#š£āweapons-gadgets
1 messages Ā· Page 141 of 1
Idk how to help you if your whole team somehow dies to a goo gun
whatever iām just trying to speak on the behalf of new players since they claim thatās why they vaulted stun.. i can hop on a heavy too & do the same thing. Theres videos of youtubers teaching devs how to play the game, im sure theyāre not aware of how exploitable that combo can be. Itās literally stun on crack.
& goo was meant for ādefenseā not a ākillā specialization.. amirite??
so realistically shouldnāt even be a meta
We complaining about goo gun now? Rarely even see it being usedš§
if were complaining about goo gun...Let Goo Gun Make Air Boats Again
well now that stun is gone iāve seen multiple stacks today abusing it to farm dubs in high elo but what do i knowš¤
they suck for removing that lol
we're not allowed to have fun, only sweat. š¤£
Ive never seen an airboat 
Do the same thing or don't fight them? Idk
Don't think goo gun is the problem, probably just knowing any 3 stack using the same loadout would be oppressive for lower ranked players, that's just me doe
Itās not meta vro
air boats would be hella fun in TDM
Welp my buddies have been the ones abusing it post patch so iād know.. itās just not an appealing way to play & with the stun being gone for over a month; this problem & that meta will become more prevalent. Mark my words.
which goofy ass mf here is complaining about googun of all things
problems arise when u rid the game of countersā¦
APS turret meta
Itās time to shine is now
bro iām dead.. all them gold players are coming for vengeance
I mean I'm just saying, if a bunch of 3stack teams are dominating in a ranked game using the same loudouts, I'll be praying not to be the solo que player in ranked trying to find different competition besides ppl using the "meta"
That's just me doe
Frags didnt have to be nerfed. Why do you even have to nerf it? Acc to embark it "overshadows rpg". how does grenade even overshadow rpg????????????? rpg literally meta heavy pick. or has been for a long time.
rpg is supposed to be a fight initiator, acc to embark. it also has no lob trajectory, pretty quick and easy to use, instant damage. how does frag match any of that? FRAG is also supposed to be a fight initiator? i tried to intitiate a fight with frags today in the game, i was either crushed by a grapple main or the meds saw me and started placing aps every step
tools
And yet there was a main difference that was the utility in environmental damage/cashout dropping, etc. The RPG can be used literally in the middle of a gun fight as a point and click burst damage as you already said. Many ways RPG can be way more useful. I can see why nerf the damage but 1 less ammo is way too much imo.
I don't particularly care for the goo gun but "don't fight them" is a clinically insane argument to use when talking about an FPS game. I'm here to fight people bro
I mean if your a solo que player facing 3stacks abusing you in ranked, might be for the best to fight another team, no?
Alr read more of the convo relating to your response (I had read a few msgs before but I read most of it now) yeah in ranked it can make sense to change who you're targeting, but the OG guy complaining about goo did actually have teammates of some kind.
ye they should make it 130dmg and two ammo
No more like 40 damage 2 ammo
Maybe 50
But noone uses grenades?
Also I think defib shouldn't give invincibility
Can they add a sword like a really dumb broadsword that sucks
So you use frags when?
In the middle of the fight? Also skill issue vs grapple user
Nice
Frag nerfs gonna enable hmm so hard lol
If you got crushed be grapple that would've happened even if you had two frags
excactly
what are the metas for each class? ive just been dropping 20 bombs with my light's bow but haven't tried anything else. also please dont say everything is meta if you're good enough (i know that) but if there any stand out weapons or gadgets that i should try out please let me know
L- LH1, XP, M11, M26
M- FCAR, FAMAS, MODEL (not updated)
H- sa12, shaq, lewis, deagles@pliant tiger
My favorite med loadout:
Demat/Healing beam (depends if ur aim is bad or not)
AR of choosing (mine's AKM, but all of them are decent)
Jump pad
Proximity sensor
Defib
Hear me out but a barret 50 cal on heavy as a sniper with a slower cockback speed but high damage
exactly. there was too much value for rpg. and the main thing is that it had other purposes. when u think of frags the main thing that comes to ur mind is destroying the roof above the enemy's cashout and chucking it below there. its for bombarding purposes mainly. but rpg is literally something u use to fight ppl and break walls.
@plucky spade wtf. u use frags when you wanna bombard the platform or stop someone from following you or throwing it near the enemies cashout.
And pls cut me the "skill issue" crap. whatever the eff is the problem with anyone in the world saying those two words doesnt make stuff better. lmao
oh yea now i understand what ur tryna say. when i said i got crushed by a grapple user i meant i tried to start a fight with using a frag, but then the grapple user grappled away. was comparing it to how i can instantly damage someone with rpg and not wait for the grenade to burst when im using frags.
@plain wasp bro that wasnt what i was trying to say. i was saying that i tried to start a fight with a grappler with a frag, whereas i usually use rpg to do that. and that i got crushed in the sense that the grappler could just use his grapple or literally just run away from the frag that i threw before it blew, unlike rpg which is instant damage.
Hello guys, where can i check for meta builds? Are there any good youtuber or website i could use?
Dunno if it's a bug, but grenade launcher damage doesn't count as grenade damage in the weekly. Gonna be one miserable weekly to complete without that
I remember nade launcher damage counting in the weekly before too
might possibly a bug from your side
mine works fine i just completed it
oh wait i read it wrong
i had a whole different challenge
IS THE SA16 GLITCH WHERE YOU DONT HAVE TO TURN THE BARREL STILL IN THE GAME
No
Make aps larger but have it actually check LoS
Dude why does light get increasingly better than heavy at destructionšµ
How
All of lights destruction is delayed and canāt be used in quick combat
Are you a politician?
????
You avoided answering a question by deflectingš¤£
Because your question assumes something that isnāt correct
You're insane
How is light better at destruction than heavy
Light has multiple options for Destruction
Each one of those options is better than Heavies option at destruction
I can level an entire quadrant of Vegas in 3minutes as heavy. It would take an entire match to do that on light
Take down one hanging platformšššš
Yes thatās about the only example where light outperforms heavy at destruction. Which makes sense because heavy is not made for long range utility or damage.
Class roles still defined perfectly in that scenario
Suspended on Monaco is also just poorly designed to begin with
The problem is you're thinking so narrow-mindedly about Arena destruction
Not really? Heavy is able to utilize destruction in combat more effectively than any other class?
Want to drop a cashout? C4
Want to go through that wall? Charge
Want to go through that floor? Slam
Want to drop that player across the room? RPG
Want to drop suspended structures? KS23
Want to have unlimited access to quick destruction? Sledge
Light just doesnāt have the options to do a lot of these things
Even when it does, it does them worse most of the time. Breaching charge often leaves cashouts not dropped because the hole it makes isnāt big enough
More often than not a line of sight just needs created, a hole needs to be put in the floor to drop a cash out. Each one of those gadgets on light have more uses than heavy. I main heavy and more often than not I have to request my light teammate destroy part of the arena for us.
What is your loadout
I shouldn't have to swap my primary on destruction class
Charge? RPG?
Heavy isnāt āthe destruction classā itās a class that has access to the best destruction tools in the game, you can choose to play without them in favor of other gadgets and abilities. Which it sounds like youāre doing
I tried the ks 23 for about 100 hours and it just doesn't perform...or if don't š
Well to be honest the best destruction tools are the breach charges and thermal bore
There's so much happening you need more than one charge per fight
Breaches are good but the gadget slots on light are so important that youāre sacrificing a lot to bring them. Thatās a good balance. Thermal bore is mid but good for suspended.
So bring charge and slam?
Charge and slam for life
It just sounds like you arenāt bringing any destruction options. Balance changes arenāt going to fix that
The problem is needing more than one C4 charge or the RPG doing better destruction
Iām ngl I donāt think Iāve ever needed more than one C4 in a fight
I place it under the cashout and it does its thing really
Cool
They have nerfed/deactivated the two gadgets I had equipped most constantly since season 1 (and I think beta as well) š
I am interested in what they will do with the stun gun. I am optimistic that I'll like it much more (and maybe use it more, because even I had it equipped, I didn't used it that much as I used the frag grenade for example).
There is one weapon concept that would be funny but also broken. A homing missle(4shots) that works in conjunction to another class' weapon(like the tracking dart) and in total would deal 400 damage(if all connected)(100dmgrockets)
It would add range to the heavy class as well, I belive. And would add more connections between classes
My wishlist:
Id like a red dot for xp54
Id also like a kriss vector for the light class
i lik your list
heres a hot take, i think de-materialiser is unhealthy.
its a step ahead of every other breaching method and tool.
it has a massive 3 uses, which are instant to use.
whereas regular breaching requires to be 'armed' or prepared via carriables and can only be used once.
Un-like regular breaching the de-mat can re-mat opened holes. instantly.
the ability of the de-mat is leading to usage that is straight up undermining map design and defensive gameplay.
it is reaching a point of strength where its use is no longer creative or anticipatory.
its impossible and un-reasonable to be able to anticipate what wall is going to be vanishing, because everywhere is accessible and everywhere is de-mattable.
you just instantly unga-bunga your way through any obstacle because you have 3 charges, and its done without any damage to the map.
its only 'counter' is to sledgehammer the entire map to the ground so it cant be used at all.
make it a single charge that takes 3 seconds to dissolve the chosen surface, and dont let it come back.
like every other breach.
eeeh, slam can counter it and really you are never outrunning a light or another medium with the de-mat. i think its fine as is
when you prep a cashout defense and a triple medium comes along and spam de-mats the entire floor cause theres 9 charges between them, its not fine.
again, its only 'counter' is to sledgehammer everything in sight.
it kinda is? heavy can do the same thing with slam or sledge as you mention or C4. and no one is realistically running triple mats its insane
slam cant delete and entire floor from below.
nor can it have that floor re-appear.
slam can be dodged, and you can be punished for using it badly.
c4 absolutely cannot do anywhere near the same thing.
sledgehammer takes a while to delete... well, anything, and you sacrifice range for it.
de-mat has no punishment, no trade off. you get 3 instant breaches that dont damage them map permanently.
triple de-mats are common enough.
Slam can very easily make a 3 story building into a 1 story which is arguably more aids. The trade off with having triple de-mats is that you have no defence potential (no guardian turrets) and no healing potential which i crucial (imo) for winning
dealing with rubble and debris is part of the gameplay loop, and im assuming intentional design.
de-mat does the opposite of that. it stops you interacting with the map entirely. you just make it go bye-bye because everything else is too slow and scarce.
its gameplay breaking and thats a problem. it literally undermines so much of the game.
ok, nice ragebait. please don't ping again
its not rage bait, you just ran out of things to say. no need to be rude about it.
it has to be, you can't say it ruins the gameplay when its one of mediums few ways to actually break stuff
doesnt matter if it is or not, its broken.
medium get balanced because it has next to no other way to break walls or get through them
see this sentence is why i believe you are rage baiting
de-mat being mediums only breach doesnt make it balanced.
if the akm was its only gun and had 1 million damage per shot, it doesnt make it balanced cause its the only weapon.
talk about the topic or dont, but i didnt come here to play ragebait with a main character syndrome
nice cope buddy
anyways, thanks for drowning out my opinion with all your ragebait dribble. really appreciate that.
