So cl40 and mgl got nerfed while rpg got buffed?
Why did rpg get the biggest radius buff š
fr tho
Rpg would be fine without a radius buff
yeah even as a Heavy I'd be more than okay with an RPG nerf
So howās the explosive changes so far?
yeah in a bit I'll do that + try to figure out the ideal range for the cut and fill to even out
yes, you should make a video on it
Is it making explosives better now?
iād watch it! šš
Nerf turret
depends on the weapon
add a KRISS vector šš
okay so at 4.5 it's still not enough
in order for the new MGL to be """equal""" to the old MGL it would need to have a radius of 6 meters, which in my opinion is getting stupidly large
I think a damage buff would probably be a better choice since it would also make landing direct hits more rewarding
so let's say they wanted to keep the radius right at an even 4m
in that case they could make the new MGL equal to the old one by raising the max damage to 124.5
some combination of a smaller radius increase and slight damage increase might be in order as well to achieve the same effect
Oh no, i definetly dont want to see 6, but 4.5 would atleast make it a bit more compensated
raising the max damage to 100 and raising the radius to 5 would be almost perfect, albeit 1 damage-meter higher
for reference the old MGL's total damage-meter was 249 and the new is 166
Kinda makes them consistent in a way
consistency has definitely gone up since now the amount of damage dealth is always directly proportional to how far they are away
however some of the weapons, namely the MGL and CL40 have become weaker as a result of today's changes
oh absolutely, this needed to be done! but not like this...
Ok I will have to see what it means later because depending on it it could make or break my Frag play style
Frag is probably fine, though perhaps slightly weaker depending where the inner radius for fall off was before today's patch
I mean in damage
Like the amount if not a direct hit is less random
So the developers have decided not to ever design a skin for the CL40
I know its not the most popular weapon but cmon..its been 8 months
well, now its more random
Both launchers have no skins
I WANT A SKIN
very sad
I was thinking about it the other day
could at least go with some sort of Chinese firework theme for the CL40 like the Fighting Lion from Destiny 2
could also do some sort of cannon theme
its crazy and there is so much they can do with both launchers too in terms of design
Flintlock, blunderbuss, chinalake
potato cannon
loads in potatoes instead of grenades
wait, is this a real screenshot
Easy slam dunk but we never going to get it cause barely anyone uses either weapon in the playerbase
from the internet sadly
not mine
add a slingshot to the finals š£ļø
While they at it, add a blowgun to medium class
You donāt count the chrome skin from last season?
Do you mean the "it's just a recolor" skin?
It looks worse than the default š
I am not counting that when the AK, FCAR, throwing knives and v9s all get skins with interesting "designs/gimmicks" to them lol
BUFF THE HIP FIRE FROM THE REVOLVER TO 100% ACCURACY
petition to add a T-shirt or Burrito launcher skin for the CL40
It's a big turn off to see that that lunge attack animation is still the same with the katana skin
Such a fun weapon man..embark has neglected the weapon so much
Just found out about the extra delay on Xbox. The store says 3 more days. Anyone know if that's accurate?
how do i get better with the model 1887 š„²
Some of those issues have been there for weeks. If they're aware of the issues, and working on them, then some transparency there would be appreciated. Helldivers devs have a "Things we're aware of" section of their patch notes, which is great, because it lets players know that their feedback is actually being listened to and there are plans to address it. If existing widespread issues aren't openly acknowledged then it just feels like the devs either aren't paying attention or they don't care, which will ultimately lead to a disenfranchised and apathetic community.
Idk know if it's accurate or not but I hope not I don't want the Xbox version to be cut off from the main game for 3 days š„²
I mean this explosive aoe damage change is cool, but who the hell was asking for that? Can someone point me to some feedback from someone here on the discord, on youtube or Reddit? Was that really the nail that needed hammering?
Seems like some weirdly skewed priorities when you've got several weapons which are simply ignored because they're so broken and ineffective.
Is it just me or does the defib feel different this patch? Like range it shorter maybe?
Practice š. Seriously thatās all I can sayākeep at it until you master it. Some tips though:
- Play peekaboo. Shoot once or twice, back behind cover to chamber the next round, and use that time to readjust your aim, your position, and your mental. Shoot down through holes in roofs for best effect. Always play kind of parry with this gunāif youāre a beginner, youāll probably lose a lot of direct 1v1 duels
- Pick on enemies with low HPāthe 1887 is an AWESOME finisher for injured enemies
- Remember you have the longest range of any shotgun but the KS-23. Shoot across the room when possible
Hope that helps š«”
Valid
I really want to see the new camera sniper skin to print out the last frame before the enemy dies (and make the photos in color)
if player eliminated->sniper
then--> get last frame of ADS for scope
idk how difficult that would be but it would be amazing
and also adding onto this,how about the photo dosent print until you inspect it. the photo prints, you pull the photo out and wave it around to "develop", then it shows the photo by coming closer to your face (like inspecting a turret tablet or whatever)
please nerf the rpg, literal free uncontested fuck your health button. i say this as somebody who mains heavy.
that would buff lights and mediums alot yk
is be fine with a longer rpg cool down but nothing else
meads and lights need the buff?? more variety in gameplay?
theres literal 0 reason to not have the rpg in your loadout and its been that way since beta and prob b4 that
you won't be saying that when you freak out because "that rpg should have killed that light stealing out cashout"
im tired of using rpg bc its so free and not fun to use
then use it differently, use it to open walls and drop down cashouts
literal 1 button fuck ur health button 0 skill to use
don't just shoot it at an enemy that's not it's intended use lol it just works
i have 500+ hours on this game i dont need to be told how to use the rpg and its basics
the point being that the rpg is too op and its been and it needs some kind of nerf
not trying to give you tutorials on how to use a weapon, it's just if it's nerfed it will affect alot of other stuff
The reason why everyone runs RPG is because thereās nothing better. Heavyās gadget options have been gutted over the seasons, to the point that RPG is about all thatās left
it adds variety to gameplay. i literally dont play a single game where rpgs aren't being lobbed and taking away most ppls health. not to mention its recent radius buff, its like bro rpg needs a dmg to class ratio, getting near 1 tapped bc the heavy saw u is not fun in any instance
i dont want it gutted, i just dont want it to be the only viable option
that would mean they gotta add new gadgets too if they even want to consider nerfing rpg
cries in c4
something I've been saying, power creep is a non issue bc most things aren't that good to begin with
Exactly
but it would need to be a good gadget yk, not just some basic one
or finally add vehicles. that's the only way i see rpg staying in is current state. or maybe i just want cars
Goo ship
It definitely needs to made not a combat tool.
lower damage to contestants but slightly buff destruction damage?
Something like that. My idea would be splitting it into two charges of 70 damage with hightened structure splash.
2 low damage launcher shots
unique but weird
structural splash is very important it feels like it's weak on roofs n stuff sometimes
Heavy has pretty limited destrction all things considered. His only real big ticket item for it is charge.
would lowering it's splash radius for contestant-damage be considered a nerf
Yes.
cough cough and sledge
Big sacrifice to dedicate your primary to it though.
bubble, claw, and sledge make a nasty combo
I've been playing that but with the sa1216.
it's forcing them to either push you or get clawed while breaking your bubble
I find killing evasive dash users difficult though so I see your point
I use that aswell but the strength to ruin a building and play in rubble is just consistently useful
Honestly the only way to get better with it is, to be patient with your aim before you shoot. I suck with it as well because I wanna get the next shot off of asap, but the best way is to play around with it like a peek-a-boo game, go out of cover blast an enemy, back into cover to rechamber, repeat. Only other thing to note is to not ADS with the model as it does nothing.
(Posted this a day or so ago.)
Some thoughts i had to greater lock in the creative expression of the Heavy class.
A little synopsis on the other two classes to give my points a little more context :
Lights movement is a signature feature of the class . They have specials and gadgets which are particularly well suited to dueling and assasination. Things like Grapple Hook, Dash, Smoke, etc , they dont inherently deal damage, instead they compliment the inherent aspect of the class.
Medium has a key feature of being able to specifically support the other members of the team. Healbeam, Defib, Zipline, etc ( even Turret ). Allowing for greater synergy between members during teamfights , reinforcing areas, etc.
The Heavy, by comparison, has things like infrastrure destruction, tankiness (high health, low manueverability), and ALSO displacement.
At the current state things which seem disproportionate are the items which grant enviro destruction / displacement features, yet also are used to deal damage and/ or secure kills.
This is were some of these things can be adjusted :
- Winch Claw; give it a transition timer right after deployment; preventing stuff like sledgehammer wind ups where you get smacked as soon as youre pulled, or preemptive fire damage from a flamethrower as you get sucked in. The idea of it being more a team utility than a solo kill secure, accentuates the displacement aspect rather than kill aspect. Perhaps give it longer hold times on things, so it can drag stuff.
- ChargenSlam; body slam could knock back much further, and only the run around actually deals damage.
- RPG; increase structural damage 1.5x, but lower the player damage to .75x... (105). They just recently adjusted AOE damage globally and i think it was an excellent move.
