#đŁâweapons-gadgets
1 messages · Page 133 of 1
Mines are weak in general but explosive mines are particularly bad. Frag is an easy pick over them.
110 damage stationary blinking and moderately loud mine vs 149 damage timed, quiet and low visibility throwable, truly a dilemma of all time
JuSt PlAcE tHeM aRoUnD CoRnErS
Gas and pyro mines can at least block off choke points and doorways with their effect even for a short while if they have pyro/smoke in hand, explosive mines don't do jack when spotted and shot.
Best use I found for the explosive mines is laying them in spots where people are likely to take cover around the cashout when damaged
That's when they'll least expect and be careful of a mine
It also works while being chased, like any other mine
Mines should blink OR make sound, not both.
is the gateway for the light worth it?
bring back one shot mines
One shot
whats better in ranked dash or grapple?
C4 and explosive mine can one shot medium but you're unfortunately using two slots
witch one goes with the loadout your running
^
for the m11
whats type of gun is it?
grenade goo grenade and breach charge
nobody remembers letters and numbers
If you're really good with grapple I think you can get more plays than dash
little smg for light
You can also use goo to perch on ceilings/walls
took me a minuet to figure out what you ment by this
Yeah if you stack them they can one shot but I only use that combo for my sledgehammer winch claw build
i like sledge winch rpg anti grav and bubble
Yeah that's pretty nice, anti grav is underrated
Yeah I agree with this
Grapple lights usually get away from me more than dash lights do
i find medium boring do you have a loadout that you find fun
Depends how good your team coordination is, being able to shunt your entire team 2 buildings over can be super powerful.
10sec vault to cashout teleports are plenty possible and provided your team is on board can significantly increase your win rate.
However, as a movement tech by itself that you are just using to say... get on a building, yeah it's not great. More than any other tool in the game gateway needs strategy.
Is there somewhere written the damages of each grenade?
To compare frag, gaz and pyro
And maybe the mines in comparison as well?
You can try the community wiki but I dont know how accurate
It tells you all sorts of other properties of the frag grenade so I would suppose its pretty accurate.
Awesome, will give it a try, thanks!
They are on there, thanks!
sword is really op with dash, gravity vortex, goo grande for cover in the open and a Pyro or Gas grenade for dealing bulk damage and going in and cleaning up after. this kit is also effective with holding point.
I would say stun gun over gravity vortex if not for the gravity vortex very short recharge timer
gravity vortex has this really good side ability when it ends it cancels out the holding y or pc holding buttion to take point when it drops even if your right beside it due to the finals dropping mechanic on points.
cerberus, demat, zip, mine and goo. can trade mine for frag/zip for bounce
its just prefrence
Whatâs best strategy for getting the challenge complete of âkill enemy with a gadget 30m awayâ
probably mines, guardian turrets, or anything else that stays forever/until you respawn and can kill enemys
google. translate this to english^
Any healing barrel videos?
Also not the fandom, as far as i know the fandom has been outdated for ages. Oh google brings up the actual wiki as the first result now that's huge!
kinda bummed out that Heavy got a powerhouse of a weapon in the ak 50 but meanwhile the medium got an ok weapon and light got nerfs adn no new toys
cerberus has a little dwarf inside that rolls a d20 and if you roll a nat20 you proc fire
Fire is pretty much a guaranteed proc if you can place the spread well
the spread pattern is more random than the memes i send in main chat
Unless you think youâre getting model type range on a semi automatic triple barrel shotgun 
i dont want more range i want more consistent fire
Itâs so easy to proc though I dunt understand
i dont play cerb for the shotgun i play it for the fire
and i dont get fire half the time
I have to barrel stuff to get fire consistently
The fire procs after a certain amount of pellets lands in a short period of time If you miss most of your pellets youâll need to proc it with the next shot or two
Spread will be wider than some of the other shotties like matter and model but thatâs why you get three whole tries
Treat it more like lights double barrel and youâll see it work out much every time
3 tries isnt enough when a heavy is spraying me down and it takes forever to reload
Plus i dont have dash to get in barrel stuffing range
Heavies require you to hit all three shots in order to get them down in a single reload and it does kill them faster than model does ah itâs intended range
it cant even 1-mag heavy without its fire
Movement is something you need to have down even as a medium in order to get close enough so things like demat and other movement gadgets are really useful
Yeah but the fire is guaranteed to kill if you land all your spreads on a single heavy
ill let this image speak for itself
dawg if i get close im gonna get charge n slammed or winched into a sledge or sa-1216
Well then just donât rock any shotgun for that matter then lol
with the light shotguns i can use specs and gadgets to maximize my survival
with model i can shoot from reasonable range and have enought distance that i can get cover or demat away
Itâs a trade off youâre making with Cerberus, much faster burst damage for less range
doesnt it have the same firerate as the sh1900
which can 2-tap heavy consistently
also the damage isnt even that fast considering how the raw damage is less than model and how fire is DOT
Yes but it has an extra round making it more forgiving than the sh1900
more forgiving huh
Idk man, sounds to me like you just canât let go of model, makes sense as it is just an easier weapon
almost a whole second more reload and you dont have dash
No, you have demat instead
i havent played model since a week or so after the nerf
demat is quite slow to take out, demat a wall, and remat that wall to get to safety
cerberus is just objectively worse than model
no range, relies on inconsistent DOT effect to 1-mag a heavy, and has a slow reload
Itâs got itâs own learning curve unlike model, I prefer it personally but then what should be done with it then
More range surely 
more consistent fire
at least make its niche fun to use
Dawg I donât know how you arenât getting the fire to proc honestly
also make the fire refresh if you proc it while they are already on fire
Stacking fire procs? So long as they just revert the thing if it ever gets out of hand
not really stacking, just making it refresh
if i proc fire on my third shot i better get my fire
It already does refresh if you hit all the pellets but if what you want is guaranteed fire procs for each pellet then they would probably need to limit the fire duration based on range
last i checked the fire damage doesnt refresh if you hit them while they are on fire
It refreshes the fire duration, again you just need to hit the spread again, or at least have it add up from the last shot
If you hit half of the spread but donât set them on fire you will proc it once you hit another half on the second shot
olly molly
guess i was wrong, according to appoh it does refresh the dot timer if you proc it again
still inconsistent tho

Itâs just not something you need to expect range from, if you can move around as a medium its a very dependable shotty
Honestly bro, just equip an akm 
but i want my fire shotgun to set them on fire
Flamethrower 
its like telling someone to just use m60 when they want to use flamethrower
Throw a pyro grenade and pretend your model set them on fire 
True that
GOD, that's accurate.
I swear, the fire does jack shit 99% of the time (like, ONE tick of fire damage after landing all pellets from all 3 shots on a heavy), then at random you'll get like 5 ticks of damage landing half the pellets of a single shot on a light.
Whether you land one pellet or all 9, it should apply a decent amount of fire damage.
IE, 5 ticks of 5 damage each.
Shooting the target again re-applies the timer
Wish DBs weren't such utter trash.
Both of mediums melee weapons in general ngl
yeah, they're total dogsht
if the shield had a double-time sprint so you could close distance or a stun baton or double damage per hit, it'd be decent.
DBs should have 200% damage on reflected bullets so it can't be cheesed just by shooting the legs.
the FAMAS compared to the PIKE-556. honesly the pike kinda sucks, i love the gun but man it just underperforms so bad
Yeah, pre-nerf pike was on par with FAMAS, but now it's just ass.
it really deserves better
half the hipfire inaccuracy would fix it pretty well
close combat really does blow with it. and ranged combat only kinda works if you can guarantee that no one is going to sneak up on you, even then it still takes forever to punch a few through someone. like i said, i love the gun but man it just... sucks
rant post. i used the pike for well over 12 matches
(un)professional opinion- :(
I really like R6S' idea for shield combat.
Much more modern tactics, and less bronze-age wooden shield.
Pistol in one hand, shield in the other.
You can hipfire with the shield defending you almost fully, and ADS only covers the lower half of your body.
FCAR really needs to be fixed, it's been over-nerfed for what, almost a year now?
Lower damage OR "literal worst recoil of all ARs", not both.
TBH, I still want it to be a slower firing but better damage falloff (otherwise stat identical) 1:1 version of the light's V9S.
Case in point
You can't do that anymore I don't think
Hipfire behind shield on r6
tried using all mines and grenade to "kill enemy with a gadget 30m away" is the quest bug?
The CL-40 didn't need any nerfs, if anything the spear did.
Plus the 1887 and dual Desert eagles are the most fun to use.
Best medium loadout?
Famas/Fcar/Model/Revo-
Demat/Healbeam-
Pad/Zip/Defib/Glitchmine/GooNade/ProxSensor-
Just pick what your good with, toss gadgets and a gun in your reserve. If you got double heavy go double movement. Anything else is just preference. Best way to win with medium is to play together and use your gadgets to position yourself better.
"Oh mY gOD a GUn tHaT aLSO blOcKS, OH MY GOD THATS SO OP!!!!!!!!!!!!!"
I hope the cerb gets a fire proc buff at some point. I feel that if it could proc the fire effect more reliably at range it would be an excellent harassment tool.
I would honestly prefer less pellet damage for way more fire damage over time.
Disagree, I think every gun should just get more recoil across the board
The fcar is the only gun that's kept it's recoil basically from the beginning. Because every gun has basically no recoil, and now visual recoil was finally fixed, you get beamed across the map constantly.
