#💣┇weapons-gadgets

1 messages · Page 161 of 1

hardy dust
#

But the point still stands, the qm changes were a big nerf for a bunch of weapons, including model

#

Also nicher weapons like ks and sr

spark igloo
#

Ben reaching into the (bad) hat to pull out his take of the day

royal pier
sand monolith
#

Hitscan full auto has never been pushing out burst damage meta lol

#

Real light weapon tierlist of facts and knowledge

royal pier
# sand monolith

Go away.

"I haven't played S6 ranked but know more than people who have."

sand monolith
#

Dawg you’re like silver I can play negative and know more

royal pier
#

You always resort to personal, unsubstantiated attacks when you have strong arguments.

sand monolith
#

Not really an attack it’s just a generalized argument based on rank

royal pier
sand monolith
#

Yes that is correct I am assuming

royal pier
#

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.

sand monolith
#

Yes it does

#

i say that all the time

royal pier
#

The reality is that if you play QM/WT, you'll see mostly hitscan full autos.

sand monolith
#

Yes because they’re comfortable weapons

royal pier
#

Meanwhile, the advertising focuses on weapons you barely even see.

sand monolith
#

I don’t think nerfing a weapon that isn’t op because people like playing it is the best idea lol

royal pier
#

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.

sand monolith
#

“Game is dying because of my reason”

royal pier
#

"Look at these cool weapons! Hardly anyone uses them!"

hardy dust
#

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.

sand monolith
#

Hm I actually don’t think the most popular weapon type being easily accessible and decent is what’s 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

hardy dust
#

Tbf that was also terminal attack and kyoto

sand monolith
#

Yes

plush harbor
hardy dust
#

But still, automatics being high tier is healthy

plush harbor
#

if i wanted to start playing a game to SPECIFICALLY fight a certain type of weapon...

sand monolith
#

But casual retention was really bad as well

hardy dust
#

Niche weapons should be viable but niche

sand monolith
#

Autos aren’t even high tier they’re just perfectly mid. Usable in casual without being the meta in ranked

#

They’re kinda in the best spot they’ve ever been in

hardy dust
royal pier
sand monolith
#

Yeah depends on the auto

hardy dust
#

Some are meta, but most are just fine

sand monolith
hardy dust
royal pier
hardy dust
royal pier
hardy dust
#

The only ones that really need help are med melees, dagger, sr and maybe spear and nade launchers

hardy dust
sand monolith
royal pier
#

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.

royal pier
sand monolith
#

Dude

hardy dust
#

Not to mention not all of them have high damage, only a few

restive plover
#

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.

sand monolith
#

If people are using full autos because they’re comfortable. And you NERF them with the goal of making those people switch, you are forcing them off of it

restive plover
#

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.

sand monolith
sand monolith
royal pier
#

You are pretending I said to gut them, and I didn't.

sand monolith
#

No I’m not dude. I literally didn’t say that

hardy dust
sand monolith
royal pier
sand monolith
#

lol you’re a fucking moron

royal pier
sand monolith
#

Coherent sentence

restive plover
hardy dust
#

Just buff niche underpowered options. No need to nerf healthy weapons that the majority of people are comfortable with

royal pier
# hardy dust ???

A mild DPS nerf to even them up with the alternatives is not the same as making the other weapons top tier.

sand monolith
# restive plover .

Yes casual retention was bad in s3 that’s just a fact. Didn’t say the game is dead

hardy dust
royal pier
restive plover
#

What were the player numbers?

hardy dust
#

Not to mention a lot of the alternatives are already stronger

royal pier
hardy dust
sand monolith
#

Buffing underpowered weapons to compete with mid tier weapons is not power creep

restive plover
#

Shit, I still actively play diabotical duel, that scene has like 3 people.

hardy dust
royal pier
#

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.

sand monolith
#

Dude is arguing with his demons

#

Genuinely making up interpretations and arguing against them

hardy dust
#

You know what else would make alternatives more viable without making the balanced, healthy, mainstream weapons feel worse?

A buff to underpowered alternatives.

sand monolith
#

đŸ€Ż

royal pier
sand monolith
hardy dust
#

Making bad weapons feel good is better than making good weapons feel bad.

royal pier
hardy dust
sand monolith
#

Wait
 maybe making the most popular and comfortable weapon archetype feel worse to use is a bad idea

royal pier
#

Also, never said they couldn't do buffs as well. So more bad faith arguments.

hardy dust
sand monolith
#

You are arguing for nerfs. Nobody is saying you said to never buff. We are arguing against what YOU suggested

hardy dust
#

And the automatic ttks are healthy.

sand monolith
#

That’s not a bad faith argument you are just providing a bad solution and saying “I DIDNT SAY WE COULDNT DO THAT” to a better solution

royal pier
sand monolith
#

The ttk of auto weapons aren’t unhealthy

hardy dust
sand monolith
#

If you said to buff things up to the state of automatics in s1 or s2 I’d call you insane

agile storm
#

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

royal pier
sand monolith
#

We’ve already seen automatics with higher ttk when the LMGs got gutted in season 3. It wasn’t fun to use at all and people fucking hated it

royal pier
#

Speak for yourself.

