#š£āweapons-gadgets
1 messages Ā· Page 189 of 1
You can cancel it btw
No ur good I see what youāre saying. Iām decent but nowhere near a competitive player and Iām a fan of fun last resort type weapons and weird shit. The community at large would probably hate it tho
With what, a ledgeclimb?
Youre valid, 90% of the throw suggestions come from.mfs who don't use spear
Open your comms wheel, that's it
Great, another comms wheel exploit I didn't know about. Well, let's let it just cancel normally lol
I still donāt rlly see why itās an inherently bad idea. It would turn a niche weapon with a low pick rate into something actually unique and new with an interesting mechanic
i once mained spear for a short while and i still cant understand what its point is, because its stuck between sledge and flamethrower in terms of range and has worse dps than both while needing more skill to get the most use out of it
and im not even talking about the M2 attack because that is horrible
Because spear mfs are cooler than both of them
Sledge hammer mfs are just glorified cavemen, dunno what flamethrower mfs are tho
I mean wind-up lag and a slow projectile would make it pretty easy for Light and Medium to dodge.
I just want a dedicated melee/throw hybrid, but the throw should be just good with minimal caveats.
Well, if we can't add it to Spear for whatever reason, I'd like a new such hybrid, too
a wind up throw could add an extra layer of skill expression. being able to time your throw in between light dashes, similar to throwing knives right click. sounds OK on paper but might be kinda jank if they can just triple dash away.
slow projectile tho, yeah gg
Embark would probably benefit from it being a different weapon anyway since they could balance it differently and make more money off skins
embark adding an atlatl when
It would still detract from a hypothetical weapon that just had a short range swing and throw. Spear would have ranged stabs, AoE spin, and a throw. Even if the throw is worse, it still has 3 things to the throwing axes or w/e 2 things.
True, but the more weapons they add the harder it gets to balance things. Why not take something that already needs a rework
Because spear doesn't need a rework, it needs buffs. It's conceptually sound, but it's numbers are lacking
i didnt even notice that your first sentence was referencing the spear. i agree, it should be its own dedicated weapon.
It's more healthy for the game than sledge could every wish it was
Headshot multipliers. Make two stabs to the head kill Light, 3 for Medium, 4 for Heavy.
speaking of sledge, whats so bad about a melee weapon being in the top 3 most effective weapons? should melee just not be effective? to what extent? top 5? top 10? the nerf still seems arbitrary to me.
Changing how the weapon functions would help it feel more distinct from sledge and create a new play style instead of having two weapons that fill a very similar role
Sledge was fine, don't do that to my man
Sledge is burst singel target, spear is range and multitarget. They already has different roles. Spear just needs number adjustments for that to be more clear
Spear not having a one shot is healthier for the game than sledge having a one shot, you cannot deny that
where's the ranged multi-target in the second and third hits of the melee combo
I know theyāre not the same, just very similar In terms of how you play the two weapons (how you position yourself and engage in fights)
i think spear would be more viable if the second hit was also a sweep attack
No, I think one shots are perfectly fine when they have drawbacks or very specific conditions. H oneshotting L with overhead swing was extremely rare
then it would be 2 sweeps and a thrust
Sledgehammer only one shots lights that fall for overhead bait like the ol' "I'm running away" then you turn around after rounding the corner.
real
Agree. I never felt like sledge one shot was op as a light
Because they are melee on heavy, the class is what determines that, not the fact you are two melee weapons
Sledge is dead lmao. Actually useless now. Whatās the point of giving the slowest class melee weapons that do NO damage at all?
You should know to never follow a Sledgehammer around a corner, ever.
Talking about the qm combo
heavy should have high damage melees to compensate for the slow move speed
Light can dash out of it.
qm combo wasn't guarunteed w/ dash
Melee in general is dead. Wish it wasn't so
A lot of Lights just give up after being winched, it's weird.
Pre or post net code change?
I play and position myself very differently using a lmg with heavy compared to when Iām using melee heavy. I even switch my gadgets and specialization to fit that play style
Itās sad man. Sledge was a genuinely balanced weapon since itās effectiveness entirely relied on baiting players into fast ttk combos.
Post. Applied to both. The Light in this video rarely dies to the combo.
sword died but it was op since season 3 so i had too much pent up hate to care for it
If they do, it's because they got caught with no dashes.
They escape with grapple as well.
The sword hate makes me feel like Iām playing a different game sometimes. I literally never had an issue with it I had no idea so many people hated it until it got gutted
Sword literally was never touched prior to season 4, I don't see how it was op in season 3 specifically and not the other 2
The sword was very annoying in the first seasons i guess
If they wanted to do anything about the QM combo, the better change would be to not let said QM cancel the swing animation, making it slightly slower and easier to react to.
ccould be because i started playing in season 3 and couldnt swing my mouse all over the place so it was annoying and in season 4 it was even more annoying
Melee was already rough on console ever since aim assist got cranked up high in the early seasons, but a sledge nerf is actually deranged.
What was changed that could affect this?
Btw, I do acknowledge that sometimes servers are just that bad, and you can't escape.
But that would be fixed by my proposed QM change.
Yea itās completely unwarranted. People complain when they get killed quickly by a melee weapon which is literally its only job. To kill people quickly who let you get to close
"Players felt like they didn't stand a chance in close range."
Uh, yeah, that's the point.
Don't go for a steal if you know the sledgehammer Heavy is still alive.
Literally it was almost the exact same thing they said when they gutted the sword. Makes no sense to me whatās the point of a melee weapon then?
If the station is in a small space, there are so many tools to flush them out, detect them, move the station itself, etc.
Just be a good little Light and snipe from 50 meters away while healing your Medium to full in 2 seconds
Even if the melee gets in close, there are a few weapons that would kill you faster at close range
I feel like focusing on the obvious complaint which was always going to be present alongside a nerf for a weapon like the sledge, as opposed to embark stating that it was one of the highest performing weapons across skill levels, seems quite disingenuous
2 seconds is a major overstatement, that infuser is stupid
In the time it takes to winch and sledgehammer a Light, I could kill them in 5 shots from a ShAK-50.
If a melee user is able to close the distance on you they should get the kill on you 9 times out of 10. A big part of the skill with using melee weapons is using game sense to close the gap without dying first
Yeah. The claw got nerfed from a free kill into being annoying at best
I agree, I feel like the issue is the gap closer (winch) itself, not the weapon being used. Why embark thought this was the right solution is absurd to me
Another way to help with strong melee weapons would be to allow one gadget/weapon swap per ranked match so that you can equip something to help.
Cause I acknowledge a good Riot Shield user is a terror if you have nothing to deal with them.
Yeah, the way you can't switch anything at all once you start the match is just RPS bullshit tbh. Ranked is easily the worst mode in this game
But don't stealth nerf its block angle.
It wouldnāt make sense to nerf the winch claw because one weapon which is often paired with it is doing too well.
You could argue in a more general sense that a rework could benefit the spec, but it doesnāt make sense to me that if a nerf was to be done, it should not be for the thing that was actually too powerful.
Charge n Slam and Grenade Launchers stomp Riot Shield. So if they swap to counter, the Riot player can swap off.
Adds strategy without making it like WT.
I'm new to this server but i need help... I watched twitch to get the free rewards and I connected my FINALS account to my twitch account but it says the account is not connected can someone help me please.. I'll thankful
The winch combo would be fine on old sledge if the QM didn't cancel the swing animation instantly after connecting.
Can someone please help me ???
@terse talon check dms
Winch in general is jank to begin with. It reminds me of old 2016 roadhog from overwatch, where you could get hooked from a different timeline.
Winching any light with most heavy weapons guarantees a kill (almost), but it's advantages can be outweighed by that of other specializations on anything non-melee/flamethrower. It's nearly integral to run winch on sledge, meanwhile you can get by just fine with any gun using mesh (meta).
I hope thereās gonna be a surprise new weapon mid season
How strong is the minigun right now? I played it for a bit. But honestly i have no idea how to use it well
Yeah, itās a bit jank. But improving the jank (not sure how youād properly do this, so Iāll think of it as like being able to ignore it) while retaining its level of viability would not really do anything with regards to the sledgehammerās balance.
It doubles down on being slow and defensive. Use specializations and gadgets to force CQC like goo gun or mesh shield (maybe winch), barricades, dome shield, lockbolt
You could also use a breaching gadget like RPG if you want to ambush people from above or spleef them down onto your floor
Could also give them the chance to just run, though, if you mess up
Maybe agree to disagree but winch breaking upon breaking LOS would instantly reduce the potency of sledge's "1-shot" combos. Meanwhile, it would incentivize even better positioning and increase the skill expression required to make the combo work. The winch would still retain its utility of displacing cashouts and punishing out of position opponents. As a sledge/goo main, when I run winch and hook a light around 2 corners, I can't help but feel like I cheated a bit. Does this make sense or am I tweaking?
I guess it would be much more useful to have this discussion if we had actual numbers. There could be an extremely disproportionate amount of sledge perforamce while running winch vs. other specs, which I think reworking winch would resolve. Hard to tell though.