The pike is the only gun with visual recoil on its sight still. Unusable tbh
Wow
i think a simple fix to the fire proc and very unreliable damage is to increase number of pellets while decreasing damage/pellet. same damage, but now each shot is more likely to land a similar number of pellets, making it easier to land chip damage at mid range and proc fire
Sounds like an actually cool fix for the shield
That might work tbh, and it'd look neat
hi
hi
i think the main reason for shield using a baton instead of a pistol is because trying to fight someone at range that can have a shield almost always up can be extremely frustrating. r6 manages to pull it off because they have so many counters to shields like melee to expose the shield user, impact grenades on defense, and a 1-shot kill mechanic that makes it much easier to deal with a shield user.
i think exposing more of the body while ADSed, keeping feet exposed, and relatively poor hipfire compared to other pistols could make this fit into the game while not being as frustrating as riot shields in some other games. i think the pistol would have to be something with a relatively small mag size so you can't just spam shots, but pretty good recoil control especially when ADS - something like a 1911 is what im thinking
Holy crap do people rly study such things?
Before I called the idea cool but I changed my mind. The problem is not the riot shield but mediums kit in general. There is no gap closing tool whatsoever and DBs suffer just as much as the shield. So although I agree that giving the shield a trash pistol would solve one issue, tis one's not the main problem. When you look at https://discord.com/channels/1008696016318513243/1253147941472960666 you realize that the main issues riot shield has are it's bugs. And trust me there is a countless amount of them and Embark does not give two shits about it
Oh Do i got some bad news about r6 shields
It was broken af
Everyone besides sheild players hated it and it felt super oppressive
FCAR.
What you enjoy useing
Are we getting any community events this season fir the season 5 weapons
this is my idea to give a reason to have defibrillators immediately lose a charge (even if missed)
Buff: Defib damage onto opponents, literally enough to kill lights
has anyone killed a light with defibs when they aren't standing around? therefore this is fair.
counterpoint. shoot them.
Defib deals 50 damage
I have gotten defib kills
counterpoint: light mains will cry up a hurricane because they can be outmaneuvered to get defib killed. Do you wanna deal with hearing that every day here and on plebbit?
what about a heavy specialty that repairs walls like the demat
counterpoint: having something that can instakill one singular class in a competitive fps game will make that class essentially useless, not even rpg kills lights in one shot, only thing that can is a pixel perfect 150dmg nade and if you're that much of a kobe then props to you
May i introduce the goo gun
Sledgehammer.
Sniper headshot
Close range light shotgun
reddit mfs are the ones complaining about lights, theyd immediately jump on anyone that complained about a defib kill
Sledgehammer I can agree with because it's actually just a cone of death but sniper headshot needs actual accuracy and close range light shotgun can be avoided rather easily I feel
Explosive mine and c4
mine does 100
Together I mean
c4 has audio that's easy to hear, don't think I've been killed by a c4 this entire season, explosive mine sure but nobody ever uses it
not one shot is it then
Comparing rpg which WAS a skillless light one shotter to defib one shotting lights, something that would require outsmarting and outmaneuvering a light to do it, and calling THAT unfair, is egregious
it'd literally just be like playing a one use sledgehammer rmb?
Yes, so whats the issue? and besides that it could be balanced by making it use a charge
that kills everyone LOL but yeah that's one
personally havent had an issue with daggers but thats probably because i play spear so i cant give a good opinion
Not heavy
also haven't had problem with dagger
Dagger is annoying because dash exists
doesn't it? I thought it did
Dagger exists because dash exists
would be kinda useless without it
Actually most of the annoying stuff with light is because dash. Just get rid of it
would kill sword too, lunge needs it to actually work
dang good point
dash is so mid for anything that isn't a OTP build though (sword, dagger)
Grapple and cloak still exist to help melee users get into range
grapple will make you overshoot most the time, and cloak wont help you close the gap as much as you think
light melee would have to have buffs across the board if dash stopped existing
ey. kudos to you if you can consistantly backstab with grapple
i mean it is doable, just not very good
yeah dash can be used more often and in tighter spaces
yea
Anyone know how to kill with a gadget from 30m or more for the contract? Iâve tried trapping and running and sniping but nothing is working
snipeings not a gadget
have you tried turret
Not a gadget itâs a special so it doesnât count I did try that
have you tried grenades?
spam the cashout
Iâll try that
Rpg snipes onto the platform?
Use smth like c4 or mines.
Or go into power shift and throw frags or something.
c4
"Beamed across the map"
Dude, even the ARs lose 55% of their damage past mid range (under 40m), and they don't have enough damage per shot to kill more than two mediums to start with.
With the FCAR as an example:
22dmg a shot, 25 rounds is minus 55%.
Assuming the enemy has exceptional aim (despite antialiasing making target identification alone at long ranges sketchy at best without the sniper 8x scope) and lands 80% of an entire mag, at 38m he can only output 242 damage.
Not enough to kill a heavy or medium, and if a light can't find SOME obstacle to put between them and the shooter at that range they're utterly incompetent.
It's not really about the damage, it's just annoying
It can make it harder to get away, but it's frustrating to feel like you're taking chip damage a bunch all of the time is all I'm complaining about
hes just dumb give him a break
Unless it's the lh1 I guess
I just remember in earlier seasons it didn't feel like I was constantly getting damaged from every direction all of the time, but I'm probably just remembering it wrong or people got better. Either or, I just find it really easy to do with guns other than the fcar (minus the last bit of the burst)
I love when the enemies with ranged weapons announce to me where they are as im coming over from spawn, it's quite helpful and all I need to do is duck into any form of cover to have 100% health back by the time I get to the fight.
Only exceptions are the guns meant to be used at those ranges, which will do any appreciable damage (sniper, pike, LH1, etc)
Watch The Finals and millions of other The Finals videos captured using Medal.
one of my worst clips but its simply a skill issue
I mean usually I'm just getting chipped by a different team while I'm fighting another team when this happens. This is probably more of an issue particularly in power shift tbh. It's where I notice it the most
Power shift has kind of always had a weird relationship with long range combat
fcar is one of the easiest med weapons to counter
you can also just...walk behind cover
Also now I'm usually getting shot at range by the lh1 and famas, so I guess I'm just feeling those guns mostly
Not saying I'm dying to it, it just feels like it's easy to get beamed from a distance and it's easy to do as well
3rd partying is a game design issue you'll see in fast paced games with more than two teams.
Power Shift is where them telling you "I'm here but can't actually hurt you more than a tickle" is more beneficial than not if you get used to using the info to your advantage.
Idk what part of "it's just annoying to me" you guys aren't getting lol
if its just annoying why bring it up, its not something that needs changing
its just fine how it is rn
Unless you're a light AND also fighting someone up close, in which case, if you stood still long enough for them to land 5 rounds you really deserve the loss.
aight, I got a night shift, later dudes.
real
It's annoying so I would like it to be different? I prefered when the guns had more recoil personally. Recoil was mostly a problem because of visual recoil before imo with guns like the lh1. Now that that's solved without an on screen crosshair (good), the guns should get their higher recoil back imo
I'm just saying it feels a bit too easy to control to the point where recoil control basically doesn't exist for guns other than the fcar atm
if that was the case i'd be getting beamed a lot more
Idk, I get shot a lot from range. I'm PC
for good players recoil is almost never a problem, for players who suck at the game its always a problem
yeah but how far is "range"
i define that as at least 75m
I just think it would make the game more interesting.
Idk, let's say like I'm getting shot pretty well from the initial top of the building down to the initial platform spawn in power shift. That's maybe liiiiike 50m?
So 50-75m maybe?
eh, i dont think thats too far away
I don't mind getting shot at range, I just mind that it feels so easy to do
Yea, that's far away
hes also top 0.01%
Not the map I meant actually, but that works sure. Forgot there were two maps with building spawns like that
for almost all players they just won't hit shots like that, but for really good players, they'll always learn the recoil and beam
I mean, I can hit people from that far with the ak. Probably won't get a kill or be consistent, but I can hit someone a bit.
Your buddy looks like he's using a recoil script?
hes not lol
Aim is crazy flat. If he's not, that's kind of my point
Game needs a little more bounce to the shots.
And tbh, the validity of your buddy isn't a concern to me. I was just saying that's what it looks like, didn't mean to sound accusatory
yeah he gets hackusated and screamed at in VC all the time its so funny
all g
Scripting in games like this do run pretty rampant. I know rust had the same issue. I do hope they randomize the recoil patterns very slightly to counter it
rust is cancer
Old rust had the same recoil system basically (wild autocorrect)
yeah that would help a lot, even if it just had a mirrored recoil pattern
and had a 50/50 chance to use each one
That sounds horrid, but the intention is there
ÂŻ_(ă)_/ÂŻ
But yea, point is it's a bit too easy to beam people at range
To the point that if your buddy isn't scripting, that's wild that the screen can basically be flat
bro has like 3000 hours in kovaaks
definition of no-life but hes chill
Sure sure ya ya
u can ask chicken
He's legit, he's legit, I getcha.
i can't tell you how long i spend raging and targeting him before we became friends đ
I don't think.yall are ready for how prevalent the pike will be once they fix its visual recoil
For real
And people feel like famas beam is a problem now oooweee
I feel like the famas will still be better because the dps I believe is just higher outside of far range, but we'll have to see. I still think the LH1, pike, and any gun really should turn into a projectile past like 45 meters like the sniper
@silk cargo know what, I just haven't used the ak in a few weeks, yea it's literally got no recoil lol nvm
lol
I jumped into the firing range to remember how it felt because I've been using the famas and fcar for funzies a lot more, and yea it's kind of wild. Recoil in this game really does just need an overhaul.