Also they felt bad due to visual recoil.

sand monolith
#

community sentiment clearly considering game feedback complained repeatedly and they got buffed next season

final lotus
royal pier
#

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.

sand monolith
#

good

hardy dust
sand monolith
#

lmgs also didnt get affected by visual recoil nearly as much as the other autos though

royal pier
hardy dust
#

not to mention them pushing you so that they entered your range without using any util

sand monolith
shell sonnet
royal pier
#

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.

sand monolith
#

"sights are a good way to balance weapons" coldemoji

royal pier
sand monolith
#

NO LMAO

final lotus
sand monolith
#

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

shell sonnet
royal pier
#

Higher ttk makes gadgets, specs, and teamwork more important as well.

final lotus
royal pier
#

Why use Dagger when the MP5 is easier and kills fast?

shell sonnet
final lotus
royal pier
#

Double Barrel and M26 already eat Dagger's lunch. Where dagger shines is steal denial since they can insta-kill at the last second.

royal pier
#

It would make the risk more worthwhile.

final lotus
royal pier
#

Because any sort of speed buff effectively makes it kill faster.

final lotus
#

You're really going to lecture me on dagger bro, when I've mained it Season 1 with cloak

shell sonnet
# final lotus The time it takes to charge-up a backstab and actually get to backstabbing excee...

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

royal pier
final lotus
#

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

shell sonnet
#

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

final lotus
final lotus
shell sonnet
shell sonnet
final lotus
#

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

shell sonnet
#

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

final lotus
shell sonnet
#

but like, my proposed changes would still help, right?
its not much, but being full speed until its charged would help a little

final lotus
# shell sonnet it does, they get more time to punish ""improper"" usage of non ambush dagger, t...

"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

shell sonnet
final lotus
#

Open Beta was 10 seconds of hold charge before it reset, with unrestricted movement penalty, I would be happy with 5 seconds

shell sonnet
#

i liked the tap -> stab thing
that was most of how i used it

shell sonnet
final lotus
jade lava
#

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.

royal pier
#

@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.

royal pier
royal pier
#

Holy shit I think that might be it.

#

Nvm, just got a lucky string of successes.

pastel vault
#

Honestly, buff the model 1887, its unusuable rn

vague verge
sage citrus
vague verge
#

also reduce dmg of cerb, buff fire and ROF

#

I garuntee the ROF buff isnt as good as it seems because of panic shooting

pastel vault
vague verge
#

it for some reason got nerfed further in s6

pastel vault
vague verge
pastel vault
#

Honestly the thing that messes the model so much is the tactical eject and catch shell animation

visual geyser
#

best scope for the new medium weapon?

wind lintel
#

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

vague verge
#

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

wind lintel
#

I mean gas is good for stalling and area denial
pyro is better at killing, like when placed on a totem

boreal laurel
primal hound
#

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

tranquil rose
#

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

primal hound
# tranquil rose It's basically back from it's first version if not stronger. They gave it more ...

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)

primal hound
tranquil rose
primal hound
tranquil rose
primal hound
primal hound
# tranquil rose Yeah it be like that, specially with competent lights. The sadder part is the AR...

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

tranquil rose
#

At least the minigun can be saved and the repeater is incredible

primal hound
primal hound
tranquil rose
#

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

placid slate
#

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

tranquil rose
#

It only needed a better spread and MAYBE the luxurious reload buff, the damage was overkill asf

placid slate
#

the dmage buff didnt really move any breakpoints, atleast without fire damage

tranquil rose
#

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?

placid slate
#

it does 120 now, previously 108. dont think a single shot does enough DOT to kill in 1 hit

tranquil rose
#

It one shots light lol just tested it out in training camp

placid slate
#

and mfs were saying the fire DOT was bad

tranquil rose
#

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.