I agree it should break without LoS in some way. It could be buffed in other ways to make up for it, possibly
a nerf or deletion of the new healing gadgets is honestly necessary right now, this meta is just unfun camping garbage and the only mode not affected by it is tdm this is so sad hope they change their minds about it
Yeah. Personally, I HATE hooking someone but they get caught on a little pole or staircase railing, while at the same time it's totally possible to zip them through walls and corners. Maybe giving the opponent some sort of structure damage dealing property could be a neat work around? Anything that could be broken with a QM could be broken by their body on pull? Idk, just throwing ideas
Imagine your victim turning into a little KS-23 round
The KS kinda rules rn. Iām sure itās not meta but the 2 shot walls thing feels so nice
The new breach gadget feels kinda mid
but the flash bang and how fast u get get it back makes up for it
would somebody kindly explain the whole heavy on-damaged movement speed penalty
like is it additive or capped at certain amount while being shot by more than 1 contestants at the same time
there is none
then i might b playing the Finals from a parallel universeš
My opinion on balance rn
⢠Healing emitter
It should have less health, itās a proper nerf, and it will not kill the gadget
⢠H+ infuser
Nerf it so it will have longer cd
Nerf amount of possible heals from 400 to 350
Reduce rpm
⢠Akm
Buff its magazine
⢠Fcar
Buff falloff multiplier at max ranges to 67% percent, just how it was before major nerf in s2
⢠Pike
Nerf rpm, nerfing its damage instantly kills the weapon on spot, weāve already been through it embark, donāt kill this weapon again
⢠LH1
Buff itās hip fire, so it will be more accurate
⢠Grapple hook
There is only buff that can make it meta, make it have 2 charges, and nerf cd time if it becomes too powerful
⢠breach drill
Just buff it or rework it, breach drill is literally useless, if you have demat and flash bang in your loadout, you literally have breach drill but just better
⢠Pyro grenade
It should deal more damage, or have 2 charges
⢠gas grenade
Same thing as pyro nade
⢠reshaper
Buff itās cd
⢠Buff sledge
Nerf was too brutal in my opinion, you should buff secondary attack to 174, and it will be good imo
⢠riot shield
Buff speed while in defensive position
⢠Buff dagger
Make it so you can run while charging secondary again
⢠Spear
Add an option to stop secondary attack
What do yall think?
honestly anything that nerfs the emitter right now. It feels like I have to fight a fourth person and anything that shields it (like the barricades it can heal through) weighs engagements too far in the enemy's favor with constant healing. If there's any form of secondary healing you may as well not fight. It reminds me of pre-defib nerf medbeam daisy chains.
make it so you can claim emitter for your team lmao
Not sure if i'm being too harsh, but having multiple sources of healing (especially if it's multiple emitters) is getting to be a problem
there should be a 1 heal source limit, the game is so fucking shit at the moment cause of those two new gadgets, medium class was the "support" type class, not light or heavy it's insane
they lost the plot
Maybe it could work like that: the more sources of healing. The less effective the healing is
Nuke Nerf 2: This Time It's Medical
nah just one source, so it forces them to either sacrifice a gadget to maybe sometimes use healing or not take it at all
the first source hitting the player is the one, the rest does nothing
like if you've played cashout you should see how insanely unfun the game is rn
and unbalanced on top of that
One of the bigger things to me is that the emitter requires no dedicated input for decent health regen. Both the medbeam and the infuser at least require you to have different equipment active, meaning you aren't able to gun someone down. You're healing or shooting, not both
Healing emitter already dies in like two shots from everything.
Iād leave the healing where it is, and have the same overheat mechanism as the beam. 10s (as it is now) if you stay within the ammo pool and 15s if you burn it out.
Akm and fcar yeah basically. Theyāre way to similar now.
Ehhhh I feel like the pike is finally fine? It could use more sights but I feel like I rarely see it being overly oppressive.
LH1, after this most recent buff? Ehhhhhhhhh.
Sure give grapple two why not.
Drill sucks yeah
Iām pro 2 pyro and gas charges.
I have a feeling a reshaper buff is imminent anyways
Something something sledge nerf bad.
Yeah sure sprint shield sounds fun.
Agreed dagger is kinda clunky now, needs some QOL fixes.
Spear shouldāve been able to cancel that attack since the beginning lol.
like what a shield is like, you either shield or shoot and this spec is fine, but the orb, fuck that thing, it even has too much health for what it is
Lh1
Hip fire buff? Like⦠yeah, you canāt hit your shot in close range combat with out aiming it, but aight
But h+ infuser really needs a nerf, it heals 2x more than heal beam, 8x faster than heal beam, oh, and yeah, heal beam is specialisation
It may die in a few shots, but time focused on busting it (because you have to bust or throw it, there's seemingly no timer on it), is time not focused on the guy currently taking shots at you. There's also the problem of shielding/barricading the thing, which adds more layers to the stacked encounter you're already engaging in.
Yaint gotta be mad if youāre askinā for feedback.
Anyways its a dmr like the pike the hipfire usually blows. Why use the v9s ever if the lh1 does the same damage at a better range with the same hipfire
embark if you thought healing capabilities for lights made sense, your game is already dead. every adjustment/nerf since season 3 has only favored lights, so have fun riding their wieners while your player base dies. no point in even having other classes when light has no downsides anymore
A decent workaround is fire and glitch grenades, but I can't imagine most people want to dedicate slots to something that seems to be a go-to pick. It's like having to bring smoke every round because there's always going to be someone coating the place in fire.
that's literally the reason why they released a 30$ battle pass btw, to milk the whales of what left they have
you don't suddenly make your game's monetization predatory when it was acclaimed at first for no reason
The game's dying, they can see it on their servers and arc raiders releases soon so they opened the gates
like check out that player retention on steam lmao
not the full picture but enough of a general sense of it, and with those healing changes and melee changes they made it worse
In all honesty it should be a specialization if it doesn't get a timer or limited healing. Force the choice of healing or shielding instead of allowing heavies to guard the thing like they're secret service
Yeah itās crazy they thought giving the tankiest build an infinite orb of healing was a good idea. It just encourages camping and blocking themselves in to the cash out, which is a big reason why they nerfed goo in the first place, to stop people from blocking off the cashoutā¦
Plus the ultimate pass is crazy, 10 RESKINS for $20 extra dollars really makes no sense, ābut ooh you get 1k mb and 25% xp wowwwā
dont say that the glazers that invest 1000$ dollars in the game will get angry at you
The thing that convinced me was a group with two heavies wiping my team and some others while camping the landing of a stairwell. They blocked two emitters off, tore through me and the second, went out for the third and domed when the second team came in so they could regen
also the skins are literally just shaders that could be done by a youtube tutorial on unreal engine lmao
Yeah hhm is a super annoying team comp to deal with now especially if they are running heal beam and defib, just impossible to finish some teams as a light right now
I main heal beam, and Iāve played a day with the h+. And the uptime on the H+ isnāt nearly as high which is the important thing in the long run.
I can end games with the beam at 10-15k support score (if Iām awake lol) while keeping my entire team in the fight at angles that allow you to stay safe and keep an eye on whats going on. Especially since it can stay locked on through objects and walls for a few seconds before disengaging. I never hit close to that with the H+, I think my best was 7k which is about mid range for heal beam use.
H+ requires careful aim a direct line of sight and will likely only be able to heal one person once per charge before you have to wait for a cooldown. So is it good for bursting up a heavy or topping up your team? Yeah absolutely but itās no replacement for the beam not even close.
This is why I said make the burnout mechanic match (with higher values) the beam. Its so easy to miss that cutoff, and having a 15 or 20 second cooldown after that burn will be rough, itāll encourage smaller bursts with the full mag for emergencies.
Fundamentally I agree with you lol. I just say give it some skill expression and allow really top players to eek out that top performance. Easy entry high skill ceiling thats the name of the game baybee.
AND THE BALL. I canāt be as nice about this one It doesnāt even come close to out healing fire or gas and dies in two hits from most things. Ehhhhhhhhhhhh itās a shield you canāt see.
Yeah, so far, I agree with you
Ball is just great for me at least, my survivability increased while using it, and also more matches ended in me and my teams favor
Itās a good support tool yeah. I just think people need to learn how to play around it. You definitely can get crafty with its placement but most folks will leave it out where you can see it and itās a physics object so you donāt even need to actually kill it.
One thing though Iād say donāt let it heal through barricades and donāt let it recharge while deployed. Other than that š¤·āāļø
Other than continuous bizzare vindictive melee nerfs and a slightly lazy cerb nerf I think weāve been alright balance wise this start of the season.
Definitely better than last season where arn and minigun were both just kinda bad lol.
Also also, folks need to warm up to stuff. Itās hard to tell from stats alone how things will function in practice. People around here on the reddit and on youtube were absolutely convinced when the repeater hit the preview event that it was game breaking and would need immediate sweeping nerfs. Including multiple pretty reputable long term players. Have you heard a single peep about the repeater from anyone since 6.1?

Really having fun with the grav cube that 28 second cool down is bonkers
More than floating stuff but also messing up player aim or an unexpected burst of speed that people dont expect heavys to move at
That and the distortion and unexpected speed makes some players think he disappeared (meet the fat spy)
Here's a headglitch for you.
Not that it shouldnāt be nerfed, but I find the heal emitter not too hard to counter (unless itās users have brains š). Maybe itās just because Iāve been a data reshaper main for a couple of seasons now⦠š¤·āāļø As far as nerfs go I think it would be fair either to give it a limited lifespan or to make it work like APS and heal from its own HP. Still though, balancing heal gadgets of any kind is a nightmare
This is a clear example of why melee needs to be deleted from the game.
I've seen enough, time to remove some random other tech that does absolutely nothing except for being funny
Dagger was too strong it could break a turret.
At the same time Shak definitely needs a buff along with Mac and AK
The H+ sounds effect sounds way to similar to an SMG and not similar enough to a healing beam. As a result teammates go full evasive if you try to heal them from behind, which is one of the reasons its hard to actually heal teammates.
The H+ needs to literally use the same sound effect as the healing beam, but chopped up and repeated.
The sledgehammer nerf is a mistake
I think a good balancing decision for this game is if they removed every gadget except for frags, smokes, Pyro, and flash grenades. Remove melee and other nonsensical things such as the minigun so we can get a more streamlined experience. There should also only be terminal attack as a gamemode. This would be the best game of all time if that happened fr fr for realsies.
This manās cooking a mastapiece
At that point we should get rid of stuff that isn't really central to the identity of this game either. Like the classes honestly don't fit the identity of this game and the cashout+vaullt mechanic superficial and we don't really need those just money off kills
Boys, what gadget you use for dagger?
lockbolt, rpg, dome shield
Bruh i want light gadget tips not heavy gadget tips š
oh right
me personally i run vanishing bomb gayway and glitch grenade
maybe not glitch grenade anym though probably either the new healgun or goo grenade
Damn alright, i was runnning invis bomb, smoke and thermal vision build
thats fine
For semi rat build
i dont really like vision + smoke so i havent tried it out much
When i kill an enemy i often camp it with smoke
Then wait the teammate comes for the revive
do you not struggle with vertical mobility without gayway
I rarely get vertically problem since i have dash
damnš i should try that
@crimson nimbus while I don't agree with you that they weren't ever meta, I've done you a favor and shortened your wall of text. š
The low usage indicates weaker players have dropped off, leaving skilled players. Those demanding nerfs often focus on personal bias rather than balance.