You really don't have to be that good to take out half the moving target's hp at about 60-70 meters in the firing range. Not quite real conditions ofc, but it's clear it's quite easy to do whereas before it felt a lot harder/skillful
Anyone on me and my boy need a third
I don't want it to be like super hard or anything, but it feels like every gun kind of gets it for free besides the fcar lol
My aim isn't super special or anything, but I can't hit Pike to save my life
Visual recoil is dumb lol
I don't want my fictional based video games to be 'hyper realistic'
visual recoil doesn't even exist irl lol
Game needs to totally rework how recoil works. It's so uninspired how bullets always come from the center of the screen no matter what.
It's still wise to use an external fixed crosshair/dot because the visual recoil and sway are only reduced, not removed.
It's fine to have sway while moving, but make the bullets come from wherever the irons/sight are. That adds some risk and reward for strafing. You gain mobility at the cost of more difficult aiming.
Recoil smoothing also needs to go. Most ARs and SMGs already have easy to control recoil, they don't need to make it even easier while strafing.
I mean maybe a little
I'd also still like to see them try making everything a projectile. Give weapons bullet drop proportional to their intended range. So SMGs have fairly harsh drop, LMGs have minimal drop with slower velocity, and ARs being somewhere in between. A nice indirect buff to the Pike would be it having minimal drop and high velocity to balance out its mediocre damage. Meanwhile, the harder hitting LH1 could have low drop, but slightly slower velocity.
It would make using different categories of guns feel mechanically different. Currently, the only real difference is mag size and recoil.
Before anyone brings up technical limitations, reminder that Fortnite is on the same engine and last I heard has projectiles. Apex has projectiles as well, and those games have way larger lobbies.
Bro was ready for the counter rebuttal
I know the people here. Many just want to say "no" for the sake of saying "no," and will make something up to justify saying no.
Phone was like "clearly you wanted to put know instead of no."
Soooooo true
One guy said he should be able to demate a heavy because he winched him though a wall@royal pier
@royal pier Ifw glitch axe btw. Should get 2 of them
Anyone else think the new wt throwable oughta be added permanently?
I want a force gun. 3 charges, half the strength of a jumppad and no damage. Gadget for heavy. Look down and shoot it while jumping flings you upward
There's a vocal group of people that just want Heavy to be worthless.
They will not be satisfied until they never have to face Winch, Charge, or RPG again.
I'm fine with Charge having multi-hit protection to avoid those moments where someone takes massive amounts of damage nearly instantly. They could also lock maximum turn speed so that higher sensitivity/DPI doesn't let you do 180-degree turns.
They can also try to fix the moments where winch pulls people through objects. That being said, part of that is just down to servers making something legitimate look sketchy.
I like it alot actually. I think it should be a little stronger though or ramp up in healing the longer you are in it's cloud
The heal is quite minimal, nothing like a heal beam, but it just feels right. Grabbing one before peaking, stacking them before stealing, its just so satisfying to hear the healing
Idkkk, i feel like its not strong alone, which is a great thing. It doesnt out heal any damage being done while in it, but its just efficient enough to turn a gunfight.
Locking turn speed on charge would fix it tbh
As a sledge heavy it feels near useless because initial heal does jack shit
If winch had an actual projectile hit box, and colliding with wall broke the pull, itâd be perfect.
The multi-hit protection would still be fair imo. I'm not saying it has to be super harsh. Make it so that you can't get hit more than twice a second or so.
It does have a projectile hitbox.
Nahhh make winch latch onto someone with one button press, and pull them to you with the second button press so it can pull people around corners lmao
You can some weird stuff with the hitbox on the way back by sliding.
Fr. Can make it do some silly things like grab in the back pull if you straif
Meant for the chain, and when it collides with a wall it snaps, ie the shitty tickrates making the winch pull people around walls not happen.
Then the winch should move faster otherwise your asking for a nerf not a rework
With how debris is in this game, it would break all the time.
I don't think they'll ever fully remove weird moments where it appears to pull through walls.
Probably but anything is better than a fucking delete this kid button that homes around walls
If they get the tickrates fixed theres a chance. Recently watched a video about a health update like r6 had done. Just fixing things and not worrying about content seemed to save an otherwise plummeting player base.
But it makes sense that if you get hit while going around cover that it would pull you back around. When it comes to being pulled through goo, it should probably just have it break if it hits the chain.
It's not homing around the wall. The player hit you while you were still visible to them, and the game has to move you in a weird way to re-sync things.
It's just desync from their weird double server setup.
Operation Health being looked on fondly is revisionism. It was very unpopular at the time.
Game was still a buggy mess after it.
Duh⊠i was just saying that for the fact that you mentioned.
They probably can't fix it with their current netcode and servers.
Idk man, sure it still had bugs, but nothing that effected every game as it did before they took time to unscramble their shitty egg game.
Cause chances are it would pull before it detects a wall or obstacle because the hitbox reaches the enemy first.
And thatâs something that should be looked at positively, listening to community feedback instead of pushing shitty new content down your throat to help you forget.
Yo wwe've been trying to reach you about your cars extended warranty
Almost every major patch came with a game breaking bug or exploit.
Shields being put on their head, breaking barricades from only one player's perspective, a shield op being able to block 360 degrees and shoot.
All that we patched and fixed within 3 or 4 days. Not only did they fix old bugs but set up a âprocessâ to fixing new ones.
Except Siege lost players due to a lack of content during Health. Its multiple resurgences is kinda a miracle.
Sort of a culling
Really, the core problem in the game industry atm is that every game has to last for several years while getting new content.
This leads to more and more technical debt and jank as time goes. The old model of iterative sequels allowed for a sort of fresh slate.
I disagree with the last part
I like winch the way it is rn. I wouldn't even mind if they slowed the projectile speed slightly to give you a chance to side step it so long as the projectile last a little longer too
I'm hoping Splitgate 2 succeeds and they just work on 3 when it starts getting bogged down.
Keep winch the same, tweak cns, and fucking do something about mesh and bubble stacking.
Prolonged live service games are only sustainable with meatgrinder studios like Epic.
Everything else is peachy perfectđ
Riot has kinda mastered this strat.
Meanwhile Embark is a fairly small studio trying to make two live service games at once.
Pretty obvious most devs have been put on to Arc Raiders.
Unfortunately, the finals has massive potential.
Doesn't help that this game was rushed out to ride the hype from the open beta.
So it didn't even launch in a great state.
Didnt play for 1 and started late into 2. But it still was enough fun to pique my interest.
My point is that we still see patches reintroduce bugs that existed in the beta and I'm told Alpha.
Then they piled more content on the already janky foundation.
I guess if you throw enough shit at a wall, some is bound to stick?
But if they take a whole season where they add nothing and just fix stuff, it's probably doomed.
Should have never agreed to make two games at once.
Very true, or at least outsourced for help in starting it or maintaining their first investment.
They probably should have just kept doing open betas for a week at a time until it was rock solid.
Doctor stone is peak
3 charges force gun guys?
Make a finals 2 so we get 3 tf2s
Winch needs a rework itâs inherently poorly designed
Like what
Removal from the game? đ JK, the idea is great since heavy has only C&S for distance-closing otherwise, and the cashout-grabbing functionality is cool. But itâs so irritating to fight
it's cool, and i think that embark is planning to add in more healing systems and are just working on balancing
What if it was like mag's pull from warframe
I think in it's current form it's weak as shit. But I like it
Never played that one, sorry đ This is about the only FPS game I can bring myself to play besides the OG Rainbow Six games
Just look it up on YT rq
Like winch but Instant with no stun
Everyone give me all your anti gravity cube tech
the dagger hitbox needs a rework
it does force a ragdoll which is a stun
No ragdoll would be too many issues
im saying thats what a mag pull does
You are right but still assuming winch has to be reworked(doesn't really)
Nerf toxicity, forget about stun gun, charge or whatever Medium stuff they're saying is OP (turret? heal beam?)
Turrets is a non issue for anyone other than light
It's damage output is not great and is only noticeable when at least 2 mediums have it and then again there's always glitch grenade
What would happen if we half turrets hp, half its damage, but give it 2 charges that are half as expensive?
(Maybe while also allowing 360° vision, but still needing to turn around)
You could spread them out a bit as detection tool, while being able to deal damage more reliably
You could also have some help available more frequently due to the lower cost
And against lights it would hopefully spread the dps out, making it less problematic to them
Kill 5 opponents with gadgets from 30 meters isn't working for me , any help here
Rocket launcher doesn't count or what ..??
Not sure how strict it is, i think i recall being at exactly 30 meters and not getting it last season
Theres also some jank sometimes with game modes, but i doubt thats the case here
Maybe try quick cash, place a gateway over the cashout and spam nades if someone tries to cap
That might work
Ill try thx
Are explosive mines worth spending the 1000 VRs on if I already own gas and pyro mines?
I would say no; pyro mines especially are better since you get two charges and the fire for area denial
Are there other things you have to unlock still?
