#đŁâweapons-gadgets
1 messages · Page 161 of 1
Ben reaching into the (bad) hat to pull out his take of the day
That's true, but the hitscan full autos and DMRs were already pushing them out of the meta. They should come down in power. Removing the fix doesn't change much.
Hitscan full auto has never been pushing out burst damage meta lol
Real light weapon tierlist of facts and knowledge
Go away.
"I haven't played S6 ranked but know more than people who have."
Dawg youâre like silver I can play negative and know more
Personal attacks, nice
You always resort to personal, unsubstantiated attacks when you have strong arguments.
Not really an attack itâs just a generalized argument based on rank
You have no idea what my rank is.
Yes that is correct I am assuming
Also, as we were discussing while you were away, balance matters at all levels, not just for the couple hundred (at most) high ranked players.
The reality is that if you play QM/WT, you'll see mostly hitscan full autos.
Yes because theyâre comfortable weapons
Meanwhile, the advertising focuses on weapons you barely even see.
?
I donât think nerfing a weapon that isnât op because people like playing it is the best idea lol
No wonder so many try this game and bail. If I joined for sledgehammer, Flamethrower, and MGL32 and saw only ARs and SMGs most of the time, I'd feel lied to.
âGame is dying because of my reasonâ
"Look at these cool weapons! Hardly anyone uses them!"
People play what they want to. Most people are more comfortable with a generic ar over a niche weapon like a sledge just by default.
Hm I actually donât think the most popular weapon type being easily accessible and decent is whatâs killing the game
Especially when the other weapons are still better
Remember when autos were really bad in season 3 and nobody played the game
Tbf that was also terminal attack and kyoto
Yes
doesnt stop them from using the weapons does it
But still, automatics being high tier is healthy
if i wanted to start playing a game to SPECIFICALLY fight a certain type of weapon...
But casual retention was really bad as well
Niche weapons should be viable but niche
Autos arenât even high tier theyâre just perfectly mid. Usable in casual without being the meta in ranked
Theyâre kinda in the best spot theyâve ever been in
Well, they're kinda mid-high tier. Not meta but consistently kinda good.
People play what gives the most reward for the least effort, on average. This has been well documented since before video games even existed.
Yeah depends on the auto
Some are meta, but most are just fine
âSo letâs make the high effort weapons meta in casualâ
Wow its almost as if something you're familiar with will give better results than something very foreign
If they are clearly outclassed, it stops them from enjoying the experience.
Most aren't, but some definitely need help
Did I say that? No. I did not.
It would simply make them more viable so that more people use them.
The only ones that really need help are med melees, dagger, sr and maybe spear and nade launchers
You were saying that full autos needed nerfs
They are more viable than the autos. Most people want to use autos because of exactly what you posted. Donât force casuals off of whatâs comfortable or they will leave. You are arguing against your own evidence at this point
Pretty easy balance philosophy.
Easy to use, low damage.
Harder to use, higher damage.
Atm, the hitscan full autos are both easy to use, and have high damage on average.
Again, did I say to force them off of them?
No. I did not.
Dude
Not necessarily. That just makes them only viable at low tier and useless at high tier
Not to mention not all of them have high damage, only a few
Y'all this game isn't dead or dying. Diabotical is a dead game. Just because the game doesn't have 50k players doesn't mean it's dead.
If people are using full autos because theyâre comfortable. And you NERF them with the goal of making those people switch, you are forcing them off of it
Y'all need to adjust what is considered dead or alive. If you can find a game in less then a minute the game you're playing is by no means dead.
Balancing off of ease of use is notoriously bad in fps games lol
Who is saying the game is dead???
You are pretending I said to gut them, and I didn't.
No Iâm not dude. I literally didnât say that
You're saying to nerf them to force people to use alternate options
This. This is all that matters.
Try arguing with what I posted, not what you wish I posted.
lol youâre a fucking moron
Nope. Let those that want to use them to greater effect.
Coherent sentence
.
Just buff niche underpowered options. No need to nerf healthy weapons that the majority of people are comfortable with
A mild DPS nerf to even them up with the alternatives is not the same as making the other weapons top tier.
Yes casual retention was bad in s3 thatâs just a fact. Didnât say the game is dead
They don't need a nerf for the most part
That's called power creep, and it's why most every light you see is using the MP5.
What were the player numbers?
Not to mention a lot of the alternatives are already stronger
Not my fault your reading comprehension is shit.
Xp has literally been in a stronger state before
Buffing underpowered weapons to compete with mid tier weapons is not power creep
Shit, I still actively play diabotical duel, that scene has like 3 people.
Are you a real person??
What I said: A small DPS nerf to hitscan full autos would make the alternatives more viable.
What you pretend I said: I want the hitscan full autos to be dogshit and useless.
Dude is arguing with his demons
Genuinely making up interpretations and arguing against them
You know what else would make alternatives more viable without making the balanced, healthy, mainstream weapons feel worse?
A buff to underpowered alternatives.
đ€Ż
Hey look, your own words.
Where did I say youâre trying to make them horrible??? Can you read???
Making bad weapons feel good is better than making good weapons feel bad.
So that ttk continues to drop and the game becomes less and less about gadgets and specializations, and more about being the ones who attack first.
You were literally asking for nerfs so people would switch to alternative weapons
Wait⊠maybe making the most popular and comfortable weapon archetype feel worse to use is a bad idea
Also, never said they couldn't do buffs as well. So more bad faith arguments.
The ttk is the same as before, except its closer to a level playing field
You are arguing for nerfs. Nobody is saying you said to never buff. We are arguing against what YOU suggested
And the automatic ttks are healthy.
Thatâs not a bad faith argument you are just providing a bad solution and saying âI DIDNT SAY WE COULDNT DO THATâ to a better solution
Your argument is to keep things as they are for hitscan full autos, but also buff the weaker options.
So you end up at the same end, but now everything kills faster.
The ttk of auto weapons arenât unhealthy
Now everything is at a healthy ttk
If you said to buff things up to the state of automatics in s1 or s2 Iâd call you insane
I want the pike to have a tad bit faster firerate. I know they buffed it, but i want it to be like the FAL from BO2
I disagree. Longer ttk is better, and more skillful.
Do you want spear being able to 1 stab + QM a light? Cause that's what buffing it can lead to.
Weâve already seen automatics with higher ttk when the LMGs got gutted in season 3. It wasnât fun to use at all and people fucking hated it
Who's people?
Speak for yourself.
Also they felt bad due to visual recoil.
community sentiment clearly considering game feedback complained repeatedly and they got buffed next season
Is this matchup I had against this medium fair?
They are all objectively easier to use now that visual recoil is nearly gone. This means those not using a third party crosshair are more accurate.
good
yeah, the medium just missed a lot
lmgs also didnt get affected by visual recoil nearly as much as the other autos though
Lol wut? They didn't even have sights at the time and bulky irons.
not to mention them pushing you so that they entered your range without using any util
their visual recoil just wasnt as much, you also move slower while using them and movement speed was a big factor with visual recoil
also, what about dagger
how are you gonna balance dagger of all things against a fast ttk?
imo its a generally better approach to have everything be slightly too weak, than slightly too strong
(im not saying that they should nerf or buff anything, dont wanna get into that this late today)
just generally, i think this is at base, not a bad idea
I'm also annoyed at them stripping guns of personality with all these optics. Sights are a good way to balance a weapon, and that's gone now.
"sights are a good way to balance weapons" 
They are you ignorant mass. You can make a gun have high DPS and balance it with harder to use iron sights, or make a lower DPS weapon better by giving it good optics.
NO LMAO
Dagger already has an 800ms charge up time and slower than heavy movement when backstabbing, as well as the main counter to reliably shutout a dagger is awareness
thats fucking horrid game design LOL
"oh here this weapon is just the best in the game but it feels like shit to use becuse its sight blows"
we already saw this with old lh1 and it was fucking horrid
its the same reason why recoil is a bad balancing angle
not sure what youre getting at?
how is this related to my point
Yeah Dagger has always been in a weird spot. They've done the backstab angle change to make the insta-kill harder, but now it's just less reliable due to server jank.
If ttk was a bit higher, the angle could be wider, but damage lower, because they also won't die as fast.
Higher ttk makes gadgets, specs, and teamwork more important as well.
Well I'm giving you many points as to why dagger would be bad with a fast ttk and these are things you would improve to fit a quicker ttk? Is this confusing to you?
I think they were saying that Dagger is in a weird spot due to the current ttk being on the low end.
Why use Dagger when the MP5 is easier and kills fast?
that these are its downsides was kinda clear, that this was intended to point out what to improve on is where you had me
trying not to get too deep into this because i know my brain is fried after 2 am
The time it takes to charge-up a backstab and actually get to backstabbing exceeds the ttk of some weapons, dagger needs buffs to thr handling, I don't mind a longer charge-up time to instantly kill, but slowing movement down to be slower than a heavy is what holds it back a lot
Double Barrel and M26 already eat Dagger's lunch. Where dagger shines is steal denial since they can insta-kill at the last second.
That's why I was saying bringing the average ttk up would buff dagger. Do we really want dagger to be faster to charge while still insta-killing?
It would make the risk more worthwhile.
Never said anything about a faster charge, I just want to be able to move while backstabbing, not move slower than a heavy
I mean you're intended to use either Dash to counter that, or Cloak to be sneaky.
Because any sort of speed buff effectively makes it kill faster.
You're really going to lecture me on dagger bro, when I've mained it Season 1 with cloak
while the moving slow part is bad, i think the angle might be even worse
even if just for the casual scene, you can work around downsides like the charge up or being slowed (latter one being to set up stabs on a stealer for example)
but the angle which can literally make you miss while hitting their 11th vertebrae is worse
you can work around drawbacks, you cant work around literal inconsistency
dagger needs its angle back imo
I wasn't lecturing on Dagger. I'm talking about the game balance as a whole.