Firmly believe Heavy should have high damage btw, but these items could instead highlight other signature features of this class rather than be used so -heavily- (š) for kills and assists.
a nice change to tk thats not a straight nerf is adding tracers to the knives. would help the knives players track their shots while letting other players see where the shots are coming from
This would be interesting.
gonna need a weapon animation where you throw away the gun and put a new one on a mag to reload
Most excellent. We were right on top of each other.
auto focus has a different reload animation? the scope doesnt recenter as fast? kinda sucks no?
Right... thats how that gadget works.
Now you know tho, dont aim so close. That screenshot doesnt look like an item issue to me.
Did you miss that i did 8 dmg to them?
At point blank.
I was dead anyways so hence the self-destruct.
I made this error before too, the damage gets absorbed by whomever is closest. If it doesnt directly impact the player on their hitbox, the majority of the damage gets knocked back to you. Its pretty annoying to be honest as just a slightly off hit and it becomes a self desctruct.
Im glad you brought this up.
I believe its designed as such to prevent just clamming whoever is too close and gives it a bit of necessary skill to aim so its not such an easy kill. However it would certainly be a little more satisfying to take them out with ya. I get that.
Def has happened to me as well.
I actually fired it behind them, so they were closer.
Y does everyone leave in 1m of ta
Does the glitch mine only affect enemy players now?
Always has been
The effect where it has a cord going out from it has always been like that? I thought it used to just explode like a glitch nade?
Yes, it had been changed in S3
To be a line of sight gadget until it is destroyed
So one glitch mine can fuck up an entire team for minutes if they dont find where it is
ahh so even in the old iteration the glitch explosion only applied to enemies not team mates?
Can the sword have a chime for when the lunge is charged up like the bow and arrow?
Can't count the amount of times I've released just a hair to soon and lose my lunge
is that what the alt attack for the sword is lol
Ive just seen my character make a stupid pose then i try to attack and nothing, didnt know it had to charge
haha there is a slight audio queue (sort of like wind getting louder) you should hear in the background when trying to charge the attack, i havent used sword in forever so idk how hard it is to hear it tho
Gonna have to test this because I have never noticed any sound to the sword lunge.
If you ever feel useless just remember flamethrower has a focus fire on right click
Same as Goo Gunā¦.and Grenade launchers both medium and heavyā¦..
Would be cool if they have a unique function to them
@remote flint You're correct there is a woosh, never noticed it before but honestly I want a chime or something like the bow. Can't hear the woosh over anything else.
fr?
what if a single action army for light with ricochet-capable rounds and an agonizingly slow reload
I like single fire weapons with high damage
C4, rpg, sledge, mines, even shotgun
Question, what gadget works well for light besides sonar and frag?
EMBARK Allow heavy players to throw their spears. But not unlimited like the throwing knives. Instead when u throw it once u have to wait for it to come back to ur hand kinda like Thors hammer. It's literally a SPEAR. And having to wait for it to come back even to engage in close range battle prevents it from being overpowered but viable longer distances. Maybe allow players to aim and throw it through by toggling on and off the aiming mode. WE NEED THIS IN THE FINALS.
they could also merge the TK with the knife and replace the dual throw with the backstab. or make it do two quick stabs.
and make it so if you throw the knifes you gotta wait till they land before getting another pair.
and convert all the knife skins into TK skins lol
It could work like machete in POSTAL2 where you can throw it like a boomerang and after a while it comes back to you
Imagine throwing cheese slicers
It be so fitting for such a cheesy weapon lol
TK are so annoying right now, it could make it better honestly
Exactly or like Kratos's leviathan axe
fix the healing beam bug where people are healing through walls without los
Might just be a memory thing, if you use it enough you'll remember the timing without the need to hear it
@silent swallow I apologise for the ping, but I really wanted you to see my suggestion. When I was at cadet school we used to do a lot of AK rifle assembly and disassembly, and my favourite part of the process was knocking out the cleaning rod of the rifle. Would you be interested in adding a similar AK inspection animation with knocking out the cleaning rod(shompol - in Russian) with the palm of your hand, then perhaps twisting it around your palm or fingers like a pen or pencil and bringing it back?
Perhaps this animation would be a nice addition, given the recent update with the ability to equip multiple animations
sounds oddly specific
In addition, I'd like to say that there are many stories about how the gun cleaning case inside the rifle buttstock was used to store other things besides cleaning supplies, so we still have room for other fun animations
anyone know what the legendary square in Emerald 2 of WT is for? Is it an emerald tattoo or something?
sticker
i thought that was the epic item in Em4
ill take 2 stickers tho i guess...
em4 should be the charm
i think its the season sticker, it looks like the previous stickers
EM3 shows the charm
yeah what is that legendary square for XD. EM 4 has a sticker, EM 3 has a keychain attached to the sticker, EM 2 has a emerald square XD
real guess ill have to earn it and find out
it kinda looks like the tattoo boxes in customization
@silent swallow pls may you tell :3
have they done a spray that shows the rank before?
i dont think so
i doubt its a spray then. do they do skins for the abilities that can be customized?
not ranked skins
yeah its gotta be a body paint
interested to see how that turns out
is oki :)
my guess is a player card background, but I guess tattoo is possible
you prolly right ngl
lemme be a walking green screen though to frog max
How do the gateways work ?
Day 1 of asking embark to make a capacity for the heavy where you grab piecezs of buldings and throw them at enemies
They could hold onto a piece of a wall and use it as a shield as well.
throw one somehwere, throw one in a different area, hit e on one and you can teleport to the other one
you can also throw things through it if im not mistaken
You can throw thing through them like a cash box
Alright
I found a cool piece of tech but im not sure its viable
You can shoot the cash box in the air with a thermal bore and it gives it a boost
Its very unreliable and difficult
as annoyed of how users i get, i seriously have so much respect for yall who are good with the bow, my slow self could NEVERR
im not consistent with the bow because i dont' know where the middle of my screen is š the little crosshair is so hard to see and i refuse to change it because im allergic to change
Am I the only one who finds it kinda funny how people are complaining about throwing knives? I mean the things I see people complain about such as "infinite ammo" or "it has too high damage" weren't even buffed (damage got buffed but then reverted yet people still complain). Like, why do people complain only now? The things that are hated upon about TK are things they always had, aren't they?
tks were fine in s2, s3 just broke them and made them op. another reason why the devs dont know how to balance
They sucked back then so it was fine. Now that they're actually decent, that aspect of them is incredibly annoying.
They're spammy and give very little feedback
They're not op, just really really annoying
they are op
Not really, the smgs, lh1 and v9s do better
But tk are more spammy so if you dont have good aim, tk are better
I find that tks are far better than those. In a straight ttk battle maybe they'll lose unless you headshot(which happens pretty often accidentally) but most of them use dash and cloak which are way easier to use with a spammy weapon like knives
I usually only play them if there's another tk player and i want to make them switch weapons
When they lose to me they usually think the weapons bad š
dope
But that's what I was saying. They have always been like that, so why complain about thosr aspects only now?
true
Like even that. Their attack speed got buffed by 0.11s per knive whereas the anim is pretty long.
*0.15s
Looking through patchnotes the only thing besides that to get a buff is the secondary fire speed and a very small primary projectile speed boost and literally no one ever talks about the secondary so I just wanna know how that 0.15s earlier knife spawn which doesn't even change the dps suddenly made the knives "op"
(Btw the primary projectile speed boost really was very small, just a 5%)
At the end of s2 they were much stronger then before, sure. But since then they got the speed got nerfed (from a 15% increase to just the 5%) as well as reverting the damage buff1
So can someone explain to me how tf theyve gone from trash to op from that small of a change?
Like I'm actually confused
They dont have better range, their dps is the same, projectile speed barely got changed, so why are they op now?
It made them much easier to use so their power is more easily realised.
Like many have said before, they have always been strong. Now they are much easier to use since the projectiles are closer together and fly faster.
On top of getting a slight damage buff that made them take one less knife to kill mediums, just put the TK on everyone's radar even after that change got reverted.
And the right click is universally agreed on to be bad.
And is what should have been buffed imo but it's been left dead in the water.
embark won't rework tk or spears secondary even though both need it. they taking the overwatch approach and doing everything but what the community asks for lol. ranked is the antithesis of that
true that
I'm curious if anyone has a clip of someone using the new sniper skin (auto focus). I want to know how long the polaroid stays on the gun and how that all works. If it stays on the gun too long I won't be buying
Itās the sheer prevalence of TK that bothers me, coupled with the spaminess
I think the lh1 needs a buff
erm, nuh uh
stop playing with your food then and finish them off
I'm surprised to see how the dual blades are actually a decent counter to snipers
Can riot shield get a gun
When are the spear changes coming in, the secondary attack, a throwing option. It's been mentioned countless times its about time action should've been taken
actually wild statement
lh1 dont need a buff, u do
that would be sick
fr
Do you think Lights should get an explosive weapon too since both Medium and heavy have one?
care for a reasoning? or just gona say no
dosnt have to have high damage and high blast radius
could be a smaller blast range
could even be a single shot with a decent fast reload

that or a melee weapon that has Attack speed of dagger but slightly more damage then dagger and its right click does a revers winch claw pulling the player to the target closing the gap to attack them
It's only you saying these changes and you make it seem like a lot of people have too lol
Yeah, that would be cool. I've long wished for lights to have explosive arrows bow. Tiny splash damaged but more rapid firing.