placid slate
#

i mean if youre getting a full spread of pellets in their face youre gonna be close enough to quick melee in most situations

spice vigil
#

mediums complaining about DB killing them, but the cerb can kill 3 lights for every mag, compared to 1 for every DB mag

tranquil rose
gaunt terrace
spark igloo
#

Tbf db is MUCH less of an issue than cerb but both can be taken in healthier directions

short seal
#

anyone got tips on what loadouts are best to deal with cl40? I just can't seem to find anything to counter it

shell sonnet
#

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

thick crypt
#

Smoke machine. Throw it down like the proximity sensor and it continuously releases a small amount of smoke to the surrounding area.

bold ruin
#

goo plane

placid slate
muted halo
placid slate
#

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

muted halo
#

damage wise they could improve the fire instead of the pellet damage

shell sonnet
#

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

placid slate
#

the issue is that buffing the fire by any noticable amount either still one shots lights, makes it annoying as shit, or both

shell sonnet
#

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

shell sonnet
placid slate
shell sonnet
#

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

muted halo
#

the total dot does how much right now? 34?

placid slate
#

minimum 30, probably more

shell sonnet
placid slate
#

fair, it is a somewhat difficult topic

muted halo
shell sonnet
#

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

muted halo
shell sonnet
#

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

muted halo
shell sonnet
#

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?

muted halo
#

so they barely survive the dot right (the light one shot)

shell sonnet
#

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

muted halo
#

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

shell sonnet
#

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?

muted halo
#

l searched the dot total damage per shot and it is 31

#

and timer resets if you shot someone already on fire

muted halo
#

cerberus spread

shell sonnet
shell sonnet
shell sonnet
sand monolith
#

cerberus just needs its buff reverted

#

and fire proc to be more consistent than it was pre buff

muted halo
#

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

sand monolith
#

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

muted halo
muted halo
sand monolith
#

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

muted halo
#

l feel like for most old cerberus was just outclassed by model

muted halo
sand monolith
#

Yes cause model was op. But once they nerfed model to an acceptable state they gigabuffed Cerberus

sand monolith
# muted halo how would you build around with older damage?

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 couldn’t 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

grand turtle
#

"Acceptable" state of never being used now :^)

sand monolith
#

Current Cerberus has none of this nuance and you can just solo push people

sand monolith
#

Without fighting a Cerberus team it’s actually pretty strong

tranquil rose
#

Or just revert the damage back from what it was and keep the spread and reload speed.

muted halo
tranquil rose
#

If it's nothing absurd, then keep it. If it's too strong, just revert to the initial state and leave it be.

sand monolith
#

Yeah embark needs to get better at testing things instead of making a huge decision and leaving it that way

#

Cerberus gigabuff wouldn’t have been bad if a week or two after they were like “okay that was too much, let’s scale it back and iterate on it”

muted halo
sand monolith
#

They did it with the model nerf to 99 damage and that was like it

#

AND IT WENT WELL

tranquil rose
sand monolith
#

Yeah the worst part is how long it’s been an issue now

tranquil rose
#

And they can fucking do this cause ARN recieve hotfixes, so the fuckers are just lazing around basically

muted halo
sand monolith
#

Nobody would have an issue with 1-2 week mini metas if they led to better changes faster

shell sonnet
#

Yes

tranquil rose
#

Like I don't undestand why minigun didn't also recieve hotfixes too

sand monolith
shell sonnet
#

Im on board with old cerb + better fire proc

sand monolith
tranquil rose
#

And perfoming well?

sand monolith
#

Yeah it’s 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

shell sonnet
#

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

tranquil rose
sand monolith
#

The ability to say “yeah you’re not allowed to be in this room cause I’m here” is very strong but only if your teammates can capitalize off of it

shell sonnet
#

Flank heavy does work decently well in casual with other weapons
Despite being loud it should still work

muted halo
#

minigun shreds bubble shield which is quite relevant in higher tiers too, so the area denial is achievable

sand monolith
#

The only part I really hate about the minigun is that shooting at a light from 7-10m is literally just a gamble

tranquil rose
sand monolith
#

Yea would allow you to secure kills more consistently without making the positioning any easier

muted halo
tranquil rose
sand monolith
#

Yeah it’s very obnoxious and not fun for either side of the interaction

tranquil rose
#

Hell, it's not hard to keep your aim at the target, but it's just...it's JUST REFUSE TO WORK sometimes

oblique crypt
#

Let's go gambling!

muted halo
#

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

tranquil rose
muted halo
#

also minigun requires you to do what people did with heavy in tf2+slide jump. run jump slide spin midair to have usable mobility

gusty sedge
#

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

tranquil rose
sand monolith
#

yea no worries :))

shell sonnet
royal pier
#

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.

tranquil rose
#

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.

royal pier
little kayak
#

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

tranquil rose
shell sonnet
wind lintel
tranquil rose
shell sonnet
unreal pond
#

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

tranquil rose
potent glacier
#

I have a suggestion, can I suggest it to you?

atomic sigil
#

Sword isn't that bad guys, just wanna say

#

Maybe we should direct this anger to the XP? the 1.4 second heavy killer?

tranquil rose
#

None of them will try to take you up front, they will do their best to flank

shell sonnet
potent glacier
#

Suggestion: I’m 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 option—it would mean a lot to your console community and fans like me who genuinely love the game

tranquil rose
atomic sigil
unreal pond
atomic sigil
#

The difference between"thumb" and 'entire hand" is

#

massive

potent glacier
atomic sigil
#

Get a PC.