Please do not remove the STUN GUN, maybe change it a little bit if you want to please new players and make their gameplay easier, but don't remove it!
Is such a useful gadget as a light, to defend and attack!
And I'm saying this without even being a light main my self.
I've been playing this game since open beta and I remember how broken the stun gun was back then, but with all the debuffs it got up until now it's pretty fightable, I've had no problems killing lights that stunned me.
A suggestion that I can give about what changes can be done to it is being able to understand if a light is holding a stun gun, you can easily do that by putting a laser pointer on it that emits a bright beam of light that everyone else can see from far.
In this way, a player can see that there's a light approaching you with a stun gun and act accordingly.
This can be really useful especially when you're defending your teammate who's trying to steal a cashout at the last moment, you just see it coming and try your best to kill your opponent or make it miss.
Another thing that could be super useful is shortening the range of the projectile significantly, so a light has to get up close to the enemy to be able to stun them.
And also put an increased draw time before you're able to fire it, so you can't run around and when you need it just pull it out and fire it right after without the enemy having time to see the laser.
This changes will make this gadget more difficult to use, but it will give a really big satisfaction and reward when you manage to master it and are able to hit opponents frequently, like the dagger or the riot shield.
I hope that this message will be read by developers to take some inspiration!
Anyway, have a good game yall.
IT'S SHOW TIME!
EMBARK
Still has issue after death my equipped inspect diesnt work, its the default one.
And please do something about powershift platform damaging the player and if you guys seriously want it to be a mechanic and damage you underneath, then it shouldnt be the fastest damaging thing in game and reduce the DAMAGE
Please go back to old ui for gadget icons
Please fix another glitch thats been in game since day 1, when picking up player totem, cashout, whatever, sometimes you will drop it trying to open door or go up zipline and i have gotten caught trying to run away many times because of this
AND HOW LONG IS IT GONNA TAKE TO BE ABLE TO EDIT LOADOUT OR CHANGE CONTESTANT IMMEDIATELY AFTER DEATH INSTEAD OF WAITING 8 SECONDS TO NOT WATCH A KILL CAM. I DONT WANT TO RUSH TO CHANGE MY STUFF BECAUSE HALF MY RESPAWN TIMER WAS TAKEN UP NY NOTHING, AND HALF THE TIME IT FREEZES OR ACTS LIKE IM CHOOSING SOMETHING ELSE, ANNOYING.
another good idea would be WHEN I CHANGE MY LOADOUT while KIA, then i get a revived and have same contestant or loadout, i get that but when i die again then i should have what i chose, not have to select it once again
And when is it gonna be a fix, or maybe an option in the settings to disable the ability TO GO DOWN A ZIPLINE, why is that an option, rhins gameplay more then anything, yet we will see all these problems be in the game for 5 more seasons
If we remove the stun, can we replace flash bangs with stun grenades?? š
When are we getting recon senses back
Never 
Its not removed its being reworked
anyone got a good tut on how to use the mg32 (heavy nade launcher) in close quater/ in general? i see people pop off with it but i suck š¦
The firerate and destruction on the KS should be increased
shoot the floor, learn the right spots for each distance u want the nade to go
play off angles, use goo nades to make angles to bank off of
if you box up a cashout with goo and play for the steal you can bait people into eating nades, definitely not a gun youd use to challenge an AR. MIX IN QUICK MELEES, same with alot of weapons you can get alot of extra damage in with well timed quick melees
try placing mines near doorways, when someone tries to get close, shoot the corner where the floor hits the wall, this will bounce it and have it explode pretty much instantly
the grenade damage + mine damage is enough to 1-shot lights sometimes, and really helps you when they want to rush you donw
shooting the ceiling can be faster than shooting the floor and having it bounce
this weapon is kind of a commitment
you wont be good until you have a good handful of matches, not sure how long it took me
but if you find the intuition for it, and use it plenty, it can be mean (but does have its downsides)
Why yāall did the grenade like that
It was kinda strong, it was and still is in all my loadouts
cant really tell a difference with the destruction damage tho? idk what it can break now
Make it bounce and learn it's trayectory overall and that's basically all you need to know
It always explodes on the second bounce on floors and broken pieces of the map and it will always explode on hitting players, objects you can lift and the cashout
Any tuts on how to use the dagger better? Because I like it for the backstab but it's hard to pull it off
@pale hatch why do you think bow can 1 shot
headshot
yeah but that seems weird that she wouldn't include sniper in her list then
i was wondering if she was confused abt bodyshot damage or something
Use dash and flick the dagger
I hope that shit never comes back. Invalidating melee all together is stupid
True that its weird she didn't include sniper but both bow & throwing knifes can one shot headshot lights
Honestly the list of things that can one shot isn't that big
Light
- Sniper
- Bow
- shorty
- throwing knifes
- dagger
Medium - none
Heavy
- Hammer
throwing knives require both hits, technically not a 1 shot
No I just tested. right click one shots.
Buff melee nerf shotguns
This is assuming headshots.
Shorty, hammer, and dagger are the only things that oneshot without headshots.
Yes go test it right now.
guess i forgot how good alt fire was (im literally agreeing with you)
Okay my bad i read 140 LOL figured wiki was wrong thats on me. I didn't realize it did 210 damage. Just knew it did atleast 150
lol
If it did a tiny bit more you could melee combo a med out with it!
funny that she complained abt being able to be 1 shot, but to stop that you'd pretty much have to nerf lights
wait is it not 40 anymore? they drop it to 35 or something?
Yeah lol, Lights are the things that one shot lights pretty much.
its 30 or 35 right? I guess I can test it rq!
Ahh yeah your right
That shit is busted
in the hands of a decent player yeah
Throwing hatchet/axe for heavy when
and def broken for really good players
ik a guy who's annoyingly good with TKs, he pretty much never takes them off
I'm glad I almost never see them used
he drops 25-35 almost every game (powershift)
I'm trying to get better with spear(it's inferior to sledge)
One time me and a buddy gaped a quick cash lobby I was sledge and he was healbeam. I went 17-0
try 52-1...
Excuse me?
With the fucking sledgehammer?
Yeah 51-1 with throwing knives is criminal.
30s for sledge is just scary
bc it can lol
Sooooo, you can shoot most bouncepads with any goo and disable them, as in players are unable to bounce when there's goo touching a boucepad for some reason, this may be a bug. However this bug doesn't work on Skyway Stadium's bounce pads during the High Rise modifier. The bouncepads to reach the lifted Hotel area will bounce goo-gun projectiles off of them, so i assume they still work no matter how goo is affecting it. Any info on this?
correct, to the head, i was just wondering if there was some confusion abt the damage profile since you didn't include sniper
while I wouldn't mind sniper headshot being slightly nerfed, that's less of an issue since you can counterplay a sniper on the map simply by being aware of them and using the map to your advantage to avoid sniper line of sight. Bow on the other hand is closer range. No counterplay to being one shot.
any half decent sniper player can use it just as well upclose as a bow player
@silk cargo I don't know why you said in your original message that there aren't a lot of weapons that can one shot a light when I mentioned three. That's a lot imo. And no, preventing lights from being one shot does not make light class into medium. Lights are faster and have their own weapon and gadget sets. And adjusting weapons to not one shot lights would not take away from the fact that lights have only 150hp. Only a slight adjustment of throwing knives burst damage and bow headshot etc would fix it.
Yeah, the bow is kinda nuts.
That directly nerfs lights. Also the sniper is still just a better bow in terms of headshot damage esp after the buff.
as we said earlier, you'd need to nerf light to make light "better'
you're only shooting yourself in the foot against other classes
also 3 weapons out of like 35 isn't a lot to me
In my experience this is not the case. I don't play ranked though so maybe that's the perspective you're speaking from? I rarely get one shot by snipers cuz the sniper is very loud so I know whereabouts they are and I know to stay in buildings etc. And when I run into one in a building, good luck getting off a headshot, I move too fast and unpredictably.
light v light should be whoever gets the jump on the other
idc if theres one shots as long as they arent stupid bullshit
what mode do you play usually
I disagree and that's ok, I don't if you're a dev or something but I'm speaking from my opinion and experiences. I assume game feedback is an open forum for exactly that, feedback. Not everyone is goint to agree and that's ok.
Sounds more like a case of a bad sniper. its a one shot headshot and up to 50m its hitscan lol
ok but what mode do you play
cause that could make a big difference
The problem I have with bow and sniper oneshots is they give a lot of excess power to hackers. If the games anticheat was better I wouldn't mind so much.
Watch The Finals and millions of other The Finals videos captured using Medal.
I play all the modes, I just don't play ranked. I don't get why you're on me, I don't think anything I said was offensive.
im just wondering cause you said you rarely get headshot by snipers, and im guessing you aren't playing against skilled snipers
I don't know why you would guess that
what cheater is going to pick sniper or bow over something like famas or pike
cause im pretty terrible at sniping as far as my friends go and even i can hit close to 50% headshots
You basically said that, he doesnt need to guess lol
"In my experience this is not the case. I don't play ranked though so maybe that's the perspective you're speaking from? I rarely get one shot by snipers cuz the sniper is very loud so I know whereabouts they are and I know to stay in buildings etc. And when I run into one in a building, good luck getting off a headshot, I move too fast and unpredictably."
Thats literally saying in your experience you don't fight good snipers
good snipers hit heads, thats just a fact
you aren't getting headshotted, therefore you must not face very many good snipers
That's a faulty logic
not really
Well, if they are running light. Obviously a medium cheater will use the famas or pike yee.
doesn't matter how good your "movement" is, that wont stop my headshots
lh1 is miles better to be botting heads with than sniper
I didn't say my teammates or other player weren't getting headshot by those same snipers. I said I rarely get headshot by snipers.
see above message
plus, you dont have to do any calculations for drop or bullet travel since hitscan
I've rarely encoutered any hackers in general and I've never encoutered one using the sniper or the bow lol
Maybe? I don't notice it as much in that case. Most of the lights seem to play medium/close range so the calcs aren't a problem
I don't know what we are arguing here, but it's feeling pretty pointless. Wasn't trying to start an argument. I expressed my opinion the game feedback forum and I'm good with it.