I kinda image something like the crossbow from helldivers
M320, a M79 you know the cool break action grenade launchers, would be interesting honestly
I agree
M79 would be a nice addition, it's a legendary grenade launcher and cool AF š
And we already have it's younger cousin, China Lake for medium
The issue would be balancing, you can't simply make it as strong as the rpg, or close to it. It would be difficult to put right sadly with the balance we have now with mgl, and cl40
That could just be a skin for the cl40. No need for it to be a new weapon
He just mentioned that the CL-40 IS the China Lake
Ah, I misread
CL40=China Lake 40 cal.
It's already in the game
Really aināt no need. We already have nades, and the most strongest shotgun in the game.
But there was, I've seen other messages asking for these changes and other people agreeing too, changes like this just make the finals better anyways
cant the throwing knives have a reload like how kiriko or genji has their reloads?
kinda stupid when the DPS is better or even faster then most light guns and it doesn't require a reload.
the fastest ive ever been melted was with light knives (i only play heavy) i wouldnt even mind the damage but the projectile speed makes the knifes instant easy hits to land.
lower damage add reload or readd projectile speed to the knives
I think people focus on the 1v1 potential of a weapon too much in this game
extremely true
its a really important metric but its far from the only metric
the riot shield is actually a good primary (when it works) in cashout if you're playing with your team. Despite not having great 1v1 potential, it's very good for keeping you alive and wasting the enemies mag
The only time I'm taking a bunch of 1v1s is when I'm playing light and that's only with certain builds
genuinly belove you could make them do 45 dmg instead of 60 and they would still be as good as they are now it adds like 1 extra hit on light/mediums to kill from like 3 to 4 on a light then 5 to 6 on a medium
it needs small survivability buffs but people will ask for dps buffs instead
Or protecting a teammate who's stealing a cash out like a more effective body block from a heavy
ay hows it going in here
yeah its great for things that arent just doing damage. which is how a shield should function. ive never seen any game with a shield that has high kill power where people actually enjoy its inclusion in the game
Me and my stack used to play alot of clash in siege so we can utilize it
yeah i like using the Riot shield to just block pepole while my teamate is in the middle of the Defib animation/revive
do wish i could change the baton/Shield Skins differently though
whouldnt mind a thing you could do to put out fires on your shield though
maybe pour some
on it
give the bow a lower pull back time
this season was the perfect chance to give the heavy class an oodachi&wakizashi dual set
A nodachi for heavy yes, could have been cool. Would prefer that over a spear.
Which gadgets fits better with AKM
i think there should be a naginata skin for the spear
Jump pad and defibs always, third slot is free for whatever. Just don't run turret, it's really bad.
turret has its utility, but if you have a 3 medium team, it's definitely far more ideal to do 2 med than 2 turrets
And kanabo for sledgehammer
and 3 healers are still better than 2 meds and 1 turret
Can embark add a unique animation for the lunge attack like the katana skinšš»šš»
and this is why it was removed from TA lol. like recon sense they cant figure out how to make something not be the only pick.
one demat also is viable if you have a very well coordinated team
The thing is that nothing is going to remove heal gun from best pick unless we get something else to heal, like an healing nade or stuff like that making viable renouncing to the med gun.
Dematerializer is also very good, just not as easy to get value out of.
Yes
OSPUZE is flammable, wouldn't do ya much good
would end my suffering faster
But shield should just be immune anyways the flames should just roll off
Then fall to the floor in front of the shielder so if they keep holding w they step in it
yeah but is everyone running it?
its good if you can make use of it but its got a tough learning curve that will push people away before even getting into it.
IMO i think if they removed having to pull up a tablet to use it. it would become much more user friendly. and maybe increase to its range like the did with data reshaper.
and a healing gun that heals a large % amount of hp or even full hp but you only have 2 charges of it and make it a skill shot would help balance the heal beams ez of use and steady healing ability
whouldnt mind if the riot shield blocked Melee stuff heavy sledgehammer bypassing it makes some sense though
Apperently the flamethrower just bypasses it too
The direct DMG doesn't but it's inevitable that you're gonna get hit by a stray particle and then the dot just does the same dmg anyways
another thing i think is needed is an rpg rebalance.
i suggest making it have 2 shots but reduce its damage to 75 or 80 (slight overall damage buff). to give it more focus as a long range terrain "modifier".
and then bring back nukes in a realistic way by removing the rearm timer and making the total damage it can deal be around 180-200 at most. as well as making the red canister fly further then the other barrels but not much farther. having it go wild as soon as it leaves your hand with anything on it is bogus. this will (hopefully) make c4 be the close range weapon rpg currently does and the c4 cooldown can be adjusted to fit if its too strong again.
like say the turret nerf were if you have a c4 out it doesn't start cooling down until the first one is used up or reclaimed.
but leave the other nerfs nukes really didn't need much to reduce their power i don't get why they just outright decided to remove them after saying they wanted to keep them in the game in some way lol.
nothing will never be better than a healing gun. Last thing that managed to be better to heals was a wallhack lol
i take a lot of 1v1s with heavy since it just has hp advantage
and wench claw
I mean people will call a weapon bad if it can't 1v1 or out dps another class
Also feels like most weapons are gonna become whomever shot first you v Light wins
And light will always have the advantage of shooting first
also most lights have the advantage of deciding not to fight instead of dying, or at least the ones with the dash have
and I think focusing on 1v1s really depends on the weapon used, because some weapons just fall into place perfectly for 2v1s where you focus a person with your buddy and hop on to the next one
For example sword and 1887, if both of you hit a medium for full damage they just disappear and if you coordinate they can't do anything about it if they didn't spot you
Nah. I would like to see nukes make a comeback, but not like that. Heavies already throw objects further so I would change the arming timer to 1 sec, delete the rearm times, remove the weight on objects but not canisters and limit c4 to one deployed.
This way you can throw them for 170 damage or however much the c4 deals right now, you actually need to aim really well because you don't have the boost from canisters and you can't get a lot more damage from stacking c4s and canisters of any kind.
also just throwing in a c4 into the middle of an enemy team would feel better as you would actually be able to detonate it before they kill you or run away from it.
The problem with nukes was that they where able to delete entire teams with a good throw and instead of reducing the damage they got removed from the game entirely
If the throw penalty remained, but there was a slight damage buff to make it worth using, nukes could be a good defensive tool instead of an offensive one like in s1
The concept is really cool and they literally have it showcased in one of their trailers
Yeah that is basically what I would like the nukes to be, but they use like a potted plant in the trailer, not the red or orange canisters and they, together with stacking 2 c4s on one thing, where the problem as they could deal like 500 damage at that point.
I would also like to see them be possibly more focused on destruction so maybe increase the explosion radius but only for damage to buildings so they leave big holes in walls and collapse bridges, but don't kill people a mile away from them
nukes defensive tool in s1? If by defensive you mean killing a full team with one click then you are right
I mean death is the best crowd control am I right?
No, I said they were offensive tools in s1, but could be reworked to be defensive tools now
I think they also used an orange canister another one
your suggesting nearly the exact same thing with a few extras man what do you mean naw lol.
No, coz you want them to work with canisters and I think that is the worst idea possible for c4s
ah that part. thats just a suggestion for them since all the other barrels were not so problematic as getting sniped with a red canister nuke lol. the range would still be significantly less then before since the new wights on barrels. it just be the furthest ranged option of the barrels
at the very least it should'nt go all over the place as soon as you let go.
Well I think that is just a bad idea, because it either deals too much damage or requires some wierd scaling (which is still the case now, I think) and both of those are bad for the game
The scaling is bad, because it forces new players to learn a table of damage percentiles and damage values, so they can understand how much damage they would actually deal and if it just so happens that there is another explosion at the same time the whole nuke explodes the calculation is off again. Overall the entire process is just unintuitive and not player friendly.
Dealing too much damage is bad because it will just one shot everyone and we are back to the situation from season 1. Sure you could nerf the c4 damage so that it doesn't do that, but at that point the gadget is useless unless you use it as a nuke.
The best option from both of those cases is make the nukes not work with canisters and work with other objects and just say that is is becuase of weight values of everything. Regural objects have a value of 1, canisters have a value of 2, c4 have a value of 2, heavies can throw things far if they have a value of 3 or less.
Sure it is making up a mechanic, but a really easy one to remember, since there are only two options and you can even scale it with other classes and gadgets for a pretty clear, solid system
yeah but no body is using C4 on its own for damage anyway.
testing it out it has huge damage fall off but standing directly on it does a bit more damage then a frag
red canister also does about 150 damage with a direct hit so thats 300 damage remove 50 damage from both and you hit the 200 damage mark while keeping both at a high enough damage to be viable on thier own.
GG you killed well the CL-40 great update, i am ready to uninstall
I actually think they should boost the c4 damage to 200 and reduce the arming timer to 1 second so it would also be useful on its own, because as it stands now it is a breaching and trapping tool and RPG is better at breaching while the mines are better at trapping.