Never disagreed with that
Plenty, yes. mostly weapons and a bunch of light gadgets
Medium doesn't get Pyro mines so I'd buy explosives if you usually play medium, and if you don't have jump pad and zip line those are two that you kinda need on medium
Already have zip and pad, along with gas mines for medium
Also defibs make sure to never take those off
Kinda debating on saving for the cerberus or m26 mass
Just don't revive out in the open bring totems to behind some cover atleast with defib
Nah dont sweat it im not new
Just havent played consistently enough to get most of the items unlocked
Defibs aren't a locked slot anymore, just revive normally.
Okok I don't buy shotguns so I can't give any advice on that part
Yeah honestly with the QC respawn changes and defib nerf I would say its not a 100% meta pick
Cerb is good when you're playing close to teammates
If u want a pocket rocket, use revo
Defibs are much less than they used to be but still absolutely very important in wt/ranked because you can shoot and revive at the same time
Of course in qc revives don't matter so it's less important there
Defib is still good, being able to prolong a fight is very valuable.
I think the quest mean the arena stuff ?!
@thorny jewel
Is the gravity vortex useful?
Lights have glitch grenade and can move faster than the lock on
pyro would generally be better
Again lights struggling with a single turret are just bad
Also halving turret damage would just make it useless
Heavy could completely ignore the turret
And most of the time the turret isn't revealing enemies to you
If it still needs to turn then lights can run faster than it can catch them
It'd only lock in if they started shooting and if they start shooting they've revealed themselves
Light is the only class that struggles against the turret and the only class with a one button insta solve for it
just looking for possibilities since turret as a whole could use some love, but straight buffs wont cut it because of those players
i hoped this could help both sides
Does the 93r have better hipfire than the v9s cus I feel like they have same ads accuracy but I feel the v9s has worse hipfire is this true or is it just me
If you like shotties theyâre both good. Matter is more forgiving, but Cerberus comes with the extra HP of medium and the burn effect. I actually like it more, but Matter is better overall
does anyone have any good revolver loadouts
I've been running healing beam (demat is good too, I'm just on my healing arc), cause you can hit big numbers then heal your mates. Jump pad always. Frag/zip, and defib/glitch/goo. Defib sickness made it less viable imo, but if you're running heals it's not the worst thing. It's been pad, frag, defib lately for me.
I've only been playing since S4 and found the 93r to just fit my playstyle better than the v9s...I was not familiar with the meta nor care, just what works best for me and found the 93r to be versatile in close as well as ranged
But in wt right now demat is better because of the new canisters
I've long since moved on from lights and trying to figure my place between med & hvy.. vrs are so flipping hard to come by in solo q. If I had to choose between dome shield, c4, and mesh which would be the better purchase to get me up and running on hvy?
Probably dome. None of them are meta by a long shot but dome has the most use cases
They're all meta except mesh but you use mesh in double heavy comps
Dome is probably the best out of the 3, being able to have an extra 300? Hp in fights is super valuable, and not to mention when stealing or reviving.
Thx much for the feedback folksđđŸ
can enemies hear me play the sledgehammer guitar
all three are good, c4 is one of the best gadgets to deny a steal, mesh is good too, dome is probably the best heavy gadget in the game
I would love to get all 3 but only have 2k in the bank. I suppose I can grind out a couple more games later 2nite and grab 2 of them...TY
I'll probably grab c4 and domeđđŸ
for c4, stick it onto the cashout, then knock it over so the c4 is in the floor, this prevents the enemy from being able to shoot it letting you drop the box and deny a steal
I've seen this strat in action which is what motivated me to purchase
One general QoL question...if MGL allowed to swap ammo types would this make it OP đ€. I get making rounds explode on impact would probably be too much...
id say keep it the same but the rounds explode on collision with players only
Seems fairđđŸ
So many say this, but I don't want this. Mastering the bounce is the core of the MGL32.
Making it explode on impact with players will lead to people just using it like the CL-40 but with less damage.
right now it kinda feels very reliant on charge and slam when bouncing isnt an option, thinking this change would atleast reduce that
These are the two changes I'd want. Less bounce when fired at short range, and smaller AoE splash in exchange for consistent damage.
No more hitting people you can't see with bounces and discovering you were doing like 3 dmg a hitmarker.
Updated to make it more clear.
whole skill abt mgl is to calculate the bounce trajectories and whatnot. itll be too similar to cl40, and players would just cry abt it like they did with cl40
The nades from the MGL32 also bounce waaay too much when used from height.
You would think that it would be a good weapon to shell from above, but not really. If the area is open, you have to aim like 15m from where you want it to land.
unlike the cl40, youd actually have to aim
yeah exact-- wait what?
But do we mess with its physics?
That would probably be as well received as the recoil nerfs some guns got
explodes when hitting players, behaves as current otherwise
ye ik but the skill comes there when u realize that it has a lob trajectory and have to have high grounds at almost all times or be at a disadvantage
Can the defibs be the only thing to get the cooldown when getting defibed, there practically useless now, not a single medium uses them when playing ranked or WT. atleast in my lobbyâs, you only ever see it in quick cash and power shift.
Especially since you have to reload your gun anyways, so with that can we just get an ammo refill when getting defibed then?
why use c4 when you could use thermal bore
Timing
Tbf there's a bigger issue of
Why destruction heavy when you can run destruction light
And thermal bore has a sound queue
true
But thermal bore goes farther and doesn't require extra activation
It also has longer range and can't be shot out
Plus if you're destroying something your enemies knowing that thing is gonna go away doesn't usually matter
they just need to rework the dash into just a speed boost and everything will be good again
Who does this benefit
I kinda wish they would add melee elements as a part of the overall classes. Like rather than just melee specific weapons, you could always have both. if it made sense or you went empty on your clip, you could pull out a melee weapon and have specific combos based on your class.
I'd give lights a bit more range, like flying kicks or something, and give heavy the ability to do grabs or slams. Obviously i haven't thought too hard on it yet, and it does feel a bit overwatch-y.
I do think it would be interesting to see melee based tech come about, or see unique interactions, like 2 people stuck in the heavy's grav lift just to fist fight eachother.
Hell, include blocks while you're at it. Block a melee strike with a melee weapon or your gun. Be able to jump kick a grenade back at someone, idk. Maybe put bayonets as optional attachment's for rifles?
Would the game ever get to the point where riot shield can wield a small pistol similar to Montagne in Siege? Legit question...
no cause they will pretty much always keep it a melee
Or blitz cause flashbang
I'd certainly take thatđđŸ
Although I could see it being meme and folks blinding themselves or their team
I would switch to that if I had non-contributor teammates
@spring oasis indeed
At some point they'll have to release a halberd skin for the spear? Right?
what if they added some sort of spear or something for lights that allows them to pole vault
yo
A staff. I feel like that whould fit medium
Heavy got 2 melees light has 2 melees medium only has 1
Nvm I forgot swords
Love the Famas
they need to give heavy a 50 cal sniper
that would be over powered i feel like
Scythe weapon for light?
or maybe like a SVD or something
I feel like, from a gameplay perspective, melee weapons donât work well with medium bc it doesnât have good engage like light nor it has heavies hook, but it might work
true
they should add a pichfork for heavy and the sythe for medium
and balisong for light đ
Petition for a handgun for Medium, like maybe a fricking Colt
i feel like light has enough melee akready
maybe but i feel like there should be an even amount for heavy medium and light thoughj
Um revolver? Or do you mean a semi-auto?
so one class isnt all melee and the other teo are all guns'
like a 1911 i think they are thinking
there is already
they should make another pistol for light
each class has 2 melee options from what i remember, dagger and sword for light, riot shield and duel swords for medium and spear and hammer for heavy
light has 3 medium has 2 and heavy has 2
whats the 3rd for light
throwing kinves
true but in my opinion i would count them as melee
thats similar to calling the bow a melee at that point
true i see what you mean
indeed
but they should make another pistol for light
facts
theres only the 93r
and the suppresed one
kinda in the middle of a machine pistol and pistol
they need a maybe heavy firing slower pistol
yeah
like a 1911
yeah that would be a good gun
indeed
I said it when I entered the server and I will say it again
or they should make a deagle
Ice picks for light which can scale up most walls would be cool
theres already duel deagles but a single would be cool
The game is a virtual gameshow, where anything is possible. So why only make things we have in real life? The game should experiment with more fantasy weapons/gadgets
this is fire i would vote for this fr
trueeeee
that would be sick
that would be wacky but cool
that would really depend on what it is
i get staff just not wands
Weapons ig
cause they already have demat which is sort of like majic but
oh yeah that would be cool
I personally like how dark and darker implements magic in a """fps""" setting
like an elemental wand or staff that rotates between shooting fire, glitch (electricity), gas and smoke would be interesting
Yeah, like that
that would be funky but cool
for which class do you think?
that would probably be more of a light i would think
I guess it would be a new sort of weapon, like melee, so every class should have an equal amount
true
But I imagine wand for light, tome/crystall ball for medium and a big ass staff for heavy
i feel like that would be better as a gadget but then it would defeat the purpose of all the other gadgets
And that it is really easy to implement spells in a way it follows each class archetype, it would be easy to implement support spells for medium, or destructive ones for heavy
maybe trail tf2 and make elemental staffs a halloween only weapon for holiday game modes
Or maybe it doesnât have to be that big, as long as it isnât just fantasy skins for weapons we already have, I would be happy with any sort of magic
1911
a shrink grenade would be funny, seeing a spinning spear heavy half the size of a light
yeah that would have to be more of a limited time weapon for halloween updated only
We need the 1911 as an option for the riot shield tbh
I asked about that earlier...kinda like Montagne but I guess the intent is to keep it as a melee...but someone suggested integrated flashbangs like Blitz
I'd settle for a P9 like in Siege or even integrated flash
Demat is "hacking" the VR environment
Yea
do you get any bonus for max vrs
Trying to do a challenge where I have to kill 5 opponents from 30 meters or more using gadgets bc I have been using all the grenades and nothing is working
It's bugged
@thorny wolf this happened to you too?