The sword was designed for lunging and dashing, and the hammer needs to be powerful in melee. Why does the hammer deal the same damage as a ranged weapon? The melee DPS should be higher to compete effectively.
Iām not asking for nerfs; I just want underperforming weapons to be viable. Please fix their damage. Tired of nerfs based on personal dislikeāstop responding to those demands.```
Probably the least fun meta in a while. How in the world do you guys play test and think this healing spam meta wouldn't be a problem.
It's almost as if people already disliked medium heal beam ( as a medium player ) and then you add more atrocious forms of healing .
You made this game overwatch and I'll pass till some sensibility returns.
glitch grenade, glitch mine, glitch barrels, gas grenade, data reshaper, and a little bit of brain thinking
Wow we really think I haven't done this lmfao.
I literally switched to light to play against it
yeah
That doesn't change the fact that it's atrocious.
just adapt or join them
Fun fact: Shak-50 and M26 matter are the only two weapons that havenāt received any balance changes.
Correct me if I am mistaken
Glitch grenade is a must gateway and H+infuser can be swapped in. Then thermal for the in is
he's not wrong to complain about a giant shift in game balance where two of the three new items are almost must-haves to equip
Not wrong this sustain meta is one of the reasons the heal beam for the medium(actual support class) got nerfed. Donāt know what the thought process was but seems the infuser is atleast a must have for light.
Itās fair to have a little rant about major game changes ig⦠but the defib is a must for Mediums (in any mode except TDM), so itās not like other classes donāt have must-haves
I agree, but that's not a good thing lol. I've wanted Defib to be nerfed forever for that exact reason. There should never be a gadget that has a near 100% pick rate.
Though I'd say the current Defib is balanced better than the two new healing gadgets. All I'd want to do is increase its cooldown and/or make it return a flat 75 HP instead of half HP
They could also add another healing gadget for Medium to give Defib more competition/opportunity cost
š³ Donāt touch my defib š
Jokes aside, I agree to an extent. Iād like to see more must-haves for each class. Then weād get stronger specialists in each class.
And I think the Light kinda has that⦠So instead of being like āoh, I have to take the Infuser nowā, buff something else that means we have more strong choices
Please buff the sledgehammer's damage. If a melee weapon is weaker than firearms at close range, then it becomes completely meaningless
Literally all medium ever needed, defib shouldn't ever have been nerfed.
Give Dual blades to the light class itās wasted on the med class that has nothing to stop someone from running away. Give to the lights PLEASE!!!!
Nah
no
no
That would be so comically busted ngl
I was a dagger main too but apparently dagger is the most broken weapon in the game that they have to keep nerfing so if theyāre gonna ruin my weapon might as well give me dual blades
So I can have fun
They nerfed it cuz it was a melee, the devs hate melee
Clearly, they gave the best. Melee weapon in the game to the medium class.
did they now
Dont say that too loud, they might nerf it now
No lol
At least it used to not be. The others might now be so shit the ranking changed.
I guess I would have to play them to really know, but I'm not playing at all anymore. 
dual bald
any tier list dropped for LMH?
they should rework the infuser to be like tf2's crossbow
maybe shouldnt deal damage but the burst healing
i was thinking something like an instant 80 hp
Pleaaasee input diminishing returns on heals i.e. if two sources of healing are received, they will both be at 2/3rds of their base amounts unless the new sum is less than either of the base heals, in which case it can be a flat sum of the healing sources, and then if another source is added it becomes half of the base values of all 3 added and so forth, that way adding a heal source will ALWAYS increase the amount being healed, but the efficiency goes way down, so we donāt get this awful invulnerability meta going on
But right now it does rely on line of sight. It canāt grab you around a wall, thatās a visual artefact of latency. If you made it victim authoritative, then people using the winch will find their winch claw randomly doesnāt register sometimes, which is no good - itās just not fair.
The other contributing factor is that the winch claw normalises to the targetās chest, which can make it appear to go through things further, but changing that would not impact viability at all, only visuals.
And on top of all of this⦠this would make winch universally weaker. Not good.
Arn still needs a buff Jesus is it inconsistent.
no it does not
it has more range than an smg and more ammo so fix your shots so it is fine
not sure if thats a good idea
tho i do admit, not getting randomly jumpscared by being shot, trying to dodge, only to realise it was healing and i wasted a teammates charge would be nice
i am a bit worried tho of big burst healing for hitting a single shot, where as the current iteration either needs tracking, or forced the teammate to stand still, leaving them open to getting shot
risk reward kinda way
burst healing would also mean youre out of the fight for less time and could just pop a teammate really quickly, which may prove troublesome
Fix the sledgehammer
Nah i shouldnt be hitting all headshot getting the drop on someone and still get turned on shits bum
Huh? One could make the case for it being the most consistent gun in the game! Low recoil, long range, high RPM, the quick reload⦠what more do you want?
Thatās almost impossible.
Theyād have to react inhumanly fast
or he has terrible reflexesš
Or, I guess they could be a heavy with an M60 or something. But thatās just because light is really bad for winning flat fights against heavies
How would i terrible reflexes if im shooting first š
What weapon was he using
cause a lot of guns outgun the arn but its still good enough imo, cause u shouldnt win a 1v1 against a heavy with a lewis. Thats not what light is for
thats my problem with the m11, it kills too fast
Iām fairly confident that M11 is not too powerful.
If its ttk was any slower, thereād just be no real justification to run it over the V9S
You should at least have a fighting chance some situations you have no choice but to fight i shouldnāt be signed up for a guaranteed L lmao shits ass i get the jump on people hit majority headshots and still somehow die or end up with 2 goddamn health.
I want not the damaga to be nerfed but the range and reload
I am constantly getting beamed by it on ranges where the xp shouldnt even hit that hard
light is the definition of a glass cannonš¤·āāļø
I have the arn as my main gun besides the sh1900 (very fun to swap in wt because its too completely different playstyles)
and I just keep my distance with grapple and help my team by getting them low
@mellow grotto they removed 18 because its Hitlers initials as numbers, the germans used it fairly often in their war
why 14?
Fourteen words comrade, fourteen words...
It has awful range. I have 800 hours and have not once been ābeamedā by it at any meaningful range.
Also reload⦠why should that be nerfed?
Thatās what your movement abilities and such are for. Light should not have a good fighting chance against heavier classes when played badly.
Dont know, dont care, guess sweden had more problems with the third reichš
Because a 40 bullet gun shouldnt reload in 0.5 seconds
Unfortunately there are time when you have no choice but to get close. Like i said im not saying make it op but jesus fuck a fighting chance is all in asking for.
I honestly dont think an ar should have the same dmg (17) as an smg anyway already makes it poop
Because it didnt happen to you means not that it didnt happen to me mon ami
Itās 1.85 seconds.
The V9S has a bigger mag and reloads faster :p
v9s has 20 bullets
If this happens āconstantlyā, do you have any clips of it?
800 damage. Compared to 640 for the M11
Number of bullets is a not-very-useful measure for mag capacity
I know thats no argument for u, but semi vs automatic weapon?!
Thatās pretty much the only disadvantage the weapon has compared to the M11. That most people find semi auto a bit harder to aim with
I donāt think the M11 needs to be disadvantaged further
It happened fairly often in gold to plat in ranked, and with beamed I dont mean I died from it over 100 meter but that I sometimes got lowered to half randomly from 40-50m away, sadly no clips, Iām on vacation rn
the problem is with your theory that the pickrate of both weapons is 10/1
You would be able to ābeamā them much more effectively if you were firing back.
It doesnāt seem so from my experience, and pick rate is not a major concern for balance.
what I mean is I get shot in the back, ofc I fire back after being left on half health lmaoš
The M11 is a default light unlock isnāt it? So naturally there would also be a bias there for newer players
Now that would take some seriously slow reacting
Yeah thats pretty much what I mean, I dont take it as reason for a nerf of m11, just against your argument with No nerf needed
thats my problem, m8, the m11 gets a medium down to half health in one mag on range if half not hits and that means that Iām under fire for a second cause of the nature pf the gun being very fast firing
and dont get into numbers now, its just me, telling my experience and my opinion to you lol
One mag takes significantly longer than a reaction to that takes. This just seems like a really weak reason to request a nerf when almost any other gun would do a lot more
not based on anything, just me yapping about lacking skill of killing people
Ok my friend, I will now search my whole clip library to find an example
Can we get the āH+ Infuser Sightā for guns like the scar and ARN?
Nah
The meta this season is absolute dogwater
they should buff infuser because its on lights
@surreal canopy it would prevent the dash+flick thing, which would hopefully prevent face stabbing complaints enough to be able to rebuff the backstab angle
and if they buff it to not slow you down during it, you could catch up to anyone no matter what spec you use, making grapple/cloak more viable, so people wont just be running dash with it almost exclusively
do you really think its that bad of an idea?
yes because you are an uneducated and don't know how the weapon works. ""Facestabs"" are not a dash thing. It's just server latency. You can get ""facestabbed"" without the light using dash.
how would you know im uneducated if you have no idea how much dagger ive used
put your baseless assumptions aside for a minute so we can have an actual balance discussion
if you played dagger, to any extent. You'd know disabling specs mid charge would instantly kill the weapon.
i know its not exclusively a dash thing
happened to me plenty before
but dash is a lot faster, and with the quick flicks, it makes it much more likely to look like a face stab on the receiving end, so i think thats where most of the complaints come from
So your point is: Servers being dogshit is noticeable on Dash so to fix the latency issue we completely gut Dagger
maybe it would
but maybe there are ways to balance it
no specs but a quicker charge for example, so you uncloak behind someone stab him in less than half a second and run off again, or with a grapple bunny hop
all of which would be helped by the intended removal of the slow down
They should rework double barrel
that was embarks decision
im trying to come up with solutions that avoid the specific reason embark mentioned
if they would work, how how these solutions are to be balanced are up to embark, im just trying to sow ideas
no specs is obviously a major downside, but if balanced correctly, with the right buffs, it might allow us to buff dagger in a way that doesnt cause the face stabbing problem
your idea would immediately kill dash and grapple cause their entire playstyle is reliant on using dash and dagger in conjunction... Did you put anything other than cloak dagger into account before dropping this abomination of an idea?