Also that would make red canisters worse on their own, which maybe wouldn't be too bad, but it is already pretty hard to hit people with them for full damage. Making that damage lower would just make it a lot less worth to use them and a lot less rewarding for actually pulling it off and I don't think that would be a good change.
It would basically be like removing two mechanics to sort-off revive one that is toxic for the game
oh wait correction i forgot i could stand in it myself and see exacty how much damage it does lol.
its doing 196 but like you said theres a diminishing returns on stacked explosive damage so that would get reduced by i cant remember if it starts at 40% or 60% but thats about half the damage of the c4 with a red canister would sit around 250 damage
unless the damage reduction affects both explosives then we are sitting at 175 which would be perfect and woulndt even need to adjust anything damage wise could even use a bit of a buff honestly to hit that 200 damage area.
im actually gonna test how much damage they both do rn
Yeah that is the problem, nobody can remember the diminishing returns on explosions. I think wiki lists the damage at 170 and there is a penalty for self damage on explosives (I think CL-40 is the only exception to that but I might be wrong).
From what I remember the calculations for damage are probably full damage from either the first explosion or the highest damage explosion and 40% from the second one and then 20% from the third one and so on, but I also remember getting one shot as a heavy by nukes after they introduced that.
oh snap the damage from stacking c4 and red canisters is actually less then just using them individually they do 110
no i just stood on it so it was armed from the start
oh I dunno then
the arming damage was more to nerf the cl40 from tossing mines and blowing them up for 250 damage
Maybe there was another nerf to those calculations.
I think that also highlights the problems with the current system. We have no idea how any of that works, even if we test it out in a controlled environment and in actual fights things like that can be set of by a stray frag and because of how it is coded it will suddenly deal less damage if you just threw in a frag.
thats so odd tho the red canister does 100 damage the c4 does 200 damage together they do 110. they must have a pretty heavy reduction in place.
and if you throw in a nade im sure that damage would get reduced even more. there probably was another nerf cant remember it tho
And we could just not have that with a simple fix that can be explained in another way that would also define how things interact with: mines, breach charges, maybe even motion sensors, barricades and turrets since those can be placed on objects too
i can see that being a huge headache. so they just sacrificed the nukes in favor of everything else
and it would even buff c4 traps because you could just slap a c4 on a canister and if someone walks on it and you detonate, they would take full damage from both the c4 and canister, which would maybe make the inconsistency of things like that worth it
because as it is right now even well placed c4 sometimes wiff because a small part of a roof fell down and blocks the damage or someone is just standing a bit too far away from it from movement that seems illogical to someone who placed the trap
ive had that happen. been trying to use c4 more lately to see if its any good still and missed a guy that seemly was standing on it
I do think they should be better now with the explosives changes, but it seems like explosives in general are somewhat wierd at detecting player positions while they are moving
after these test tho it seems using non-lethal objects is the way to go
oh man testing it on a gas canister it doesnt even blow it up just knocks it away
and anything that gets used up on contact will re-start the rearm timer which includes furniture since it breaks on contact. was wondering why it feels like it takes so long to arm after a pot toss
so i guess its really just no more cant even use it to set traps since the damage is so meh and mines do it better.
and frags do more damage are easy to use better range then nukes as well and you get 2 on a fast cooldown.
NERF THROWING KNIVED
infini ammo plus insane damage is stupid. in early season 2 they were fine. now there are so braindead to play and just plain stupid.
please change something about the infini ammo
If they remove the spread in air they should give it an ammo count
Data reshaper deserves a buff. Make it kind of like a personal mesh shield that can absorb incoming projectiles (bullets, arrows, grenades ect) which would give medium a solid solo defence.
They would have to change the arming timer to Breach Charge as well
People prefer the Thermal Bore way more than the Breach Charge at the moment š
throwing knives are insane, everyone is playing them. pls fic
Seems designed for TA. Really useful on attackers side but other than that its much less useful yeah
Data reshaper is where it should be with its two charges and able to one tap delete turrets, domes, mines, barricades. In TA even the attackers will need to put up defenses once you've planted, so it's usefull regardless
nerf throwing knives
if they nerf the mp5 my life would be better ngl
If they gave Data Reshaper the option to reshape objects into a Glitch Barrel or added the Glitch Barrel into it's rotation of barrels, it would make the Data Reshaper balanced and complete
Obviously it should have a lower chance of reshaping random objects into a glitch barrel than all of the other barrels
Data reshaper comes in really handy in very specific situations. Less versatile for sure, but high impact against turrets, barricades, mines.
Basically if there are a significant number of mediums / heavies it can be worth its slot.

Don't forget it can reshape Dome Shields
Isnt there a rotation for barrels? Just adding the glitch barrel into that rotation should be a part of the data reshaper
Exactly
Yuhp.
I think to buff it slightly it would be cool if it could reshape projectiles ;
Rpgs
Grenades
Etc
It can
Oh for real ?
Need to explore it a bit more. Thats actually super sick that it can already do that. š
Requires precise timing for the RPG and Frag grenades are a bit tricky to find before they explode on you
This also applies to Sonar Grenades, Anti-Gravity cube, Motion sensor, etc
would be a nice buff for data reshaper to show you gadgets through the walls within a small radius
Ok now im getting used to the rotations too
[ goo -> fire -> gas -> red -> smoke -> goo]
... glitch seems to be random?
This is actually tighter than i thought. It helped a lot to notice + learn the order.
I just won the finals twice in a row, with it the whole time. (Not necessarily attributing the success to the gadget, just saying the utility worked) . I even transformed a grenade which got tossed in our cashout room!
We went against a MM H team and it was honestly so clutch to turn their mines into flower pots (never liked that one anywayš).
It also came in handy to knock out their aps .
I ran Demat, fcar, jumppad, goo, data reshaper.
Definitely one of my favorite gadgets in this game
oh yeah transforming grenades and canisters that are being tossed into cashout rooms or on the platform is an incredible feeling
Its the one and only sonar grenade counter too
Smoke
Smoke also has thermal as a counter tho
what is peoples fav gadgets
I appreciate it, thanks
give us nade indicators fgs im tired of playing an fps where they thro a grenade out of nowhere and takes away half my health
The dagger really needs some kind of buff too. It feels punishing to use. Maybe a larger radius for the back strike and a bigger lunge when you use the heavy attack.
It's the delay for backstabs that I don't like the most, just makes it feel awkward
tbh its one of those weapons that u have to use ur gadgets more than the weapon itself and rely on ur dash alot. (basically ur gadgets r ur weapons and ur dagger is util lol once u think of it like tht its pretty easy to put yourself ina good position for some elims)
the hitbox is hella wonky tho ngl
Honestly the back stabs are so inconsistent I end up playing like chucky and just run At people stabbing with left click. With the slow charge it would be nice if alt did more damage that left without a back stab. Instead of 50 doing even 75 or 100 to the face would be nice
Allow heavy players to throw their spears. But not unlimited like the throwing knives. Instead when u throw it once u have to wait for it to come back to ur hand kinda like Thors hammer. It's literally a SPEAR. And having to wait for it to come back even to engage in close range battle prevents it from being overpowered but viable longer distances. Maybe allow players to aim and throw it through by toggling on and off the aiming mode.
Double Barrel either needs to shoot faster or to nerf it's dmg back to 12 like in s1 and tighten pellet spread. DB is good but the ttk nerf was too much considering you have to be up their butts to meat shot with it.
Has the update gone Live on Xbox?
Its so beautiful
$10 for this tip
Bruh, I already said it was the only counter to sonar grenades
I was kiddin lol
@crude leaf Ottr finally made a "Why I quit THE FINALS" video.š
Something...something...all new weapons are F tier
Something...something...financial issues
Something...something...d riding the most popular game
smoke gernades need a buff they have potential but they dont do any thing rn making them totally useless
Case in point
I got lucky
PYRO MINE
yeah thats good
gadgets is frag, ability is dash
some directional dmg indicators would make this game way better
niceeee
but no frag indicater tho, it'll make frag useless
i dont think so, just dont make it a long range indicator
i wish sniper dose not exsit, it never fun to fight
yeah they just stay in 1 place the whole game
i agree tbh, but i feel like the dagger is meant to be played stealthy
Mfw I evasive dash gateway throwing knives chase the snipers š¤©
sneak up on em w the taser and elbow them slowly :)
Your too loud to be stealth. Give me a dead silence gadget lmao
still dosn't change the fact that its unfun to fight
like as a medium you have 3 option and 2 are bad while the 3rd are just to ignore the sniper
1: shoot back (you die)
2: you run up leaving your random teammate to fight a man down and the sniper you trying to kill just dash or gabble away
And it all start over again
Yes. But because baby light supremacy your fourth and best option is cope
When I play power shift Iāll just go heavy sledge and camp him in spawn. Iāll ignore everyone else
Give Medium a WA2000
Yes please
Honestly only me but i feel like the heavy KS-23 and the Mediumās grenade launcher should be swapped
God cube I like moving cashouts in the middle of the fight all sneaky like. Then sit the cube with the ks to destroy it so they can't follow, and I'm good
Nah I can't count the number of team wipes I have gotten by throwing in smokes and turning on thermals to light people up. Especially since the buff to the cloud and allat, it's nice. Only thing I want is for it to hide health bars thru it, and revert the stack/cooldown change
one ping and you are detected this is useless + on low settings you clearly see throught
New gadget idea for M.