#

I prefer a keyboard too, but using those is pretty much cheating in console lobbies.

unreal pond
atomic sigil
#

People find workarounds.

unreal pond
#

True

potent glacier
#

I hope the game supports the keyboard. I love it so much.

atomic sigil
#

Its best for everyone if we keep them seperate

shell sonnet
tranquil rose
shell sonnet
#

And casual balance still matters

potent glacier
#

Knowing that I left the game because of the lack of the keyboard because I don't know how to play with the controller

shell sonnet
tranquil rose
# shell sonnet And casual balance still matters

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.

unreal pond
# shell sonnet Never said im not looking for them But im sure you understand its unrealistic t...

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

near crag
#

whats the light meta rn?

tranquil rose
shell sonnet
unreal pond
unreal pond
shell sonnet
#

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

shell sonnet
unreal pond
#

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

shell sonnet
unreal pond
shell sonnet
#

keep in mind, what if its used before and is on cooldown

unreal pond
shell sonnet
#

so youre ignoring that i dont always want to use them, ok

unreal pond
tranquil rose
#

I guess what we’re trying to say is the amount of work to just deal with a competent sword player is not comparable to the usual compentet light

unreal pond
unreal pond
shell sonnet
unreal pond
#

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

tranquil rose
# unreal pond Do any of your teammate use a close range weapon, jump pad, wrench claw, lock bo...

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?

royal pier
unreal pond
tranquil rose
#

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.

shell sonnet
atomic sigil
#

Sword players fail 100% of the time when you stick with your team

shell sonnet
royal pier
tranquil rose
atomic sigil
#

I'm so confused on how its such an issue

shell sonnet
#

just like how they changed cl-40 to not be hard countered by aps

muted halo
royal pier
#

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.

shell sonnet
unreal pond
# tranquil rose close range weapon -> Depends on the map and the vault point, and also what are ...

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?

royal pier
shell sonnet
muted halo
tranquil rose
# atomic sigil I'm so confused on how its such an issue

There's 2 issues begin discussed here:

  1. 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.

  2. Like Ben said "can't think of another weapon that demands you build specifically to counter it the way sword does. "

unreal pond
royal pier
atomic sigil
shell sonnet
#

wait, did i misread?

tranquil rose
royal pier
shell sonnet
tranquil rose
#

Anyone could've use nukes before, players said it was annoying as hell and they nerf it.

unreal pond
tranquil rose
#

Anyone could've use model, players sait it was absurdly opressive, they nerf it.

muted halo
royal pier
tranquil rose
#

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

unreal pond
royal pier
unreal pond
shell sonnet
royal pier
#

CL-40 having increased self-damage means once the sword is in range, joever.

muted halo
tranquil rose
#

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?

unreal pond
shell sonnet
tranquil rose
unreal pond
royal pier
shell sonnet
#

fair enough

#

i do hope my example sheds a little light on why i think the way i do

distant verge
#

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

royal pier
#

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.

unreal pond
tranquil rose
shell sonnet
muted halo
shell sonnet
#

riot is just buggy as hell

unreal pond
distant verge
#

You can hard counter a lot of things in this game

royal pier
shell sonnet
tranquil rose
shell sonnet
royal pier
muted halo
unreal pond
shell sonnet
royal pier
unreal pond
unreal pond
shell sonnet
unreal pond
shell sonnet
royal pier
shell sonnet
royal pier
unreal pond
# royal pier You speak for all of them?