You literally remove both playstyles' kill condition. I'm not sure how you didn't manage to realize just how devastating this would be
It's like if god made you run at super speed but also cut off your legs like what the fuck
funny that you mention that because i literally said they should remove the slowdown
use dash/grapple to get into position, since the slowdown is removed you can completely keep up while you charge up more than twice as fast and stab them
Why would the slowdown being removed make the dagger charge more than twice as fast...? I genuinely think you exclusively played dagger in bank it or quick cash at best.
Why would the slowdown being removed make the dagger charge more than twice as fast...?
it doesnt, i mentioned those as 2 seperate points, please take more care in reading
Mf trying to nuke melee + dash
I donāt use melee but thatās just not the way to go about it
Servers are 80% of the battle with melee weapons - itās never going to be perfectly synced between client and server
removing dash doesnāt fix that ^
Your first point is 7 messages up. You'd think a normal English speaker would emphasize on said point when they list all their points again. I expect too much from users with the mental capacity of a kindergarten student.
To put it simply for you. Your idea is terrible, no amount of buffs would compensate for THE KILL CONDITION GETTING REMOVED. Play the fucking weapon before you start a discussion on completely killing said weapon. You'd be a great embark employee to complete the holy trifecta of gutting every single melee in the game
sorry, i usually expect someone to actually read what i write in a conversation and not ignore it when it isn't presented on a silver platter
maybe i could've presented it better, true, but to then skip over anything after that because of initial disagreement is not right either
Your idea is terrible, no amount of buffs would compensate for THE KILL CONDITION GETTING REMOVED
i think youre just misunderstanding how its supposed to work
you dont need to be fully charged and then use movement gadgets to get behind them
you get behind them first, keep up at normal light sprint speed because the slowdown is removed, and get to charge the stab up way faster while behind them
Play the fucking weapon before you start a discussion on completely killing said weapon.
again, where does that come from, you have no idea
if youre just trying to make me look bad for no reasn, whats the point?
Because if you ask anyone who actually plays the weapon they would instantly tell you this idea is terrible. Go ahead and propose your idea in the dagger forum, see what the fellas there tell you
https://discord.com/channels/1008696016318513243/1213572237941284864
IMHO, i would make it have less damage, perhaps from 13x15 to 9x15 but buff its pellet spread, and much faster reload speed, what do yall think
it wouldnt make dash unviable
instead of charging first, then being forced to make up for the slowdown by dashing
you get behind someone first, then keep up with 0 slowdown while charging for a way shorter time ~0.15s
its intended to be almost identical to current dash
except youre not slowed down at all before you dash, and only need to wait a split second once youre actually at their back
healing emitter is more fit for specialization
Coughing up survivability specs just straight up doesn't work on light
Day 1 of requesting a gamemode without SBMM
really the class needs a way to do damage from afar when playing melee, like a side arm pistol or something to do enough chip damage to close in for the kill. like how for heavy melee players they tend to use the rpg to get enough chip damage to make it worth charging in open areas.
Heavy melee players use rpg as a finisher, not an opener
Fair, but this does help medium. it would pair up with riot shield players quite nicely and can help secure kills medium melee players cannot do ya know?
Weapon idea, VSS Vintorez. This beast of a weapon would be a internally suppressed full auto sniper rifle chambering in 9x39 bullets and having a low magazine capacity of 20. The weapon would come with a variable scope attached to it allowing the user to switch between 2x and 6x. The VSS would have next to no damage falloff and very low recoil similar to the real thing. Having low recoil and low damage falloff the weapon would have a lower ttk compared to other heavy weapons and would require you too hit most of your bullets in the mag to actually kill a medium or a heavy. This weapon would preferably go onto the heavy class as his only real efficient long range option is the dual 50 Akimbo's.
yeah letās remove skill expression from the dash and dagger combo and instead focus on the totally realistic scenario where the person youāre following doesnāt know you are following
instead focus on the totally realistic scenario where the person youāre following doesnāt know you are following
and its any different with current dash?
Yes because with dash you can dash behind the enemy
and thats all you do with dagger?
how often do you technically succeed at it, but it registers as a failstab because the angle got nerfed?
I donāt know I donāt torture myself to play dagger
Weapon is shit but it doesnāt need its skill expression removed
but what would be better
keeping this 1 potentially very skilled, but now incredibly inconsistent tech in, and having the nerfs likely caused by it drag all aspects of the weapon down
or
nerf this 1 (perhaps unintended) tech, and allowing the intended playstyle of dagger to be consistent and less frustrating for both user and opponent
I totally understand where you're coming from. I don't think Dagger's current design can be healthily balanced. There's almost no way to land backstabs without tricky dashing-behind tech, at which point whether or not it works is largely up to the game's bad networking.
I think the reason why its hard to balance melee weapons for light is because of dash at the moment. it is mainly because of how unsatisfying to fight against dash, having to yank your mouse across the table to turn 180 doesn't scream fun. don't get me wrong, light needs movement like how heavy needs health, and not all light melee players cant just play metal gear solid in order to perform well. I believe that there can be a compromise for the melee players. maybe nerfing/reworking dash but buffing melee to have double jumping like in team fortress 2, it would be more satisfying for both the player and the opponent. it would create more mindgames for light and have comprehensible tracking for the opponent for the fights. I just believe that the one size fits all design of some gadgets, specializations and weapons don't help balance this game well. it can alienate playstyles while making it impossible to encourage those playstyles without buffing others.
i think double jump might be fine to give light as is
I would agree to that statement, except for the long ranged weapons like snipers, lh1, bows etc. doing that for those weapons would make it hard to counterplay
i think if you try to aim while double jumping at range you wont hit anything
the further you are away the more a little bit of movement changes where you are looking
like, you dont see people sniping while jumping right now
why would they start double jumping
Does the LH1 do 150 on one shot headshot?
I literally just got domed out of a single bullet off an LH1 user for some reason as a Light
It's 42 body 84 headshot
I mean its not about that, its about trying to secure a kill from afar for the opponent. imagine trying to land hits on a dot that moved up and down constantly and whenever you try to get close to the enemy has that movement to escape most scenarios without dash or grapple hook.
were you 100% sure you were at full hp?
(i think) if you regen it deletes all last damage messages, so you may have been chipped before
or you took a double hit by something
the damage history is janky
dash is tribe jump mate
u can also use it on the sky
thats the thing, will they even do that?
i dont see any jump spamming right now
Yes
I was at full hp, waiting to make a hit with my sword m2 on a platform
Some dude jumps in and one shot me to the head
not to dismiss your point, its a valid concern
but i dont see that happening
then i have no idea, only thing i could think of would be taking chip damage by something else at the same time, or mistaking lh1 for the sniper
guys do u think FCAR is a worse AKM still?
I really don't know what the advantages of FCAR are now
It's just that one guy on the dmg history, no other teams
I was well aware I'm on full hp at that time
I was going to make a hit until it happened
Also this is very recent
It happened in a split second, I'm not sure what comes before and after
The accuracy and damage are not as good as the Famas, and the mag and rpm are not as good as the AKM
they should buff FCAR im sure about this
at least,make it more useful
i mean, securing a kill specifically is already likely to fail due to recoil and their ability to just set up near cover
or rework FCAR,make it become a semi auto DMR
FCAR its SCAR MK17 in real life,im sure it can be DMR
just need a long heavy barrel and ACOG
for me ive seen sniper lights play games super passively and play distance when confronted, they move around and reposition to pick people off with dash or grapple it would not be fair for those weapons to have that much movement for escapes.
Its actually vice versa
sure you cant fully outsnipe them with automatics but you can with semi auto weapons if you are good enough.
oh right, no ive seen those a few times before too (more than enough for my liking)
but imo double jumping doesnt change this
dont get me wrong, it would help with escapes, but it really wouldnt do that much since they already do so with grapple and dash
it might help cut corners after the fact, but most of it still lies with the currently available specs
but it might just end up feeling different than either of us thought, no way to know without testing it
I tend to move when I've been seen by someone
And recently I've been chased by a GL-40 medium that hates me for not dying once
In terms of being in any class, I can be an Escape Artist
Damn was looking forward to play this weekend but the CL Kangaroos teams are driving me nuts...
That is the thing, you could combine the double jumping with either dash or grapple hooking. combining those items can make light way harder to kill. This can be very helpful for close range combat when you need to displace your hitbox. But for snipers it's a different story it wouldn't be fair for a long range class to play distance super easily while having tons of range. There needs to be a bit more weakness when caught out.
im glad cl-40 is better now, but i do think its self damage factor isnt as strong as its supposed to be
like what was it, 1.7x?
that was too much, but currently just by spamming jump you already avoid a lot of self damage
if you aim 50cm away form yourself its already ~halfed
unless you directly hit a light while hes right in your face the light dies first
getting in their face isnt punishable enough for them, as they just bhop and aim slightly sideways
i would not like 1.7x damage back
rather, id like them to take full damage in a slightly bigger area
hell no
Donāt we already have a DMR for the medium? Itās the pike
exactly and the fcar has been the fcar for so long its a great weapon
there will be no changing of the fcar
the current x1.25 is fine. They need to buff other shit before nerfing ANY weapons.
People think the AKM is better than the FCAR?
The range advantage puts the FCAR above the AKM. And recoil also feels easier to control but that's at least debatable.
fcar is definitely the better AR rn
It's a good medium ranged weapon
The one that can come even close is the Pike with irons
anyways this full reload animation on the ARN-220 has been bugging me recently if you look closely at the bolt when your character pulls it back it doesn't move which looks janky and incorrect in the reload animation I am not 100% sure what the bolt of the real life counter part of the weapon is but it would look much cleaner if it either moved slightly with the hand when you pull it or if instead of pulling it your contestant smacks it forward (smacking it forward would look really sick as well)
im aware that the bolt shouldn't be able to move backwards anymore which is why i think it would be better to have the character smack it forward
but if it could move backwards more the bolt should move a tiny bit anyways instead of moving the entire gun giving the illusion of it moving
Arn-220 is based on the AR-180 and the BRN-180. Yes, I agree the bolt should move. But only a tiny amount since the final round would lock the bolt back. There would still be wiggle room otherwise the bolt wouldnāt release.
yeah i just want it to move a smidgen
v9s kinda fun on tdm
I rarely touch that thing but I really should try it.