Hacking tablet: Fires a pistol dart of 2 shots on one or 2 enemy players. After the enemies are hit with the pistol dart, the user can hack the enemy using the hacking tablet which will take around 5 seconds. Hacked enemies are tracked by the whole team, has 50% reduced damage output for their guns and 25% lowers health ( if health is already below 25%, then it will not be affected ) for 30 seconds. When hacked enemies are not killed within 30 seconds, the debuff will instead buff them up giving them 50% more damage and 25% more health for 15 seconds.
those values defo need tweaking but that would be pretty cool to see
One ping and they're shooting at where I was a second ago cuz I'm not a dumbass and don't stand still (playing in cover also prevents being hit by random shots) though I didn't know about the low settings thing that makes sense (please fix embark)
Cool idea, could also have a trap version where it darts people who get close yk. The other guy was right Abt numbers tho
New gadget idea for M.
Nanite grenade: This grenade does not damage any enemies but it affects the area. Affected enemies on the blast area will have reduced movement speed and will take more damage from bullet projectiles as the nanite's eats through the player's armor.
Yeah i guess it was too much value to it. Wouldnt be balanced enough
You mean like a dart trap when people walk over the invisible line? Not a bad idea
They should make it where if you are holding a grenade and you pull the pin or activate it, it drops on the place you die
Ya trapwire typa shi
Claymores work too
That would be more annoying for people because they cannot destroy the claymore if it is placed in front of a door inside the cash room lol
But they could throw something in front of it to set it off
The ping follow you so no u gonna be dead
And you Can shoot and spam ping as the same time
But yeah smoke are useless against decent player
A gadget or maybe spec that causes you to somehow stack an affect on people that causes DMG to be recorded and replayed. So let's say I hit them with one stack of replay, when they take DMG from a source that isnt me, it stores some % of the DMG they take for a second or so, then plays it back over a second. So if I hit someone with one stack, they then get shot by 100 DMG, then they take 10 more DMG added on and consuming the 1 stack. It can stack higher and higher, gaining like 10% per stack or something
Shi I thought you meant sonar ping mb gang tho those follow you too dont they
Idk I used it in high plat and it worked pretty well with only a few instances of people actually getting me, and usually it was cause of an aim issue in my part
They do like 1 SC but you Can refresh it by spamming very usefull to spam across forest or just to ping invis light
Put ping as scrollwheel and enjoy
I do I use it in hectic situations with fire and allat, as a melee player for my teammates to take care of people I cant
But overall there is better than smoke
Tracking Dart šš
Or like better than everything the guys said above
@crude leaf has some w ass opinions
Oh wait
I read that wrong
I only use smoke in a small room of the cash and slice everyone with the dual blades
"w ass", where ass is used to intensify the w meaning they're good and I agree
L ass opinion
H-H-HELL NAH
Ngl, I be using Pyro Mines like Pyro Grenades
Best be used when put on a death statue and shooting it, that way you have an indicator for when they go for a revive or they will have to wait to revive their teammate
It wont trigger the mines. They'll just pick up the statue else where and revived them from a hidden spot
Even if it is triggered. The fire wont follow them
Thats useless tactic man
Re-read my text
Don't say something you haven't even tried
I know but picking a statue now can be picked up from longer range
You're clearly not getting the picture here so I'll move on
Yeah i dont get why you think your enemies are all blind to see the mines
they shoot the mines so theres fire so you get the hit marker is what i think they are doing
I pray on the down fall of people who use gase mines on statues then go hide to shoot you while you are trying to already work around a mine
Bingo!
This has happened so many times
i do think gas might be better at that though since they cover a bit more area
But gas will be countered by flamethrowers since alot of H are using them nowadays
Or just play something more usefull like APS nade or double movement
Yes and no
If you activate a gas mine on a statue, you can just pick it up and run somewhere else, as if you activate a pyro mine, the fire stays stuck to the statue even when you pick it up
Flamethrower IS Bad overall
That's my idea, but apparently it's bad š
I am seeing them almost every match. Its cringe. Cant even enjoy using my dual blades anymore.
i would use anything but the flame thrower but like LMG's kinda suck ass and every other class can just run away from melee due to heavy being so slow
I dont like using heavy. The slowness just hurts my eyes.
Best heavy guns is SAS12 by far
still like no range and the reload after 4 shots hurts to use when fighting other heavies
Anyone know how to get the DISSUN swords? (Not the battle pass ones)
U mean career reward?
"Community Event"
They're red with white text that say DISSUN
but not like- the ones on tier 106 of the bp
Wow i never heard about this before. I gotta check it out
@ me if you figure it out
well not stealth as in quiet but stealth as in taking advantage of chaos and not being seen as a light play chaos is ur bestfriend, if u have a knife ur all up in their face, but yk ig dagger js has a high skill gap
nerf light or buff the revolver
care to elaborate
please do say what should be nerfed on them or do you choose to stay silent be be labeled as one of the salty players who cant deal with a light
and dont give dumb reasons
Give the revolver 1+ dmg or 100%hipfire accuracy
tell me again why rpg is still fucking broken. for the love of god rpg crutch is not fun for anybody but heavy. it was the same for tasers. getting near 1 shotted bc the heavy saw me is not fun. nerf rpg. give it a dmg ratio, make it more destruction based instead of damage idk do fucking something man.
Careful though, nerf RPG too much and heavy becomes meat for everybody and their brother. I mean why even play the class if any other player can beam you to nothing from across the room and you canāt do anything?
gut it, nerf it idc anymore. no one class should have all that power. a delete health button is not balanced. there is no playing around it or avoiding it, its literally so free its not even funny.
Did they nerf the med grenade launcher? why's it feel like it does 0 damage?
and i say this as somebody who mains heavy. i would like to free up my loadout of the rpg but you literally need it in every instance.
Nerfed twice. Once on s3 release and once on last patch
embark devs r like blizzard devs,
nerf the most arbitrary aspects, buff the most annoying. none of the balance patches actually address the issues that the weapons have. rpg is too good and does to much dmg and has way to much value, secondary fire for tk and spear still havent been fixed, fcar is still an smg and the mp5 is still an AR. the lost goes on. point being there have been prevalant balancing and performance issues and nothings done ab it. prob bc of the first decendent and arc raiders, wonder how mich of it is exon and yhe higher ups.
I would like ask when we get balanced weapons? Throwing knife 2-3 shot, sniper 2 shot, rpg 1, hammer 1 hit..... CL 40 is not GRANADE launcher? explode? BUMMM? On heavy need 7 shot or more? https://youtu.be/Cdj4CZWj_8E?si=1YPs5BBStC4G5vTz is that okay?
Sounds like a skill issue. I know plenty of heavies who don't run rpg at all in their load out and top leader boards with +10 kills. The rpg is only a detriment to a careless light other than that if you have any semblance of situational awareness, you shouldn't be eliminated too much by an rpg. I play agaisnt console and pc. I'm gold 3 on world tour and gold 2 in ranked, been playing since season 1, been invested since cb 1. The only people I've seen struggle with rpg's, generally, were careless lights and new players.
Bold take there, but I agree. When I play light I almost never die to RPGs
not reading bc you immediately resorted to skill issue. either your arguments in bad faith or your willfully ignorant. ive also been playing since beta and it was a crutch then and its still a crutch now.
Tl;dr: Most of the community isn't complaining, you're just bad.
And I'm not alone in my sentiment either, many a youtuber have come to the same agreement as I. It ain't the gun lil bro, it's just you.
(sniper is a literal delete health button)
Re adjusted all explosives
As someone who's been playing since beta
Everything was a crutch in the beta because everyone had a one shot
Light could one shot you with SH heavys one shot was at least on a CD both charge and RPG
Medium's AK was stupid
Altho beta was more fun and med had a crazy defib
Hey do glitch nades affect your own team ? Just a quick check since i havent used them all that much.