is lh1 just straight busted rn wtf is this its so easy lmao
Easy? As in easy to use? Cause it's even easier to get beamed by it lmao
I had the idea of auto crossbow for heavy and a shield gadget that blocks bullets dependant of how you aim it.
great sword
parry mechanic
does an upward slash (opposite of sledge direction)
while holding parry teammates can use as a portable launch pad
to balance have a stamina meter for parry (block meter)
momentum based slashing (longer time swinging faster it attacks) (first 4-5 swings, the speed increases then stays at max speed for 15-25 more swings)
4 special attacks to destroy wall. Special attacks take 2 seconds from start up of parry pose.
while parrying blocks 25% of dmg
35 dmg for primary swing (maybe less dmg per swing)
250 dmg for secondary (charged upwards slash)
I also came up with the idea of vials that throw elemental status(even goo) and takes 2 seconds to mix and switch them
theyre meant to be like defense oriented but they both are terrible at that
I just like unique guns like the ones we got this season
Kinda funny that riot shield can't block melee attacks but swords can
I want a gravity gun gadget for heavy, left trigger for a burst of force, right trigger to apply anti gravity status to a small area that sticks to walls
I'd love a no-visual-recoil Mateba Unica skin for the revolver.
Iâve been trying to get elims from more than 30 m with mines and I shouldâve gotten two but the thing is not tallying the kills. Help?
Iâve got clips of both cuz neither worked but I canât send images in this chat :/
Are you stacking C4 on top of it or something?
TBH, the explosive mines really should get 2 charges again. One isn't really enough to do anything substantial.
All the mines are subpar nowadays.
I was when I was trying but on the kills I had, I only had one explosive and one pyro mine. Maybe my contract is off the perc rn which would suck
Two pyro mines on it*
its understandable but u need to use 100% of ur brain for it
"I was when I was"
Maybe the contact is off the perc"
It's garbled AF, thus the joke.
Also "perc"? What, this dude doing Percocets and Oxy or some shit?
Revolver underrate
boys, does the sniper on light an good gun?
or shoud i focus on learning the bow?
Bow is definitely the better choice but both are kinda mediocre especially if you want to compete in ranked games
any mata gun and gadget recom my friend?
just use what gives more fun from using, and you will play effectively after a couple of days of practice.
im playing heavy sledge with pyromines+c4 just cause how fun it is and im performing better everyday
"Eliminate 5 opponents from 30 meters or more using gadgets" What should I use to get that done because I'm stumped on what I should do
It's been reported by multiple users and passed to the team for investigation
Thank you
My friend had tried it after seeing me using it. Had triple revolver and completely rolled the server but lost by a cashout since its pretty difficult to win both fights after being 3rd partied aped. He gave it a 7/10 and i agree. Very strong, super versatile, and makes the clutches seem 1000times better than they actually are.
Can something be done about the issue on ps5 after every game, returning to lobby after 15 seconds the game freezes. Not so annoying but being yelled at every time it happens because it cancels matchmaking is annoying.
I'd say you can make most things work right now. Best gadgets are definitely Gateway, Stun and Glitch. Weapons probably M11/XP, LH1 and Matter. Spec definitely invis but you can make dash / grappling hook work for some weapons.
Overall strongest is probably Invis with LH1 and the three gadgets I've listed. But again most things are viable rn but stuff like bow and sniper just needs a lot more skill to compete.
Suspected Domestic T3rrorist đ„ž
inshallah Itâs not even that bad if you look at the context. Let me explain: I was responding to the guy asking if I had put C4 on the mines.
Iâll add context to the reply
âI was (stacking C4 on top of the mines) when I was trying (to get eliminations with gadgets from more than 30 meters), but with the kills I had (gotten from the mines which were 30 meters away) I only had one explosive mine and one pyro mine
Maybe my contract is off the perc rn which would suckâ
On that last part I was saying that my contract is tweaking, or in other words, not acting right because it hadnât marked my kills as valid
Nice
We need cyberpunk laser guns fr
wait mines count for the 30m challenge
They didnât for me :/
the whole thing annoys me, my perfect rpg shot didnt count because the mf moved 2 steps too close
Is there a fix to the 5 gadget kills from 30m bug?
Stop complaining abt charge and slam. really
Think about it cool-headedly.
Grapple. Evas dash. Anti-Grav Cube. Demat and Jump pad if ur fast enough.
Ur supposed to overwhelm heavies. Thats their main counter. Lights should stop trying to get them nerfed just cuz they cant use their class right.
Trust me on this one, and open the game and try it yourself.
Lights are probably the most creative and diverse class in the game, u can try out so many different ways to overwhelm opponents and give urself advantage
i have been trying this too
Thanks for saving me the trouble of asking. I have 2.5k in the bank was trying to figure out a build for playing around the perimeter of the cash out approx 15 meters outđđŸ
I suck but been having a rare bit of success with the 93r...I know it's not meta but just clicks for me. I may give the LH1 a try.
I can get behind the daggers backstab coming out instant but changing damage based on how long it's held. Only thing is it might be hard to tell when you can do full damage. I guess when the arm stops moving but I'm kinda used to the fact I don't have to look at the arm at all and it comes out only when you have it charged
damage based on how long its held would actually be pretty nice imo
instead of a fail-stab that gets interrupted .2 seconds before its done charging and just does nothing, it instead deals like 250 damage or something
on most classes it will end up doing what you needed it to
and on heavy (or medium with less charge), even if its not enough, it still deals some big chip damage which you can follow up on with butter knives and have an actual chance to kill them in time, instead of literally nothing like currently and either running out of time, or just loosing the 1v1
i am a bit worried about the potential jank with partial damage and breakpoints this introduces
but its currently not much different unless you absolutely make 100% sure its overcharged
charge % based damage would be more consistent and makes it preferable
If you're struggling with the game as light, use the lh1. As long as you can hit the guy (which isn't hard with reddot) you will most likely win. That gun is busted
This is unrelated, but I want to see a Halberd spear skin and a Spartan riot shield skin, maybe even a bola skin for the stun gun.
i know right everytime i see people using it they absolutely shred
Does anyone know how to do that bug where the L2 for the throwing knives always go in the other hand even if youâre not pressing L2
alt F4 if i remember
The oldest trick in the book and not even on pc
Has this server always been a shitshow
yeah unfortunatel
damn all that for a silly jape
Contestant gadget
Make the dagger dash do 900 damage, not 350!
*340 (maybe I just know it's not 350)
Even if youâre right, 10 damage doesnât make a difference. It still needs to be buffed 
I just checked online, itâs 360. 320 damage, but you get an extra 40 from using the dash glitchđ
But why 900? Why stop there. Make it more
Now we are on the same wavelength, I was thinking potentially 2000 damage?
Nah na na we gotta go more it's gotta level buildings in one hit
It needs to do more structural damage than the Sledgehammer, I completely agree
make it so when you backstab theres a giant explosion that levels a whole building
Based pfp
thanks
@warm robin JOIN BACK
Opinion on the ak as an all round
i like it
ngl after reading what some people are saying game feedback, I strongly advise embark to never listen to player feedback ever again
That's interesting, i will try to
Add it in optional adjustment
It's the worst of the three ARs.
What AR do you recommend
Famas is the best rifle right now.
For medium?
Yes. Although best weapon on medium overall is the 1887.
Ok
Thanks
bishop?
Like the religious position, or the chess piece?
The riot tech and it's not gone it's just a lil harder angled
Some riot shield tech has chess terms, like castling tech
đŻ fact
Please donât take advise from these goofies, they gone ruin a perfectly great game thatâs already getting ruined.
#đâgame-feedback cant ruin this game if embark ruins it first đ„ đŁïž
Famas got more viable after the pike nerf, that thing is great even up close against lights
before season 5, you could move diagonal by pressing w and a at the same time, putting the shield more or less in front of you while you could still walk at normal speed. Now, the angle of 'perfect' (perfect in quotations as you can always shoot the feet or the knees) block is not 45° anymore but more 60-70 ish. So you constantly have to press and release w for it to work and you're significantly slower than before, making the shield even worse
I find both the pike and FAMAS aren't great at longer AR ranges (35-50m), which is kinda where you'd WANT to use them over an AKM/FCAR.
AK and FCAR beam really well from about 10-25m, are decently solid at 25-30m, but really start to stink at 30+, meanwhile you'd expect that the burst rifle and DMR specifically made for range would just be outright bad at 0-10m (and they are), mediocre at 10-20m (and they generally are), but really shine at 25-40m for the FAMAS and 25-50m for the pike.
Instead, they just tickle the enemy and softly carress them.
Thanks!
The pike was fun when you could use it like a slug shotgun upclose like the lh1
Yeah.
TBH, the Pike doesn't even have a reason to exist anymore.