Ok I'm going to disengage, you seem like you want to pick a fight for some reason, very confusing. Peace
You did express it literally on a "public fourm", if people disagree they're going to say so.
no peace, i need answers 
At the end of the day this games based in numbers you can have an opinion subjectively and still be objectively wrong lol
It also does less damage per shot then the sniper. I'm not certain if it does less dps cause I don't have the fire rate on hand but it'd likely be close.
For her arguement tho they're literally the same they both one shot headshot.
Arguebly the sniper is still stronger because if you miss the headshot and hit the body you can melee to finish
Projectiles can be harder to dodge if they use a large hitbox
I haven't looked into it

Bow is closer range tho, it has no scope. If for example a bow user has their bow drawn fully and they come around the stairs right as I'm going down or up or whatever BOOM I'm dead there was no chance to dodge.
Hmm lemme rephrase that. Projectiles can be easier to AIM if they have a large hitbox. Obviously you simply can't dodge hitscan.
its not hard to close range with a sniper.
Its also not hard to noscope with a sniper in this game its VERY forgiving
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me when i ah me when ah me when
Bow is just one example tho, I have this happen way more frequently with the throwing knives heavy attack, just instant kill no chance to counterplay
its a bad example but its really not that hard to hit upclose
i present to you, the dodge
actually hipfire with the sniper is a bit inaccurate but it can be done yes, I just find that snipers rarely are ready for that I run into them in the stairs for example they bodyshot me on hipfire and I can still get away
its mainly the quickscope
It is more inaccurate, In this game tho its still incredibly forgiving and if you get hit in the bodyshot you die to melee. Any good snipe is going to melee you if they hit another light much like the above clip.
hipfire -> dash -> quickmelee, all in less than half a second
i kinda panicked and went for a second shot
I'm not sure where we're going with this though since I was never advocating for snipers. My point and opinion was and is that lights should not be able to be one shot. And I gave my reason, because counterplay is imo the fun of engagements in this game.
the glass cannon shouldn't be 1 shot?
You read me
i get your point, but i disagree, ig we can leave it at that
Yup, it was obvious we disagree a while ago, dunno why it took this long to get here but ok lol
bring back two grenades pls
No
Yes
make dagger and pistol the same weapon, so that you can hold them at the same time
when you press melee button you perform a stab attack
the v9s needs a greater dmg drop off at range
Can somebody explain to me why the gravity cube makes a gravity cylinder?
fuck this is actually so true. why would they do this to us
Facts
We need answers
Someone make a time machine and ask in the ama a few days ago
Why can't we charge the gravity cube to be stronger?
Also I'm here to say buff melee nerf shotguns
speaking of charges, what if they gave cube 2 š
Give it 8 so itās a perfect cube
i might start running it again ngl
Is the gas grenade good?
No. Gas barrels are plentiful and provide the exact same utility without needing to give up a gadget slot.
Ah, got it. Thanks
buff m60 damage falloff so it doesnt feel like dogshit at 30 m
Heavy weapons should be dogshit at 30 meters.
MORE MOUSEBITES
Said doctor house
This vexes me.
Please do not remove the STUN GUN, maybe change it a little bit if you want to please new players and make their gameplay easier, but don't remove it!
Is such a useful gadget as a light, to defend and attack!
And I'm saying this without even being a light main my self.
I've been playing this game since open beta and I remember how broken the stun gun was back then, but with all the debuffs it got up until now it's pretty fightable, I've had no problems killing lights that stunned me.
A suggestion that I can give about what changes can be done to it is being able to understand if a light is holding a stun gun, you can easily do that by putting a laser pointer on it that emits a bright beam of light that everyone else can see from far.
In this way, a player can see that there's a light approaching you with a stun gun and act accordingly.
This can be really useful especially when you're defending your teammate who's trying to steal a cashout at the last moment, you just see it coming and try your best to kill your opponent or make it miss.
Another thing that could be super useful is shortening the range of the projectile significantly, so a light has to get up close to the enemy to be able to stun them.
And also put an increased draw time before you're able to fire it, so you can't run around and when you need it just pull it out and fire it right after without the enemy having time to see the laser.
This changes will make this gadget more difficult to use, but it will give a really big satisfaction and reward when you manage to master it and are able to hit opponents frequently, like the dagger or the riot shield.
I hope that this message will be read by developers to take some inspiration!
Anyway, have a good game yall.
IT'S SHOW TIME!
Now try to kill L as melee player
Those are the most easy to kill for me, especially the sword dashers
If instead you meant that itās hard to kill a light with as youāre using a melee weapon, itās not easy but itās not impossible either.
I regularly use melee weapons with all the classes and most of the time Iām able to kill them even when Iām stunned.
The melee weapons are not meant to be easy to use, theyāre the most difficult weapons to master.
I know how to use them well, and despite that I still loose some fights with them for this reason, but I donāt complain because I am aware of this
Please do explain what strategy you use to kill a light player that stuns you, you have a melee weapon and they're not an idiot and stay out of your range?
Same as always, just drop a goo or barricade/dome if you are a heavy
I typed wrong
Now try to survive stun gun as melee player
Stun gun shuts down melee completely, stun has no place in the game as it is, aps got nerfed into Oblivion because it completely countered a weapon type (grenade launchers) stun deserved to go
wth
i cant do the 100
cant react to a comment
yeah stungun never belonged in this game
crutch and bad development
I replied to that also, now Iām gonna explain the strat as @fallen glen asked me to.
Itās really rare that they get up close to you obviously, but itās actually way easier than you think.
You just have to make them greedy and come close to you, as every time a light stuns you theyāre sure theyāre gonna take the kill.
The way to do that is by putting an obstacle between you and the light.
You can easily do that with the following options:
- just take cover behind something when possible and keep that barrier between you and the enemy until the stun effect is gone.
- put a obstacle between you and the enemy with either a goo grenade or barricade, not the dome shield as that one itās not a grate protection against that, and just like before keep that barrier between you and the enemy until the stun effect is gone.
- if you are lucky to play with a team of friends just never leave their side, especially if your teammate is a heavy with barricades of a medium with goo grenades of healing beam.
Iāve been killing lights like this while using melee weapons almost every time.
You clearly haven't played as melee H
By the time u switch to dome shield/good nade and drop it you'll already have at least 2/3 of ur hp gone, barricades don't help as well
Very good they removed stun
Again, Iām not saying to keep the stun gun as it is, you can find the nerfs that I think will make the stun gun way more difficult to use in my message.
Iāve played many times with the heavy using melee, especially with the hammer.
Lights use the stun gun for cheap kills not to stall cashouts. 99.3% of the time. Real stats trust me.
Idk what Lights played against you but it never works with smart ones, they just don't come close and shred you from distance
- stun gun had 15s CD which is insane
And that is exactly why you keep cover until the stun effect is gone, like I just explained in the strats I use.
I aint reading all that
What cover?
Lol they won't let you just stand there, even Cloak L is quick enough to change angle while you're immobilized and continue dealing damage
If you read everything you will see what cover xD
What
Cover
Exactly, you will not just stand there, you never stop moving and keep cover from whatever angle they come or dash from.
The cover you can see but canāt move to. The cover you can deploy that they can manoeuvre around.
š
Do you know you can't move during stun bro?
Bro creates an illusion on himself
Bro is writing an essay for a single sentence response that denys all his arguement
BRO IS STILL WRITING
Letās go on a call since you donāt want to read
Then I wonder why developers have an hard time explaining them self of pleasing the players, yāall just want what is more fit to you and your play style and donāt care about others.
Really goodā¦
Just read everything and then show your idea, so the developers can understand the problem more clearly.
Thatās why this channel exists
Oh no i want the game to be more popular, but at the state the stun gun is as key to just cripple 90 percent of the loadout base aside from regular guns and the stun gun users dumbass running at enemy head first tactic
I worded that wrong
Thats what a stun gun is, it stuns people
As it is rn it is, thatās why I proposed a huge nerf that I posted at the beginning!!
You just have to read!
Then let me suggest you
"Please do not remove the stun gun"
Is not a good starter message considering it was never going to be removed but reworked
Because sentences like that 90 percent of the time is a sign of slop, i wouldnt want to read slop, would you?
for me removing the stun gun was heaven for me because no more annoying easy kill for the lights
@fierce pier Thanks, Iāll do that then next time.
Just let me know what you think about my suggested nerf!
So you suggest it should have the equivelent of a sniper laser from team fortress 2, and make it high risk high reward, and dificult to use?
I read somewhere that lights must HOLD the taser active to hold someone in place, sort of lile the taser in lethal company, and call for their teams, i kinda liked that idea
Exactly, and unlike tf2 that you only see a dot on the wall, you actually see a beam of light.
Kinda like a laser sword to give you an idea.
You pop a longer reload time and we are cooking
But this "run to cover", was kinda blabber sorry to say
My ass always gets cauhht in the open
Idk, thatās how Iāve being playing against them and it works for me xD
Propose for huge STUN GUN nerf
I donāt think removing this gadget is the right thing to do, but in many situations I recognize that against casual and new players it can be a little too overkill and annoying.
I think that the best solution would be to turn this gadget as a high risk-high reward gadget, that itās difficult to use and hard to master.
One big change that I think is fundamental is being able to understand if a light is holding a stun gun, you can easily do that by putting a laser pointer on it that emits a bright beam of light that everyone else can see from far.
In this way, a player can see that there's a light approaching you with a stun gun and act accordingly.
This can be really useful especially when you're defending your teammate who's trying to steal a cashout at the last moment, you just see it coming and try your best to kill your opponent or make it miss.
Another thing that could be super useful is shortening the range of the projectile significantly, so a light has to get up close to the enemy to be able to stun them.
And also put an increased draw time before you're able to fire it, so you can't run around and when you need it just pull it out and fire it right after without the enemy having time to see the laser.
Another change suggested by @fierce pier that can be done is a higher reload time,
So it adds to the difficulty of using this gadget after youāve already used it once.
This changes will make this gadget more difficult to use, but it will give a really big satisfaction and reward when you manage to master it and are able to hit opponents frequently, like the dagger or the riot shield.
I hope that this message will be read by developers to take some inspiration!
Anyway, have a good game yall.
IT'S SHOW TIME!
hmm how about nuke the range and lessen the slowdown effects of current stungun and increase cd
instead of whatever you proposed
Decrease the range dramatically is one of the nerfs I proposed if youāve read my post.
About decreasing the stun effect time added to all the other changes Iāve mentioned, it will not be a high risk-high reward gadget that my suggestions will turn it to.