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

distant verge
#

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.

royal pier
distant verge
#

Actually data reshaper kinda just hard counters a lot now that I think about it.

unreal pond
royal pier
unreal pond
royal pier
unreal pond
#

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

waxen fiber
#

triple med stack is not as scary a thing as it used to be, largely because of defib sickness

royal pier
#

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.

distant verge
royal pier
waxen fiber
#

I remember the time when to kill triple med stack you had to kill at least 5 people with full hp

unreal pond
#

It's actually pretty balanced rn ngl

shell sonnet
distant verge
royal pier
#

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.

shell sonnet
wind lintel
#

winch was literally the counter to the then oppressive shield spam

sullen bear
royal pier
wind lintel
#

People were complaining about domes and mesh's so devs made it so winch could bypass it

royal pier
royal pier
tranquil rose
#

Goo and glitch nades

sullen bear
distant verge
#

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.

tranquil rose
#

Depeding even demat fucks them

shell sonnet
royal pier
#

I know the oppressive turret meta is a meme, but I have seen multi-turret comps recently and it is obnoxious lol.

shell sonnet
#

ive been getting 3 turrets on that one staircase building on PS seoul

royal pier
royal pier
distant verge
#

I think weapons that deal additional arena damage should also deal additional damage to deployed things

tranquil rose
distant verge
#

The KS or minigun?

royal pier
#

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.

tranquil rose
distant verge
#

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

royal pier
tranquil rose
#

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

muted halo
#

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

royal pier
tranquil rose
royal pier
shell sonnet
muted halo
shell sonnet
#

my ks-23 experience in a nutshell

tranquil rose
#

But the whole projectile thing doesnt suit the weapon at all, it feels unecessary. Let it be a hitscanner already

royal pier
shell sonnet
#

i think it should share its bloom with cl-40

100% accurate unless youre actively bunny hopping

muted halo
royal pier
#

On Heavy.

#

I'd take a slower slug in exchange for 100% aiming accuracy.

royal pier
shell sonnet
#

i can work around downsides, i cant work around random inconsistency

shell sonnet
royal pier
muted halo
royal pier
shell sonnet
#

but you can still kill someone with 2-4 close misses/chip damage shots
with ks a slight miss is a total miss

royal pier
#

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.

royal pier
shell sonnet
#

and ks is different in that regard?

royal pier
shell sonnet
#

are we talking past eachother?

royal pier
shell sonnet
#

aaaah, i think i get it, hold on let me double check

royal pier
#

I'm kinda liking the idea of giving the ARs and LMGs movement penalties now.

muted halo
#

ks has way more range then the model

royal pier
muted halo
#

even if theorical due to the projectile nature

royal pier
#

The "buff" to the drop off didn't even change shots to kill in most cases from what I've seen.

shell sonnet
muted halo
#

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

royal pier
shell sonnet
royal pier
#

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.

shell sonnet
#

might make it akward to use

muted halo
#

l am down for 100% accuracy KS

royal pier
# shell sonnet might make it akward to use

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.

muted halo
#

hitbox size increase could be a good way to increase consistency with it, but gotta be small imo

royal pier
#

Not RNG.

shell sonnet
royal pier
muted halo
royal pier
#

That's why even bot lights were hitting stun.

muted halo
#

yep

shell sonnet
royal pier
#

They would miss most their mag, but rarely the stun.

shell sonnet
#

the what

royal pier
muted halo
#

the why not both meme

shell sonnet
#

something something why not btoh?

shell sonnet
royal pier
#

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.

muted halo
#

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

ember condor
#

guys cerberus or famas

quartz token
#

Brother what is your profile picture

vague verge
ember condor
#

for kills

strong heath
#

What's the difference between the xp and the m11?

restive plover
strong heath
#

okay thanks

polar trout
#

@restive plover

Or which ones on shift rn (you're online so I'm assuming you?)

keen turtle
#

'member when Cloak briefly lasted 45 seconds or something when standing still? I havent liked it as much since that nerf

crystal garnet
#

If the hammer can no longer deal damage to multi enemies at once, neither should the sword. fucking nerf that shit

vague verge
#

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

slender bear
#

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?

ashen hawk
#

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

tawny current
#

light should get a throwing axe that one shots everyone but only for a day

agile storm
#

Why can't the pike get some more sights man 😩

royal pier
slender bear
vague verge
tiny geyser
#

I just noticed today that they changed the recoil patter on the famas.
When did that happend?!

royal pier
vague verge
#

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

royal pier
vague verge
#

Didn't make them any good

royal pier
vague verge
royal pier
#

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.

vague verge
#

The issue with the pike's irons could probably boil down to being a placebo

royal pier
#

It's such a lame system.

spark igloo
agile storm
spark igloo
vague verge
spark igloo
royal pier
#

So that's one shotgun gone, and an AR/LMG taking over.

spark igloo
royal pier
royal pier
#

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.

spark igloo
#

only weapon that's been nerfed to half of what it was and is still best in slot

royal pier
spark igloo
royal pier
spark igloo
royal pier
spark igloo
#

winch sa12 is better than winch shak, so is mesh sa12

abstract kestrel
#

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

spark igloo
#

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

abstract kestrel
# spark igloo dash lights cant avoid winch sa12?