You realise cloak is loud as fuck right? Removing the movement penalty removes the need to take dash and would make it not way better with dash, but make the other specialisations more viable. Literally every dagger player except me and perhaps one or two others doesn't use dash
The fact a small knife for the fastest build in a game restricts you to slower than heavy movement to make effective use of it is absurd. The longer charge time keeps the team wipe potential in check. While having movement allows you to close the distance sneakily against distracted enemies, since engagements from player to player are around a few seconds, the slow ass movement gives enemies way too much time to turn around
i would change dagger in like 2-3 stats at once and see how it feels after
give it its old angle back (or very slightly less than original for technicalities sake)
let it keep up with mediums while charging (or only slow down when its fully charged)
and increase the charge up by some amount to counteract the face stabbing by allowing for some more time to fight beforehand if they go for a straight up confrontation instead of an ambush
The slowdown and your need to slow it down does nothing but fuck over the dagger player, why are you so afraid to take away the movement penalty, it will not change the experience someone has when they get backstabbed, it just gives more control to the dagger player that positioned and time their attack right.
800ms to charge an attack while the sword is only 433ms is already long enough, why must it be even longer?
im a little afraid people will complain if we uber buff it
slow down on full charge makes it slightly harder to position yourself for a trickstab with dash, to counteract it a little and prevent complaints
i find dagger currently almost borderline unusable due to its inconsistency
my first priority would be to make it usable (even if worse)
Uber Buffs on paper, but in practice, the interaction is no different, other than being backstabbed more from behind by being unaware, this doesn't change the interaction an aware opponent would have getting dashstabbed
it does, they get more time to punish ""improper"" usage of non ambush dagger, to hopefully eliminate the face stab complaints so we can focus on getting it other buffs
Playing with cloak and dagger, there frequent frustrating moments where I should have landed a backstab and it didn't, but the moments where I wish I could sprint to stab someone far outweighs the times I have no-reg'd
probably comes down to personal experiences too tho, i use it mainly with dash, hence i have the other problem more
but i also kinda want cloak to be better with dagger too
but like, my proposed changes would still help, right?
its not much, but being full speed until its charged would help a little
"Facestabs" are purely server-sided, and I don't know if you realise, but there is around a 150ms - 200ms where the stab hits on your end, but the server has to make a validation check, so enemies are alive long enough to see themselves get backstabbed, which is what causes so many dashstabs to look like facestabs the reality is facestabs don't exist, they are simply mistaken as facestabs because the server takes a small amount of time to validate the stab, even though client sided you've already stabbed them
i know they dont exist, but that doesnt change the victims experience
we can ask for straight up buffs all we want, if people complain against them because of this nothing will happen
hence i kinda try to think of something that can keep the other side calm while trying to improve our situation
It would help, but it's a bandaid fix, it heavily disrupts the flow, I always thought they should bring back the open beta mechanic of holding a backstab charge for too long should reset it, so you can't permanently hold your backstab charge, you have to commit to the timing otherwise you will have to charge it up again
Open Beta was 10 seconds of hold charge before it reset, with unrestricted movement penalty, I would be happy with 5 seconds
i liked the tap -> stab thing
that was most of how i used it
question is, why did they move on from that?
i dont think they did for no reason
and few people just wanna jump back on something that didnt work before for some reason
Because dagger was dog shit in open beta, and they tried to change it to be easier to use with a forced animation of 750ms
maybe its just me but vanish bomb seems a bit broken when throwing with alt fire. also the fact it goes through some of the walls on kyoto but no other grenade does.
@shell sonnet I'm starting to wonder if the smoke from the explosive canister somehow acts like powder/smoke nades and puts out the fire from Pyro mines lol.
Or it has to do with the order of explosions.
Wait, or possibly whether or not it gets picked up in between having the mines placed on it.
Holy shit I think that might be it.
Nvm, just got a lucky string of successes.
Honestly, buff the model 1887, its unusuable rn
just lower the ROF, make it more consistent over range and then bam its a long range shotgun to oppose the cerb
It was fine the way it was.
It didn't need any nerfs
also reduce dmg of cerb, buff fire and ROF
I garuntee the ROF buff isnt as good as it seems because of panic shooting
No it used to be op now its trash
hes talking about its state in s5 not s4
it for some reason got nerfed further in s6
Ceberus isnt even that op, its really good yes
Its just that its only other shotgun contender on medium id currently so bad
its performance is simmilar to pre nerf model, it isOP
Im having hard time managing to create real moments with the cerberus personally..
Honestly the thing that messes the model so much is the tactical eject and catch shell animation
best scope for the new medium weapon?
Does anyone else feel like pyro mines are a must pick for heavy
It's kinda hard trying to make a fun and useful heavy build without putting it in a slot
They're just so good at general game denial
skill issue then
pyro mines are my goat but so is goo
real issue having to pick between the 2
honestly the other mines should be buffed to meet pyro
reduce the gas mine cloud size but give us like 3 of them, and buff the dmg of explosive to 120 or so
actually gas mines are held back by being gas in the first place
idk if explosive mines set them off but pyro def does, including all the other ways to burn it
its a pick that has negative synergy with a lot of stuff
what if tear gas is added as a non flammable weaker gas alternative?
idk if tear gas is really flammable or not but it would basically be nerfed flashbang
I mean gas is good for stalling and area denial
pyro is better at killing, like when placed on a totem
I feel you; I could probably run without them but I love them too much for that đ„đ„đ„
does the xp feel too strong or am i just silly (i got beamed and killed from full HP as heavy in under a sec) i dont wanna unnecessarily nerf stuff but it seemed REALLY, REALLY strong
It's basically back from it's first version if not stronger. They gave it more range and damage in patch 6.0.0, adding with the 4 more bullets in patch 5.0.0 it became a beast again.
It only needed more bullets, not more damage :/ so we're now stuck again with a light melting weapon
As long as it exists the ARN-220 is worthless too
yeahh, i dont really see why both coexist cause they compete for the same role imo. i feel like essentially: M11 if you want ttk (on a full auto) and its balanced because you have to play close, or, XP if you wanna play for sustained fire, safer but slower ttk, idek where the arn slips in there, but as of now i feel like the xp outclasses everything else, also, as melee, its reeeally pain to play against (but thats also just how it iz with melee yk)
i dont use em, but i also play melee, i feel like i get more value out of barricading/defense tools and if i want that area denial tool ill just use c4, they both good, i just personally prefer the other
It's just a too easy, safe and effective weapon atm. Works for basically anything with no drawbacks.
yeah, great all rounder, light mains are feasting this season (which is honestly fair with how bad their meta was a while back) but guhh im not trying to get shredded in a milisecond from 20m or more away
Yeah it be like that, specially with competent lights. The sadder part is the ARN is huge flop, it will only work if they overbuff it or nerf the XP a lot.
just lean into: model for mid range combat, more ttk for cerb but better sustained fire, and cerb suck at medium range but great at point blank
mhm def, i feel like they've been adding a bunch of ARs that all compete for the same role, the only dif is "look, minor gimmick" but its either an inconvenience (ARN) or just doesnt affect anything (SHAK), eitha way, arn and xp cant coexist so as long as they try to fill the same niche, because even if you try to balance them ones gonna dethrone the other, and if you try to change the ranges on em then you're either bothering the M11's balance or you're just having another beam across the map weapon which aint all too fun imo
Sums up perfectly, it was a huge fuck up of a weapon
At least the minigun can be saved and the repeater is incredible
id be fine with it on the circumstance they nerfed dash, but thats moreso because i personally hate dash đ i do feel like dash is a big copout and is the only way light melee becomes viable overall, i think they need to rework dash in gen, not nerf it, but at least make it so its not a must have
Yeah def, i was honestly pretty happy with the minigun idk what the complaints were about, it seems fair to me, but i might just be strange
ignore all the random replies to feedback im verrrryrryrryryhry bored
Now that I think about, is model 1887 currently this weak or we were just used how busted it was before? Or it's because of the dominant cerberus?
Cerberus was another weapon that recieve a damage buff for no reason at all lol
i mean cerb got that damage buff because 80% of people were calling it hot ass, i kinda wonder if we reverted the buff would it be used much more than it was at launch since people are much more comfortable with it now
People will use anything that's busted basically. Just reverting the damage might tone it down enough
It only needed a better spread and MAYBE the luxurious reload buff, the damage was overkill asf
the dmage buff didnt really move any breakpoints, atleast without fire damage
It didn't? I don't remember anyone complaining that it 1 shotted lights previously
Maybe people though it was so bad that they didn't pay attetion to it?
it does 120 now, previously 108. dont think a single shot does enough DOT to kill in 1 hit
It one shots light lol just tested it out in training camp
and mfs were saying the fire DOT was bad
The DOT was hella weird in the beggining of season 5, sometimes it proc'ed, sometimes it didn't.