Doesnāt need to be high risk high reward it just needs to stop steals
Thatās why Iāve proposed these nerfs, just read it if you didnātā¦
I'm fine with stun gun being removed if we get an alternative gadget
Nerf shotguns buff melee
I think it would be cool if Embark added rail cannon as counterpart of rocket launcher for medium/heavy. It would have very long reload, a 150-200 damage, you would need to charge it for 1.5-2 second before firing
Every shotgun is mid right now, except sh1900, but it can be fixed if they increased a time before second fire
Nah, SA stomps as well
Only if the player have a decent aim, plus the heavy is least played class right now, so i dont see a problem with sa right now
You know how you can winch then light attack QM a light for an easy kill with sledgehammer?
Now picture that, but the SA does that to ALL classes, including heavy. And it doesn't take decent aim either
What do you think about SA should be nerfed?
Also Cerberus shouldn't be able to 3 shot a heavy. Most medium weapons can outDPS anything a sledge heavy can do as well
does it 3 shot heavy?
Damage per pellet so 4 shots+QM doesn't instakill a heavy on winch land
Fair i guess
If i am toe to toe with a medium, he can shoot me 3 times and kill me faster than I can get a second attack off, sometimes, even before I can get a single heavy attack off from 4 feet away
These shotguns are fucking busted man. The only shotguns balanced well rn are matter,model, KS
I would not even consider ks a shotgun, its a literally a sniper without scope
Damn i didnt even knew that cerberus and SA are that strong, but so far my experince against them is quite positive or annoying
i just wish it had more precise aim, better destruction and headshot damage since you are firing a 23mm slug into someones head
By the way, what do yall think about that concept?
If you ever see anything plat rank and above, it's a serious balancing flaw
And that's against sledgehammer, spear is fucking useless
Is it a gadget
Yes
Just sounds like the proper way to balance RPG in the first place tbh. Like RPG is always unloaded and when you go to fire you load it and fire
But now people would just carry both if that was added
Maybe add a feature that wouldnt allow you to carry both
Embark wouldn't do it, I say add it though
Also had some thoughts in mind about adding different variations of turret, like if youre carry a turret you can choose one of some variant, for example already existing guardian turret or defensive turret that would spawn a mesh shield if it detects enemy players, once the shield is broken the turret goes off and recharges for a while
Gasmine xp seems much harder than other gadgets xp.
flamethrower turret
way less range, but if someone is caught they will take at least a decent amount of damage due to dot, rewarding positioning
but while cool, it would likely be a nightmare to lights since they already complain about turrets and flamethrower
im watching a finals video and the dude is talking about kiting? could anyone clue me in as to what thatis
based on what i know it means for other games, probably getting an enemy to follow you, and leading them sowhere dangerous (like a mine trap)
ah ok thanks
Yea that would be cool too, also a healing turret is great idea, if it heals like only 1 guy it healing him like a normal healing beam, if whole team of 3 players it heals less but everyone, and while healing the turret health is decreasing, but if this would get added in game the actual healing beam would become useless since the turret can heal not only one but up to 3 players, which can heavily impact the percentage of healing beam use
Yea, if the fire procs consistently
Usually its used when your defending a cashout, youll start a fight, and run them around killing time.
Is anyone finding the sledge hammer hit registration to be less forgiving or something?
I swear I'm not landing normal attacks that I would in the past
Anyone else getting a lot of near misses with the fire damage on the Cerberus? I feel like quite a few times a match I get the fire to tick enemies down to like 5-10 health. Nearly missing a kill confirm isnāt uncommon across the board with aim as bad as mine but it happens really often with the cerb, way more than normal.
What do yāall think of adding like, 1 or 2 more tics of damage on the fire? Would make it more consistent, especially against heavies who need nearly all the pellets to hit from every shot for a kill.
I think the hitboxes are pretty narrow, I usually donāt like using it for that reason.
I mean as of recently, if not this patch then even this season.
It is as if they're narrow and usually happens as someone runs by
Alternatively, what about making it a gadget with an aoe like the APS Turret. Keeps people safer from things like fire and gas when protecting a cashout or a power shift platform but gets destroyed easy and eats a gadget slot.
Iād get rid of my offensive gadget on my healer if they added something like that
Ooh it would also combo really well with the defib allowing you to really leave someone to revive and heal up where they are while you rejoin the rest of the team or move on to revive someone else.
Iām all in on the healing APS turret now lol.
You could ALSO leave it with a sniper to provide additional backup while you stay with your team. The possibilities are endless š
model 1887 NEEDS a reload animation update
why tf do you reload two shells to get 1 ammo and 3 shells to get 2 ammo?
For the partial reload the first shell ejected is still full, and gets loaded back in without affecting the original ammo count.
i guess in terms of the guns real life function idk if it makes sense or not but it feels so egregious
Odd question is there a way to unequip gun animations? there's not a clear button for it on console mayber theres a trick I dont know
We need Ebony & Ivory skins for the deagles from devil may cry
give Medium Dual Revolvers for the luls
Could we replace flash bangs with stun grenades or like an oil grenade. It would splatter on your screen until it washed down your face, idk I just think ever since stun got removed flashbangs have become a little annoying lately, but it would be something everyone would have except the heavy since they already got lockbolt
It really doesn't need more damage atm
hi
I agree. I think it needs more burn š„“
Yeah more burn = more damage
Like literally 1 tic more. Anyways Iām mostly wondering if anyone else has the same experience of having the burn just barely not kill over and over.
Says you š„“š„“š„“
Th Cerberus is great where it's at, it doesn't need more fire damage if anything just make it proc more consistently that's it.
Like less pellets needed to proc? Yeah I agree, would make it a better utility for burning goo and gas too.
I just think it needs a niche. The burn feels a bit like an afterthought right now.
Yeah it needs to burn goo and gas easier for sure
Das my main concern really. It just feels inconsistent in the main feature that sets it apart from other shotties.
If the fire visual effect was more pronounced it would feel more impactful
It's pretty hard to tell when a player is on fire in general
Iāve just spent some time with it, Iāve definitely had some odd times heavies definitely shouldāve landed but didnāt while turning to hit a light player. I canāt speak in detail to pre most recent patch but thereās definitely something slightly funky happening with the heavy attack now. Maybe itās just server issues? Iāve been getting dinked behind walls alot since the most recent patch too.
Lights with dash feel impossible to hit now. I got poked through a barricade with a sword, that just seems like the usual hitbox shenanigans though. Melee weapons have always been strange to me with their lingering hitbox so maybe something was changed there
There might be another bug thread but it'd be useful to gather it all in one spot anyway https://discord.com/channels/1008696016318513243/1342180381075701780
I'm having the same problem, particularly when a medium crouches and it makes me miss
@hallow leaf no way you advocate for Cerberus to stay as busted as it is
It shouldn't be able to 3 tap a heavy. Full stop.
Cerberus is NOT fine where itās at
itās the new model at this point, replacing a shotgun with a shotgun is NOT it
one of my main issues with model were the double tap on medium and the 1 shot+qm against light
now that thats gone, they buffed cerberus to do the exact same thing, with fire utility on top of that
@eager wasp @shell sonnet
I just think SH and cerb all need to require 1 more shot to kill on all classes
Or at least 2 shot+QM a medium for the SH
i would be fine with cerb 3 shotting H if they need to wait like a little bit for some fire damage to accumulate
that or whatever it was before the buff
idk the stats
That's how it used to be the the pyro effect basically never went off, and shooting and waiting 2 sec for the burn and repeating makes the ttk for the weapon against heavies basically 6 sec which is horrible
wasnt it like that before?
i think it was technically possible, but if you missed a few pellets, you needed to qm
I really don't think so because I can still get two tapped with no QM as a heavy
i mean, with fire cerb is also a bit on the utility side
i was thinking, what if it can proc fire from decent range, has a fast rate of fire and reload, but doesnt deal that much damage
you go in, spray 3 shots to spread fire damage over a team, retreat, reload, and go back in
that could be potentially annoying to face as well
though at least i guess you can decide to disengage and hide? or just bum rush them
im sure trent would love that since theyre already up and on aout M close range weakness
No one cares about Trent's opinions
no, thats current, after the changes
it used to be around 300 damage ish without qm iirc
Then it should go back to that lmao
No
Nah shotguns invalidate melee and that's bad balancing
still just has them bum rushing you for damage, doubt it would be enough to make a sizeable dent
Disrespectfully disagree
id be interested in trying a "force of nature/soda popper" approach
slightly not enough damage to kill someone in 2 shots, really fast rof and the reload is pretty quick
so you go in, 2-shot, dodge during the short reload, then finish them off
damn im sleep deprived, cant even rewrite my own message, maybe i shouldnt be debating
uuuuuuh
lemme fix that
The burst damage is already huge, I think it's supposed to be used as a flank ambush weapon when enemies are already low
ill engage this some other time
so long 
Like let's look at matter, model, and KS. You won't ever catch me complaining about those weapons needing a nerf(even though dash matter is damn annoying) because it isn't uncounterable instant death like nukes were or stungun on melee is.
Take care
Hello guys I am new to the game I have a question how do you do the movement in the weapon in a Playstation Controller?
Cerberus should excel in cqc, but it shouldnāt be good for sustained fights. The reload buff never should have happened tbh
Its primary weakness should be range and reload speed. Both of those were buffed and now the weapon is op
Conceptually the weapon works amazing as a 1 off anti dive tool. Taking away your range and offensive capabilities entirely in order to cover your one weakness as medium
Itās just too overtuned for that trade off to work
The damage buff was fine tho
The Cerberus is NOT Op Trent, itās just the only way Mediums can keep up with the dagger and DBā¦itās an extremely fair shotgun for the Medium class.
Neither of my nerfs would harm its effectiveness against those weapons
It is op, almost objectively, but yes it should also be good vs light cqc weapons
The damage buff was needed gng, and the reload buff too. Iām a Light DB main bro, yes the medium needed help fighting us broš
I would be fine with a longer reload on both the Cerberus and Double barrel but I don't think the Cerberus's damage should be touched
.
DBs reload already got touched. Cant nerf it anymore without ruining its viability tbh
Na db definitely needs a longer reload
It is fine Trent, ur just being too ballsy as a light or sun
DB is intended to pick off mediums. The correct way for mediums to get help against the double barrel is to stick with their teammates
I literally said itās fine??? Thatās me replying to my own message of me saying itās fine
It already has one š DB is fine now tbh itās only OP to lights
Its not
DB doesnāt need to be changed until dash is reworked
yes, yes it is. Lmao. DB isnāt the problem itās the gadgets with it, people fail to realize DB looses its viability to mediums and heavy if you miss a single pellet
DB and DASH? thatās op yeah
Dash in DB medium dash out, even in a group the medium is dead
Reload isnāt too fast or anything though, itās a 3 bullet weapon of Reload gets too slow itāll be so hard to do anything but 1v1. DBs nerf already did that
If this is repeatedly happening to a team thatās grouped up then that team blows
Yeah thatās literally the point of the gun thoughš itās supposed to be an effective tap shooter
Yes Cerberus shouldnāt be good for anything but 1v1s.