No
Only flash fire and gas hit your own team
Would be cool if our weapons discharged smoke as we reload them
Ty š
Give the revolver a hand skin
lmao again your either willfully ignorant or your actually not reading what i am saying. im not going to have a conversation with somebody that parrots others opinions and think their right for it. rpg is a crutch plain and simple. same with stun gun, same with fcar. if everyone is 'special' then nobody is. beta had best balancing bc it had the most amount of skill expression.
if everything is easy to use any lobotomie can shit on you just because they had it is my point. it takes 0 skill to use. at least with literally any primary weapon you can argue that it takes 'skill', unlike the gadgets that border useless or are things you wull never not have in your loadout
Again, if it's as real as an issue as you say it is; how come a large majority don't share your views? Just because YOU don't like something or think it's unbalanced does not inherently make it unbalanced. There are plenty of ways to counter the rpg. If you want I'll even list them all. These devs know balancing, the bf devs alone have been, for years, been on the barrels end of gamers opinions when it comes to balancing. Every value has been meticulously chosen so that the rock-paper-scissors affect happens consistently enough that it's even all even. Rpg is a tool that can be used as a crutch. Just how a jump pad is a tool that can be used as a crutch to get away. I'm surprised you aren't complaining more about winch claw
bc im not ass at the game and have more than 2 collective brain cells and can counter a winch claw. a fucking 1 shot delete your health button is not fun in any instance nor is it even balanced. its seriously crazy how free of a gadget it is and nobody says a thing ab it. rpgs thrown when you engage. rpgs thrown when you are fighting. rpgs thrown when you are disengage. rinse and repeat. straight up not fun. i literally have to run entire builds to counter 1 or two meta gadgets/weapons that are just 'good'. ive seen plenty of times and suggestions in this disc for reworks or nerfs, again, just because im not parroting someone elses opinions off of youtube doesnt mean im wrong. the entire overwatch community is a perfect example of that lmao. id love to see the win and pick rate ratio for the rpg specifically
make the f-car easier to use. make the sniper either have sway or flinch when someone shoots you. would be a good place to start. no?
also playing with a melee weapon and getting hit with a stun gun feels like someone breaking into ur house and stealing ur mouse and keyboard for 5 seconds and then handing them back to you. no way to counter.
nunchucks
Right now I believe that grappling hook should be removed and replaced with another ability like a stim that will increase movement speed like the one in cod or octane in apex legends
Are people seriously saying rpg is balanced
there's no way that you guys think the RPG is balanced lmao
it's been a must-pick for the entire lifetime of the game
somehow people think its gotten too much nerfs
braindead easy damage, potentially upon whole teams, that doubles as one of the best destruction utilities
I don't really mind if something is a must-pick if I consider it fun to use. Like I don't think Heavy got more fun to play after C4 became a sometimes pick, having tons of demo was fun
problem is whilst you may think of it fun to use it doesnt necessarily mean its balanced, if you appear next to a light, rpg them and then shoot them and watch as they die it may be funny to you but itll feel super annoying for the player you just killed
honestly even when RPG could one shot light with splash it never bothered me that much, but back then stun gun disabled gadgets and sh1900 was in its prime, so
do you even play light?
I play light almost exclusively and have since closed tests
that shit was pretty broken lol
damn. i feel its more bothersome when your absolutely destroying the lobby and then a random ass heavy jumps in and kills you in a click of a button
admittedly when playing with friends I'd regularly play sledge heavy and it made me sad when heavy's surrounding nerfs made playing it feel pretty awful, at least until winch claw came out
especially when there isnt really any counterplay to the rpg
the counterplay is not putting yourself in the situation where you get RPG'd head on, either by fighting them from safe high ground or jumping them and killing them faster than they can do it, which is often easier said than done I'll admit
in S1 you could stun them to disable the RPG for a good bit but that's not a thing anymore
Rpg has basically 0 counterplay while also having absurd value
It's never fun to get killed by
And not everyone finds cheap kills fun
So less than 50% of people have a positive reaction to it
I mean heavy's whole bag is that they're a close range bruiser limited by mobility that medium gives them and RPG is a large chunk of what gives them that close range damage threat. I feel like you'd have to retool a lot about heavy if you gutted RPG to the point that people often didn't take it because it feels like they've been balancing around it
not saying they shouldn't consider it though, obviously people have been complaining about the RPG for a long time
Is there a spreadsheet of how much XP you get for each gadget when using it?
Gateways give 50xp by putting something through it (yourself included), and 25xp for subsequent items, but it caps out at 75xp per person using it.
Meaning each person on your team can use it twice to give you 75xp each
That's the only equipment I've studied with a spreadsheet so far
anyone actually use tracking dart
Feels like it's doing no damage because it still has a damage registration bug that has existed since beta, devs have not acknowledge or addressed it in ANY patch notes or comms with the community yet either.
This far in, it's time to accept this bug is never going away and the GL will always be passed over. Still doesn't even have a single decent skin for it yet lmao. I'll take a ginger stepchild skin for it in a heartbeat because that's how the devs treat this weapon!
š
my homie uses it. its surprisingly super useful to know where two out of three of a team are for a really long duration imo. I think it shines the most in the Final Round, and also In TA as it makes targeted enemies super easy to outplay and hunt down.
Sadly there is stuff way more useful. So sad that very fun stuff is locked behind cause of way more better stuff that can't really be ignored
Does anyone know how explosive/pyro mines XP works? Do you get XP for damage dealt or just placing them?
As a light I think lights got it too good right now and could use a hard counter like an rpg oneshot
One sword lunge and two darts will kill a light https://youtu.be/RFdBN_ZlMsw?si=PPllwZ2zq2LEiHOU
Allow heavy players to throw their spears. But not unlimited like the throwing knives. Instead when u throw it once u have to wait for it to come back to ur hand kinda like Thors hammer. It's literally a SPEAR. And having to wait for it to come back even to engage in close range battle prevents it from being overpowered but viable longer distances. Maybe allow players to aim and throw it through by toggling on and off the aiming mode.
And change its OP right click attack?
OP how? Powershift aside when u use the right click attack it's a massive liability, ur stuck in the same place which easily gives space for other players especially that of other builds to create alot of space and shoot you(it's super evident in high elo lobbies) besides I'd take the throwing spear over the right click anyday bur keeping that and adding a toggle mode where u can aim and throw the spear just makes it alot better
Maybe make the throw feature quick melee
funny that lights doesn't have to reload there knives
i think a cool weapon for the heavy would be a flail
does the m11 get out-dpsed by the akm?
Can you shoot both barrels of the double barrel at once?
Ya, I use it on my sniper load out. When someone is approaching the cashout I first mark 2 of them and then go to sniping, it lets my teammates position around them and make ambushes and allat. Honestly it's won us games before, and it's kinda underused.
Or the other way if we're approaching the cashout and they're holding approach angles, then I can mark them and make it easy to find flanks that they aren't covering
No m11 wins by a good bit but if both got all their shots the akm wins cuz the med having more health makes up for the lower DPS
So if a light with m11 and a medium with akm fight and they both land their shots, the medium wins?
Yeah but if the light is doing light things it should win
does that also apply to the xp?
Been a while but I think the numbers are around 250 vs 200 DPS (check the wiki if ya want) so the light should be able to kill before m can react. Yes, but XP is a lil lower than m11 (by like 5 or something, it makes it up with range)
Light consistently has higher damage weapons, then med, then heavy. Outliers are that I think auto shotgun is the highest DPS gun in the game
facts
I think it would be a good balance change if the light had to reload by having to physically remove embedded knives that are prematurely gouged in their non dominant forearm and take 1 to 5 hp per knife drawn prior to throwing
It would be metal as hell too
Isn't it crazy that knives were actually balanced if not a lil underpowered and nobody was complaining, and then they got micro buffed to op?
Like just revert them back to the way they used to be yk
just add ammo capacity to the knives, then its good.
i don't see lights empting there ammo in wiping out a team,than be reminded ,oh shit i have to reload like all other weapons.
Meh ion really like the ammo idea it ruins what knives have unique to em
Like if they weren't busted before go back to it. They felt fine, to both the light and the target so why not
Just also give it a buff to secondary fire it's needed for forever
any solos that wnat to join me and my duo dm me
xbox?
I think TK just need the RoF and projectile-speed buffs reverted. All they needed originally was an accuracy buff, which they got. The other upgrades were too much IMO, and thatās why they feel so bad to fight. Not that adding an ammo mechanic would be a bad thingā¦
I'm confused, what db?
No gif for you
what would you guys think about an M79 Sawed Off or the Shortstop from tf2 for the light?
yea
I thik maybe we donāt go the shotgun route because that would no be good having everyone running shotguns all the time as light
Light loses every single engagement in a pure ttk fight against ak
None of light's weapons can beat it
The projectile speed got buffed by just 5% abd the RoF is the same. They're just more responsive and that's it
I mean before they were barely used because they were hard to use and has a low dps, things which they still retain. The reason people didn't complain before is not that they were balance, it was because so weak they were barely used and you'd barely see TK users at all, and when you did they were easy to beat, so people barely cared. When they got buffed they were very popular and yes, kinda strong tough they still got out-dps'ed by most weapons, it was just that they were really good in lower skill lobbies. Now, they barely have any more buffs because they got almost entierly reverted and the things that people complain about are not even things that got buffed. Right now, the only real buff they have compared to originally is that they're less responsive, yet you never see people say "make TK be harder to land shots with", cause they always complain about traits that have always been there, but which have never bothered anyone untill people actually started using them.
Itās probably overlooked because no one uses it but the revolver is broken the hit reg doesnāt exist and the sight takes up half of your screen
Iāve been suggesting a slow down feature where after the first five burst their rof slows downs progressively
I used them on my quest to level up everything and to highlight to my friends how stupid they were I held my trigger down all game and just dashed everywhere
I hate the front sight on the western revolver skins. Canāt see nuffin
thats actually a really good change, giving good burst damage without having sustain in long fights'
at least without backing out and hiding for a few seconds
Iāve thought so too for a while now. Especially when I used them it felt stupid to have no penalty for spamming them. And if you run up against one with riot shield your cooked
Me and a light just stood there for three minutes as he just non stop threw them at me. Couldnāt wait for his reload to push like your supposed to with riot shield
-lfg
Europe: #lfg-eu-casual ⢠#lfg-eu-ranked
North America: #lfg-na-casual ⢠#lfg-na-ranked
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Go to id:customize to show/hide specific channels.