And i don't even play medium, I play light and then heavy the most
I just want fun weapons for all
I prefer medium's support (as I like playing support classes in most every game), but Medium's weapons are utter shit compared to Light's, and heavy's LMGs are better than the AK/FCAR simply because the relatively low mag size to reload ratio really screws those guns over given how piss poor their DPS is.
Now that m60 has sights i find it difficult to pick the Lewis gun
Lewis gun needs a faster reload or something
If anything, light should be the slow killing class designed to harass players from the fringes (because light can move around so rapidly for extended periods of times).
But medium's designed around constantly having his weapon down and using his ability/gadgets so he really needs to have the guns that spit out damage fastest.
Meanwhile Heavy fills it's role nicely.
As fun as light is it could probably use some tuning
More recoil or less accuracy so one has to get a little closer like tf2 scout or tf2 spy
Get out of that comfort zone and into the fray
Planetside 2 is a game with similar TTKs, and it showcases just how well this game design choice works.
While the mobility class (light assault) and cloaker class (infiltrator) fill the Finals' role of the Light class, they're both not given great weapons outside of CQC fights and snipers.
When you do give them something else, they become noticeably too powerful for most players' skill level (which has been a long standing issue for many players in Finals).
Sure, it's balanced for the top 1-2% who have like +90% accuracy past 30m and 99-99.9% accuracy at 0-29m, but balancing around that is a surefire way to make a bad game.
Meanwhile, in PS2, the engineer and medic class fill Finals' role of Medium, and they're given some exceptional weapons that do well at all ranges and for all purposes.
If you're constantly healing others or deploying turrets or repairing vehicles or tearing down/dematerializing walls, you're easy prey for even the lowest skill players because you don't even have a gun out while doing you job.
So you give them stronger guns to offset that disadvantage.
PS2 and Finals both have Heavy doing the same thing.
Shields, barriers, and tankiness combined with modestly less accurate but bigger mag versions of the medium's weapons.
Wouldn't mind seeing the Barrett rifle in the heavy hands, slow ROF maybe some bullet drop, maybe give it a short or mid range sight
5 round mag
Maybe some destruction capability like the KS-23
But very minor, enough to make a smaller hole
I just want to see a proper SCAR again.
The FCAR started out as a 26dmg hard hitting weapon, but now it's a piddledy little 22dmg barely more than the AK.
At this point, it's more like a Thompson SMG or a modern day pistol caliber carbine ("PCC") than an AR.
Medium should get a proper big chonky bullet slinger like a BAR (but, ya know, not from WW2, so probably the modern equivalent the Ohio Ordinance's Heavy Counter-Assault Rifle AKA "HCAR").
Wouldn't mind a SCAR, but how would that go, high damage, low magazine?
And the ideal stats already exist too!
The Light's V9S stats are pretty much perfect, just lower the fire rate a bit to make it more of a powerhouse ranged AR.
I'd like to see an auto crossbow for the medium
And maybe a harpoon gun for the heavy where you can stand on embedded harpoons stuck in walls
Also massive knockback
My ideal way to do this:
Rename the current FCAR to a Thompson/PCC. (Personally, I'd hope they'd go with either a classic like the UMP, or the more modernized H&K USC 45.)
Now take the FCAR name/model/animations/etc. and slap it on a perfect 1:1 stats copy of the V9S.
Cut the fire rate from 400ish (don't recall the exact value) down to about 300-340rpm.
Extend damage model from losing damage at 16m out to 40m and reaching min. damage at 20m out to 45m.
BOOM!
Now we have a truly accurate hard hitting heavy AR like the SCAR and HCAR are IRL.
Anything with a SCAR adjacent name should hit like a truck (given they're supposedly firing the massively powerful .308 Lapua round).
Here's the H&K USC 45 (PCC), by the way.
It's definitely something I'd love to see in the game.
Or you could go the AR15 clone route and do something like the "Just Right Carbine Gen 3":
I wanna see a medium gun with heavy recoil but the highest rof
Dude, Scorpion EVO
Have the medium dip it's toes into light territory
It's usually the videogame go-to for stupidly fast RPM buzz gun.
While other guns like the AK/FCAR fire 577-600 RPM, and the M11 fires 1021 RPM, the EVO could easily fire 1200-1800RPM and burp it's entire mag out so fast that if you try to fire a single round you'll probably spend 5.
Would be cool if the heavy got a mounted gun specialization like rampart in apex
Surround it with barricades
Medium specialization:
Heavy Saddle.
Literally just a backpack designed for getting a piggyback ride from a Heavy while shooting in any direction 360 from his back.
đ€Ł
Only if they're smaller then I can see it working, imagine a medium healing on top of the heavy
Heavy tanking most of the damage
I mean, it wouldn't be too hard to headshot the medium off him, given that the medium's head would be exposed the whole time and they couldn't move faster than the heavy.
Oh and maybe the heavy could be used as a stepstool for higher jumps
Yoshi!.mp4
Like Mario leaping off Yoshi's back lol exactly
It sounds less like a specialization and more so a perk if we lean towards that in the future
If we get more variables for our kits like passive or movement perks it would be interesting
Like a super long slide or wall jumping or ADS leaning
I'm doing some math atm to try to work out how a viable ScorpEVO could be done to give Medium a buzz gun not unlike the M11 without making it a straight up better weapon.
Well the medium wont be as mobile so unless you willingly get in their face the medium has to work for those kills by baiting and kiting someone near
Also the cerberus needs a good self kickback to be used as a jumping tool like the Team Fortress scouts force o nature
How about a two stage tether gadget that you can shoot someone with then shoot another player or a canister and it brings them close together
A little spiderman action
Sorta like the deadbolt but more direct aiming
Hm, at this point, it's looking more like a P90 than an EVO.
13dmg
50rnd mag
1180rpm
2.1s reload (while the M11 has a 1.7s reload)
M11 recoil pattern (but more vertical recoil as well)
All this kinda makes it feel more like an off-version of the M11.
Cerberus really sucks, imo.
I want to like it but the 1880 eclipses it
They need to make the fire damage more consistent
Or make it so you can fire all 3 barrels at once after holding m1 or something
Flame is HIGHLY inconsistent
(I once tagged a light with like 2-3 pellets from one shot and got 3 ticks of fire damage off him, then fired 3 shots with all pellets on target at literally 1m or less into a heavy who was reviving and got ONE flame damage tick on him.)
And the entire mag only does 308dmg even with all pellets landing
Literally can't kill a heavy with a full mag and perfect 100% accuracy.
If you want to be a status effect nuisance it could help if you run gas and glitch and have the weapon cover fire
Ever since tom clancys the division I enjoyed the idea of status effect builds
cerb should only really be run if you're running, at minimum, demat and jump pad, you need to be able to jump people on your terms and demat is perfect for just that
Each shot should deal like 135dmg, and each pellet landed (9 per shot) should deal 1 tick of flame damage (flame does 5dmg a tick, 1 per second).
Landing a perfect shot should apply the same flame duration as smashing a fire grenade on their face.
Run flashbang, glitch mine, gas and cerberus lol
Even then, it's woefully inadiquate.
Do you have any clips of this behaviour? I have not been able to replicate this myself
Sorry, I've probably got a few with no flame applied after a decently solid hit, but tbh I don't want to dig through multiple hours worth of 2.5min long Shadowplay clips to track those down for you.
I've never really agreed with this, medium has better all-rounder guns to be sure but the cerb is a ganking device and it can do that job about as well as you'd want medium to without it getting really annoying. if you want to make it significantly better (not just touching flame proc) without making it overbearing you'd have to rework its fundamental purpose, same as how you can't really nerf the light double barrel much without killing it outright
Just run the cerberus for a game or two and you'll realize right away it's very underwhelming
Fair. I think how it works is that thereâs some invisible meter that fills up from Cerberus damage that creates the fire when it maxes out, but its exact behaviour is hard to work out
It needs a quick rate of fire
Just spam those shots, go big or go home
Also I'd like to see a weapon with binary fire
At the absolute least, reduce reload speed by about half a second.
Unless we're talking top 1%ers who practically NEVER miss, you have to account for misses when you do reload to mag size ratios, and medium's honestly pretty bad in this regard across the board.
Yeah, it's really not great in the hands of anyone who's not practically a living aimbot, and even then, they could do better with ANY weapon at that point.
I think the reload is fine personally⊠I like that it specs into high burst, long reloads. Itâs its whole niche. Iâd much rather a potency buff than a reload rate increase
1880 feels like it has better range over the cerberus
You mean mediocre burst, long reload...
High burst is the 1900 on Light.
Iâm talking from a viewpoint of assessing its specialisation, not its viability
Ah, "what it's supposed to do" rather than "what it actually does".
I get it.
The concept is fine, the execution is horribly lackluster.
Lemme fire all three barrels all at once
hold lmb to charge!!!
I really want to see Medium get a "no reload" ranged option like the Throwing Knives.
Not the same intended use, per se, so much as "it has constant up-time, no downtime to reload", though the TTK wouldn't be better than other options.