But yeah, it shouldn't one shot lights like, at all.
i mean if youre getting a full spread of pellets in their face youre gonna be close enough to quick melee in most situations
mediums complaining about DB killing them, but the cerb can kill 3 lights for every mag, compared to 1 for every DB mag
Are people still complaining about DB? Wow, weâre Back to season 1
I think both are valid complaints and one should not be ignored just because the other is also an issue
Tbf db is MUCH less of an issue than cerb but both can be taken in healthier directions
anyone got tips on what loadouts are best to deal with cl40? I just can't seem to find anything to counter it
I was questioning if building smoke did the same thing
But that only happened once or twice which could have been a coincidence
WOOOO
GOO TECH
Time to chug a drink and get to work
Oh yeah, that was the main complaint i got about the early version
Missing basic stuff
Smoke machine. Throw it down like the proximity sensor and it continuously releases a small amount of smoke to the surrounding area.
goo plane
its been somewhat consistent complaints about it since like season 4, went way up when season 5 dropped but is currently getting shafted due to appoh creating a bunch of sword complaints
l feel like there is a middle ground to where it is now and was which should be the focus to making the weapon state be
it was a damage buff of 1 point, unless they do a pellet count adjustment (which could honestly make it worse if it ends up with a tighter spread) there isnt a middle ground damage wise
damage wise they could improve the fire instead of the pellet damage
i dislike cerb 1-shotting lights (and that it just deals a ton of damage in general)
i think it should have been buffed in its fire aspect
maybe a spread buff to proc fire at a distance (or just buffing proc chance in general, so its not an almost carbon copy of model)
so you run in, hit multiple people with fire to soften them up, then hide while reloading
the issue is that buffing the fire by any noticable amount either still one shots lights, makes it annoying as shit, or both
easily spread fire damage, that on its own isnt thaaat lethal
good on its own if you play around it carefully, not too bad if you get rushed down, but shines when used with a coordinated team that makes use of weakened enemies
1-shotting lights would only happen if its damage is buffed, which is not my intention
not even sure if thats possible, fire damage may be global, so shared with pyro barrels, pyro nade, etc.
so how would you buff the fire then?
but fire damage seems to only tike like 3-4 times, with most of the damage being on the initial hit
but fire duration can be different based on source afaik
the total dot does how much right now? 34?
minimum 30, probably more
i need a minute, its likely im gonna say some bs because i miss some of the fine print
fair, it is a somewhat difficult topic
l also think it oneshoting light with the initial damage+dot is overtuned
i dont want it to 1-shot lights at close range
so thats gotta be in there
maybe its easier if i dont try to stick to numbers, just ideas instead
ok, then the first question comes, should it oneshot comboing with melee?
had a problem with that on model, would be no different here
but it makes breakpoints a pain
i kinda wanna say half its damage, good duration buff
but then it becomes a pain for close range self defence due to low immediate damage, relying on slow dot, which will just get you killed
while also being more annoying to face due to the poking potential and regen delay
honestly considering model has way more range, l think its fair for point blank+ melee to kill a light with cerberus, but it does that by just shooting xD
could be a way to rewort it too
it would be better for starters, gotta be good enough to start off on
ok, let me throw sh*t at a wall here
point blank, barely not enough damage to kill a light in 1 shot
put a decent amount of that damage in fire dot, that way you cant just spam shots on 1 target, but need to leech the fire damage a little, but can work without in a pinch
make fire way more likely to trigger at longer range, but increase direct damage fall off so its basically just the dot
drastically increase rof (for the mentioned jump in, spread fire dot on a team, jump out)
less strong in direct combat (hopefully still decent tho) and good for spreading debuffs among multiple enemies for your team to finish
what could the numbers for this look like?
so they barely survive the dot right (the light one shot)
Unless you qm, yes
But even then they get a little more time to live because the dot needs time to finish them due to the lower direct damage
one problem l immediately notice with this aproach is that model and cerberus kinda overlap if both have decent range for a shotgun even if the damage is indirectly from dot, the main difference would be that is more effective to spread the damage
which is something l think they gotta be distinct
Correct
That was part of my intention
Similar but not the same
One with sustain and direct damage (for easier self defence)
And one with better chip damage potential at range and debuff spreading
I mean, it might feel different enough
But what else can we do besides just nerfing it again?
that is something l have been thinking for a while and still have no exact idea to how change it
l searched the dot total damage per shot and it is 31
and timer resets if you shot someone already on fire
for your ideia something we need to know is how many pellets are needed to proc the fire damage, so spread should be adjusted for it to happen consistently where we want too
cerberus spread
Example, sh1900 vs m26
Burst vs sustained
Works there, might work here
Or just code it to always proc on any pellet hit up to a certain range hard cap
But that would add an invisible wall where it suddenly becomes a lot less effective
Also consider, spread/pellet adjustment
cerberus just needs its buff reverted
and fire proc to be more consistent than it was pre buff
about enough damage to oneshot light l heard people talking about changing pellet amount to 13x9 so 117+31 = 148 or 11x10 so 110+31 = 141 or even going to pre buff damage of 12x9 = 108+31 = 139
its a med shotgun which inherently breaks the boundaries of the class. it shouldnt be a weapon you can just bring into any match it should be something you have to build your team around, as it was before. its kind of insane they made model perfect in the same patch they buffed cerberus
pre buff damage per impact shot with buffs to fire might suite this vision
how often would you see someone using cerberus prebuff?
Not often which is a good thing
It should be a niche weapon that excels in team comps built around it. Which it was before
l feel like for most old cerberus was just outclassed by model
how would you build around with older damage?
Yes cause model was op. But once they nerfed model to an acceptable state they gigabuffed Cerberus
Heal beam, defib, movement gadget, defensive gadget.
One Heavy as your teams main source of damage that you are responsible for keeping alive and either another medium with a flexible weapon and demat or a light to play in their backline while you and the heavy push front.
Cerberus basically acted like a one off anti dive tool with big downtime. You couldnât frontline by yourself with it but if you took space with your team or got dove you would be at an advantage
Run a support build to make yourself a target for dives so that you can win the fight
This worked very well aside from the inconsistent fire proc. Which is all that needed to be fixed
"Acceptable" state of never being used now :^)
Current Cerberus has none of this nuance and you can just solo push people
Model isnât bad itâs like perfectly balanced. But Cerberus completely overshadows it so youâll never see it
Without fighting a Cerberus team itâs actually pretty strong
Or just revert the damage back from what it was and keep the spread and reload speed.
the only thing l want for current model is a better reload if it is not gonna attain the same burst as before, which was too much damage
Perhaps they a give very small buff to the dot damage to see how it performs.
If it's nothing absurd, then keep it. If it's too strong, just revert to the initial state and leave it be.
Yeah embark needs to get better at testing things instead of making a huge decision and leaving it that way
Cerberus gigabuff wouldnât have been bad if a week or two after they were like âokay that was too much, letâs scale it back and iterate on itâ
sadly they never do that with any balance change đ€Ł
They did it with the model nerf to 99 damage and that was like it
AND IT WENT WELL
They could simply test this out and check in 2 weeks how well Cerberus is performing. Seriously, it doesn't need months to change small numbers wtf
Yeah the worst part is how long itâs been an issue now
And they can fucking do this cause ARN recieve hotfixes, so the fuckers are just lazing around basically
yeah because 99 made the gun unplayable, so they probably saw it completely destroy winrate and usage rate. l have the assumption they look to raw states too much when doing balance
Nobody would have an issue with 1-2 week mini metas if they led to better changes faster
totally
Yes
Like I don't undestand why minigun didn't also recieve hotfixes too
Yeah they do. They do this with overall class balancing too. HML has been meta for a bit in comp but in a pretty unhealthy way but they just look at the pick rates and say thatâs good
Im on board with old cerb + better fire proc
Cause itâs actually doing well in high rank
No kidding, for real??? People are actually using in high rank?
And perfoming well?
Yeah itâs actually pretty decent with a super coordinated team. I think it needs a spread buff with a range nerf just for consistency but it is actually performing well in diamond and ruby
On paper it is really strong
Drop a cashout, and melt anyone that tries to stop your mate from stealing
Either you get it or theyre dead and you win
I guess the key thing here is "super coordinated team", it's one of those type of gameplays where it works better with people playing around it than by itself
The ability to say âyeah youâre not allowed to be in this room cause Iâm hereâ is very strong but only if your teammates can capitalize off of it
Flank heavy does work decently well in casual with other weapons
Despite being loud it should still work
minigun shreds bubble shield which is quite relevant in higher tiers too, so the area denial is achievable
The only part I really hate about the minigun is that shooting at a light from 7-10m is literally just a gamble
I guess the spread buff would be nice in terms of making the weapon more independant but also not gutting the team strat
Yea would allow you to secure kills more consistently without making the positioning any easier
spread buff with fall off nerf would solve that
THIS! YEAH! THIS MAKES ME SO FUCKING MAD.
Every fucking time I feel i'm tossing a coin when someone is not glued at my feet
Yeah itâs very obnoxious and not fun for either side of the interaction
Hell, it's not hard to keep your aim at the target, but it's just...it's JUST REFUSE TO WORK sometimes
Let's go gambling!
that is something l believe everybody is annoyed when trying minigun at first impression, the spread makes it inconsistent/too random at range so they compare to a LMG and think its bad
It just feel silly that around 10m you're pratically loosing to a class that has 200 less hp than you. It's just doesn't make sense
also minigun requires you to do what people did with heavy in tf2+slide jump. run jump slide spin midair to have usable mobility
Trying to run minigun as flank and ambush is a mistake imo. Everyweapon in this game works for ambush.
I've been using goo gun and c4 to set up firebases. Basically either force them to push you into the miniguns effective or range lay down suppressive fire and tank damage for your team while they get shots off.
That's not to say don't try flanking but exclusively playing the minigun that way is gonna lead to ineffectiveness
Btw, thank you all for pointing this out. I was truly getting frustrated thinking I was fucking up somehow during trades. But I guess it was just the gun begin silly.
yea no worries :))
Using a zipline/jumppad and then bhopping into someone fully revved up at breakneck speed is hilarious
You know what, while I'm not for brigading this Discord demanding nerfs, I'm pretty firmly on the "fuck sword" side now.
Before some unoriginal dingus says "skill issue," my attitude comes from watching friends on controller lacking the sensitivity to reliably deal with Sword's ability to pierce through them and then almost immediately do so again.
This is coming from me, someone who advocates for hitscan nerfs so that melee and other non-AR/SMG/LMG/DMR weapons can be more relevant in the meta.
Sword is the easy mode of melee, all the other options require way more of the player to succeed.
I guess at this point is very hard to ignore that sword is annoying as fuck. Even people who know how to deal with it think it's still annoying.
M60 does this as well and still has enough ammo left over for the Heavy, with no spool up/bloom.
Gun idea
Kel-TecPR57 pistol for medium
Loads via stripper clips, could function like a higher damage slower fire rate version of the light pistol.
I want more handguns for that class
People said that one the best counters is to create some sort high ground, looks like the sword have some problems hitting anything above it.