I think tracking dart is hella bugged
How so
look in bug reports I put it there
I know a lot of people have talked about nerfing lights but what if we instead buffed the other two classes.
A big pet peeve of mine is how my heavyās quick melee does the same damage as a light
With damage drop off as aggressive as it is nerf the recoil of h and ms gun. The recoil pattern for the Lewis gun has annoyed me since season one with all the left right pull.
Give the medium some form of range. Itās so annoying that the smallest fastest highest dps class has all the range with sniper lh1 and xp-54.
Let the healing beam effectively heal heavies. It takes too much time and too much charge to heal a heavy
Heal delay and heal rate on especially heavyās is excruciatingly slow.
Light is the weakest class in the game, but since there's no proper competitive mode everyone is just playing casually and light can pubstomp the best
Ps I know posted that in game feedback but 30 minute slowdown makes it impossible to discuss
Changing qm is a bad idea, lewis deserves a buff just because the nerf made it annoying to use, medium has good ranged options, heal beam is already one of the strongest specializations in the game.
Xp54 does deserve a nerf to it's range 40m+
Iād say make the classes do 30-40-50 qm damage respectively. Lewis definitely needs one. Fcar has shit recoil and revolver has too aggressive drop off with bad sights. Heal beam feels lackluster when you run hhm or on power shift as it can easily be out dpsd. Xp54 feels way to versatile.
That would ruin certain melees
Weakest is debatable
Light is NOT the weakest in the game rn. Lets not lie to ourselves
bruh. HOW
Heavy heavy medium
They get shut down wayy too easily for the value they provide
Lights has so many 'get out of jail options' its ridiculous
Light has just about the strongest everything except health pool which is offset by the crazy healing factor. Feels like wolverine
Light is strong in casual but really weak in a comp setting
But any class can pop off in casual, light is fast and hits hard, so they do best
Because lights canāt do teamwork
Lights are the only class rn that can go 30-6. The other classes, sure you can get 30, but with way more deaths. Weakest my butt
DING DING DING GIVE THE MAN A PRIZE
No. Any class can pop off if you're good. Light will get shut down the fastest the moment the enemies are actually competent
But since light can move and kill faster, they can obviously get more kills
You must have strong opinions about sledge claw combo
On an even ground, light will lose
Sledge is awesome, claw is stupid.
Evade
Aim
Evasive dash ruins it
Good tracking
At least if they're playing melee heavy
No shit the biggest counter to melee heavy counters melee heavy
I play melee destruction heavy so if I winch into a dash user I've wasted my cd
You can still get m1 off, then just rpg them
That's a long CD ability to waste on one light
How is claw dumb
Its stun gun but much more annoying with less counterplay
I feel like an over limitation but something that could be put in place is claw can only be used with melee and short ranged weapons
If you get hooked by any decent heavy you will die
Absolutely not. Heavy can win any ttk duel and bringing them right into optimal heavy range will give them a free kill
The only weapon that can't really do that is mgl
As someone who plays melee heavy It's not a guaranteed win to my fights (especially because people forget RPG has a CD so long I might as well die because I'm taking at least 1-3 more fights without it )
True from range, but in close quarters? Good luck. First of all, you have to look down at lights if they're up close, and if they have dash, godspeed. Second, literally all of lights specializations. Free get out of jail cards basically.
I find winch is best effective against cowards or over commiters who want to run
Idk how true this is cause I haven't tried winch for myself yet. Gimme a minute
If you have rpg, it's a win. Against the hard counter to your build.
Yes if you have the thing that takes 2 team wipe timers to recharge
If you have good aim its pretty easy to win the fight
Yes, the strongest gadget in the game
Also you can't change specializations in certain game modes so your options once you see a evasive dash light (there's many) is
Change weapons
Hope that you have a gadget you won't have 90% of the time
Getting countered in the finals is you have a losing matchup and you just have to avoid that player
Unless you brought a range back up weapon (something I've started doing) for the entire game
No. It's hard to aim at something if its moving around you like a fly
Hence the good aim
Having a guaranteed you will lose this matchup 99% of the time isn't fun or good to go against
Run dash as light or model as medium. Problem solved
Model still loses most of the time, dash works if they play melee
You see this person you lose isn't good game play
That's what lights complained about with heavies for 2 seasons
That's the issue with running a melee weapon.
Just out of curiousity, have you gone medium and tried shooting a light with dash up close?
I feel like winch was made to help with that issue for heavy
Yes, it's tough but possible
Barely.
Because Melee heavy sucked balls in 90% of matchups
1 weapon is different from a whole class
What about that aim tracking. Model 3 shots a heavy
Because people just learned spacing a large part of the classes gameplay was just lose
And 2
Goo gun can do well for that. Although ofc the hardest counter will do well against you
Actually the shot gun as well because heavy sucks at closing distance
Heavy countered light
Doesn't mean heavy should be a free win against them it's what lights have been complaining about since ever
I get lights are weak in SOME situations, I get that. Just like every other class. But you are not convincing me that lights are STILL the weakest class in the game. That's just lying to yourself and other people
Good news. Light can hard counter just about everything
That's a funny joke
You keep mentioning it
Heavy countered everything that wasnt heavy
In about 90% of team situations
There's a difference between doing well and for three seasons (I'm counting beta as a season for og players) running 3 weapons was just throwing
Because if you ran heavies shotgun dash
Melee dash
Flamethrower dash
Cause they go in alone. Thats literally it. Its YOUR fault for putting yourself in that predicament
Then people just ran lmgs because that's the only thing dash doesn't disable them those were op so they got nerfed repeatedly
The game is a TEAM FOCUSED game. Light is too selfish and makes em weak
So basically if lmgs become terrible dash will just counter all to most of heavies arsenal
Depends. Dash only properly counters melee
You also get the benefit of seeing your enemies hp so you choose your fights as light it's a better spy
Melee
Flamethrower (hard to close distance and while you do they're getting free damage)
Shotguns
Exactly. Play around your team. Play WITH your team more like
KS 23 as someone who likes the gun doesn't exist as a weapon imo
That is not the fault of lights as a class, its the fault of light players and the way they go about playing the class
Then just run another heavy.
That's why HHM is meta, a 2nd heavy gives way more value than light
Flamer and shotguns can do decent against it. Melee gets hard countered. With winch flamer and shotgun make lights free kills 90% of the time
No thats just dumb. A light can still prove valuable when playing with their team
No, its meta
Maybe I'm running into an epidemic (probably still the aftermath of the tk mini Meta) of dash tk lights but I swear they're everywhere
don't do meta. meta is just stinky. Play what you want
Also I know I'm crazy for this but I usually like to save my rpg for arena damage
Cuz light is very fun to play
Ik light was the first class I mained
Play what you want doesn't fit with "nerf the class I don't like"
I still play loads of shotgun light but I use grapple because it's just fun grappling in getting 1-2 elims getting out
Basically I'm guaranteed one and then if they turn around grapple out
Light is fun in pubs but a pain to play in comp
Light is the worse class people complaining are just casual
Yep
Because it's a noob killer
But yeah people play it because it's more fun overall
Only in TA the class is overall the best due to the regen at 100hp + the range
Comp in general is just pain. Don't play it
TA should never been there but dev are high
Higher highs and lower lows
Comp did not rlly exist anywhere tbh
Ranked was never a really good experience, the level was Always very low overall
Tbh I don't like this game being competitive. I just want it to be a silly fps game where you break buildings and junk
It feels like they keep forcing to try and be competitive though and it's a bit annoying
This game is purely casual the people trying comp is because they like tryharding
Tell me where they force comp they legit do the opposite
They do not promote or try to improve it
intro of Terminal Attack. Entire mode screams competitive
TA have nothing to do with comp
TA is just horrible
Shittiest game mode and every tournament is 3v3 or 3v3v3v3
TA is just a CS like game mode. But kinda crap
Dude. Its 5v5. One objective. No respawning. Sounds a lot like cs
Not a single comp tournament is or will be hosted on TA
Didn't they make TA a comp mode last season?
But in the gameplay or everything nothing IS like cs
Thats why I said Kinda like cs
I dont thing we Can compare AT all
And on the side every balancing was around casual
brb I gotta eat. Continue your points while im gone tho
Imma go to sleep ngl, have a good mea'
thanks man. Sleep well
Meh light reminds me a lot of spy and it's very much on the person
People also need to remember dying is bad doesn't make your play bad
Trading your life and HP are just another resource
Also less noob killer and not on comms murdering machine
Ik everyone's asleep but
Light even if you kill them is a massive pressure creator as they can often rip away health fast even if they in turn die fast
The thing is in normal game modes meds can remove there pressure through heals and semi on call revives. Meaning in a mode without sufficient healing even if you win your fight with the light you still get shafted
In a proper comp the value light can provide is almost always inferior to another H or M
Sure, light can get good pressure and open up plays, but most of the time that isnt worth not running anothet H or M
Also old stun gun had no counter play for heavy meds could move there weapon (but they were dead if they were using revolver but that was always the case)
Light can never be too good or the game would be cancerous
DPS classes in most games that aren't mmropg can never be too Good
Yep, it's really hard to balance light, but asking to buff H and M is definitely not gonna improve the balance
It deserved a nerf and got one
Things that don't have counterplay (like rpg) shouldn't exist
It's why I never understood why team shooters have an damage class
RPG should exist but make it more destruction based and do less damage to players
Yep
Damage classes are either
I win every fight I take or 90% of my fights because I have better movement and more damage
Or
Everything melts them to fast to be effective and whatever they counter the few things they do might as well not exist
Yeah, it's a roll of the dice for me that goes two ways like that per match haha.