I think the fact that dash makes lights impossible to hit, WHILE doing that kinda damage is a bit broken though.
Weapons that cover the main weakness of a class need to be super committal
But medium isnāt a light? The Cerberus isnāt meant to be 1v1 ing its meant to finish. Hence the fire.
Tbf all invulnerability needs removed even the seconds after being defibed
Hell nah, that turns an āevening the fieldā weapon into a useless weapon
???
Deagles do exactly that. And they arenāt useless
Cerberus is meant to even the field with Double Barrels, if you only make it good for ācommittalā than it turns the Cerberus into a skill based weapon and completely ruins the point bro
If a classes main weakness is close range, and you give them a very strong cqc weapon, it needs to be a commitment
I really really hate the bullshit mindset that medium should be bad at close range
Deagles are mid asf bro, and no. This is how people who are bad at games, ask the devs to make them better. L mindset gang
Then what should medium be weak at
The Cerberusā¦.was releasedā¦.because the devsā¦.AND COMMUNITYā¦disagree with you gang. Stop nerfing what makes medium and heavy viable š
Medium should be avg at everythingā¦.the point of a medium is to be supportā¦OR damage bro not too hard
The devs have literally agreed moron
Yeah the devs agreed with you so much that they BUFFED the Cerberus.
Yeah this is how to kill the game
Nobodyās agreeing with you Trent, ur trying to cater to the trash cans
Yeah true. Every decision embark has ever made was a good one. Letās bring back 52 damage LH1 and nukes
You are arguing against literal decades of game design, not me
my boyā¦If you want to rush in like a moron and get one tapped by the Cerberus thatās not the games problemā¦lights, as decades of game design show, are supposed to be in and out to do damage, in a game where both of the mediums shotguns do less damage than lights WEAKEST shotgun, obviously thereās a problem there for people who play medium offensively. You have 0 idea how game balancing works, and youāre trying to dictate how people play medium.
Nothing I said was inaccurate gang, ur just a crybaby. Stop trying to ruin the game nobody is agreeing with you.
Guys the support class should also be average in all ranges of combat. Arenāt I a genius?
Itās not like you just have a bad idea, ur a light complaining that a gunā¦designed to stop lightsā¦is stopping lightsā¦play better.
Thatās an unbelievably fucking terrible take
No??? Are you capable of reading?? At all?? I said numerous times it SHOULD be good at killing lights in cqc
Medium isnāt just a support class, they have demat, model, skar, and GL. You just think mediums should play around their lights and heavyās all game
Dude is typing paragraphs arguing with takes I didnāt say
āIt should be good at killing lights and cqc, but when it kills lights at cqc too well itās overpoweredā you are a nut case gng
Trent believes mediums only job is to be support, so pull out your heal beam and just heal and when it goes on CD hide
Like 10x, hereās one example
Thatās⦠not what I said at all?? I said if itās GOING to be strong in an area that class is meant to be weak in, it needs to be a commitment to that role.
You say it has to be ONE PLAYSTYLE to be good at cqc. Yes bro, you are complaining about it being too good at cqc.
Dude you actually canāt read
You are doing literally what I said. Only make it good if itās a certain playstyle. That is what I said gang.
Please learn to read holy shit
You just donāt like being wrongš
??? You pointed out a message of me saying that exact opposite of what you thought i was saying LOL
You got two people telling you ur idea is horrid, shall I ping everyone and get the whole fanbase to tell u ur a moron?
Cuz nobody agrees with you dawgš
You literally said āthe only way it should be good at cqc, is if itās a hard weapon to playā (committals definition pretty much) my boi that has been my entire point this whole time. You just canāt be wrong so youāll argue the semantics of it.
no way i spectated that whole argument just to find out you dont know what committal means
That is what you said dawg, you just donāt like that when I word it it makes you sound like a pop tart
committal means it needs to be a commitment. has nothing to do with it being hard to use
he is right you are legitimately arguing against nobody
And the only thing I agree on is that if anything Cerberus could use a longer reload
If a weapon is a commitment to use, itās probably hard to use too gang. Similes
Or bigger delay between shots
ive never seen someone more confidently wrong than you
I would rather a weapon be hard to use than unusable
LMAO
I knew you had no idea what I was saying holy shit
Thank you for the laugh
lol
Ie the dagger? Is committal? As itās the best close range weapon to use so you have to commit to using that play style. And itās dog at distance.
I would also be fine with that but don't nerf it's damage and if you give it a longer delay or longer reload then at least make the pyro proc consistently
Yeah this is a matter of yalls reading comprehension. I wasnāt saying committal means to be bad. I was saying being bad is a byproduct of a weapon being committal. Hence the (pretty much)
the m11 is bad at distance. not hard to use, very committal.
the m26 matter is bad at distance, not hard to use, very committal.
the sa1216 is bad at distance, not hard to use, very committal.
the sledge
the sword
I understand what committal means itās literally an open definitions. Exactly my point to the dagger, so why are you acting like idk what committal means? I made that same point with the dagger
Yall just misquoted me, m26 hard to use for use, as if you miss a pellet or two damage is useless
you made a point that him saying committal meant it needed to be hard to play. but now you're saying it can mean anything?
Same with SA, hard to use. You need to hit ur shots for it to even be good
Give up this guy doesnāt know basic English or game design
No dawg, I was saying it like a law of averages. Usually a committal weapon is hard to use. Thatās why itās committal lmao
Again, yall are the ones who canāt understand what Iām saying gang.
File this under ttv's being the dregs of society.
Committal weapons literally ARE harder to use though how are both of you so nitpicky about this?
Now this is one thing we agree on šÆ
This man was trying to nerf the Cerberus gang im saving yall mediums from us sweaty light ttvs broš
He disagrees with your take entirely by the way
He actually has a concept of game design and class balancing
So like, literally my whole point. Correct.
Thank you for the AI overview that is non specific to any game or genre
And you have chronic Narcissistic Personality Disorder
Yeah I know
Just letting you know that both of yall are saying my definition was wrong, when on average, it can be thought of like that.
Iām confused as to why Iām seeing so many folks want the Cerberus reverted. It was straight up bad before, now its still a little inconsistent but can kill within its range (which is shorter then most other shoguns only slightly longer than the sh1900.)
So alright it kills pretty well within its range now, so? Most other weapons have comparable ttk against med and heavy, hell a lot of lightās weapons outpace it. It rewards good positioning and movement so are folks just annoyed theyāre being outplayed? What is it?
I don't
āOn averageā thatās the point. You were applying that to what I SAID. And then telling me that I was wrong because it didnāt fit YOUR definition.
And then arguing against your own definition endlessly. Thank you for proving my point
A game doesnāt change a definition or how a word can be used dawg. š you and your buddy had a good tag team going tho
š£
Holy shit you are genuinely not worth the time
youre a fucking moron
No no no Trent, I was saying you were wrong, and I was saying committal weapons are harder to use. YOU said committal weapons arenāt harder to use on average. That was YOUR point not mine.
At least Iām not spending 10 minutes argument semantics
Yall are both wrong gang Iāll take my W while yall yap
Tryna argue over a definition like some bums š
Read that whole overview and tell me that wasnāt my only point this whole time on that matter. Yāall are just weirdos gng
i just read the entire conversation and you are very, very wrong
Light main
ok?
About? Not committal weapons being harder to use š I might be wrong about the Cerberus nerf but these mfs just argued for 10 mins about the meaning of a word
dude just take the L man.
tell me how committal is wrong gng
Not one of yall can say how thatās hilarious
Itās a W in my mind until someone out argues the point. Iām standing on last word rn :D
This u?
@restive plover thoughts on Cerberus
To be honest not as bad as I thought it was going to be initially.
Yeah I donāt think itās destroying the game like old model was
Just not committal enough for the weakness it covers imo
How would you make it more committal though? Seriously asking
Like reload and damage isnāt enough, itād need either new mechanics for a medium spec or find another way
Longer reload or spread nerf. So it still performs well against cqc lights and heavies but is more committed to that role. Nerfing its usefulness in offensive scenarios
Reload seems counterproductive to me slightly, Spread Nerf is fire though.
Itās reload is already 3 seconds btw, like that guns reload is longggg.
Itās not really that long. Assuming you kill someone with the 3 shots, youāll have enough time to reload and push the next person
I donāt use the Cerberus much anymore but you can cancel reload after one bullet right?
I feel a reload nerf works slightly better then, but would be better to just do what the model does. Only let them shoot after the 2nd bullet is loaded so it plays like the DB
Cerberus isnāt really meant to play like DB
Yeah but Iām saying itād be just as committal
Yeah
And doesnāt kill the gun since most people play with 1 bullet in the chamber
Spread nerf isn't the way to go, if it had any more spread you would never proc the pyro effect, it's main gimmick
Then buff how easy it is to proc that
Wouldnāt hurt close range tooo bad though, which would help a committal play style
That needs a buff regardless
Okay then a spread nerf wonāt do that if itās buffed
canm they add a big stupid ass greatsword(like guts) that nobody ever picks because it's stupid
Yeah I think their range options are still a little too strong. Cerberus outperforms model in every respect as well. Cerberus shouldn't exist
Its main gimmick is pryo it should proc consistently
Still I think no nerf would be needed as long as you canāt empty the mag and shoot one bullet right after
It should Cerberus has THREE shots model has six
If it worked like the model than you only get punished for not leaving a bullet in the chamber and it prevent Cerberus kids from clearing out a whole team. So only let Cerberus shoot when 2nd bullet is reloaded.
Great sword skin for sledge and sythe skin for spear
Melee should out DPS shotguns and the fact that it doesn't or requires QM to overcome breakpoints is a HUGE FUCKING FLAW DUDE
Also fuck that we should get actual new weapons not just skins for existing ones
If we are going by that logic then dual blades and riot need a major damage buff
no I actually created this whole idea on my own, it's kinda stupid but here it is
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)
Melee light does outperform Cerberus, the only time it doesnāt is when a FULL body shot is landed. Lowkey how it should be or melee would ruin the game for mediums.
Or you could just, run away? You've never went against people who just slide away and 180 flick shoot you over and over before have you? Literally impossible to close distance
Iām a double barrel main man, I LIVE with people who do that to me. Itās part of playing the game. Mediums shouldnāt have to just run, theyāre an offensive class too.
Medium shouldn't be an offensive class
Demat
medium should help in offense through utility, not damage
Neither should heavy then, heavy should be a shield and that's it
Yeah, getting the drop on someone is advantagous but that's using a utility specialization offensively like goo gun
You platinum+? Cuz most mediums run demat in high levels and are only support on movement in this game
the rifles are perfectly good enough for offense, while losing in cqc.