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.

spark igloo
abstract kestrel
#

Might be latency dependent tbh

spark igloo
#

more latency gives you more leeway

abstract kestrel
#

As the light or as the heavy?

spark igloo
#

as the heavy

abstract kestrel
#

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

spark igloo
#

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

abstract kestrel
#

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.

spark igloo
#

idk usually if I winch a light it just dies

abstract kestrel
#

I find that lights cannot escape me spraying them down with shak after winching them

spark igloo
abstract kestrel
#

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.

spark igloo
#

its a fixed spread lol

royal pier
abstract kestrel
#

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.

spark igloo
abstract kestrel
#

At that point, it's hard not to argue "just bring sledgehammer, it doesn't need to reload and it can go through walls."

spark igloo
#

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

abstract kestrel
#

Sledge shield is also good, just have to work with your team and acknowledge that you're there to scare people and take space.

royal pier
spark igloo
spark igloo
abstract kestrel
spark igloo
#

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

abstract kestrel
sand monolith
#

Winch shak is kind of a throw loadout ngl

abstract kestrel
abstract kestrel
spark igloo
#

glitch or break the shield and the fight is a 3v2

#

its suprisingly not a terrible loadout but there is just so much better

abstract kestrel
spark igloo
#

if your only value in a fight is a 750 hp shield then you probably arent providing enough value

sand monolith
#

Is the argument that mesh sledge is good

spark igloo
abstract kestrel
#

My arguement is that shield sledge is better than sa12

sand monolith
#

Mesh sledge is awful

#

SA12 is the best weapon on heavy even post nerf

abstract kestrel
#

Alright Imma head out lmao

sand monolith
#

👍

royal pier
#

M60 is also good if you wanna sacrifice a bit of DPS for capacity. Crouching after the winch with it is also good.

sand monolith
#

In high ranks m60 is really only great in a comp with two heavies

royal pier
spark igloo
#

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

abstract kestrel
#

Ended my relationship with pike, repeater is my new bf

royal pier
sand monolith
#

Don’t get the timing wrong

abstract kestrel
#

To be fair, the ui does change to tell you when that timing is.

royal pier
sand monolith
#

Then don’t get your reloading timing wrong

royal pier
#

I thought it was weird people weren't using it more to begin with.

sand monolith
#

Both weapons have timing animations for efficiency ^_^

#

And shak is more punishing to mess it up with

royal pier
#

I'm not saying the SA1216 is bad, just that the ShAK-50 is nuts.

sand monolith
#

Both are very good weapons yes

abstract kestrel
#

If you miss one shot with sa12, you're going to be rechambering it

sand monolith
#

Shak is just beaten out mostly cause mesh is more prominent in the meta

sand monolith
royal pier
spark igloo
sand monolith
#

You aren’t forcing shield

royal pier
#

Or just winch them and win that fight.

sand monolith
#

You don’t run winch with shak

royal pier
spark igloo
#

easily the best winch auto

royal pier
#

Crouch hipfire is accurate for like half the mag.

sand monolith
#

It is but it’s not what you should run into a mesh meta. Mesh slides back and you hit shield with 2 shots and now you’re forced to reload

#

Best winch auto is a bar that’s in hell

sand monolith
#

That’s not what I’m saying

royal pier
#

See? I can be that bitch too

sand monolith
#

No you can’t. Because you aren’t describing user error

#

If you were you’d actually have a point

royal pier
#

Ping them, see 11m, Winch.

#

I don't trust the 12m ping.

sand monolith
#

You are misunderstanding the point entirely. This is after pulling them in

spark igloo
#

oh trent already said that

sand monolith
#

lol

royal pier
sand monolith
#

Ben you should spec pro scene and see how it’s played

royal pier
sand monolith
#

I think it would be rather eye opening

royal pier
#

Also what pro scene they ain't making a living on that.

spark igloo
#

does he know?

sand monolith
#

Does he know

sand monolith
royal pier
sand monolith
#

Does he know

spark igloo
#

he doesnt know 😔

royal pier
#

You miss the word "living?"

sand monolith
#

He doesn’t know 😔

spark igloo
#

I caught that dw

royal pier
#

This shit ain't being an esport.