Not if you have stormtrooper aim like me. š¤£
Mood
Stupid ass idea but what if we remove damage drop-off from the KS23
It's a preference thing. Range performance vs mag capacity and a small ttk edge
LH1 feels good but still can't compete much in its range.
Good morning folks! New heavy minigun player. If there are any other heavys that have played with the minigun, what did you do for aim training
What are some good competitive builds with heavy and medium?
it arguably has the longest effective range of any gun, that statement is a bit confusing
does the battlepass cl40 have custom animations/sounds?
tryna decide to buy it or not its my fav weapon
Since it vomits bullets aiming centre mass isn't very hard, it's more about your own positioning. Do not try long range poke you will get outgunned, at medium range get used to jump revving to make yourself a harder target and close the gap, and at close use walls to pop out and absolutely shred anything infront of your barrel.
If you're struggling with lights buzzing around you at close range jump rev backwards to force them to follow you and have an easier time shredding them
Please buff the sledgehammer's damage. If a melee weapon is weaker than firearms at close range, then it becomes completely meaningless
Nobody legit is max fire rating this and hitting consistent shots beyond 40M . You gotta be so selective in tap firing to even hit beyond 50 tbh unless using acog
The screen shake on mnk is crazy
What else do you usually run
@narrow musk #šāgame-feedback message
believe it or not, the Japanese really do say "enu" instead of "en" for the letter N. check the dictionary: https://jisho.org/word/ļ¼®
Interesting
It did for a season
is it back
Back down now I belieb
down or at 140 again
Bit late lol
Ofc, itās still viable if you get your combos down
yea but all kill confirm ar gone
Gotta rely a bit on light attack itās just not as fast as before
not as fast means ow my face with 50 shotgun pellets in it
LOOOOOL
Just pull down bro this gun is not hard at all
s5 I was hitting people across the map on skyway and getting kills with it in ranked
it aināt as tough as you think
I was beaming in s5 but yes it's been only 2-3 games been swapping between 93R and this
Getting back used to it
Not if you're running tracking dart xd
Mmmmm
93R š
that is the goofiest thing ive seen all day
Love the 93R been dunking on ppl with MNK with that šš„
idk wtf this Shallot guy is talking about, the lunge damage was never touched since launch except for the recent 140->105 change
and no, he's wrong, Sword isn't viable at all. it's arguably the single worst Light weapon atm
i mean its fun still
Sword is indeed fun, but I wish it was more useful
also look at the video a few messages up
goofy
that shit is goofy lol
W kill confirm
Thank you!
š«” good luck soldier
I think, the new healing ball for heavy should be buffed.
For now it just feels like a regeneration cooldown disabler.
no. It already provides unprecedented sustain. Infinite, multi-targeting healing on a DEPLOYABLE is incredibly strong even at just 20 HP/s. It's enough to extend many weapons' TTKs
Is it, through?
From my experience it didn't extend TTKs.
But the point of infinite multi-targeting regeneration sounds kinda neat.. didn't think about that.
Still, it's just like a regeneration, nothing much.
Also i wonder how it affects lights and mediums, since i didn't notice much effects
The extended TTKs are most noticeable against burst damage weapons with low firerates like the SR-84 or Pike
It stacks with natural regen, so if you're Heavy and need to heal up from 10 to 350 HP, it will cut that time down dramatically
Alr, sounds good to me!
š«”
Not a gun guy but shouldn't the suppressors in the guns be hiding the muzzle flash? Guns like M11, ARN-220 and V9S?
Hot take: I donāt think the new healing gadgets are that problematic as people are saying. Maybe a slight nerf is needed, but not some of the stuff other people are saying, like jeez
The only exception is heal stacking, thatās a bit much
The H+ infuser for light is a must-have
ARN or XP 54?
The heal ball is absolutely fine right now, it's basically heal beam with less skill requirement and less healing and range.
The H+ however is definitely a problem right now because it's basically short term invincibility. I don't think it needs to get gutted, but it needs to get slowed down a bit, maybe with a delay or maybe with a plain healing nerf.
Arn as starter, xp if u can control recoil and wanna be a prick lol
I had some games, you cant heal through on a steal, most guns dont get outhealed
wat that
New healing gadget for light
Usually you can't, but I won a world tour game yesterday by healing my heavy while he stole a cashout. I bought him a whole two seconds at the end of the steal and there was no way we were winning without that.
I just sat in the corner and healbotted lol
Embark had always some problems when releasing new stuff, I guess if they think its overpowered it will get a nerf soon, if not we shall see
Tbh I can see, I think reducing the healing amount and cooldown (not overboard) would be a good way to do it
A lot of suppressors will still show the flash, depending on the quality of the suppressor. Will deffo reduce the flash tho. Kinda like how it mostly gets rid of sound, but not entirely
Thank you. š«”
That's being rather reductive, friend. Heal Beam requires you to give up a different specialization, has a cooldown, prevents you from shooting your enemies while using it, and only heals one person at a time.
The healing ball is unparalleled poking and sustaining power. It might not do much for or against rush/dive compositions, but anything else is going to absolutely get tons of value from it.
It should NOT be infinite healing. It should expire over time or over healing dealt.
What would be really nice is a Cyronade / Ice Grenade
Creates an ice layer that can boost movement and speed while also making walls slightly translucent and break
Can also be used as a trap for enemies to prevent them from trying to flank or slip in tight spots
I think someone on Reddit was doing that with a concept art of the grenade being rectangular shaped
is lewis gun easy to use ?
Eh it's got worse recoil than the m60, less mag size and less dps, only good thing about it is range which it's harder to use at so honestly no, it's not easy nor good
I'd honestly say make the heal ball cd start when it breaks, and just make the healgun heal less on someone doing an action, so it can't be used to give 400 extra HP to someone stealing
But aside from that I think they're both fine
aight every gamemode is fucking dead, powershift is unplayable due to the fuckign ball heal gadget fuck this game and the devs at this point
tdm is now the same shit as well, was untouched for 1-2 days everyone is using it and camping
it's just heavies with dual deagle, and shields camping with the fucking ball
who in QA let this pass ffs
Feet, explosives, teamwork, they can't block whilst attacking
i shot at this guys feet and he straight up deflected my mini gun
Just use like gls or glitches or sum, idk think of a solution
Then wait for him to get close enough to attack or get a friend to shoot him in the back ig
the solution is to fucking nerf this shit to the ground or straight up remove them, the only people glazing those gadgets are the ones abusing them
This is pretty much the only way to die in this situation :p
if they get close and started attacking, you win that fight easily as long as you're not missing everything
yeah not really, they can deflect all the attacks, close the gap and two tap you in melee
and unless you're the only person on your team alive you could flank them quite well, and even otherwise, your loadout should contain something that can help you win that.
Minigun kills dual blades in melee combat much faster than the other way around.
your DPS is extremely high, theirs is quite low
In a situation where you are 100% health maybe, which rarely will happen lol
well, then they can't be expected to be 100% health either? This seems irrelevant
if there's a huge health imbalance then yeah, you're loosing the flat fight no matter what weapons either of you have...
good point, just seems cheesy, i aimed at the feet of duel blades and they are deflecting, is it a 100% deflection chance
yes, deflecting is the weapon's entire thing
you're not supposed to be able to just bypass it by where you aim, it would make the weapon go from bad to horrendous
sounds like a skill issue...
Have you ever tried playing with dual deagles?
From my experience it's pretty fucking hard.
Also a good team always sticks together. There were so many situations, where im dying because there was 2 enemies instead of one. It's mandatory to be with your team
Even the healing ball and shields cannot save you from 5 enemies shooting at your direction
just because Deagles are hard to use doesn't mean they're easy to play against
they have one of the highest skill floors, but it's nigh impossible to outrange or out-DPS someone who lands headshots half the time. just the same as it is with Revolver and as it was for LH1 before it got nerfed like 4 or 5 times in a row
(also heal ball dumb)
They do get similar counterplay to the revolver tho, just bring a shield as they haven't the ammo to break the shield and kill you without reloading
Until you get winched
Remove winch tbh
Ong
shields are a decent counter as indeed they can't be headshot, but uh... only one class has shields, there are only 2 shields (a specialization and a gadget), and one of them expires by itself in a few seconds
also yeah winch
Make winch have a 5 second cooldown but can't hit contestants
Winch should have never been added if embark can't balance it
Maybe increase cd on cashout hit
Give it a highly telegraphed windup
Make it like Bucky's where it has like 2 meters of range but can be charged
Just the same hard as out-DPS someone, who is really good at shooting
I mean, if enemy is good, then it is loss for you, no matter which weapon he uses
generally speaking, you're supposed to use the insult "skill issue" when someone's complaint only stems from their bad gameplay -- not when someone they're fighting is abusing the meta at their best
They are meta? I saw deagles like.. 1 or 2 times from today and that's all
I mean camping with the ball on top of it, too. It's true it has counterplay, but that doesn't invalidate the complaint that the ball empowers camping more than ever and it's shaken up the gameplay a lot
You probably haven't seen it that much because again, the Deagles have a high skill floor. But it's definitely meta relevant
The aps turret should work against the throwing daggers that's bullshit
Then you'd have to argue for it working against KS and Bow, too. Seems like bit overkill. I think it's fine as is
Hello everyone
I have a question is my loadout good?