And I agree there too
Demat was supposed to be offensive if anything itās literally an angle machine
Yes actually plat 3 almost got my friends to diamond rank
But making mediums and heavy support only makes this game light centric and I feel like its pacing is only different because mediums CAN be as offensive as lights.
So you should see how common non-support mediums are gng
demat allows medium to play offensively because it ensures they dont have healing beam. you can't do that by buffing the weapons
Heavy shouldn't be direct support to mediums though, it should be unconventional support
I honestly think medium needs more support gadgets basically all of their support has been nerfed to the ground
Just because I see it doesn't mean I agree with it
Idk thatās what makes this game fun to me dawg. Is being able to have 2 mediums play with me who got defibs and zips but also got the ability to go on a rampage with me
The devs whole philosophy to fixing stuff was to buff weapons, I mean look at light, instead of reworking them to make them more useful to the team they just kept buffing their damage
yeah and that sucked ass. shouldnt happen again
Then y'all should also get stomped when y'all run across double heavy healbeam medium except this game is unbalanced with its DPS
theres a reason they walked most of that back
We do? They just have to be good at heavyās. SA, SH, and the Shak are insane for 2 Heavy and Defib+heal
Seasons 1-3 the light buffing was unreal
I stg the devs were just doing a ton of coke during that time
and mostly got walked back yes
no they just didnt understand the issue with the class
bring back season 2 LH1 though Iāll die on that hillš was it broken? Yes. Best FPS gun ever? Yes.
Prime LH1 was the Jon Jones of this game
If you are saying this then you don't genuinely care about game balance
I am 10000% memeing rn
That gun was so broken, but so was my heart when it got nerfed
Where my femboy skin Devs?

I just them to give explosive mines 2 charges again
Them and frags both got the same treatment when they got nerfed they nerfed both their damage and charges
@toxic plover when you say nerf something you should list examples. For Cerberus say nerf it's reload or fire rate, if you don't they will probably nerf it's damage since the devs seem to only know how to nerf damage or recoil
Yeah I hate they usually take the easy route for nerfs
And the only heavy melee that could use a buff is spear
if they adjusted the damage to be 85 across the board, I'd whoop ass with that
Might even main spear if they did that actually
I disagree, sledge heavy attack should do 210 so it can combo with QM for a medium kill, but only if the rework winch to not be instant
I want more winch range though
Sledge heavy attack does NOT need a buff
Lmao so long as SA does the stupid damage it does, then yes it does,.otherwise I'd agree with you
Cerberus should not be one tapping lights when riotshield and dual blades can't do that
Hell the dual blades don't even kill a heavy in one combo(one combo is 5 hits) sledge shouldn't basically one tap medium
Dual blades need a buff to
Three hit combo a heavy(one whole sequence)
Now that I agree with
And they would kill a heavy in a combo if the last part of the combo was doubled like the other 2 parts
So remove the x slash for just more double slashes?
Just double it's damage
Its hitting with 2 blades but only does damage for one
Ah okay sure. I'm also okay with just increasing all the damage slightly in favor of infinite combo chain
Would you be okay with if X slash was removed in favor of just buffing the regular damage a bit?
(enough to three combo a heavy)
Here's a better question. Let's say the head developer was listening to this conversation. Let's say deal or no deal, dual swords now 3 tap heavys, but only if sledge heavy attack kills medium on hit, so you can still 100 win against them if you attack first and even if you fuck it up, blocking a melee attack now does a small stun preventing further attacks long enough for you to swing again
- If sledge got the ability to one tap mediums then dual blades should be able to defect that attack and send it back, and 2. The devs don't read chat nice joke
Lmao you can deflect it, but sending it back is wild
Was a pretty good i gotta say
I know you can but it's extremely server dependent and if you are too close it doesn't deflect it anymore
Okay, let's say they buff the deflect on melee particularly to the point that so long as you are holding the button you'll practically block from anywhere but directly behind you so it's no longer server dependent, but I could also switch to a gadget mid swing to faint and delay my attack while you are blocking
Jesus this game needs a melee revemp
He I thought about it and I think it would be okay if you could send the overhead back at me
waiting for shotgun nerfs, i want to be out of the shotgun meta chat
we need a dagger meta honestly
Honestly I'll take it over shotgun meta. Getting winched then SA'd is not fun and not fair. Instant death even as a heavy
High elo doesnāt want you to know this, but we are in an oppressive dagger meta rn
This is why turret is so strong
That's a winch problem more than an sa12 problem.
Apsolutly not, because sledge needs winch to even be viable in ranked because sledge is only effective in smell their breath distance, SA12 is effective as far as you can shoot to stop hp Regen or finish people off who are low

Sledge is still bad even with winch. Winch does a lot to prop it up, because it guarantees the heavy gets a kill on somebody as long as they get within ten meters of him once. But this dynamic extends to almost all of heavy's weapons, which are better than sledge by default. Sa12 is of course the biggest beneficiary, given what it is and the fact that it was already heavy's best weapon. But the fault still lies with winch.
An anti-positioning tool that brings people to you, fully stunned and unable to retaliate, is fundamentally flawed. Sa12 was fine before winch, and it will be fine again after something is properly done about winch. The fact it can chip people outside it's effective range has nothing to do with it.
So what do you suggest? Tether gauntlet that'll let you yank someone towards you instantly within 5 meters with no stun and 4 second cooldown?
There has to be a alternate to make heavy melee viable(they keep curb stomping googun into the ground for no reason)
Even though I consistently out perform my winch SA12 friend as a sledge winch, I would be dogwater without a winch. Heavy melee really needs winch to make itself work.
Maybe dogwater is too harsh. I still dominate basically any building indoors but, winch is the only thing that gives me viability in open spaces.
But honestly, a good counter to winch is simply keeping distance. I've lost many games to medium demats and light lh1 dashes that can just, stay out of range. Winch can only do so much.
Anecdotal, but I'll let it slide. Winch isn't meant to make sledge function like a sniper I think we can all agree on that, but I do think it's meant to allow viability in the medium range, or at the very least, buildings that were not made with melee in mind such as bernal or fortune stadium as there's no close quarters to allow a melee to get the upper hand. There's literally nothing a melee can do against dash or grapple hook light, or a competent demat medium. Surely there's something that could bridge that gap needed that isn't a 40sec cooldown lockbolt or a 12 second cooldown winch, they also keep shadow nerfing tf out of googun
Like, something that wouldn't just enable SA to be more oppressive, but I can't think of anything
Neither can I
Then I think SA needs a nerf
Seeing an increase in revolver did it get another stealth buff?
I dont think it needs anything major.
Nah, just shouldn't be able to kill a heavy with winch+4shots+QM.
Buffing tf out of melee would also alleviate this issue
Honestly the sledgehammer itself is fine. Its just the dilemma of winch around it.
Sledge:
Heavy attack 200-> 310
Light attack 115->125
Spear:
Spin 105-> 120 and remove the third spin or make it input based.
65,80,90->85 flat
Riot shield:
Light attack 90->90
Swing damage is okay, swing speed needs to be increased slightly Like 10%. Increase hitbox registration.
Special attack
Blocking is great and all, but there's almost no reason to block when you can passively block so let's lean into that. Be able to slide and jump while blocking. Slide blocking basically makes you unable to take damage unless very neich angles or AOEs.
Duel blades:
Light attack 50Ć2, 60Ć2, 70. -> remove third hit, standardize damage to 55Ć2 per input.
Special attack deflect-> add headshot multiplier, fix deflect hit registration
Sword:
Light attack 74->75
Special attack charge 140->150
Dagger:
Light attack 50->unchanged
Special attack 320->350 if they backstab a heavy they are gonna do the quick melee anyways so it's a small QOL. Also buff backstab angle by 10° , recent nerf was a bit excessive
I'll also accept 210 for sledge heavy attack
You want the heavy attack to one shot mediums? I think thats a little unnecessary.
I do. I think maybe rework winch to not be instant, give it a windup and increase its range to 20m would be fine
If you've ever fought high plat and up, they can litteraly slide away, flick and shoot you over and over again if you can't winch them. Also winch doesn't combo with the heavy attack so it's not guaranteed, but it does reward good positioning which is fair since dagger can just dash at you and get the backstab anyways
I play diamond man I know how it is. But just increasing the damage isn't gonna solve anyone sliding away from you. Its just a larger problem of heavy mobility in general.
I don't believe sledge damage needs buffs. I can perform well with the current kill combos already.
Then being able to attack while sprinting would fix this issue then I think, because I have games where melee magnetism will literally push me away from people Im directly looking at and running at while attacking.
I literally can't finish melee combos on mediums because the QM just won't land
Yeah it happens to me too. I don't think attacking while sprinting would be too bad a idea. Since light melee gets those massive lunges anyway.
I still want a 210 heavy attack. Give it to me -_-
Slide jump smash into a fucker who gets too close I should 100% get the kill
Can't even two hit a fucking medium yet light gets to two shot heavys
hi
sledge with winch is no meta weapon but it's really not bad tbh
its completely winch carried but you cant really go wrong with 1 tap combos
Does that mean 210 heavy attack is off the table?
idk why you would need 210 heavy attack
the breakpoints are really well done imo
Combo with QM to kill mediums that get close enough for me to slide jump smash into when winch is on cooldown. The heavy attack doesn't combo from winch either so I figure it's okay
And since SA, DB, Cerberus and dagger can all kill a medium quicker than that I figured it be no problem
I'd honestly kill for just being able to attack while sprinting @spark igloo
sprint to attack on primary is fine but imo it makes sense for alt
at least until servers are better
or if winch was worse
Did you say it makes sense to be able to sprint when you use alt attack with sledge? Sorry I'm getting worn out at the gym and I can't focus so I didn't understand
Alt attack on heavy should be multi hit again
It still is but I think that's because of server side issues where it hasn't detected the first person getting hit yet when they are right ontop of each other
Since they've been nerfed into near uselessness:
Taking the heal beam should passively give a decent (15-20% faster?) hp regen speed buff.
You might get targeted in literally EVERY engagement even through smoke thanks to the glowing line showing your enemy EXACTLY where to shoot while you don't have a gun out, but at least (if you don't die... admittedly a big "IF") you won't be out of the fight for too long on top of it.
Taking defibs should passively reduce the time it takes for you to revive allies by hand (-10% the total time normally).
You might have to hold off on reviving allies in a firefight with the defibs because it's essentially just prolonging your ally's death respawn timer (your ally getting revived at half health only to get practically instakilled while surrounded and then having his respawn timer reset to max yet again, and against his will)...