While true, you dont always have access to it
Sometimes youre just rushed down on flat ground, creating goo takes too long
db dash would be just as hard
I've seen some console players really high sense
I mean, it makes sense for you not be able to counter something 100% of the time. But the main annoyance is that you basically have to create an intire strategy towards that require much more reaction and preparation than, lets say, hammer
People are also complaining about db
But then db also needs aim, where as sword just requires you to sweep your miuse over them while you pass them
Imma copy and paste my reply from game feedback to here:
Nahhhhhhh that would absolutely kill sword. The issue with sword is a skill issue. It's incredibly strong in casual but weak in high elo rank because people understand how easy it is it counter sword. People always complain about it with it's just a skill issue on their part. They don't ever even fathom to maybe use one of the many ways to counter sword
Edit: I'm not saying that high rank players are the only ones capable of countering sword because of their skill compared to casuals. I'm saying that casuals tend to not give a single effort into actually thinking for a second on how to counter, which can be done quite easily. Just off the top of my head, lock bolt, keep distance (easiest one to implement), high ground, predicting their approach (rly predictable; don't just react but plan for it; judge the distance and anticipate where they end up), jump pad (between sword and you or jump in the air so sword can't hit you), goo gun, close range guns and not melee other than sword (melee tends to just be free kills for sword), wrench claw, and more. Sword is in a rly good place rn but PLEASE people just stop and think for a moment omg
And BD is super unforgiving if you miss too
I have a suggestion, can I suggest it to you?
Sword isn't that bad guys, just wanna say
Maybe we should direct this anger to the XP? the 1.4 second heavy killer?
Like I said, all those things require you basically to know the light is coming with the execption of keep distance.
None of them will try to take you up front, they will do their best to flank
How are you gonna keep distance if you dont know where theyre coming from?
Imo it still applies
Suggestion: Iâm a big fan of The Finals and truly enjoy playing it on PlayStation 5. I would really love to see keyboard and mouse support added for PS5. This feature would greatly improve precision and comfort for many players, and make the experience even better for those of us who prefer this control style. Please consider adding this optionâit would mean a lot to your console community and fans like me who genuinely love the game
In my experience, is staying at a spot where you know you can't get hit from the back. A strategic spot where there isn't a blind spot. But just like the high ground strat, it's not always possible
This is unfair for controller players
That's the problem. People in high elo get high above the cashout and scan for players then laser them. Ppl in casual just chill in the cashout so ofc you don't know where they are coming from if you don't look for them
I prefer the keyboard, so what should I do?
Get a PC.
I prefer a keyboard too, but using those is pretty much cheating in console lobbies.
Make it queue PC lobbies?
People find workarounds.
True
I hope the game supports the keyboard. I love it so much.
Its best for everyone if we keep them seperate
Never said im not looking for them
But im sure you understand its unrealistic to assume everyone will always be 100% be able to predict where when and how they will be ambushed
You will be eternally camping expecting the light to come in, that's super annoying
And casual balance still matters
Knowing that I left the game because of the lack of the keyboard because I don't know how to play with the controller
Kinda like how people said "oh just take it slow and watch for mines" back when they had 2 charges and 1 shot a light
Thats just not fun and overly punishing
So it was changed
Well, this is the most important comment. While I understand many people say alot of unresonable things, you can't just left the casual to rot and be like "get gud bro" since this is terrible for business overall.
Oh another thing is that if you ambushed, don't be separated from your team and also pls don't be directly next to and def not Infront or behind them. Ppl compain about multihit but just don't allow yourself to be multihit. Also, if all of you are together, just shoot the sword if they ambush. It's that simple. They will die hella fast when taking fire from 3 people. Or you could just implement one of the many counters. You said you would have to know a light is coming but the close range weapons (cerb), jump pads, wrench claw are all common
whats the light meta rn?
But that's literally every light ever if they try ambush 1v3. Any decent player won't try to dive in by itself or without a distraction first
you win a 3v1, shocking
people also tried to justify nukes with "well, one of you baits out the shot, dies, and the other 2 kill the heavy"
that didnt work either
XP mostly
Bro the rpg takes away 2/3 of the lights health. I'm giving you so many easy counters but you are just ignoring them. It's so easy omg. This is exactly the problem. Ppl cannot fathom thinking for a second on how to counter
i know of the counters, ever considered i want to have fun and not be stuck on the same 3 items the whole time?
people also said to just use reshaper when using cl so i can actually fight aps
rpg arguably still deals too much damage, i wouldnt mind a damage nerf in exchange for an extra rocket or bonus structure damage
Do any of your teammate use a close range weapon, jump pad, wrench claw, lock bolt, rpg, goo gun, demat, dash, grapple?
Those are all pretty hard counters
can i gurantee they will?
will my casual teammates who may not even use chat also be willing to coordinate and sweat their butts off?
You dont need one of them to carry it when you can do it yourself. These aren't just seofd counters but incredibly useful thing to have in general. If you are solo qing, you should be carrying one of these anyways
consider
keep in mind, what if its used before and is on cooldown
I did. They are things you should have, not just for sword light, but in general
so youre ignoring that i dont always want to use them, ok
Keep in mind, if a sword uses their 3 dashes and are in a mide of a fight or just got defibs or omg forgot glitch mines, they are straight up dead. It goes both ways
I guess what weâre trying to say is the amount of work to just deal with a competent sword player is not comparable to the usual compentet light
What do you not wanna use there???
It's not much work. There's just a ton of options and you just gotta keep them in mind
which is part of the problem
if you dont run the counters, youre fucked
if you do run the counters, theyre fucked
hard counters are not good for the game
No if you don't run any of those but let's be fr you or a teammate if gonna have at least one or a few, then KEEP DISTANCE OR HAVE HIGH GROUND. That is actually such a good counter and everyone in high elo uses it. That's what's the most annoying to deal with. I can't approach if they are guarding the only way to
close range dps not the same
Most players are casual.
close range weapon -> Depends on the map and the vault point, and also what are the other enemies using.
Jump pad -> I need to know where the light is coming from to react.
Wrench claw-> I need to know where the light is coming from to react.
Lock bolt-> I need to know where the light is coming from to react.
Rpg-> I need to know where the light is coming from to react.
Goo-> I need to know where the light is coming from to react.
Demat-> I need to know where the light is coming from to react.
Dash-> I need to know where the light is coming from to react.
Grapple-> I need to know where the light is coming from to react.
See what I mean?
Not drastically different, either. Practically speaking, the theoretical DPS is way lower than what the chart shows.
Yeah but that's not the problem. The problem is casuals not thinking of any counters
And if by any chance I fuck up not noticing the light coming, I'm losing 140 of my hp in seconds, perhaps even die before reacting.
it seems youre pretty defensive regarding it based on that you use it
ever considered it getting a rework that removes its hard counters while making it more fun to face?
Sword players fail 100% of the time when you stick with your team
we know counters
we want to have fun, not to be hard stuck on the same 3 hard counters every other pro assures us will fix all our problems with their weapon
The counters to a halfway decent sword are:
-
Have above average aim.
-
Have a Glitch Trap pre-placed.
-
Be by your team, but most players are solo in casual modes.
Yeah, a light trying to 1v3 or fighting upfront will always fail. That's never the case even if the light is using mp5. They will ALWAYS wait for a oportunity to go, never the first to enter
I'm so confused on how its such an issue
i kinda dislike the glitch trap sword interaction imo, too strong against it
if you wanna use sword and it exists youre fucked
and if you wanna play something else, every sword user just yells at you to use it to make it balanced (well "balanced")
id rather have a decent chance as both, wether it exists or not
just like how they changed cl-40 to not be hard countered by aps
true, but to do that you need to increase the counterplayer when you don't have such counter/ make it less potent, which most sword defenders don't want for some reason
I'm all for countering, but I can't think of another weapon that demands you build specifically to counter it the way sword does.
I don't need to swap counter for any other melee. I'm a big melee supporter, but sword gives melee a bad name.
im sure theyd love to not be hard countered by a few items
if they are really that big of a deal, they would give everything to have a good chance against it
if they dont, then its probably that they want to abuse it specifically against those that dislike using counters
close range weapon -> valid. don't pick close range weapon for light. I'm saying if you happen to have it
Jump pad -> there is a second window for you to react and place the jump pad down after getting hit
Wrench claw-> you are a big tanky boy and take 3-4 hits to die. claw them after the first it
Lock bolt-> place it at your feet after the first hit and rip sword. they can't realistically break it
Rpg-> again, all of these are under the assumption that the sword appeared from thin air. just shoot him after the first hit
Goo-> you got hella hp so after the first hit
Demat-> Demat below or through the wall after first hit
Dash-> need quick reaction here as sword and melee one hits but getting the melee off is hard, the best thing to do is hold s and dash backwards as the sword approaches
Grapple-> grapple up or away as soon as you are hit or see the sword. it's not hard to spot them
See what I mean?
Glitch Trap in general is OP, so it countering Sword is kinda a "no duh" situation. It fucks over Heavy melee even more since they also require using their gadgets/spec to close the gap/pull.
maybe the phrasing of the latter part is a bit extreme, but i think my point gets across
you know heavy can be twoshot (140+40) by sword right now and phantom strike is a thing, right?
There's 2 issues begin discussed here:
-
Casuals don't have the coordination to deal with the sword, so it's a constant curbstomp towards them which leads to super frustrating experience.
-
Like Ben said "can't think of another weapon that demands you build specifically to counter it the way sword does. "
Yeah and sword can't shoot the trap. Also turret is SOOOOO annoying for the same reason. You gotta get right next to it
"Don't pick the melee weapon you want due to one of the three available builds being disproportionately good against it."
Light is the balance problem in this game.
The game is just not a casual experience though, but we can't dictate buffs and nerfs towards how the newbies will percieve it.
Glitch Nade.
I can't think of another weapon that demands you build specifically to counter it the way sword does.
(cough cough, cl-40 vs aps, which was changed for a reason, sword should get similar treament imo)
wait, did i misread?
It dictate towards what players think, and if players are complaning about the sword everyday then something is indeed wrong.
Except if you don't at least somewhat accommodate new players, they leave.
Believe me, I've seen that happen many times cause I'm an ancient 33 year old dinosaur.
meeeh, probably fine
Anyone could've use nukes before, players said it was annoying as hell and they nerf it.