If you whiff you're dead
I mean again, it's the light DB equivalent and that's how the DB is balanced, dive in, land shots and win, or miss and die. The idea of it is that it lets you play Medium in a very ratty "jump someone, get the pick, leave" kind of way. The thing is that it only works that nicely with demat because outside of demat Medium has very lackluster close quarters movement options, something I've always viewed as deliberate.
that would be a fun buff but perhaps frustrating for victims
Make the triple shot knock back the medium too
I want some shotgun jumping action
Light at least has the safety net to gtfo at will but medium will be a sitting duck between bursts
if light is THAT close and they've missed their shots there's really no excuse at all for them escaping, and yeah that's where demat comes in
goo grenades can mitigate it partially
If you had to hold m1 to charge up the shot, that adds another variable to consider like the light bow
Maybe change the weapon so it fires on release of m1
I recall seeing a 3-barrel shotgun that had the standard 2 shots of 12ga, and then the bottom barrel was 10ga.
That would be a cool function to make it not so shitty.
First 2 shots are current damage, last one will 100% guaranteed apply flame for 5s if you land even 1 pellet.
You can hand-wave it as the last shot being a double-load of the magnesium pyrotechnic material on top of the 00 buckshot.
How about the LeMat revolver
Revolver with a shotgun shell secondary function
Oh GOD, please don't make me load precussion caps after loading oldschool black powder and musket balls with a ramrod...
(Joking aside, yeah, similar concept.)
đ€Ł
i'm actually extremely down for giving medium a literal musket as a joke weapon
I think Iâd prefer making all three shots just add a bit more fire
The shotgun shell should either be shot at random or maybe at the end when all the bullets have been used up
terrible accuracy, awful reload, respectable damage and a bayonet
No ADS, shotgun is the ADS button plus firing.
A bayonet weapon that adds to melee damage would be neat
If not more damage then a further melee reach
Or a charge function
Like battlefield 1
TBH, all shots proc'ing fire guaranteed on hit, and the last shot applying a longer fire duration would be cool.
It might be horribly inconsistent with hits, but if it does like 25dmg over time on hit (with 35-50 on the last shot), you can at least do hit-and-run tactics.
I think Iâd rather not have it able to set people on fire easily at long range, but thatâs just a personal preference
I wouldn't mind it and I don't play medium lol
I swear, that thing is pretty stupid.
I've shot guys at like 3m with it and was SURE I couldn't have missed more than a pellet or two, only to see it do like 40dmg.
Or change it so the chances are greater up close
The pellets seem to despawn past about 20m, I find it's pretty easy to ping people with flame grenades at that range if you're on high ground (and the flame grenade does 20dmg/sec for 12s).
The thermal bore should stick to players like a plasma grenade
this will not make people even angrier about the worst class in the game
I do more damage with the tracking dart lol
Iâm pretty sure Iâve shot people from significantly further myself but I do not have evidence for this. You can set foliage on fire from quite some distance with enough shots.
genuinely sad that we missed out on the timeline where embark threw light a mini-rpg
Destiny 2 mountaintop when
TBH, light should have Medium's longer (average) weapon reloads, and Med should have light's quick reload speeds.
Light really is designed well for low damage hit and runs, and it's WAY too powerful at just showing up with no counter to insta-gank mediums (as well as match up with lights) then reload before the enemy can and do it all over to another person with no recourse or counter.
I've yet to have anything but players and gas clouds get affected by the fire, including grass and foliage (even on Kyoto in the bamboo forest).
As someone who plays light i think the hp regen is a little too fast and should be lowered a bit
<@&1012034066876473384> can I get an official answer on if gadgets and mines specifically show skins to enemies, or if they only see the default skin?
Or if seeing default is intended but there's a bug that sometimes shows the selected skin?
When I play heavy the regen is brutal
Probably just havenât shot stuff for long enough I guess. I think players are the only thing you can set on fire with a single shot.
They should have kept it all the same rate honestly
I'd love to know this too, at least for mines.
I know some gadgets like the Barricade definitely show skins that the enemy chose (was crapping myself when an enemy heavy put up the level 9 reward skin for his barricade in one match about 2 weeks back).
Yeah, I don't drop multiple mags worth of shells into bamboo just for idle curiosity.
Aye, and turrets too. Have heard conflicting for mines, some swear down they never show skins, I swear I've seen enemy mines skinned, but always forget to check when I play đ
If it doesn't show up in 3 shots while shooting at a dude at range in a forest of extra tall extra dry bamboo (literally a type of grass), then it might as well not be there.
Again, each shot should 100% guarantee applying flame for a brief period.
It doesn't have to deal 20dmg/sec for 12sec like the flame grenade, but just 5dmg/sec for 5 sec or 10dmg/sec for 3 sec (25-30 damage over time) would be fine.
If we ever get a cartoon themed season the demateralizer should have a black hole skin đł an opaque hole you cannot see through
Sounds more like the teleport grenade on light, tbh.
That would be an interesting option for medium.
Portal Gun!
A lesser version of demat like the goo grenade to the goo gun
The fact that you can't see through it will make some funny plays
Imagine mines being beneath
You'd still hear them through the demat'd surface though.
TBH, mines should either beep OR blink, not both.
https://docs.google.com/spreadsheets/d/1Ud7Rdl3AgMw9mmfDwW2LtDMnzZQ9IIhnqSE4ivsaMTs/edit?gid=2136619021#gid=2136619021 observe the TTK chart, medium generally beats light in 1v1s. It's fine for the fast flanker that loses 1v1s to have fast reloads to be the constant pest they're supposed to be imo
How about we introduce bleed tick damage and caltrops
On paper, assuming no misses with aimbot accuracy even though light can use dash and literally turn invisible...
In practice, it's not even close.
"bleed tick damage"
Medium flechette shotgun when?
Blow gun lol
Not destroyed, just scattered around!
^_^
Blow gun would be more poison i guess
It would be so abused on cashout points
Claymores that have a cone range maybe
Side grade for mine
Or a Bouncing Betty mine
on paper TTK is an extremely reasonable metric to use in an FPS with strong hitscan guns, people will track that well. people are perfectly capable of tracking through dash. Invis can be good for getting the drop on people, it's true, but it actually isn't a perfect cloak and I don't really think it's enough to overcome Light's other weaknesses- either way I've never really liked how cloak works anyway so I'd be fine with it getting nerfed or reworked or w/e
I'd like to see medium get an old school M79 40mm grenade launcher as a "no reload" weapon option.
Obviously, you'd reload after each shot, but the time between shots would be the constant "fire rate", like knives tossing right hand left hand then repeat.
Put the fire rate lower than the CL40 with a full mag, but the DPM higher than the CL40 when accounting for reload time.
IE, the CL40 fires at 75rpm, having a 5 round mag with a 3s reload.
If you put the M79 at 60rpm (1.0s reload), you could have a viable sustained fire alternative that's not as great in CQC against say a Sword light, but better for mid range engagements where misses are inevitable and 9 times out of 10 the AoE won't land even a fraction of the damage potential per "hit".
What if light had a fake out decoy specialization like Mirage in Apex
Either stationary or mirrored movement
the only thing I'd really love on light personally is something like a close range only instant breach that works on like a 1 charge 30-40 second cooldown. I want to be able to instantly dive through a wall the same way the other two classes can, otherwise the class feels fun where it's at
40mm greande "stinger" round.
Literally just a shell you load with a ton of .22lr rounds so it's a shotgun with extremely minimal (practically no) pellet spread at range.
I just want some conditional horizontal movement for heavy that isn't charge and slam
Might make a nice gadget to complement melee heavy builds
I want more not necessarily good fun gimmicky guns 2bh
Just like how I use the tracking dart with the sword to finish off players I hit with the lunge but managed to get out of range
giant, absurdly clunky break action AMR on heavy
Harpoon gun would be fun
Nailing a player against a wall for a second
Here's an interesting idea:
"gadget" slot passives that alter your character, specialization, or primary weapon.
IE, Heavy and Medium being able to equip a single shot UBGL or UBSG with select weapons instead of taking an extra gadget (defib, dome shield, pyro grenade, what-have-you) and you get an alt-fire button that can fire the underbarrel attachment.
Firing it puts it on cooldown, just like any other expendable (grenades, deployables, etc).
Take an AKM with UBGL, or take a pike with an underbarrel shotgun.
For maximum memeing, take the Cerberus or SA1216 with UBSG.
Mount a shotgun on your shotgun today!
How about a hand wielded puckle gun that had partial explosive damage, not as good as the grenade launcher but had a larger magazine and exploded on contact, I don't think the original puckle gun was explosive but it for the sake of gameplay why not
I can see lights crying about that though
But they got it too good anyway
sounds more like the M32GL but with CL40 rounds, tbh.
alt-ammo options for some stuff would be cool.
Take a CL40 with stinger shells.
Take an M32GL with DU slugs!
Slugs all the way like battlefield 3 and 4
Discount sniper rifle
Oh how about an EOD bot like battlefield engineers
Slap a turret or mines on top for hilarity
But you're a sitting duck while you control it
Sounds like a medium gadget
You should be able to bash with the riot shield if you m1 while holding m2
Mild cc with knockback
And make the dual blades able to run a little faster or do a little lunge like light sword
That, or do a Charge n Slam mad dash charge forward (minus the damage and structural destruction of course).
If we get perks I want a tactical dodge roll for heavy
Imagine rolling into a charge
Oh, fun fact:
The riot shield is a collision object.
It's effectively an infinite health undamagable Barricade on legs.
Because of this, the easiest way for a riot user to stop someone from stealing the cashout box is... just run in front of them.
The shield will block their line of sight, entirely resetting the timer.
This also works against allies, so user beware.
It was a little funny setting shields on fire for awhile
Also I didn't know about stopping caps by getting in their face
This is also quite interesting, in that you can sprint full-speed ahead while having your shield directly in front of you.