...but this passive benefit would encourage even the newest/dumbest of defib users to revive by hand when possible "because even if it's on cooldown, I do it faster than everyone else thanks to my taking the defib!"
hi
man gotta love how the devs buffed invis and said that they wanted to encourage sneaky players when its pretty much becoming useless with all these annoying anti invis items :/
like people either place glitch mines wich dont disappear unless destroyed causing you to expose yourself, they have sonar mines wich also dont disappear unless destroyed.
the slightest little explosion or stray bullet causes ya to leave ivis consuming so much charge, ther are also glitch grenades and sonar grenades as well as thermal vision wich just invalidates invis.
the sound it makes when you move is just a dead giveaway too.
im using invis and dagger cause i likes that playstyle but its just become so disadvantages gievn all the counter measures for it
i agree. invis has been not very useful at any close encounters, but why are you not using evasive dash for dagger. vanish bomb's invis is long enough to work, and im pretty sure it's less visible.
plus, evasive dash pairs so well with dagger, the weapon would be completely useless without dash. light is simply not fast enough to catch people on foot.
although that brings up another point. why is vanish bomb a better pick than the actual ability? V bomb's actual ability to conceal you is better, and for some reason, light is punished heavily for turning invis on and off, so it's really only useful for big bursts of invis. which vanish bomb can do just fine.
Should heavy have an ability, where he can rip walls and floors thinner, so you can shoot through them?
Just so heavy class can have support
How much damage does QM do?
40
Gimme my helldivers 2 collab terminid invasion event
Whats fked up is that Light gets access to two specs at the same time essentially, and the combos that comes from this can be disgusting to play against.
Talk about having your cake and eating it too.
And the class is still the worst in the game
Did bro fr Just say that bernal isn't clo Just say that bernal isn't close Quarters 
i was typing in vr stop bulyin me 
please buff fire rate of the 93r its just not enough

Eh, I manage with it.
An it allows for me to quickly slip away
HUGE BUG: you cant placer back a turret after picking it up manually. it just pulls the gadget out for half a seconf before unequipping, its happened multiple times in my last games
We need a heal grenade
this medium pike meta is the most cringe shit ever, what is the counter exactly
im trying to think of reworks for recon
something i think might work is giving all objects an outline (like allies have) that can be seen through walls
so you can see the outline of walls, floors, windows, doors and holes made by explosions, and map placed ziplines for example
it would also show non building props, like the yellow boxes, furniture, etc.
all of these could be gray ish maybe
then throwables, which could share a color, but might be better off having their own color each (green for gas, red for propane, white for smoke and so on)
perhaps to avoid messing with visuals too much, these could be the only entities that are solid in color, instead of having an outline
and then enemy placeables
turrets, mines, ziplines and so on, having a team colored outline
but im not sure if thats enough to warrent a special slot
any ideas for added benefits to make this work better?
This would be a nice ability for medium/heavy. Especially if you mostly want to focus on support/defense.
but is it enough to warrent a special slot?
although, would it be that hard to make it a gadget instead?
what would be the right balance?
There is that one ability for lights, the thermal sight for seeing enemies/items. It could be that but for other classes. Although chances are it would prob become an ability rather than a gadget because people would get annoyed of their traps/defenses getting spotted in simple time.
Unless of course it only lasted a specific set of time and not like the actual thermal.
its definitely more useful than thermal
but it would be quite lacking for a special slot if it was only this
thermal already has a time limit
Yep, although it's quite short.
Yeah
i was thinking about frag indicators
but depending on how the devs change frags that might already be included
but if they opt for only a sound a some light traces, perhaps a clearly visible symbol would help it a bit more
True
but i struggle to come up with anything else information based that could help it
Eh, well your Idea on the recon is nice. It will definitely help with not dying to traps and knowing where stuff is, and it'd probably work well with the recon grenade.
recon nades are for light
without specials, lights suffer
and i think mediums would complain if their specialisation is added back, but to another class
Yeah true
Gotta say tho, out of all the ideas players could come up with, yours probably has a good chance to come out. Just work out a few kinks and it'd prob be accepted
ive been trying to draw it
but i had to mess around with screenshots, trying to overlay it and because the software i used isnt exactly made for this specifically, it just kept deleting parts of it like 3 times š„²
ill get it done eventually
i was thinking of turning everything a certain color (like thermal does), maybe black/dark purple
and then have the named things be highlighted
I see, doesn't sound too bad ngl
now that i think about it
what about making it like the cns cubes in the streets of syss horizon
that might work
Hm... maybe? I've never been creative ever in my life so I couldn't rlly give my opinion lmao
if you've never created, how could you know your opinion would be bad or unhelpful
giving it a shot, cant hurt
not like the devs wouldnt filter ideas anyways
Fair enough
well, only if you got anything obviously
no pressure
Well honestly only thing I could think about is having it like, a sort of ability from a different game I played. In it you could use the charecters ability and any player/item in the vicinity near you would be pinged just for you. It's color representing rarity/dangers. Such as a yellow color for a throwable gas canister or a red color for an enemy.
Oh, kind of like the Hunter from Apex legends.
thats how recon used to work
you had red particles around enemies that you could see through walls
Ohhhh, I see. I'm guessing it sorta worked like the recon grenade.
giving that to everything else could work, but i dont think it would be useful enough
hence the outline-idea
so that you can better judge your surroundings and have it be a bit more helpful
Yeah
pretty much
only that you didnt have to wait slightly between pings
Was just a constant as to where enemies were, norlt surprised it got taken out..
well, it did have to recharge after a while
but iirc, you could just deactivate and activate it any time
so unlike thermal, you didnt need to wait after it went down
i think some time later they added activation cost like cloak, but that was about it
Ah, I see.
Well tbh, would've been a nice sniper ability, being able to see enemies through buildings and able to predict where they'd come from
maybe...
Gotta say, would be nice for heavy class to have a. 50 cal sniper.... I know their built for close combat and such but a .50 cal that can go through a wall would be awesome.
but well, long range fights against a class with a massive hp pool
calls for disaster
having blowthrough on sniper to open up paths to supress the objective from would have been fun
could also have opened up flanks for the team, insentivising sniper lighst to attempt teamplay a bit more
Yep, as for this, could always make it a bolt action, 5 rounds, and longer reload/chamber time. Would make them pretty ineffective for close range and help them not just rain down fire every 0.2 seconds with a gun that could leave them low for teammates.
Best loadout for a future ranked player wanting to play Light? so ion waste coins?
Imo, I usually use the M11 with its sight or the shotgun. Also I usually use the glitch grenade and invisibility grenade. 3rd is up to u, and lastly I mainly use the grappling hook but it depends, if the map is in the open, use the grappling hook. If it's inside, use the dash.
nah fuk, im stupid
light specifically, the midnight brain drain strikes again
apologies, ill see myself out
Also the throwing knives are pretty good if you can hit your headshots.
Lmao dw man
all silly 
but it is kind of getting late
see ya around
Also depends on ur Playstyle, if u like keeping a distance js use the bow or the sniper. If you like CQB then js use the options I js mentioned
Ofc don't take my words for it, I'm usually a Console player so idrk what pros would use
See ya man, good day to you
I love sworddddd
I think a sniper gadget would be fine. Mediums aren't supposed to be able to 3tap a heavy but here we are
just tryna be lvl 1
Very true.
Light feels useless for now
Then don't play it. If they see light play rate goes down enough maybe they will give it some reasonable buffs that's not bullshit
I know this is off topic but I'm trying to set up a server for Minecraft I need some help and some questions answered
can we actually give this to heavy?
Unironicaly I would use bow as heavy
Hilarious username
It's mine
Why do so hammer hits make huge hole and others glory???
how good is the revolver ( R.357)
If you can hit your headshots and be maneuverable, then very good.
ok thanks for the info
Hehe the sledgehammer is really fun. THAT BEING SAID. I kinda wish it wouldnāt repeat heavies when you hold down alt attack. Iāve missed some kills because I wanted to do a light atk but the game had already decided I was gonna do another heavy.
I'd recommend the AK you start with if your not good with the Revolver, in itself it's a good gun
ok ill keep that in mind
Mostly why I used it for a bit an stopped using it
It queues ur inputs for some reason
high skill high reward
Practice hipfiring it and you will get more out out close range fights and running down ppl who thought getting close would make u miss
I would rather there be a heavy sniper for heavy, like a barret 50 cal.
That'd what I'm saying bru
I've been thinking of a shotgun that I think would be fun to add to the game, or at least be satisfying to use. Basically the KS7 shotgun. Bullpup pump-action shotgun with a carry handle.
How do you reactivate the weapon wheel
Envisioning the Kraber from Titanfall/Apex
Game sucks and destruction is fucked
What
Yup, id actually consider using hammer more often if i knew the main purpose of the weapon would actually work
It's one of the only weapons I'll even use, and it's crutching on winch to be viable, and winch is making the SA stupid to fight against
I think you should be able to attack while sprinting with melee weapons to make up for the lack of range and lackluster performance compared to shotguns@spring grotto
@plush harbor what are you laughing about? How about you explain to me why you think it's a bad idea
yo anyone down to play
Medium getting a healing grenade of sorts that works in the same way as the Healing Lantern did in the DISSUN challenge could potentially be kinda nifty.
yall be staying and playing the game still even though you say it sucks?
this game already has probably one of the most cinematic destruction physics and imo is the better version of the cod games
sure there's server issues but it's still a great game
If I sledge a wall I expect a hole in front of me, not right next to the spot I hit. Especially when I'm trying to stop a steal. It doesn't sound like a big deal but this is the entire neich of sledge
a weapon bug doesn't make the entire game suck ass now does it
Except it's not a bug it's literally the way the buildings are designed to break like
That is a lil obnoxious on the sledge yeah, Iāve taken to aiming just above the corner between the floor and the wall for clear holes between rooms.
Iām not a developer, but Iām at least 70% sure destruction is dependent on the device being used. I donāt think destruction (especially of flat walls) is pre-baked.
I'd also be happy with a distruction hotbox increase for bernal or Vegas
I'm 100% sure
Iād like to see proof of that, because Iāve experienced exactly the opposite.
probably just the way the hitbox is made
I know it's true because Ive broken the exact same spots over and over again and it's breaking the same way
With the same weapon or gadget?
Sledge
it might be true considering how the demateralizer shows a few chunks of a building
Yeah sooooo
Anyways I would actually like to see a response from a dev on specifically how chunks of destruction are calculated. Would be interesting.
Yeah I've literally memorized the spots to break on certain maps in order to steal through walls
Again youāre sayin with the same weapon in the same spots. All that tells me is the calculation is consistent.
Iāve seen different chunks pop off of the same objects in reaction to different types of damage hitting the same spots.