That's what I meant by 4 hit mb. And phantom strike is usually not active. Most ppl assume that it's constant but it doesn't work half of the time so not worth going for. It's a weird bug.
Anyone could've use model, players sait it was absurdly opressive, they nerf it.
when animation cancel make instant burst the combo logic just goes out of the window, the enemie does not see it as a 4 shot, its a 2shot from the heavy player perspective
CL-40, outside of those couple of weeks where it was overtuned, was never strong enough to demand a specific counter.
So player percpetion matters a lot, it doesn't matter how much you think "oh but this counter x", if enough of the playerbase is demading changes, they will change cuz they don't want to loose players
Annoying too but it's hard to get hit by it
I meant use one to clear potential Glitch Traps.
Oh yeah cl-40 is the worst weapon to fight as a sword
but yet it had one
imagine they left cl overtuned, but made aps a hard counter again
dont wanna use aps? youre f*cked
wanna use cl? also use data or youre f'cked
and everyone ends up with items they may not want to use
CL-40 having increased self-damage means once the sword is in range, joever.
also about phantom strike, it just needs to be removed, it does not matter if its hard or inconsistent, it breaks the dps that is intended. If someone can do it consistently they are gonna abuse it, not everybody has logic sense and just want advantage to win sometimes
So whatever is if the sword is op or not, if there's counters or not, it's clear that each day people are getting more pissed at it each day. They will for sure change it, the REAL problem is...
WHEN?
It's temp but it's also not something I like carrying. It's not worth it. I'm using flashes rn bc it lets me approach in open spaces
this was not supposed to be about cl vs sword specifically
just an example to my cause
Cuz I seriously hope it doesn't become a model situation where it took 4 fuckin seasons to change it.
Yeah it should be removed. Not bc of the dps bc you can do the same with melee hits but just bc it's a bug and inconsistent at that to the point it's not worth using
But that doesn't mean you lack options. Meanwhile for those fighting sword, you either have above average aim, bring Glitch Trap, or pray your team can work together to focus it.
Yeah ik it just reminded me
I think the reason people don't like sword lights is because you have to deal with them in fundamentally different ways then others, but like... yeah? I like it that way, I like that you have to deal with it in it's own specific way, if you could deal with every problem the same way then the gameplay would be super repetitive. The more different I have to deal with different opponents the more verity you get from match to match. I don't want to deal with a riot shield medium the same way I deal with a revolver medium. I don't want to deal with a cns/sledgehammer heavy the same way I deal with a minigun heavy, and I sure as hell don't want the sword light to be defeated the same way an xp light is defeated
You don't need anything specific to counter Heavy melee, just good movement/spacing.
Light can hunt you to the ends of the earth and has ways to get the drop on you.
Ngl riot shield and duel blades should be able to block sword. I always feel kinda bad when fighting them bc there is absolutely nothing they can do to stop me
And you begin the sole one with glitch trap everytime or have the above avarage aim it's a terrible experience. Cuz if you fuck up the aim, or not bring Glitch trap, you WILL loose cuz your team can't handle it.
Thus creating this overwhelming pressure everytime.
db should be able to tho?
ive seen it block spear and sledge before
the problem is not different play style, more so an 8 or 80 in performance if they get hardcountered or not, and when they are not being hardcountered they just pubstomp new players while being extremely annoying for people that can deal with them
riot is just buggy as hell
Does it? I've never been blocked before
You can hard counter a lot of things in this game
Not to mention if you're, you know, not on Medium.
There's also the fact that in ranked you can't swap anything till next round. So you can use sword for the first two rounds, then swap for the final.
maybe because light is speedy and they miss their timing
or due to sword m2 multi hit
no clue, but it can block spear and sledge
Oh yeah they fucking lock your loadout, good fucking luck if you didn't bring anything else to deal with them
give me some examples please, i take a little issue with that staement
Imo you should get one swap per ranked match.
same as Bad Hat Ben, give examples
Oh yeah that's another thing. You mentioned before that you can't tell if someone is using sword before the round but if you look at the silhouettes on the other teams, you can see their weapons and sword is hella recognizable
my wording sucks today
Start with a different weapon, swap.
Huh maybe it's because I can dash past them so it blocks it from the front but not the side or behind
Yeah nobody does that let's be fr
might abuse it last round
or do shinanigens where they swap round 2 and youre screwed in round 3
lingering AOE hitbox
Not a sword user
reflect angle is a bit weird
and it blocks less damage from greater angle
You speak for all of them?
doesnt damage the attacker either iirc (if it does its greatly reduced)
Yeah you can do either. Just bust it out when they least expect it, or have them expect it, swap to counter, then don't have it.
Only the nade launchers have even remotely that kinda mind game potential, and the APS isn't a hard counter.
Not all but for weapons like sword where it's a niche playstyle, if you queue as it, it's like 95% chance that you stay as it. Im saying this bc I do look at all the weapons during loading and every single time the sword does not change
Turret beat by data reshaper or good gun
Invisibility beat by motion detector or sonar grenade
Mesh shield beat by basically anything melee weapon or glitch grenade
Sledge hammer beat by dash light unless used with winch claw
Not a lot but enough so if you prepare correctly it can pay off.
I feel like a smart Light will queue up with a different weapon, then swap. Or, they bust it out in the last round, where the enemy doesn't expect it.
Actually data reshaper kinda just hard counters a lot now that I think about it.
I mean it's a possibility but that would only happen in ruby lobbies
I call Medium the "no fun button" build. Between reshaper and Demat, they can invalidate all defensive utility.
Yeah that's why I play light. It's the fun build
For the one playing Light.
Or no fun when fighting a med triple stack who knows what they are doing
I either get 15 kills or 3 kills depending on the opponents
triple med stack is not as scary a thing as it used to be, largely because of defib sickness
Honestly Heavy v Heavy is the only match up I reliably enjoy at this point. Demat Medium just invalidates half the game, and Light either gets deleted or deletes you.
Sounds like you just have a problem with class based gameplay, I'd recommend trying some tactical shooters
Nah, just how they've balanced it.
I remember the time when to kill triple med stack you had to kill at least 5 people with full hp
It's actually pretty balanced rn ngl
i feel like with those, they either only soft counter 1 specific thing, leaving your build as a whole only soft countered for a limited time
or they have some other factor that allows you to prevent the counter (such as deactivating your shield and jumping away)
but i do see your point
I agree
If they made Mesh Shield block Winch, Heavy v Heavy would have the best match up possibilities.
Mesh would counter Winch, Winch would counter Charge, and Goo Gun is the wild card.
and most of those could actually use some changes imo
dash invalidates heavy melee, so they got winch, either youre f'ed without winch or everyone else is when you do have it
recon tools/thermal dying cloak could be different, no idea how tho
winch was literally the counter to the then oppressive shield spam
Need something for the oppressive turret meta
Cept with melee the winch will only give you one hit, and not the sledge overhead.
People were complaining about domes and mesh's so devs made it so winch could bypass it
But they've nerfed Dome and Mesh several times since.
Goo Gun.
Goo and glitch nades
Now for the oppressive smoke meta?
I'd also like to mention how different game modes can also affect your opinion on the balancing, like if I played power shift with 4 heavies and one healer riot shield medium, then we could wipe the floor with any kind of 5 light team, but in team death match or quick cash many lights would be actual hell to deal with. So I feel like we should specify which game mode we are having balancing issues with.
Depeding even demat fucks them
due to lunge sledge can keep up with heavies and mediums, lights die to a primary + qm combo
I know the oppressive turret meta is a meme, but I have seen multi-turret comps recently and it is obnoxious lol.
ive been getting 3 turrets on that one staircase building on PS seoul
They can avoid the QM. For w/e reason many dash lights just give up after the winch.
MGL32.
I think weapons that deal additional arena damage should also deal additional damage to deployed things
I wish the additional arena damage were better for some weapons. Sometimes is just a side gimmick nobody really uses
The KS or minigun?
Speaking of smoke, that needs a rework. It should be a solid sphere like Valorant to avoid your graphics affecting visibility.
Would probably have to remove thermal vision or make it a specialization.
Both basically
I was thinking, for the ks, would you increase ammo capacity, make it shoot faster, increase reload speed, or make it break walls in 2 hits
Break Wall 2 hits
100% accuracy when aiming.
Also, give irons as an option.
I mean, for the gun overall or to deal with the desctruction arena gimmick?
Cuz for the overall I think they should just give up on the projectile part and make it a full precision shotgun, with irons
l feel like KS destruction is fine, its just the damage of the gun that is the issue, it depends way too much on winch + melee combos to do reasonable dps
2 shots are probably fine, but I'd rather have the accuracy if we're talking general buffs. 100% accuracy and 2 shots to destroy might be too much. It would invalidate sledgehammer.
I mean, they could tried out and see how it peforms though
Which was just heavily nerfed with the animation cancel change.
I'm fine with that in concept, but they shouldn't let you use winch until the pump animation finishes. Atm if you winch .01 seconds too early, you basically pump twice.
and with the changes of the winch forcing rechamber for KS and SA, l feel like it needs a small damage buff to reach the breakpoints of 105 damage per shot with winch doing 1 damage instead of 5
my ks-23 experience in a nutshell
But the whole projectile thing doesnt suit the weapon at all, it feels unecessary. Let it be a hitscanner already
I like the challenge, but the speed of the projectile is awkward. It's easier to lead the bow/Throwing Knives
i think it should share its bloom with cl-40
100% accurate unless youre actively bunny hopping
if it is going to be projectile it needs to be accurate simple as that, but for some reason since its inception players say that to embark and they never gave it 100% accuracy
this too
Embark seems to hate the idea of anything that's not the LMGs/ShAK-50 having 100% accuracy.
On Heavy.