#

Dumb af to waste money on it.

sand monolith
#

He’s blissfully unaware

royal pier
#

Stfu

sand monolith
royal pier
#

I know, it's just not pro.

sand monolith
royal pier
sand monolith
#

That’s literally just not true

spark igloo
sand monolith
#

Comp players are always trying to force different metas lmao

spark igloo
#

people try new metas, develop new strats, and put them into play literally constantly

sand monolith
#

^^

royal pier
#

Not what I saw

sand monolith
#

What patch was the tournament you watched on

royal pier
#

Bunch of mirror matchups. Show me clips.

royal pier
sand monolith
#

You actually did make the claim first that it was all copying

royal pier
#

Show me the ProFax.

royal pier
sand monolith
#

Seeing as how you’re the only person of the 3 of us that doesn’t stay in the comp circle at all I don’t see why we would be showing proof first

sand monolith
#

That’s not really an argument

spark igloo
# royal pier Bunch of mirror matchups. Show me clips.

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

sand monolith
#

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

royal pier
#

I used to follow Siege cause it actually mattered because it influenced the game the rest of us played.

sand monolith
#

Sounds like copy cats to me
.

royal pier
#

Fishing didn't even make it to general use.

sand monolith
royal pier
sand monolith
#

Glad that’s not how this game plays :-)

royal pier
spark igloo
# royal pier Show me the ProFax.

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

sand monolith
#

^^

sand monolith
#

The difference with finals is that teams are always looking for new things to put through testing

royal pier
sand monolith
#

Because it repeatedly actually changes???

spark igloo
royal pier
sand monolith
#

This happens in finals

royal pier
spark igloo
#

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

royal pier
#

Anti-grav Cube is amazing, don't see it.

spark igloo
royal pier
#

Data Reshaper is slept on.

sand monolith
#

Data reshaper is literally used in comp

royal pier
sand monolith
#

Reshape was nerfed BECAUSE of comp

royal pier
sand monolith
#

“Finally”

Does he know?

spark igloo
royal pier
sand monolith
#

The meta is usually very stable because of bad and slow balancing

royal pier
#

Also, I do not give a single, solitary fuck about comp, and I shouldn't have even let us get on it.

sand monolith
#

They also originally nerfed model because Rob was in a comp discord and watched the scene being dominated by model. Guess what they didn’t put in dev notes.

They will never say “we are nerfing this because of comp” because it would cause chaos in casuals

royal pier
#

Cause I was was talking generally.

sand monolith
#

Restate your point for clarity

royal pier
#

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.

sand monolith
#

KS was genuinely good in season 3 lol

royal pier
sand monolith
#

Sustain damage on heavy was completely unviable. SA12 was better but KS was probably the 2nd best weapon on the class

royal pier
#

Hence the like 4 changes since.

sand monolith
#

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

royal pier
#

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.

sand monolith
#

You’re not wrong in the sense that they’re taking some advice from comp players who don’t understand what they’re talking about. But balancing well around high elo isn’t a bad idea

spark igloo
# royal pier Siege Majors would be hype af because people would save strats for pivotal momen...

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

▶ Play video
royal pier
#

The esports scene has no room for a game like this.

sand monolith
#

Not really true

sand monolith
#

They call me the conversationalist wow

royal pier
# sand monolith Not really true

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?

sand monolith
#

That’s not rng

royal pier
#

Oh the game picked a bad spawn, guess we lose.

sand monolith
#

That’s why the comp community is bitching about spawns yes

spark igloo
#

the main things I'd consider rng in this game are spawns and the bugs, both of which are fixable

sand monolith
royal pier
#

Oh the building exploded so violently that even a 50 series card drops frames.

spark igloo
#

again, managable

royal pier
#

Oh wait, not round based.

spark igloo
#

wait until you find about best of x games

sand monolith
#

That’s not an inherent issue that isn’t fixable though. Nobody is saying the game in its current state should be an esport.

spark igloo
#

game doesnt have to be valorant levels of esports but it has the potential to go far if embark really set to it

royal pier
#

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.

sand monolith
#

Even embark said the game in its current state isn’t 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

royal pier
spark igloo
#

they struck that niche already, why not expand on both

sand monolith
#

This is why the only people who currently play comp are people who fucking adore the game. It’s not esports ready now and everyone knows that including devs

royal pier
#

It's effort better spent on capitalizing on the game's strengths, not trying to follow a trend.

sand monolith
#

Esports is not a trend lol it’s actively dying

#

Esports was a trend ages ago

royal pier
#

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).

royal pier
sand monolith
#

I think the developers just like the idea of esports lol. Nothing really wrong with that. Game definitely has potential

royal pier
#

Like, isn't Rivals pro scene kicking off huge? I lost interest in it but still it's massive.

royal pier
sand monolith
#

That’s not a trend though

sand monolith
royal pier
royal pier
sand monolith
#

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

royal pier
sand monolith
#

A lot of games blindly listen to comp players over game designers and those games end up with dying casual scenes