Either way no way to know without a dev leaving a note š
I kinda wish the dagger and the throwing knives were the same. It'd be awesome to have a throwable knive that also worked as a Melee weapon
that's already a good work around lmao, you learned your weapon and that makes you a good player
Cloak and dash ar e better than grapple for light but I love feeling like spider man š¢
It's good in it's own way. Cloak is a meh. Cloak is good if you don't wanna spend cash on the invisibility grenade.
Dash is very good for getting out of places or dodging close quarter attacks, mostly good inside buildings.
As for the grapple, it's better for big maps with lots of places to grapple to.
Each skill is good in it's own turf and it's user.
Also recommendation for either buying a sight for the base smg for light or should I buy the xp 54
The shotgun?
Wait mb I mean the other smg
Mp5?
Maybe let me check
It is. Uhhhhh
I'd recommend probably a no but only if you don't like very close quarter combat with the M11
No the sight for the m11 or the xp54
Ohhhhhhh definitely the M11
Melee still needs buffs
Why would u buy a sightless Mp5 lmao
Also sometimes i paly with throwing knives ant tips? Sometimes they seem to either 1 tap or tickle
Get the sight
Alr
If you want the range that you get from the xp-54, just get lh1 when you have the funds
Well 2 tips as I've usually used them, don't engage head on. Attack in a surpirse and use the double attack to get good damage and finish them off with throwing 2 burst. And never attack heavies with them unless their below half health or else your asking to die lol
You could use the invisibility grenade/cloak to get the jump on them
Yeah the amount of times Iāve chased a one tap player around a corner for a heavy to charge me š¢
Yeah no, the throwing knives are built for sneak attacks, not taking down tankers lmao
I donāt play often so when I save up enough I will prob get the cloak
Honestly, I'd recommend the grenade but you do you.
Oh, and try to always aim for the head when throwing 2 knives. It can even 1 shot a light i believe
Oh wait thereās an invis grenade
Yeah and it's honestly better.
Open fights with the m2 attack and use dashes between throws
Yeah itās always a good day when they run around a corner and u just click and their dead
Yep. I'd also recommend the shotgun too if ur into CQB/support
It can take out a light in 3 hits, heavy medium in about 4-5, but never attack a heavy above half health
Which one, the 2 shot or the pump action with 6 shells?
2 shot if u want it cheap, pump action if you want a good one. Also it's 8 shells not 6
1 last thing too, when using the throwing knives at close range, melee them while throwing knives to deal extra damage
Alr I will probably buy the sight for m11 and then start saving for pump
Just run at them as ur throwing them, slide to them, and hit em.
Gl, but remember it's the user that makes best out of the weapon.
I unbound my Melee bc Iām playing controller and it is bound to right stick so when Iām shooting it interrupts me š¢ but I will put it on a diff button
Quote that lol
Ah lmao.
Well just know melee and throwing knives is good. It'll make quick work of enemies
the community is polarized rn
i believe that some melees are a bit op, some are a bit underwhelming
Alright lol
Nice thanks for the advice. Bye āļø
Cya and Gud luck
In high elo they are fucking useless. No spears and sledge is hard reliant on winch to be viable
this game is based on teamwork,
the weapons are delicately balanced so that teammates have to playoff each other
So what is somebody supposed to do when theirs a winch SA, or a DB invis light? Depending on your team to somehow win the instant 2v3 is not good game design
DB invis gets shit on by a good sledge/melee heavy + glitch traps
everything has a counter combo
Lights that arenāt playing lh1 or sniper gets fucked by glitches in general
Istg I'm a pretty good sledge and I can do apsolutly nothing against a DB
Iām a mediocre sledge player but I let my teammates or gadgets handle the db
If I can't hide behind a corner and bait the DB i got nothing
If I canāt hit them with the sledge, I either block em off or I put pyro mines where I predict they will go
Until they target you specifically
you need some glitch mines to help you out
Lights die as soon as a heavy sneezes on them
Pop a dome and just wait
I run goo, barricade, and prox
It takes too long to come back and sometime my goo is on cooldown
If itās such an issue, make your loadout to have a way to counter it
Like what? That's what the prox is for
Prox doesnāt do shit
I only loose to DB out in the open, in monico or shit I eat
If audio wasn't so fucked I wouldn't need prox
Double barrel or SH1000
Ohhhhhhhhhh I see.
It two taps heavys and I think that's wrong
Wait rlly? Everytime I used it, i was 1 tapped by heavies
Maybe It was just a skill issue
No like the light shotgun kills a heavy in two hits is what I mean
Yeah no I get it, I'm js saying never worked for me-
u should lose to db in cqc opposed to in the open lol
the gun literally tickles you unless you're in 2 meters of the gun
Yeah I can't make the SA winch Bs work personally but ik it's still a problem
it's kinda hard to find a good Winchester player nowadays
feels ass to play unless you're playing off a good heavy
Oh man itās not like sledge is weakest in the open
Not when it comes to doorways. Out in the open they stay just out of swing distance
Embark just making Cerb and Pike stupidly busted in the same patch.
Youāre gonna get killed by basically any gun in the open if you have sledge
Also Cerb can out-DPS the Sledge too.
only because you guys choose to engage at close range
wtf is a cerb or pike going to do at mid range
Pike thrives at all ranges
Literally 3 shots a heavy sledge faster than a heavy sledge can kill a medium at the exact same time
Are you confused what weapon the Pike is? It's the DMR, it's the king of mid range.
Pike-556
there's guns that have a higher ttk at med range such as the sniper, recurve and other precision weapons
Isn't the pike the only sniper for the medium class? Well sorta sniper
Ease of use and being in Medium matters.
fair point on the medium part, but saying these guns are un-counterable is a stretch
I never said they were un-counterable, just op.
op in what sense? They thrive in a specific range
like how the db on light strives at close range
Cerb shouldn't win vs the sledgehammer and SA1216 considering it has better range than both. It can also 1-tap light.
cerb wins against sledge hammer because it's a melee vs a gun
but if the heavy has a extent of game sense and knows how to use utility the sledge can win
Pike can be good without hitting a single headshot whereas Deagles need headshots.
Why does sledge have to work twice as hard for less effectiveness?
Okay?
Ones a DMR which has higher damage
Other one has a higher fire rate, closer range
because it's a fucking melee?
you don't bring a knife to a gun fight??
Melees never belong in a fps game in the first place
Also sledge is capable of destruction which is a up-side against the cerb
My point is that Medium weapons are consistently easier to use and more effective than Heavy's weapons.
Having 100 more HP ain't justification. Especially since Medium is faster and regens quicker.
Alright I gotta sleep gn.
Heavy's weapon are made to dish out destruction along side dps, which a medium cannot do
Demat
Gadget doesn't implicate the main gun
Medium has no weakness.
oh please shit gets killed so quickly by a good light main
Light counters medium, medium counters heavy, heavy counters light
Which is bad balance when Heavy and Light do.
Also doesn't have alot of benefits too. It's the in-between heavy and light.
It's a perfect cycle, i dont see why you're hating on it
???
It has the ability to do basically anything well.
Mostly depends on the person, I've killed alot of lights uses turrets and the regular AK man..
Nope I'm done I don't wanna suffer through work.
why medium got back sensor is beyond me
Well, it doesn't exactly have the benefits like light and heavy, js saying those. Doesn't have big hp neither is it fast. All im saying.
incompetent lights don't count, im sure you can't do shit against a light that's invisible and shooting you in the back with a 0.3 second ttk
Glitch traps:p
Besides I'm more of a "bunker down" rather than a infantry man.
Doesn't get me alot of kills but it helps the team.
glitch mines are great against a lot of classes. stops drive by defibs, dashing lights, heavy c&s, etc
Having you sacrifice an entire gadget slot to counter a single light is a good trade off
Also not to mention the fact that this entire game is heavily based off teamwork
Yeah. I usually use mines for my set up. I set up turrets and mines everywhere when doing cash out. Helps defend the objective better
they work against everyone, you just have to use them differently
They work for dashing enemies
Also heavies with shields or other abilities
bleh yeah they are annoying, glitch nades do help though
put one at your feet and fight on top of it so it makes it almost impossible to dive you
Yep
or put one right next to a heavys explosive mine and watch a light cry in the distance
I mainly focus on supoort in my classes. For light I either just use the bow and fight from afar or I just go invis and attack the enemy from behind.
Lmao true true
one rpg is all it takess
then a winchester main comes and collects the kill
And this is why we have the glitch traps?
as a sword light, i love it when heavys take self dmg from that, takes it down from 3 rc's to kill to 2 and a melee
i mean, glitch traps are still counterable lmao, a good gas nade, Pyro nade, glitch nade
Well yeah, noticeable stuff. I'll be able to know someone is there and make a plan to kill them. Lol it's better than just having someone pop up randomly
also not having stun gun in the game has made sword a 1000% more enjoyable
As a stun gun enjoyer, I feel the same way lol. I learned a new way of combat and also now I don't die from a dagger light user
i miss my stun gun 
ive had to switch to recurve to cope with the much slower ttk
trade it in for smoke nades. trust me, they are the goat
Honestly idk what builds to use. I just use the pump action shotgun, the grappling hook, invisible grenade, glitch grenade, and then some random gadget like the Pyro or gas grenade
there's lots of playstyle even within each class
Probably not a good build but it's worked for me :p
Yep
You just have to find the one you like
sword, invis nade, smoke nades, and teleporter is my go to sword set up
I mostly wanna get into Throwing Knives, I've tried them but I got a skil issue ngl..
Waypoint thing? I see
I'll remember that to try it out
yeah, lets you get high ground. also lets you disengage then reengage when you are in a more favorable spot
True, I mostly used it when I used the sniper. Sorta like an escape route incase I was surrounded by enemies
recurve bow, evasive, glitch, sonar and breach charge
you can throw your smoke through the tp before you go through as well for cover
perfect mix of support and aggression imo
I see.
Yall got any tips for the throwing knives or nah?
i play bow like hanzo in ow and just run, dash, sonar, nades, & thermal bore
Seen a dude instantly kill me when I was full hp as a medium so, ig their pretty op if u know how to use em.
ooo yeah i do
since for the right click of throwing knives is the same as recurve bow charge up, the main thing is to be mindful of when and where you'll take fights
they have a timing on the rc that is really weird but of you can get it down, they do a lot of dmg because it throws both at the same time
Oo, any tips for a newbie??
Yep, seen that!
you should always be considering where your enemies will show up and charge your right click for that sweet chunk of damage that guarantees a kill
Also I usually hold it when Ik ima engage
Yep, I usually follow with some random sprays of extra knives just to deal damage and dip
another thing, if you play dash and TK, try to throw the knives between dashes, not during. it makes it so only 1 of the 2 hits or they go way off target
you could try bow if you want, it's similar
i go in with a fully charged shot followed with some half charged shots to seal the deal
Kk
I see, thanks for that info