I'd take a slower slug in exchange for 100% aiming accuracy.
same
The 1887 gets perfect accuracy while jumping, I feel like either both or none should get it.
i can work around downsides, i cant work around random inconsistency
no, there is a difference
model gets accuracy by volume
with that many pellets, even if the spread is bigger, some will connect and deal chip damage
ks-23 doesnt have this luxury
it is hit way harder by it than 1887 ever would be
If they nerfed the AR/SMG/LMG dps, I'd say neither get 100% movement accuracy. Otherwise, both should be accurate while moving.
accuracy and this is all it needs to be balanced/viable imo
You have to hit center mass to get good ttk on the 1887 now, though. Functionally, they and the KS aren't that different except the 1887 is just easier.
but you can still kill someone with 2-4 close misses/chip damage shots
with ks a slight miss is a total miss
I used to be all for movement penalties on the 1887, but if the hitscan full autos deal less damage, then it balances out.
Or they give the ARs and LMGs movement penalties and make SMGs (really just the MP5) have dogshit damage drop-off.
Yeah, but you probably die then.
and ks is different in that regard?
That's why I said it should have 100% aiming accuracy regardless of jumping.
are we talking past eachother?
You mentioned that KS-23 should only be 100% accurate when not jumping. But imo if the 1887 is always accurate even from the hip, why does the KS-23 need that limitation?
aaaah, i think i get it, hold on let me double check
I'm kinda liking the idea of giving the ARs and LMGs movement penalties now.
ks has way more range then the model
The drop off is still harsh, and it's a projectile.
even if theorical due to the projectile nature
The "buff" to the drop off didn't even change shots to kill in most cases from what I've seen.
fair, i mostly suggested it that way to avoid mega complaints and because it does "make sense" but it doesnt really matter to me
i mostly want 100% accuracy on ads and way better bloom on hipfire
jumpad and shot with ks on someone distracted then combo with rpg, or the other way around, maybe that is why he does not want 100% accuracy in the air. model would need to be quite close to land for example. not saying l agree just trying to get why
Doing that would be more impressive than anything.
no, not my intention
i pretty much do not care, it was just gut feeling
Hitting a fairly slow projectile on a jump pad then quickly swapping to land another projectile would be more impressive than just using an AR/LMG.
What if they took the system they have for the sniper where it's only a projectile at range, but put it on KS-23?
So it's hitscan at like 8m or less, then it becomes a projectile.
might make it akward to use
l remenber some old clips l got for killing midair lights using dash on jumpads with 2 ks shots, l bet the guy either raged or though l was hacking since he left the game right after. L bet a lot of people don't expect players to get consistent with projectile weapons
l am down for 100% accuracy KS
It's more about reducing server jank. It's already almost a hitscan up close, but it'll get fucked my the server due to desync.
Or they just make the slug hitbox a bit bigger. The old stun gun hitbox was bigger than the KS-23 slug.
There's a ton of options. The end result I want is reliability. If I miss, I want it to be because I missed.
hitbox size increase could be a good way to increase consistency with it, but gotta be small imo
Not RNG.
it wasnt a single pin point accurate shot?
it had aoe?
Not home atm, but you could be off the enemy by a bit and still hit with stun.
it was a hitscan cylinder
That's why even bot lights were hitting stun.
yep
doesnt help unless it gets better accuracy
They would miss most their mag, but rarely the stun.
the what
"Why not have both?"
the why not both meme
something something why not btoh?
not complaining, just shouldnt be too easy
too drastic changes will prevent it from being implimented or get complaint to death after
Slightly bigger, 100% accurate when aiming. At the end of the day it's still a projectile.
Cause at this point anything not an AR/LMG/SMG in the meta (that isn't sword) is welcome.
if l had to choose l would go with 100% accurate, although hitbox size would be felt for every tier of play using KS, so even bad players would hit more shots with it, and hitbox size also gives more consistency in closer ranges, small deviation would prevent it being used to snipe
both would be nice if they would do it
guys cerberus or famas
Brother what is your profile picture
"guys pickup truck or sports car?"
they do different things
for kills
What's the difference between the xp and the m11?
M11 kills faster but xp has better range. Xp54 is superior overall due to the versatility.
okay thanks
@restive plover
Or which ones on shift rn (you're online so I'm assuming you?)
'member when Cloak briefly lasted 45 seconds or something when standing still? I havent liked it as much since that nerf
If the hammer can no longer deal damage to multi enemies at once, neither should the sword. fucking nerf that shit
Xp54 makes me wish I was just playing med, m11 makes it leak a little
My glorious king m11
Also I realized that reduced ROF on manually operated and semi auto guns only really hurt casuals as they are more likely to have worse aim, and thus suffer more from a punishing ROF
This applies to litterally fucking everything
If we have two light submachine/machine guns, two assault rifles, two snipers, two pistols, two melee weapons, and two shotguns, should our next one be a new thrown weapon like the knives?
Guys we should buff the sword range to 500m when its doing its lunge attack, because "sword is super weak you cant do anything with it without evas dash".
yeahh... /s if it wasnt obv
light should get a throwing axe that one shots everyone but only for a day
Why can't the pike get some more sights man đŠ
Davey crocket
I would say it's because limiting optic access is a way of balancing weapons, but clearly Embark doesn't give a shit about that.
Light meta goes nuclear
I think they just forgot lmao. Regardless, sights are not how you balance weapons. R6 is a great example of that
I just noticed today that they changed the recoil patter on the famas.
When did that happend?!
That was literally how they got people to play underused ops what you mean? They'd give the op scope for a bit then remove it once people realized it was good.
Its a bandaid fix. Get people to use them by actually making them good
Warden was an underwhelming operator with an underwhelming kit. Giving him a 1.5x didn't make him any better, it just made people notice him. People performed well with him because the game was 8 years old and people were just good in general
And they used them because Ubi put the shiny on it.
Didn't make them any good
They literally released charts every season that, on average, disprove that.
Because the game is a decade old, the general skill of the player base is good enough that they can perform well with any operator. All the sight did was make them notice him
Zoom optics/clear optics make using the guns easier.
It's not the The Finals where a third party crosshair can overcome bad optics/irons.
I'll shit on Siege all day, but they at least know how to do recoil in a way that isn't stuck in 2000.
Unless there is something obstructing your fov like the high noon hammer, a crosshair is a crosshair. The holosight's crosshair is genuinely horrendous and hardly better than the pike irons, but people still use it
The issue with the pike's irons could probably boil down to being a placebo
It'd be a balancing tool if they didn't make the bullets always come from the center of the screen.
It's such a lame system.
famas is the only hard meta ar and xp is the only hard meta smg. The rest are shotguns or dmrs
I prefer Irons over the scope anyday
thanks discord for setting me on a message from 6 hours ago?
Also the holosight's profile is also complete dogshit
which one are you talking about, the old fcar one?
I'm going to say that the SA1216 is below the ShAK-50 and M60 now with the damage nerf and the winch animation cancel fix.
So that's one shotgun gone, and an AR/LMG taking over.
sa12 is still the best weapon on heavy (although that nerf was dumb and the weapon feels so much worse)
SA1216 is still good, but if we're talking sweaty, probably not what you want.
Hence why it's not the best.
The loss of the animation cancel is understandable, but they did it in a jank way.
Don't let the player cancel the barrel rotation or the KS-23's pump action with the winch. If you're off by a single frame, you basically do the animation twice.
Why remove most of the cancels, but not the winch one? Weird.
it is tho
only weapon that's been nerfed to half of what it was and is still best in slot
ShAK-50 hits hard without any jank, and more range.
still no sa12
Time will tell. I say the SA1216's time is over.
time has told, it's still just sa12
We are barely into the season come on.
winch sa12 is better than winch shak, so is mesh sa12
I don't think so, the ttk is very similar, but shak is much more versatile and reliable.
Shak is better for eating shields and finishing off distant foes. Plus dash lights can avoid a throngling from wench sa12 but not the wench shak
dash lights cant avoid winch sa12?
its still just a kill unless you winch them a centimeter from cover
sa12 may feel miserable but it still applies damage and pressure that no heavy weapon besides sledge can, although without the drawbacks of being a melee
They can spam back diagonal dash and they'll be out of effective range after only eating one shot, you have to land a split second shot predicting the right back or left back dash, otherwise they wriggle out.
u get two off without a dash going off, unless u winch them point blank but that might still be 2
Might be latency dependent tbh
more latency gives you more leeway
As the light or as the heavy?
as the heavy
I've noticed I only get one shot in the time they start dashing, the second one come out mid-dash when they try to get away
actually if u wait for winch to play out all the way it might be one burst before they dash, but if you shoot early you get 2 off and leave them on one
I stopped using Sa12, despite it being my main for the longest time, and I never abused the rechamber skip out of principle, only shield juggling. I feel like it's in a really bad spot atm.
I think it needs its spread reduced, or an extra bullet in each chamber, otherwise shak is doing very similar work in terms of burst damage up close, but it has the benefit of still being able to chip and supress at a distance.
idk usually if I winch a light it just dies
I find that lights cannot escape me spraying them down with shak after winching them
it just needs it's nerfs reverted, it was an extremely strong weapon but it was like the perfect strong weapon, winch was the only thing making it unhealthy
My issue with sa12 atm is that it's just not consistent. You can get fucked by rng pellets and then die during the rechamber.
at anything but point blank this is just the sad case.
the pellets arent rng
its a fixed spread lol
It's a 3 shot kill on Light now. If they're Dash, easy escape.
Fixed spread is nice, thank god. But, still, that makes the effective range like 5 meters.
Even engagements within buildings usually happen further than that.
its 3 shot to kill but its very forgiving. you can get 2 meatshots for free with winch stun so you basically just have to hit 2 pellets after
At that point, it's hard not to argue "just bring sledgehammer, it doesn't need to reload and it can go through walls."
sledge is really good but it suffers from requiring winch to perform
sledge on cooldown is still very oppressive but it suffers from being a melee
Sledge shield is also good, just have to work with your team and acknowledge that you're there to scare people and take space.
Or you just use the ShAK-50 and crouch after landing the winch and kill them almost instantly.
shield sledge just gets kited too easily
kill them almost instantly vs kill them almost instantly
That's the nice thing about teams being made of 3 ppl.
sure its 3 people but that 3 people can become 2 people if the team can effectively ignore the sledge
its pressure but it's not enough to be worth it
Shak is more consistent, and can be used to finish off distant targets, suppress, etc. Hard to argue for sa12 in its current state when shak is a thing.