Middle
FCAR or AKM or Famas
Defibrilator
Jump cushion
Proximity sensor
You don't even need to reload what are you talking about do it for bow too fk outa here light can do anything they want. But which one is KS again?
use Dematerializer and consider replacing Proximity Sensor with Glitch Trap (or other area denial tools) and you're good š
Thanks
APS only works against throwables and explosives. That's why it shoots down grenade launchers. If you arbitrarily decide to make it affect Throwing Knives, it's not going to make sense unless you extend it to ALL projectiles. KA-23 is the slug shotgun for Heavy and it's pretty bad as it is
I dunno.. didn't saw specifically a campers with healing balls..
i mean, that's literally what the ball incentivizes you to do lol
you have to let it sit still and you have to stay near it for you to heal you, so you camp to maximize its effect
It's most obvious in final rounds of tournaments
if you're poking each other at range to exhaust each others' gadgets or HP before making a push... well, guess what gadget has infinite uptime providing infinite HP
Well, that makes sense, until someone is not gonna flank enemy
it doesnt deflect all of them allegedly
swap prox for goo or zip
It's in the name bro. THROWING knifes
I meant throwable gadgets like grenades and mines
even if APS worked against TKs for some arbitrary reason, it wouldn't be good
it'd block 5 knives. that's like 2 seconds
gotta be brutally honest, if you want APS to counter TKs as to nerf TKs, then you might be suffering a skill issue 'cause TKs have NEVER been meta
they can be a little hard to fight when used well, but not nearly to the same extent as actual guns
or as Bow, for that matter. even Bow is better
How do you counter them as heavy or medium in 1v1?
Cause i don't have enough speed or agility to move and evade knifes as them
As light, thro, they are easy outgunned by v9s š
The knives are too fast to react to. You shouldn't try to dodge them mid-flight, but you always have the ability to juke the user's aim by moving erratically and unpredictably, especially between volleys of knives.
It mostly comes down to just out-TTKing them. Shoot them in the face before they shoot knife you too much
move a lot
or be with your team
Medium and Heavy always have area control tools, too
Didn't work out for me(
Usually we both are full HP and guys just knifing my ass faster, than i can kill them
The situation is 1 vs 1 specifically
You can also try to outrange them. Highground is especially difficult for projectile weapons to deal with
Well.. no normal light would stay Downground and in long range with knifes
It depends on the situation, but that's why you camp highground against them when you can
It will take them time to reach highground and you will have the advantage of seeing them before they see you, usually
It also allows you to set up tools like mines and healing and shi
move unpredictably, its a projectile so u have to track ahead of whoever you're fighting
crouch spam and jump if u have to
Dunno, how are you gonna move unpredictably in heavy or medium, when light is standing in point blank range and saying "random bullshit go!"
Also, jumping, usually, is straight up death to me against them
maybe not jumping on m/h actually
I usually reserve that for L
for heavy tho u can ttk race pretty easily, u kill much faster than they do especially in cqc
tk is really annoying to fight sometimes but also very punishing to fuck up so ideally just do your best to make them screw up and kill them as quick as possible
Oh, well. I suppose it depends on learning the game and training in shooting
any idea what happened here?
trying to run away and suddenly the medium leaps towards me like a fnaf jumpscare
am i just underestimating backwards walking vs sprint junge or was there something goin on?
Heavy is a free kill if you have throwing knifes and dash
the barrel you threw at them gave them a boost. They landed on it. Yes, it's incredibly stupid as hell. Similar happened to me with a fire barrel just last night
I don't have a problem really fighting throwing knifes but they don't have to reload and they are kinda brainwashed how you can just dash into people it's not that hard at all
i take it the rotation gave them increased velocity?
I have no idea why it boosts them forward. Sometimes it pushes them away. All I can tell you is it definitely had something to do with the barrel. It's jank af and I wish they'd change it
you dont happen to have a video, do you?
It's happened to me or to people I was throwing barrels at a few times since launch. I've seen it with red and green barrels. I think I took a clip of the fire barrel. I'll look later
would be nice if you could hit me up with that if possible, it would be interesting to get to the bottom of this
i kinda wanna mess around with canisters now
does anyone see a difference between throw 2 and the others?
i wanna find out what makes them not pop sometimes
honestly no idea, that's another thing that pisses me off about them lol
I've quite honestly hated the carriable physics since day 1. I like the carriables on paper, but they're done so wrong
Why can't it just nice and simply explode on first impact with any terrain?
Revolver is currently medium's best weapon, prove me wrong
i mean, maybe its supposed to be that way but we got bhop esq shinanigens?
Literally so underappreciated, it has insane damage output for body shots
You can kill heavies instantly with 2 headshots and a body
It has faster reload than model and repeater, and better mid/close range than both
You shoot insanely fast for the damage output
One headshot practically deletes lights
Its only weakness is doing less damage than Pike or Repeater when you're, like, 40 damn meters away
I found out the dual blades somehow can push you into the enemy
Like, literally you can jump straight into them
I swear to God if revolver was meta people would be crying for nerfs
In a technical sense, it is meta-relevant. It just doesn't get much use because it has a higher skill floor
Literally the only thing why it isn't meta
Otherwise it destroys all of mediums options on paper
And not to mention, it fucking melts shields
The deagles is meta and they have a high skill floor
That is cap
You're probably talking about the lunge mechanic. All melee weapons give you a little push forward if you left click while directly aiming at a nearby enemy
Deagles are insanely easy to use, it's so spammy and forgiving
Oh, yes!
Not saying deagles don't require skill but they're more approachable than being patient with revolver shots
it takes more than most of heavy's other weapons for long range
It only works on the ground and it's not as dramatic as in that vid lol
I have sledge in main and deagles in off for poke
I mean yeah 1000%
but close range, it's easy damage carry
how do you see through that muzzle flash in revolvers?
I honestly don't really notice it. Also the visual recoil really fakes your accuracy. You don't have to adjust your cross hair after shooting
It shoots straight every shot
ugh...
I can't see through shooting animation.. i use irons
Like. It's really hard to see through smoke from the gun and the gun itself
That's fair
So i can't land my shots at all
Try the sights if they work better for you
I wonder if i can land shots with skin with shorter barrel
That skin fucks
Which one and why?
I can't remember the name but it's a snubby police rev skin. I just think it looks cool
Oh. Sorry, i read it "That skin sucks" :d my bad
Oh np
Aaaand there goes my second problem: hard to see the sight, when it and enemy are both red
APS turret worth keeping in medium build or replace?
Zweihander/montante skin for spear and claymore skin for sledgehammer. Please that would be so sick
Thoughts on the model rn
not worth keeping, jumpad, and defibs are necessary then add goo or gas mine depending on team comp
Alright. So, basically. Right now i just met a light with knifes in close quaters.
He shoots a knifes at me, dashes and then shoots another and kills me.
What i have supposed to do in that situation?
Shoot him
The moment i drag my sight onto him he shoots knifes and kills me
You'll just have to get better aim, or try to pick fights from longer range
Bro. I runned to my team and met light right at the corner(
I dont really know how to evade knifes and aim with revolver...
@rough marsh Just to inform. 80% of Medium and Heavy weapon got a faster or the same TTK than the SH1900. Complain about it if you want. It's stats. It's fact.
That's why I don't mention this weapons.
I mean I had gas mines for a bit but then just using the gas barrels in the arena felt logical
gl is just too powerful :/
On paper that might seem so, but in reality, a small and fast bitch will weapon of total abomination who are competent enough to use invis or dash to take advantage of the opponents
And what about infuser?
In reality. You got 150HP and need to be in CQC to take your shot. Try once
As I said, competent user of double barrel are capable of doing so
and competent user so can kill a Light without and problem without getting in trouble. The end.
BB
yo guys, is this a good light loadout: Grappling hook or Dash, xp54, pyro grenade, gravity vortex and goo grenade I also have arn220, gateway, nullifier and breach charge in reserve.
Uhh, do you mean good loadout in terms of casual or meta?
idk just good for this season so meta ig, Im fairly new and wanted to see if this is any good
Alright, alright, Iāll explain everything
Grapple hook isnāt bad, but itās the worst one among every other light specialisation
Pyro grenade is just mid, there are better options
Goo is awesome, you can use it in some loadouts
Gravity vortex is quite good, requires good placements thoā¦
u should learn gateway make that a prime loadout spot its so good
Wait halfswording a greatsword would be peak
yeah I see people online use it often but I just suck at it lol
what should I switch pryo for?
yeah and how ur supposed to use the zweihander makes so much sense for the right click of the spear
its true it took me a bit to learn when to use it, start just gatewaying cashboxes imo
okay, I'll try that, thanks
Look, itās pointless if we just compare it with competent that, competent this. My point is, if you know a great playstyle with sh1900 then you will melt everyone in fair 1v1ās against repeater and pike mediums
Glitch, one of the best gadgets in the game
Also, you can switch vortex to gateway, or switch goo to vortex
Yep
oh ok, glitch was the one that disables all gadgets no?
Yes, it also disables specialisation
They need to remove the healing bs from the other classes this meta is so fuckin dogwater triple heavy every single game
so the better loadout would be something like: Dash, xp54, glitch, gateway, goo grenade and reserver arn220, gravity vortex, nullifier and breach charge + something else which idk what
get that data reshaper goin bbg
Personally, in reserve, I have thermal vision, goo grenade, sonar and matter, sometimes I switch goo grenades with 93r
Who would have thought lol. I genuinely don't know how these two even made it in the game. Embarks approach of designing a shooter around high ttk with strict damage breakpoints is simply incompatible with a healing meta. But somehow Embark doesn't understand that
Btw, why youāre not mentioning op light gadgets??
nice, what does sonar do though?
I dont wanna admit it but its goin downhill. This is not it by any means.
Honestly, reserve is personal preferences, so you should try every gadget and weapon and make your own reserve and opinion, thatās what you should do imo. Sonars scan terrain, and can detect enemies if there is any, it fires 3 pulses which are detecting opponents
oh ok, I never understood it, thanks, Ill try the loadout
As soon as they released the healing canister it was quite obvious that they experimented with more healing. Sadly their ideas didn't stop there
Sonars are extremely strong especially because Light's biggest weakness is being caught off guard. It basically prevents flanks when used correctly
Okay bet they wanna add all this healing then add something that allows me to stop external heals for a period of time.
In a perfect world both gadgets wouldn't exist but I doubt we'll get reworks. Honestly, only healing beam should heal when taking damage. The other two should only speed up regen by providing minimal healing when out of combat comparable to the canister
Facts
Gas mines should only be used with c4 or breach charges as it allows you to stall from far away
If only medium had breach charges or c4
Pryor mines would probably work better unless you're on the ground floor
Whatās a good loadout for the repeater? I run Defib, Demat, Frag and Jump pad
Should I switch frag for something else? Is frag good?