On some rare occassions, sometimes I flip the switch get the other condition
wheres the fart gun at?
Allow heavy players to throw their spears. But not unlimited like the throwing knives. Instead when u throw it once u have to wait for it to come back to ur hand kinda like Thors hammer. It's literally a SPEAR. And having to wait for it to come back even to engage in close range battle prevents it from being overpowered but viable longer distances. Maybe allow players to aim and throw it through by toggling on and off the aiming mode.
-
Give more button optimisation for controller players for example triggering something or being able to choose an item with the double tap or triple of a button or swipe on the middle pad of a controller.
-
More character slots
yo chat, does the revolver have inaccuracy while ads? or am i genuinely terrible at the game
genuinely curious about this too, I saw a video mentioning this but I don't use revolver enough to be certain.
I tested it out, and it's not innaccurate. Just that during movement, the hand does wobble a lot which messes with accuracy. Also one of the main issues with other guns that my friend who is used to Valorant can't get used to š
Truly one of my pet peeves. That's why I observed those "pro players" hitting their shots with like bow or sniper or the revolver do this short pause just long enough to stabilize the wobble to their own flavor
Gotta say, i've been playing throwing knives and I'm suprised at how good they are for a non-gun weapon in an fps game
plus it's a legitimatly fun playstyle
That's interesting because my friends who play Valorant are the ones who main revolver and they use it to great effect.
I saw somewhere that the bullet comes from the centre of the screen and not the crosshair and if that's true, why is it like that?
I personally dont think it makes sense to not have the bullet go where the indicator of aim is pointing
That's kinda what many fps games bullets come from. I remember a deep dive essay YT vid on it. I can DM ya a linky if you're curious
is it better to play with cl40 now or worse?
Worse
best medium weapon now, main it now fr
Its the worst medium weapon apart from melee
There are 3 tipes of way bullets are generated on videogames.
1-from the center of the screen, like counter strike and the finals
2-from the sight like hunt showdown
3-form the barrel like tarkov, rising storm, hell let loose and most stimulative games
The problem with the finals is that weapons sights have a little shake when firing, so most of the times the sight is not pointing exactly on the center of the screen. You really notice that if you try playing using an external crosshair.
Hell, it might be worse at this point
If katana deflect worked properly I would say that cl40 would have been worse
Dont say that here, some guys would get mad
why the fuck is the flamethrowers damage so weird, im watching flames completely cover my enemies but they take no damage sometimes
what is the meta for light these days
fact
I think they should have just made the barricade slightly taller to remove the "head glitch" instead of making it wider and taller.
It's much more difficult to use it as a quick defense because it's so large it often gets blocked.
The old curvature also allowed you to completely encircle the cash out, which forced players to vault on top to capture. Very funny when combined with pyro mines.
What spec and gadgets work well with m11?
xp and lh1, cloak and grapple are still bad, and none of the gadgets stand out
lights need support capability to be competitive without being in the horrible state they are in now
Wish dual blades block was more consistent because feels like Im blocking point blank and they take no damage
yeah no dual blade feel so inconsitent with the deflect even landing
My jump pad broke
what happened is my game lagged mid placment it said it placed when it didnt and I couldnt use it anymore
does the bullet come out of the gun, face or center???
I believe it originates from the muzzle of the gun
bullet out of your face AT the center and NOT the crosshair
(both usually in the same place but crosshair move while center don't)
Does the dual blades block work like the riot shield where if you shoot their feet they take damage?
Never had that problem since most people donāt and even if they did I just crotch and that problems fixed
Itās just that it feels like the deflect will just do nothing even at 5m away
When it works itās cool but alot of the time the deflect wonāt do any damage and it just makes me think the deflect could have been something else like lunging X slash
Same thing for heavy spear the spin attack feels kinda useless a lot if the time
Now that Iām thinking about it every season so far all the new weapons are never good and are barely changed or touched
Take season 2 with the burst fire weapons and the slugger
The Famas was the best thing out of the 3 since slugger was slow and hard to aim and the burst pistal had basically no damage output to it
And from this season the best new weapon is the Bow but even that gets out shined
I think embark should buff all non meta weapons so they can be at the level of meta weapons
Anyway Iām done yapping
center of screen
I think dual swords deflect need to be more consistent. Why do I take full damage so often? I do love the swords and have alof of fun using them but I want to know I can deflect so I can survive more
It blocks only bullets from the very front. It's sensitive to the sides
I will look at them dead senter and I take full dmg alot. It feels very inconsistent
m1887, guardian turret, glitch + gas mine and apc. is this good in your mind for area denial? it's hard for me to choose between my gadgets and it sucks giving up mobility but it made me learn the movement more and i can scale buildings a lot faster than my teammates, just suck at offense lol i'm on xbox if that means anything
Shotgun goes really well with dematerializer esp if you wanna be more offensive
what weapon has the highest sustained DPS?
what if we gave the CL-40 2 "fire modes" so it can explode on impact or bounce like the mgl
nah why complicated it when it only ever need a direct hit buff
also hook should not goes throw shield
more utility lets me bounce them closer when pepole are behind walls camping
only has like 4 shots so making it get close for more dmg
you don't need that utility when you can spash around cornerr the same
the closer the nade is the more dmg it does no?
yes but thx to that explosive change splash damage is not that improtent anymore
throwing knife, but i won't go that low to use a weapon like that
pls delete sniper from the game this weapon is so ungodly anoying it has little to no counterplay.
and no "not peaking" is not counterplay, its just not fighting and means that the sniper gets to control all the space he sees, witch is ridiculous.
rpg is to inaccurate to be used at long range and heavys have no weapon to compete at long range.
even hunting them down with jump pad is not viable since grapple is more versatile and has a shorter cooldown.
this weapon has minimal skill requirements being hit-scan, having no recoil that needs to compensated, and not requiring any positional awareness or movement tech to do good with.
Snipers are impossible to balance there is no point in trying. Pls just get rid of it.
i hate it that every fps game need to have a sniperr too, even though it never been a good addition to any game ever
(except slow tacticall game i guess)
bow
also give it 50 damage to body and 200 to head or something
???? what is up with the bow? I didn't say anything about it. Bow is fine
counterplay?
not realy sniper is better than bow at range and there is even less counterplay for medium and heavy @silk cargo
Sniper is also much faster and has a scope to aim for longer distance
You can use riot shield for non damaging things
I swear people here never think about the utility of a weapon unless it's blatantly obvious
I honestly think everyone who plays team shooter games just wants to run off on their own and take gun fights and that's the reason they value weapons strictly by damage and never utility
riotshield just makes you a reinforced punching bag
If you're running around on your own and not playing with your team yes
Sheilds shouldn't be good 1v1 weapons in games
Unless your blitz ig
the more i play light the more i develop a powerful need for a snappy old-west revolver with good hipfire on the class
Similar to the revolver on medium or different>
faster firerate, lower damage, slow reload. somewhat similar balance niche to the sawed off maybe where you can get really efficient close-ish range kills with a pretty heavy penalty for missing
That sounds pretty dope, I do think they should add more weapons like that for the light class
whats the general consensous on the throwing knives? I heard somewhere that they are a littel OP but also I'm not sure if that was someone just complaining about losing to one
do the glitch grenades stop heavys shield and dome
The grenade launcher ain't that bad the only use for it is in power shift
No, im saying dual blades is directly worse because riot does the job better. Worst weapon is 93r by far.
Oh my mistake for the confusion then
Nah I just said that in a confusing manner
thats the burst pistol right
Yep
Its so far below everything else in the game for literally everything
A light weapon with a ttk similar to a heavy weapon
jesus turrets need a nerf
They aren't too bad, just a bit annoying
I just shoot them š
I'd say just make there health lower, as a heavy killing turrets take half my health, though that's probably because I'm using a spear
If you run straight at it from a distance without cover then I can see that but... half health as heavy???
Jeez 93r needs a buff
As a heavy I would just goo them š
oh, is good gun good? never tried before
Its weaker than the rest of heavy's specializations, but pairs really well with melee
Itās mid, shield and charge are both betterābut thereās plenty you can do with goo gun that the others canāt, and itās way more fun just to stop a dash light on his tracks šŖ
I usually use the big shield thingy (forgot the name), to help my teamates in long ranged combat as I'm melee. I may try it out as I play casually, any tips?
i just played a match (to be fair as a light) and there were just 2-3 mediums on the platform in power shift who placed their turrets on the platform, they did not have to leave the platform for the vast majority of the match
Get creativeāthatās the ultimate tip for any goo gun user. Block doors and gaps, stop enemies in place, make goo bridges to mantle on, block enemy snipersā LoSā¦lots of possibilities