Winch shak is kind of a throw loadout ngl
You have a shield to share with your team, the enemies can't just ignore that if they're being shot through it
There's better options than winch claw, especially since lockbolt exists.
glitch or break the shield and the fight is a 3v2
its suprisingly not a terrible loadout but there is just so much better
Gr8 b8 m8
if your only value in a fight is a 750 hp shield then you probably arent providing enough value
Is the argument that mesh sledge is good
that mesh sledge is good
My arguement is that shield sledge is better than sa12
Alright Imma head out lmao
đ
M60 is also good if you wanna sacrifice a bit of DPS for capacity. Crouching after the winch with it is also good.
In high ranks m60 is really only great in a comp with two heavies
One has range and no jank.
the only jank sa12 has is the one where it looks like your pump animation finished when it hasnt
which is avoidable because it's a consistent thing
Ended my relationship with pike, repeater is my new bf
Get the timing wrong by 0.01 seconds and now you're doing the animation again.
Donât get the timing wrong
To be fair, the ui does change to tell you when that timing is.
Or just use the ShAK-50
Then donât get your reloading timing wrong
I thought it was weird people weren't using it more to begin with.
Both weapons have timing animations for efficiency ^_^
And shak is more punishing to mess it up with
I'm not saying the SA1216 is bad, just that the ShAK-50 is nuts.
Both are very good weapons yes
That's just not true, you can miss half your mag and still kill medium or light.
If you miss one shot with sa12, you're going to be rechambering it
Shak is just beaten out mostly cause mesh is more prominent in the meta
Iâm talking about punishing for messing up the animation timing, not missing
You can force the shield up from greater range with the ShAK-50 than the SA1216.
so dont get the timing wrong
You arenât forcing shield
Or just winch them and win that fight.
You donât run winch with shak
I do, works great.
tbf shak is one of the better winch weapons
easily the best winch auto
Crouch hipfire is accurate for like half the mag.
It is but itâs not what you should run into a mesh meta. Mesh slides back and you hit shield with 2 shots and now youâre forced to reload
Best winch auto is a bar thatâs in hell
Don't miss
Thatâs not what Iâm saying
See? I can be that bitch too
No you canât. Because you arenât describing user error
If you were youâd actually have a point
You are misunderstanding the point entirely. This is after pulling them in
lol
Nope
Ben you should spec pro scene and see how itâs played
Stupidly from what I've see.
I think it would be rather eye opening
Also what pro scene they ain't making a living on that.
does he know?
Does he know
How so
One tournament does not a pro scene make.
Does he know
he doesnt know đ
You miss the word "living?"
He doesnât know đ
I caught that dw
Heâs blissfully unaware
Stfu
How so
I know, it's just not pro.
.
They refuse to get creative and just copy the same shit from each other.
Thatâs literally just not true
if this is what you believe then you have literally no experience with the high level community in this game
Comp players are always trying to force different metas lmao
people try new metas, develop new strats, and put them into play literally constantly
^^
Not what I saw
What patch was the tournament you watched on
Bunch of mirror matchups. Show me clips.
You're making the claim, not me. Show proof.
You actually did make the claim first that it was all copying
Show me the ProFax.
And you claim otherwise. Show me.
Seeing as how youâre the only person of the 3 of us that doesnât stay in the comp circle at all I donât see why we would be showing proof first
Cause the comp circle is a joke lol.
Thatâs not really an argument
I thought the argument here was that pros arent creative and dont try new things. A lot of games do end up being mirror matchups because that is what has proven to be best, especially if its a higher stakes game like the ones you've probably seen. Meanwhile they do try new things, just not in these games. Which is your point
I think I am going to trust the players I see testing team comps in private matches daily over the guy theory crafting comp loadouts from silver
I used to follow Siege cause it actually mattered because it influenced the game the rest of us played.
Sounds like copy cats to meâŠ.
Fishing didn't even make it to general use.
Also yes, nobody is bringing their experimental team comp into a tournament
Yeah and knowing what stats the pros used let you be aware of what someone might copy.
Glad thatâs not how this game plays :-)
Ah so it'll be mirror match-ups of "safe" but boring strats.
if u want an example, a lot of higher level players are trying out minigun right now, with mixed success
a strat with minigun involves replacing pad rpg with a pad minigun, as you dont have time to both spin up and fire an rpg
while I dont believe minigun is the next sa12, I do believe that it has a stong niche that it excels in very well
^^
This is how every game plays lmao. Nobody is bringing a team comp into the big game unless theyâve proven it can work. Thats just a dumb idea
The difference with finals is that teams are always looking for new things to put through testing
So literally exactly what I said earlier?
How does people in private matches disprove what I said at all if they end up going back to the same comfy strats?
Because it repeatedly actually changes???
can you clarify your point, because from what I originally understood your point was "pro players never try new things and are uncreative"
Siege Majors would be hype af because people would save strats for pivotal moments.
This happens in finals
Clip pls
this does happen but im pretty sure that seige has a much wider range of viable comps, loadouts, and strategies
poor balancing in this game has led to the same handful of things being viable at any given time, giving little room for real experimentation
This game has a shit ton of opportunities, but they aren't willing to take the risk.
Anti-grav Cube is amazing, don't see it.
because the risk is not worth the reward in the play we are talking about
Data Reshaper is slept on.
Data reshaper is literally used in comp
How do you know if no one takes the risk lol?
Reshape was nerfed BECAUSE of comp
Good, finally.
âFinallyâ
Does he know?
because people DO and it ends up not being worth it, just not in these high stakes games
This is also true
No? They said why.
Turret.
The meta is usually very stable because of bad and slow balancing
Also, I do not give a single, solitary fuck about comp, and I shouldn't have even let us get on it.
They also originally nerfed model because Rob was in a comp discord and watched the scene being dominated by model. Guess what they didnât put in dev notes.
They will never say âwe are nerfing this because of compâ because it would cause chaos in casuals
Cause I was was talking generally.
Restate your point for clarity
It's reminding me of the lame ass "KS-23 is good because one dude used it well in a tournament that got 300 views" convo I had with someone several seasons ago.
KS was genuinely good in season 3 lol
Not for your average player.
Sustain damage on heavy was completely unviable. SA12 was better but KS was probably the 2nd best weapon on the class
Hence the like 4 changes since.
The 4 changes since have come from the meta shifting around it. Weapons got stronger since then and it was left behind
I played KS the whole season in world tour when I wanted to relax cause it was fun and strong
I do think they are starting to balance more around a small handful of elitists with a heightened sense of self-importance, and that's bad. This isn't Valorant.
Youâre not wrong in the sense that theyâre taking some advice from comp players who donât understand what theyâre talking about. But balancing well around high elo isnât a bad idea
https://youtu.be/bdBMZbOOJeM?si=F5J3bwE2gJY_Ou6z&t=225 here is an example of this. This was after double stabs were removed from dagger but I found a workaround (this has since been patched as of s4), which I shared with Kael. She then used this in a CASH tournament involving some incredible players. We would go on to win third place, giving us a chunk of the prize pool. This would not have been possible without this tech that I discovered.
would you believe me if i told you i put this off until last minute and rushed it again. more videos soon hopefully.
song used: https://www.youtube.com/watch?v=Fhg3KsDkMJM&list=RDMMFhg3KsDkMJM&index=3
The esports scene has no room for a game like this.
Not really true
Also entirely true
They call me the conversationalist wow
This game has a metric shitton of RNG. Do you think people are going to drop from pro Rivals/Valorant/CS/whatever to play for money in a game where a small piece of debris can block your steal and cost the match?
Thatâs not rng
Oh the game picked a bad spawn, guess we lose.
Thatâs why the comp community is bitching about spawns yes
the main things I'd consider rng in this game are spawns and the bugs, both of which are fixable
And random spread where it doesnât belong
Oh the building exploded so violently that even a 50 series card drops frames.
again, managable
They gonna restart rounds like Siege?
Oh wait, not round based.
wait until you find about best of x games
Thatâs not an inherent issue that isnât fixable though. Nobody is saying the game in its current state should be an esport.
game doesnt have to be valorant levels of esports but it has the potential to go far if embark really set to it
Point being, the game is inconsistent, and the main game mode is fine for regular play, but no way in hell would I commit the time to play for money.
Even embark said the game in its current state isnât ready for esports lol. Thats why s7 and s8 will be focusing on a lot of bug fixes
You are arguing against nobody rn ngl
Or they create their own niche of casual play that is currently underserved atm.
they struck that niche already, why not expand on both
This is why the only people who currently play comp are people who fucking adore the game. Itâs not esports ready now and everyone knows that including devs
It's effort better spent on capitalizing on the game's strengths, not trying to follow a trend.
A competitive version of the game is one like ranked that strips out the events that are a core part to the rest of the game (fuck low grav tho).
That makes chasing it even sillier, if true.
It's not, but if it were.
I think the developers just like the idea of esports lol. Nothing really wrong with that. Game definitely has potential
Like, isn't Rivals pro scene kicking off huge? I lost interest in it but still it's massive.
It is when the balancing starts making it a priority.
Yes it is. Because the game has nearly a million concurrent players across all platforms. Any competitive game with that big of a playerbase will succeed in esports
Thatâs not a trend though
Balancing well for high elo is good idea regardless of esports
Ok so it's not dying then. I assume Valorant and LoL are fine.
No it's not. Not with this population.
Itâs not a population thing
A well balanced ranked meta means items are well designed. Stat balancing beyond that barely affects casual
Balancing for casual means design flaws slip by and affect ranked
It also means stat changes affect ranked negatively when casuals would be happy regardless as well as items are designed well
The key balancing well for ranked
It is. I've been around. Seen this happen before.
Fairly small game caters to the vocal top percentage of players, alienates the average player, new players get their ass kicked.