What you prefer is what works good with the repeater im guessing
Probably goo grenade. Repeater has a rather high ttk and benefits from breaking line of sight. Goo also helps you create on-demand cover to peek around
And frag is meh but arguably a bit better than last season in the handholding healing meta
Iāll try thx
Omg a wild femboy
Hiiii:D
lmao thatās everyoneās reaction to my name lol!
Thatās crazy lol, are you fr a femboy or ur jk lol
Im fr a femboy :3
no jokes
Is defib in tdm relevant?
Nope, not at all (I think)
Why asking btw?
Oh, glad to hear that
Why are you glad about that lol??
I want to tell you, but rule 2 keeps my mouth shut)
Ah lmao!! Ok boss š

Stop making melee shitty.
Fr
Yer.
Cuz I hate femboys, nah jk im just curious, i didnāt know they were a real thing
Okiš
Iāve never met a single real femboy ever in my entire life
Your probably the first one Iāve ever talked to, they are so rare frfr
I mean, femboy are somewhat rare
Damn lol
How can you hate femboys if you have never talked to 1?
lol?
wtf are we talking about in the finals discord server
Lmao! Good question lol
I said ānah jkā
Look what I found today on the road
Oh oki, I can read I swear, trust
Thatās sad:c
Yeah, a car ran over it I think
Aww:c poor squirrel:c
Why does the pike feel like a projectile weapon? And the sight is so so hard to use, istg I aim perfectly and still miss all my shots after like 30 meters
Idkš¤·āāļø I donāt use the weapon
Guys do you think there is a meta for light build right now
appaerntly theres a bunch of no reg bugs rn at far ranges so its either that or ur just whiffing
Glitch grenade, Dash, Gateway, Sonar or Heal gun. Sh1900, xp54 or ARN220 im pretty sure
Itās probably my skill issue and bad aim, but I never get it when using the repeater or revolver,
thx
matters also good
Iām not entire sure too, I usually run sonar, heal gun, gateway and then dash and ARN. But I main medium
glitch gateway healgun are top 3 and you can run goo as well
Matter is harder to use then Sh1900 and isnāt as good because sh1900 can kill before they can out heal it. With matter maybe they can get away
Isnāt sonar also meta?
i think in 3v3s
matters more consistent, but i think DB has higher highs
Oh rly? But itās harder to aim no? It does have a higher mag and range tho so yeah
only because you can play further out. db has the enemy as like 50% of ur screen space
i didnt see the db at all in the most recent tourny but saw like 2-3 matter players
I havnt used db or shotguns much. Only shotgun I rly used was Cerberus last season
Do yāall think this sledge nerf quite literally killed it
No
Did the TTK even change?
prolly yea
Yeah drastically now
they hit one slide away from you and you just have to back off
Iāve read somewhere which said it didnāt change much lol. I havnt ever played with sledge, not even once in my entire life. Only in the event
it changed all the qm combos, not the swings themselves
I mean I have 1k hours with sledge and think so
Oh ok
Yeah qm combos donāt exist anymore
Sad thing is they added such a cool sledge skin and nerfed it
Pretty much every melee weapon is dogshit
they added like 6 sledges skins
Iāve seen some goated shield player this season in world tour
i despise riot and dual blades, the lunge does jackshit to help catchup. ill prob give dagger and sword some more time though
Dagger is the only viable option imo same with riot
I just donāt see the reason why sledge needed a light attack nerf itās literally people who are butt hurt after getting too close
One thing I donāt understand is how shield players catch up to me when Iām using light and running straight the opposite direction as them
i dont understand that either because i cant even catch mediums when i do this
Yeah lol, itās weird, today I was using ARN and dash but a shield caught up to me, I didnāt even look back and just sprinted away
Ooooh they might have used a zip line or jump pad
Are there any melee weapons to play with now
Not if you want to win consistently
Hey guys, I have a rather specific question. When I throw a Smoke Grenade, I feel like it's kinda transparent... But is it the same for the enemy players? It's either that the smoke grenade really doesn't do much smoke, or that me and my allies have some sort of protection against our own smoke.
where the player looks like they are and what they're actually doing is really busted for melee. Like you can clearly see the guy's baton not hit you but it will count as a hit or a hammer will swing in the complete opposite direction and still hit you
graphics settings. I'm on low so I don't engage through smoke because it's completely opaque for me but I know that's not the case for enemies. I wish they would just make it like cs2 smoke and be completely opaque instead of some people being to see through it while others can't based on graphics settings. It's also why the dust from collapsing buildings is really annoying
Hi Riot Shield gamers, I am looking for a good loadout
Huh, I'm on ps4 pro, so I guess it would technically be high graphics? Either way, if graphics really do affect that, I gotta agree with you that this actually really dumb
Will Ed put the sledgehammer back?š„ŗ
Yeah I feel like it would be a win win since it would look better and work more reliably.
Dematerializer, jump pad, and goo grenade are musts. Final slot is up for debate. Defib/flash bang/zip line/glitch traps are all valid choices
Which sight is most recommended for the xp54?
Demat, Data Reshaper, Zipline or Jumpad and goo nade
You could probably switch out Reshaper for defib but im not a defib user so idk
Canāt say itās āgoodā š but I will say itās funāmy main is demat, jump pad, motion sensor, and data reshaper. Though I have been considering swapping goo grenade instead of the sensor
whats the meta light gun this season?
yall im a new player trying to figure out what fits for me in terms of build and loadout options, so far i'm on heavy and am feeling out close-mid range frontline (preferably close), what weapons should i look at and what gadgets should i look at?
(right now i think im looking at the SA12 with M60 and flamethrower in the pocket as needed, but im strugglin between specs too. charge vs winch vs mesh)
shak50 with winch/charge, barricade to hide behind, rpg to dish out damage, heal ball
good for close range without being useless mid range + teamplay with ball n barricade
sa12 is great for cqc but itās high skill high reward weapon
m60 is good but not necessarily the best close quarters gun
flamethrower kinda ass if you donāt have really good game sense and positioning
tbh my main motivation for flamethrower is the ballistic shield medium has and other sorts of close range nightmares
why barricade over, say, dome
synergy with ball (you stand on the ball and heal while also getting a perfect headglitch)
Dome is alright but i find its not that tanky
You can pick either or though itās up to you and your playstyle
honestly i might try the shift to barricade because i feel like it's a better reactive tool
you can't really reactively throw a dome, you kinda have to plan out a little
and i am very reactive, i think
still trying to figure out what i want my main to be
too vr impoverished to bounce around...
I found light to be the most fun for me
When did you start this game if i may ask
see i started out with light because i consider myself to be more of a movement player but it just felt underwhelming and i feel like most of the movement tools are for either hit and run or high ground sniping (which, neither appeal to me)
tail end of last season
Gotcha - yeah the vr system for pretty much the entire games lifespan except this season has been fucking awful for new players
GOOOOOO GUN
I didnāt like heavy cause of the lack of movement
I didnāt like medium because it felt cheesy and easy to play
I liked light because of the movement and the assassin like playstyle
look im very simple, i just like to Go In and Not Die
Join the goo hammer club
respectfully no just because although i enjoy using goo nades, i don't see myself wanting to commit to goo gun defensives
also i just... dont want to use a melee weapon on a sluggish class
Itās not sluggish if youāve got the goovement š
@shell sonnet I didn't clip it actually, sorry :/ But I threw a fire barrel torwards a Heavy that was about 7m away from me, and because he jumped at the same time, he clipped on it and flew like 10m further away in under half a second
It was pretty bad because it let him escape faster
Hammer is dogshit right now, you're right to not try it. You can use ShAK, Minigun, or maybe Flamethrower if you want close-range DPS but with more range. Deagles are all-around the best for Heavy if you can practice headshots
but yeah as it stands i don't know what do š i realize i must reign in my desire to go berserker mode because i have died and will continue to die by doing so, so instead im just trying to think about how to be a close quarters tanky menace
you canāt go in and win every gunfight in this game unfortunately
i would like to clarify that i PERSONALLY do not care about the meta as it is more about how the thing feels for me
there is a limit to the apeing that can happen
yup... aint that how it is
that said though i am getting a bit of a handle here seeing responses. i do want to know what changes playstyle wise if i use charge or winch
i feel like each spec in a class changes your game plan big time
Jump pad should have a priming time before it works.
You should not be able to instantly use a pad, demat a wall open, then instantly close it before the other player can follow.
It would also give players more reason to use Zip.
No
If heavies jump pad into a roof they should just smash through. All that meat makes for great momentum
Counterpoint: Yes.
M actually having less movement than light? we cant have that now
Goo 
Gas mine be like in S7
Sledge honestly ain't bad still.
Definitely worse don't get me wrong but I've been doing decent with it.
Did embark buffed the gas mine?
Yeah I got like 23 kills the other day with it. It definitely hurts more to use it though
Why donāt we see a lot of Lewis Gun ? Do you think it needs changes ?
yeah we need a lewis buff (i main lewis)
when will pike get other scope options?
never
Thanks for checking
Hahaa
I don't get why sword is still nerfed after almost a whole season. I actually don't even get why it got nerfed at all. Melee has so many counters its actually ridiculous. All it takes is one flamethrower heavy to press m1 for less than half a second and you just lose the fight. Glitch mines make playing sword a nightmare, and mediums run that all the time. And lights are just always a sword counter, because they can dash/grapple away and kite you until the end of time. Except they only rly need half a second to kill you.
So all this, and for some reason... they decide that sword, despite already being worse than running any gun on light, needs to be gutted beyond belief.
It is completely illogical. Double barrel and matter already did the same job better, faster, and 10x easier. And with far less hard counters.
Why on earth should I have to spend 10 seconds trying to kill one heavy, that is just going to m1 with flamethrower for half a second, winch me, then m1 again for the easiest kill of his life?
Why should the melee weapon have a far slower ttk than any other light weapon, when you are forced to approach to get kills?
And why in the actual fuck is sword has sword not been reverted, when phantoms are patched, and this season even added healing?
It is completely unfair and makes no sense.
When they said they were going to patch phantoms, I kind of just accepted it. It was a pretty solid way to kill heavies fast, one of the only ways to kill them quickly with sword. But it wasn't consistent per round, and was also kinda lame to be on the receiving end of. So I thought 'Well, surely they will revert sword damage after its fixed. Surely they know that while sword is a pubstomping weapon, it has many counters and against a competent player, it is simply good, not overpowered.