#

Yep you’re describing what I just said

#

Fortnite was a big one that did this and they’ve had to spend tons on getting casuals back

#

Listening to pros is not balancing for high elo. Pros don’t know what they’re talking about a lot of the time

#

They’re usually very biased towards metas that they enjoy or see the game from the viewpoint of their favorite loadout

tranquil rose
sand monolith
#

When studios listen to game designers over players for balancing, games get better

tranquil rose
#

This is why feedback + statics are important, to have some sort sensous to understand what the fuck is the actual problem

sand monolith
#

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 didn’t do that next time and tuned back the marketing towards sweats

royal pier
tranquil rose
sand monolith
#

Model was only abused in high elo until then

royal pier
sand monolith
#

Not even high elo cause TA. So just comp

tranquil rose
sand monolith
royal pier
#

Play ranked/wt yet?

royal pier
sand monolith
royal pier
#

Not just some.

sand monolith
#

Ignoring pro scene completely is a bad idea but yes their word should just be taken as context for what’s annoying them

royal pier
#

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.

sand monolith
#

Balancing well for ranked is going to appease casuals as well

royal pier
#

Atm Ranked is just a boring WT.

sand monolith
royal pier
sand monolith
#

And cs but that game sucks and I hate tac shooters

royal pier
#

For example, Sword.

sand monolith
#

Sword is a very bad example of this. Light as a whole is

royal pier
sand monolith
#

Because light specs are terribly designed

royal pier
royal pier
sand monolith
#

I’m not saying the meta is going to be the same between skill tiers. It’s not supposed to be

#

But as long as it’s well designed, it won’t negatively affect casual if it doesn’t 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

wintry quest
#

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

heady hemlock
#

can defib pls just reload our guns

exotic skiff
#

Do someone got the spreadsheet with ttk of weapons. S6 updated pls

vague verge
gaunt terrace
frail comet
#

I love filling the arena with my farts (Gas mine and Gass grenade)

slate sluice
#

So after using the minigun for about another 10 hours of gameplay, I can now say that it is not very good. I’ve 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

bleak hare
#

i havent played since season 4 is the mesh shield still in the same place with the cooldown

sacred scroll
#

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

leaden chasm
#

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

shell sonnet
icy sparrow
royal pier
shell sonnet
royal pier
#

No piercing.

shell sonnet
#

that only stops stuff like multihit

they can still roleplay a helicopter and get hits extremely easily

royal pier
#

Once you set your direction, that's where you're aiming. No wiggle.

shell sonnet
#

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?

royal pier
#

Like once hit you cannot be hit by lunge again for like .4 seconds.

shell sonnet
#

what exactly is phantom striking
like how does it work

shell sonnet
royal pier
rose kiln
#

best medium weapon?

icy sparrow
icy sparrow
shell sonnet
#

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?

icy sparrow
placid slate
#

Does anyone got the rough attack speed of the spear primary fire

lapis field
#

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)

ember condor
#

best medium weapon?

lapis field
#

Fcar and famas from what I’ve been seeing lately

indigo nexus
#

All the ARs are good, I think pike’s generally considered good but is a bit harder to use

rustic sapphire
#

repeater is op if u can hit the headshots

indigo nexus
#

revolver’s very good if you have good aim

#

repeater’s good if you can correctly utilise its burst

potent spire
#

Heavy specialization where a light can ride on your back

muted halo
#

fcar or famas for me 100% of the time

tranquil rose
#

Look HOW FUCKING LONG the lunge damage frames is active, this is beyond stupid

tranquil rose
restive plover
#

Outclassed by every non terrible weapon on medium.

muted halo
#

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

restive plover
#

Fcar is way more reliable.

muted halo
# restive plover 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?

restive plover
#

But yes the recoil is much simpler and would probably give a new player an easier time hitting things.

distant verge
#

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?

valid raft
sand monolith
#

It’s the best weapon in the game

olive creek
#

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.

olive creek
indigo cedar
tranquil rose
slate wraith
#

when will the stun gun be usable again?

tranquil rose
slate wraith
tranquil rose
#

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

muted halo
#

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

tranquil rose
#

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

muted halo
#

l hope they either completely rework it or just take it out forever

shell sonnet
#

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

muted halo
#

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

shell sonnet
#

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

muted halo
#

this gives third degre vibes from tf2

shell sonnet
shell sonnet
muted halo
#

maybe add a marker for the range so the teammates will know how close they can be to not get damaged

shell sonnet
muted halo
shell sonnet
#

(but probably just play it safe and make it a marked zone like aps alongside that)

distant verge
#

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.

muted halo
#

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