A lot of games blindly listen to comp players over game designers and those games end up with dying casual scenes
Yep youâre describing what I just said
Fortnite was a big one that did this and theyâve had to spend tons on getting casuals back
Listening to pros is not balancing for high elo. Pros donât know what theyâre talking about a lot of the time
Theyâre usually very biased towards metas that they enjoy or see the game from the viewpoint of their favorite loadout
Majority of the playerbase don't know what they're talking about haha
Yes
When studios listen to game designers over players for balancing, games get better
This is why feedback + statics are important, to have some sort sensous to understand what the fuck is the actual problem
Yes very
Cod also learned not to listen to pros with mw3 recently
Game was massively centered around movement tech that only a vocal minority care about
Sold like ass
Then they didnât do that next time and tuned back the marketing towards sweats
Doesn't mean they won't leave the game over something they dislike or find unenjoyable.
They took ages to change the 1887 because their stats said it was fine.
This is why is important player feedback too!
That was mostly cause nobody played it until s4
Model was only abused in high elo until then
Wait I said this about "pros" and you were on their said before.
Istg you're just a reflexive contrarian.
Not even high elo cause TA. So just comp
And yeah, I will always think a company will always works towards keeping their playerbase. At the end of the day, a game is still a product that needs to be enjoy by as many people as possible to sell
Where? I literally agreed with you about this earlier
You were talking about people running customs and shit and taking their word as gospel.
Play ranked/wt yet?
.
I'm saying ignore them for the most part.
This is something completely different. Pros understand meta and how to abuse the game. They donât know how to fix it
Not just some.
Ignoring pro scene completely is a bad idea but yes their word should just be taken as context for whatâs annoying them
And high tier ranked in this game is a small % of the game. If this was a game like Valorant or CS where ranked is the main focus of the game, sure, but it's not here.
Balancing well for ranked is going to appease casuals as well
Atm Ranked is just a boring WT.
As seen exceptionally well in overwatch currently
Not really. The time dedication/skill differences will make different weapons meta.
And cs but that game sucks and I hate tac shooters
For example, Sword.
Different metas are fine as long as theyâre well designed and shifting
Sword is a very bad example of this. Light as a whole is
But one matters more. If they can balance it for both, cool, but just like trickle down economics, it doesn't work for balance.
Because light specs are terribly designed
It literally does though.
On that we agree. Sick of its existence fucking up the balance.
We just earlier talked about how we don't see high level strats showing up in regular play.
Iâm not saying the meta is going to be the same between skill tiers. Itâs not supposed to be
But as long as itâs well designed, it wonât negatively affect casual if it doesnât overstay its welcome
Balancing for casual will negatively affect comp even if everything is well designed. Because less skill intensive playstyles will dominate the meta
I have been wondering, are arrows meant to be so bad in traversing terrain compared to bullets? They have huge terrain collision hitboxes and can't pierce throught stuff even bullets can
can defib pls just reload our guns
Do someone got the spreadsheet with ttk of weapons. S6 updated pls
its not an issue since when you get defibbed you are
Thx
I love filling the arena with my farts (Gas mine and Gass grenade)
So after using the minigun for about another 10 hours of gameplay, I can now say that it is not very good. Iâve tried offensive and defensive strategies and offensive being more effective but even then I still get out dps. Just not a very good pick when you got the M60 or Lewis gun
i havent played since season 4 is the mesh shield still in the same place with the cooldown
The minigun feels it's trying to do too many things at once, it can break structures but it takes half the mag where as ks can reload it's 3 shots quickly, it's a close range bullet hose, but the SA12 does it better , the only niche I think it fills is suppressing fire on a sightline or to pin enemies down if they are in cover
I think the minigun is pretty balanced for what it is, but the novelty has worn off a bit, I think the spin up time could be reduced slightly or as others said make the spread a bit tighter, no doubt you can get a lot of kills with it as it is, in the right situations and play styles, but I think you could get a lot more using other guns hence the slight buff needed
It looses a little bit of health on deploy
So mesh juggle can be done now, just at a cost
What buff?
How will it be balanced?
This is why sword is not ok.
yeah, thats pretty much it imo
if that wasnt the case it would probably be perfectly fine
question is, how do we change it?
The hitbox ends upon contact with a target.
No piercing.
that only stops stuff like multihit
they can still roleplay a helicopter and get hits extremely easily
Hard limit the turn radius.
Once you set your direction, that's where you're aiming. No wiggle.
id imagine that like demoknight from tf2
i wouldnt mind if it became that
still adjustable, not 100% predictable, but limited
i would leave multihit tho
this mostly removes the jank, and if they go through the extra effort of setting up enemies in a line then its deserved imo
what do you think?
They would have to ensure there's a cool down in between so you can't phantom strike.
Like once hit you cannot be hit by lunge again for like .4 seconds.
what exactly is phantom striking
like how does it work
id understand if its some animation skip jank, but if its tied to multihit?
I assume the hitbox remains long enough that you can get two hits out of it.
best medium weapon?
I couldnât pull that off cause I canât increase the sensitivity,what about of mouse do u use?
Nah think of it as m11,only meant for close range
i think players should get some kind of reward for facing a stacked team
its already bad enough that you will likely have less fun/be more likely to loose
thoughts?
what rewards could there?
Not my clip.
I donât remember all that much but the sensitivity trick is only for people with really big monitors or something
Does anyone got the rough attack speed of the spear primary fire
Asking just if it would be possible for these to be implemented (just concepts) Light- scorpion evo (32-40 mag), medium-G36C (30 mag) , heavy - heavy aug or f2000? (40-45 mag)
best medium weapon?
Fcar and famas from what Iâve been seeing lately
A lot of people would say Cerberus
All the ARs are good, I think pikeâs generally considered good but is a bit harder to use
repeater is op if u can hit the headshots
revolverâs very good if you have good aim
repeaterâs good if you can correctly utilise its burst
Heavy specialization where a light can ride on your back
and demoknight trimping requires way more effort to learn with a better reward to this BS that sword light with dash is currently
fcar or famas for me 100% of the time
How can anyone see this shit and be like "definitely not annoying at all, git gud and better"
Look HOW FUCKING LONG the lunge damage frames is active, this is beyond stupid
Extra exep + fans + VRs would be good
Outclassed by every non terrible weapon on medium.
it is fine, most reliable gun in the game, more so that those 2 have better potential if the player is better, at least its the best to shield break due to ammo capacity and total damage per mag
Fcar is way more reliable.
considering the ammo per mag and damage per mag, a new player will need to hit less % of mag per kill with akm compared to famas and Fcar. this is what l refer with being reliable, are you referring to the recoil?
Moreso range damage and hipfire.
But yes the recoil is much simpler and would probably give a new player an easier time hitting things.
So I was thinking, how about climbing claws? Or ice picks? Light weapon with climbing alt fire, if you a clinging to a wall and jump it launches you off in the direction opposite the wall you are climbing. A little more damage than dagger but lower attack speed, alt fire on enemies launches you up and doing it on the ground does nothing. Thoughts?
They could literally take the ice pick model they have with the duel blades skin and turn it into this.
More weapons makes balance even harder. Get it right first, then consider more weapons.
Please remove multi hit from sword lunge attach, like was done to hammer overhead so long ago.
Fcar/akm ... Still
That's somewhat intended, it's supposed to be easy to use without excelling anywhere in particular
the nerf to mag size was completely unnecessary though and should be reverted
Yep, the large mag was the main selling point. Which they nerfed for...whatever the fucking reason lol
true
when will the stun gun be usable again?
I hope never, but realisticly probally next season
how long has it been unusable? i just redownloaded the game last night
I guess since the beggining of this season, could be earlier but I don't know
Belive me, the game is in a much better state without it
yeah, stungun just isn't healthy the way it was, making tons of stuff unviable and being obnoxious to play against + 100% being used in any light loadout
I don't even think they will be able to bring it back without removing a bunch of it's mechanics or completely reworking it
l hope they either completely rework it or just take it out forever
i kinda liked to snatch boxes and deny steals with it
but the more i think about it
its kinda broken 1 guy can camp the cashout and unless the enemy expects it and pulls some demat shenanigans, they just get the box without a fight
thats pretty cheap, especially with plug money
i posted a while ago about a rework idea
kinda wanna know some more opinions on it
when hit, the enemy becomes electrically charged (no other effects besides this)
the charged enemy will take the usual damage, but also transfer some % of damage taken to another enemy within x range
reasoning:
it doesnt change anything in a 1v1, its specifically a team fight gadget, so no cheese there
in casual, people dont coordinate or dont clump up even close to as much as comp, so it (hopefully) wouldnt be an issue there
and in ranked, where lights usually suffer, this could be a strong advantage to bring to a team, while not being broken since they need to hit it first, delaying their attack and being potentially really risky against people with really good reaction times/aim
could potentially be really cheese to run it 3x and just melt a team but LLL being comp viable would be a first lol
the idea is interesting, but how big is the radius we are talking? another important question is this team wide? like tasered guy gets hit by a sniper and aoe damage gets absurd
that should be a balancing aspect alongside damage transfer %, dependant on how it feels, if its too strong, etc.
but i was thinking a set range no matter what deals the damage, withing line of sight
this gives third degre vibes from tf2
i was more thinking about e-varients from gw
but yeah thats also a good example
but tbf its probably too late for that since theyre already reworking it anyways, itll be a while until they touch it again unless the rework is an absolute disaster
maybe add a marker for the range so the teammates will know how close they can be to not get damaged
might be the case
ooooooh, that gives me an idea
the bulk detonator from deep rock galactic has like sparks/burning flakes flying around itself in the aoe it can hit you from
it could do that but with like mini lightning in the transfer aoe
l was thinking something similar to that, feedback would need to be clear for a mechanic like that
(but probably just play it safe and make it a marked zone like aps alongside that)
I have a silly idea, to buff the tracking dart, how about giving it's scope thermal vision and making it glitch on hit (doesn't last very long though) I feel like it should definitely be buffed cause I've never even considered using it.
the % value range and duration are the main factors for balancing to make lets say MMH with 2 medguns have an extra counter or HHM to also get a better counter