All you have to do is... inspect the shield!
Your character will hold it up in front of him to get a better look at it, all the while it's blocking incoming fire as you sprint full speed ahead into a lewis gun or sniper laughing as their shots bounce off.
(You do have to spam the inspect button a LOT though.)
Would cyro barrels/grenades seem like BS? Slowing movement a bit
Oh that's broken I gotta try that
Adding freeze barrels would piss off lights
Keep in mind, your legs are still quite exposed, so milage may vary.
Fair enough
I saw a ruby tier streamer last season who was CONSTANTLY inspecting his shield, and it didn't click for me as to why he was doing it until he ran directly at a sniper (who was some 50m or so away on a rooftop) across open ground and a few sniper shots clunked on his shield.
Nice lol
Slowing movement wouldn't be as fun as making the ground slick
I do like the idea of the ground being slippery
Hm, not a fan of the idea of dash lights being able to go even faster across an oil slick as if they had a personal zipline-speed button able to send them in any desired direction at will.
A slow could be balanced in being like motion sensor or glitch trap in an area, being breakable
It wouldn't only affect lights, using it with movement on other classes would speed them up down slopes and whatnot
tbh, I never get much use out of the glitch trap now that it doesn't serve as a makeshift detection tool.
Enemies tend to just ignore it and gun me down anyway, as if their screens don't shake.
Yeah, but that's insanely situational.
Dash and grapple lights would be able to control it at all times and in any desired direction.
Medium's movement is dependent on placing items, zipline wouldn't really benefit from it (as player speed while on the zip is locked at a specific speed), and the jump pad would require some rather uncommon niche conditions to make it benefit.
If they're in a glitch trap and still winning that says more about your team play and ability to aim than the glitch trap being bad, especially if you're talking about lights
All it says to me is that im not playing against enemies prone to panicing or with bad aim...
Zip speed is still faster than walking, and even if lights were very affected by the slick and able to move in a straight line on an ice slick that would also make them very easy to track
The algorythm would pair me against similarly bad aim players, if my aim was actually bad, and we'd both do terribly.
Instead, it just seems to do little to nothing (implying im being compared with calm and skilled players).
There is no algorithm or sbmm outside of ranked
And the glitch effect literally kills every escape option for the enemies, your team has to push off of it for it to be useful
I regularly play with a guy who's in Ruby... I 100% guarantee that in our casual matches, im paired against borderline aimbot top 3-5%'ers well above my skill level when I play with him.
When I play with other friends who're average, we see average matches against average players.
There is absolutely some form of sbmm even in casual.
It is random who you get paired with, sometimes the lobbies are easy and sometimes one of the teams wipes the floor with everyone else, who you play with has no impact
I play with the same squad all of the time and still get very wide variety in skill levels I go against
"sometimes"
literally EVERY match i've ever played with one specific guy, hundreds of matches over months of gameplay
only happens with that one guy
Yeah, F to doubt on that one.
Were you tracking the ranks of every player you went against
You're getting a range of people within your SBMM score (probably +/-5%), with duos and larger groups getting averaged (so you may join a match with a 4-stack where one guy is top 5-10%, the others are closer to 40-90%, and it's averaging around your ELO).
No, im just watching them utterly BEAM people and play like meth'd out squirrels with Bruce Lee reflexes when I die.
Pretty unmistakable.
Especially when you regularly spectate someone just as good.
I'd like a speed gate for medium, like a horizontal player launcher
Sideways jump pad:
put jumppad on any goo and you got that
sounds like a few of those triangular jump pads on some maps.
Especially the ones on that new map that came out in S4 (the one that's like a ground level cityscape from Mirror's Edge)
I like bunnyhopping and will push my agenda accordingly
Use sideways jump pad
How about a cluster bomb grenade for heavy
That does kinda predicate finding or orchestrating an angle that's not too steep (so you get meaningful clearance rather than wasting a jump pad on a 5m jump into the ground in front of you) and then getting enough velocity to have it launch you with decent speed for distance.
Not hard to do, of course, but definitely more time consuming than just running forward and clearing the same distance on foot without wasting the jump pad.
Having a pocket triangle jump pad that you literally just set down on a flat surface and get bumped forward and up at like a 45 degree angle in the pointed direction of the pad with ease would be cool.
Or they could change the jump pad to have an alternate feature where it adds a little base below it to add horizontal velocity
True, but how would you raise/lower it on the fly?
The click or trigger that doesn't place it
So right click or left trigger
I'd think that'd be reserved for rotating it, like with the turret.
Maybe R, given that you don't have to reload it.
Yeah that'd work
If you made rotate R, it'd be best to make that change universally for the turret and other rotatable gadgets. (I can't remember, does the Barricade rotate like the turret?)
I think barricade does
It'd be cool to be able to rotate which way a goo wall comes out too
Yeah, that'd be nice.
even just alternate between goo wall and blob (thrown goo barrel vs shot goo barrel).
I still want alt-fire options for certain weapons.
Alt fires would have to be specifically for weapons that can't aim
Or have some way to alternate with another button somehow
Or weapons with certain features/oddity weapons.
A dedicated button for it would be fine by me.
X, for example, isn't used for anything by default.
Having weapon abilities on cooldowns could be interesting
But we would need a button for controller as well
2x burst (with a shorter delay between them) would be an awesome option for the FAMAS.
It could be set to a d-pad button probably but I think most are bound to emote wheel things
And a double burst would suck to play against
IMO, controllers have no business playing pvp FPS games.
It's simply got too many controversies behind it.
From console sales incentivizing extremely heavy handed benefits like we see with Apex and Halo Infinite, to literal aimbot tier aim assist and bullet magnetization making any low skill player able to perform like a top 3-5% MKB PC player.
I don't think it'd be that big a deal, other than not being able to count on near-certain misses for that final shot at +30m. (And it's pretty scummy making a burst weapon with bloom so harsh that you can't hit all the shots in the burst within the weapon's designed range, regardless of player skill.)
Giving it a double burst would be a major increase to dps
no no, 2x burst.
2 bullets, not 3.
My bad, I wasn't clear enough.
Ohhh that makes more sense
shorter delay between them (same dps/ttks point blank), but more control over the accuracy.
I was going to mention single fire could be useful for other weapons and the famas
Honestly, the game was more fun back in the early days before they ruined it with nitpicky balance changes.
FCAR with 26dmg a shot and 20rnd mag (even if it was too good, fixing that would have been easy by just lowering fire rate from 577rpm to 480-530 or so), AKM had 36 rounds in it's mag, nukes were comical and creative, hell even the spear spin while sliding that we just lost.
oh geez, it's like 2hrs past when I meant to be in bed.
Good night!
I've seen some absolute beam demons on console
"It's because aim assist is OP"
I have tracking aim assist off and it makes no difference to me
Can't beat the movement on light with mouse and keyboard
I'll trade any form of aim assist for unabridged movement hands down any day of the week
Even on heavy
TBH there have been quite a few fimes when aim assist got in the way
Real
Whatâs il yâall
It makes it harder to accurately control the recoil and track the target at times. Its a double edged sword.
Do yall know what the best gun is for light
lh1, m11, xp are all very good rn
Thanks
93r is underrated
93r is accurately rated.
M26 if you're playing with other shotguns, lh1 in all other scenarios.
Thanks Iâve only been playing for a few weeks so Iâm still getting used to it
I would like the 93r if the FAMAS didn't exist making the 93r seem bad. Why does the class with the lowest health pool, that is supposed to get the highest DPS weapons, just have a worse version of a medium gun? Great for light v light, use M11, LH1, or XP for any other situation. It's a fair gun, but what's the use of a fair gun when there are better options than fair?
You can't have two weapons at once but you can put a weapon in reserve to switch to between deaths
medium withou defri =
how are you guys getting the gadget kills beyond 30m?
You can use mines and run away
I like to use the tracking dart to finish low hp lights after I hit them with a sword lunge https://youtu.be/KIUx5D0lsGw?si=2GM_SQWCn8KHpsbD
The mosquito knows where you are, but do you know where he is?
-Yes, I know only the female ones bite meet me halfway here
Also The Dart does 5 damage.
Music - Vivaldi's Winter
#thefinals
Contracts been reported as bugged, devs are aware
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i think this issue expands more to just medium ARs being pretty strong overall. i run into a similar problem when I run the pike where it's ok in its very narrow niche, but the other weapons are so strong that being ok at plinking targets from far away isn't good enough
Red dot on famas?
when is mid season?
since the only want to bring balance changes at the start, mid and end of a season
Angled launch pad for the heavy?
Could do half of the launch power of the regular launch pad from the medium but can do it at an angle instead of straight upwards
A red dot on the fcar would be cool too
Love this idea
You put this in game feedback right?
whould also help it compete with light shotgun
Pike got nerfed into the ground, it's unusable on anything besides long range.
thatâs kinda the point - that the more unique weapons for medium arenât really ever allowed to contest the AR/model meta
Im not gonna deny it was oppressive on release, but they gave it a terrible treatment, nobody runs Pike nowadays, not even in QC or PS
yeah i understand their concern i having a really strong dmr but to do basically nothing for it since then is frustrating as someone who really likes semi auto weapons and playing medium. it even still has visual recoil w the scope
My main complaint, i don't like ARs or any automatic weapon, im decent, but i like DMRs and handguns.
But balancing them it's pretty hard it seems.