Surely they know that, Right?' Wrong. Damage gutted. All break points for killing people at a decent speed removed.
You can still kill people, but you may as well be tying an anchor to yourself. Its just horrible.
Despite ALL OF THIS, people in this community still have the fucking audacity to ask for even more sword nerfs. Or say that it was deserved in any way. Actual lobotomy patients.
It would have been far more fair to simply reduce the cleave damage per person hit. That would have made it less of a threat to grouped players, while still allowing sword to actually kill people.
I don't even know why im writing at this point. I guess I just want my weapon back. This sucks.
Now there are no melee weapons that can be on the stage.
Well you can use all the melee weapons, itās just that they a lot harder to use against people with guns and the brain to battle against a melee user
And now when sledge was nerfed its harder to use, but its not impossible
we crying over the sledge hammer nerf, same boat brother
Now it's changed to that you have to get hit a few times before you can kill, and if you're killed by the other side, it's too frustrating.š„²
Now the weapons are too focused on competitiveness, lacking entertainment. If I donāt have a pass, I might play for an hour a day and then stop.
Sadness :c
I only play for 1 hour then stop just in general, but sometimes I play for longer
But I see your point as well, I want the sledge back to where it was more fun
flipping preach
š®āšØ
honestly, i love the finals but i only play sledge so seeing this change, it genuinely makes me sad. might have to wait till sledge comes back off the floor
Good thing I didnāt main sledge, sounds like ever sledge main is in hell right now
trying to spread this around-
spear Mouse 2 attack idea:
spear M2 be a holdable attack where you can choose how long you spin.
if you single press it the spear swing will only do 1 spin and it will be slightly slower than the current spin
if you hold though you will go past the first spin and the following spin attacks will be faster. maybe 2 spins a second would be balanced because its only slightly stronger in terms of dps than the AKM. (AKM deals 200 dps and this would deal 210 dps)
and you will be able to stop the spin an any time though you will need to finish your current spin's animation
this might make spear a bit more viable because currently both the M1 combo and the M2 are kind of trash
Yes, this is a very confusing change.
Currently the first 2 spins occur every 0.6 seconds, with the third taking 1.3 seconds to finish
so make it 1.3 for the first spin and then 0.5 for every following spin and you can hold for however long you want and also only do the first spin
Flipping the damage around doesn't seem like that great of an idea, especially since spin betting isn't very enjoyable for both sides
currently spin has less dps than ranged weapons so why not make it better and more versatile?
in a 1v1 vs a medium you will lose 100% of the time if both hit all shots
unless i miscalculated and the heavy will survive on 10 which doesnt really count as survival
Only has less dps because of the third attack, remove that and it'll be fine.
im pretty sure that attacks every 0.6 seconds is still less dps than akm
akm has 200 dps
im using akm because its a common and standard for weapons
Akm kills a heavy in 1.7 seconds. 2 spins and a quick melee can be accomplished in 1.3 seconds
That's obviously not included any primary fire combos since it would kill mediums more efficiently than pure spin
i dont understand you math where did you get 1.3 seconds?
Gpt math is insane
0.6 times 2 is 1.2, plus quick melee which activates nearly instantly
It can
is it wrong right now right there?
this is why i said that the first spin attack in the combo should be slightly longer and that aside you have no range with spear so its easily countered by walking away
So you want the spin ttk to be slower than currently?
Because as for as I know 1.8 seconds is more than 1.2 seconds
what im trying to introduce into the spear is the ability to not lock yourself for 2+ seconds into a spin attack
you can use 1 or 2 spins then do something else
Then you don't need to change any of the values
but then the lights will complain that it kills them
They would be complaining already by now if they wanted to
sure its their fault for walking into spear range but the devs will nerf it because lights are "weak"
now they can dash out and you're stuck for another 1.8 seconds swinging a spear at 75% of heavy's walk speed
I mean they are very vulnerable to the spin because of the breakpoints on it already, plus spin cancel already exists so we know right now how it would play out, and it's fine currently
does it, thought they patched it
Nah they only patched gadget cancel
how else do you cancel
Wasn't mentioned in the notes so it probably wasn't targeted by them
Open your comms/emote wheel
That's it, no convoluted steps
im sure that will be patched aswell as soon as they find out it exists
They know it exists, one of the devs said that like in season 3 or 4, they know what would happen if they did, and they won't
the cancel doesnt work you are still stuck walking slowly and cant attack
It does work, you can use specs, gadgets, slide, etc
Quick melee too
you cant use spear tho
Yea, because the only real time you need to get out of spin is to protect yourself because they got out of range, or finish them off with an rpg
Or to get out of spin when you do a winch fling
still i would rather you be able to stop whenever you need and get into a fight rather than use this convoluted method that barely anyone knows and uses
do you not want a spear buff allowing you to cancel more easily and being able to use spear attacks?
It would be ideal yea, just point it out that you only need to add the cancel, not make the dps worse
Also literally any spear main about level 3 knows how to spin cancel
glad to know only you know how to spin cancel
Famas
How's the drill feeling?
This game gives me so much adrenaline
Tbh I like fcar the most but they're all solid. as far specialization goes now that both H and L have a form of heal there's no point in not running demat specially in games where there ain't many other Ms to counter u
i havent been annoyed at them yet, but need more experience over the coming weeks to be sure
a few people are asking for nerfs, might be justified but may be a bit of first impressions fog
havent used the ball but i see the potential
playing support light is hella fun and can be quite strong when you allow eg. a heavy to instantly regen after a fight and let them take on another
support/assist master playsytle
Truthful and respectful the biggest weapon that needs to be buff is the V9S screw any other weapon BUFF THE FRICKING V9S I miss the old fire rate thatās what made the V9S unique
I call this gas mine... "fart master"
can you add 18 at the end of the name
We're do i go to submit concept art for a gadget skin?
I can't post anything in there for some reason
Apparently the healing emitter has a random chance to straight up not exist when you place it down
They buffed it bro look at patch notes
Is there any specific shooting mechanic with revolver that i should know?
Because when the dot of my crosshair is on enemy and i shoot - i didn't hit him, somehow
What patch notes you looking at my boi I think you got confused cuz it said VRS
Where is the V9S buff itās been change in the middle of season 4 now itās season 7 and still not buff bring back the old fire rate, remove the scroll wheel input that the keyboard and mouse players were using and if you want to can bring the damage down to 39
Akm and fcar, I don't like burst fire
Famas, I like burst fire
YOU BASTARD

how is the barricade ruby???
they added it
I'm trying to beat the practice range challenge with only gadgets, any recommendations? So far I've found the healing emitter makes a good bludgeoning weapon.
what do you mean they added it?
They gave out Ruby barricade to season 6 rubies
EMBARK!!
GIVE ME A VIRTUAL EXTENSION SKIN FOR THE FCAR MAKE IT LOOK LIKE THE REAL LIFE WEAPON IT'S BASED OFF ON (The FN SCAR-H) AND MY LIFE IS YOURS!!!!
I NEED THAT BEIGE TONE!!
How do we feel about the real life skins anyway?
boring kinda
That's fair. Some of them look clean with certain outfits though, like the realistic akimbos.
I love more grounded realistic skins, theyāre usually my preference over the fantasy stuff. The virtual extension AKM and 93R skins are gorgeous for example.
But equally I love grounded but wacky skins like the potato launcher. Someone posted an idea for an AKM skin in thatās Just a buncha ospuze cans tied together and I think thatād be sick. Thatās my vibe.
God I live for the Exhibition Grade dualies.
I want every weapon to get that treatment.
Facts
Ah I honestly thought they the buffed ttk on lights from 4 shots to 3 š¤£
Yeah, I get it. Despite all the crazy stuff going on, you as a contestant, has the most grounded weapon. I just find that kind of funny to me.
A team of three heavies could instantly kill a single light by all throwing healing emitters at them at the same time
A team of three mediums could also do that with random arena carriables. Light literally dies to ambushes with flower pots š
yeah but this is funnier
Whats a good hammer loadout rn, or are we too screwed. I can play both the winch and goo np
winch, goo nade, hammy, anti grav, shield/barrier
can throw a nade/mine in there if you dont want anti
Same as usual, heal ball might be a good pick to help reset but I haven't gotten enough time with it to confirm
question about flamethrower, whats your ideal position in a fight?
cos you can still get outdpsed by the guy who youre fighting if theyre hitting their shots right?
are you gooing constantly?
yes, so to be honest with you Flamethrower has always been one of the worst weapons in the game lol
its two upsides are piercing through enemies and being movement-agnostic (as in it doesn't punish your accuracy for moving around)
that and lighting goo/gas on fire
it's decent in close-quarters brawls where you might multi-hit, might prefire people around corners, or might prevent getting choked out by gas. otherwise you might as well use a gun
im doing everything in my power to not play guns in this game.
I respect the hustle, but Embark doesn't
they've been nerfing melee options season after season
and thats why, my friend, im playing the flamethrower, im ahead of the curve in that sense
Fire around corners and ledges, be evasive, push with mesh, finish with rpg, dome shield when fighting teams. Profit? Basically just be a lilā snake and you canāt go wrong. Just always remember there are a lot of angles where you can hit them and they canāt hit you.
A triple stack abusing goo made the game unplayable, so a nerf was deserved, but I think it would've been better to nerf its cooldowns instead
Ayo whatšš„
Just fuckin ATE the other teams with flamethrower in WT just now btw.
grenade launcher is just too op
FUCK THROWING KNIVES
š
preach
I have a theory that throwing knives just attract some of the best players cause they look cool for clips which is why so many people hate them. I main throwing knives and m11 and preform much better with the m11 and itās so much more consistent. Seems like this is a super controversial take on the finals but I rlly think throwing knives are mid at best
can I get a refund for my now useless hammer skins
are there any plans on making the backstab on the dagger automatic again?
Are there any plans to buff our glorious melee weapons again is the real questionš
probably not
Which is so sad. The thing I love(d) most about this game is that you could actually compete with unique weapons that arenāt your standard fps guns. Thatās why I play this instead of cod. But the player base seems to hate getting killed by the unique weapons way more than they do when itās an ar
playing CS2 and Splitgate 2 until Embark remembers what made their game stand out in the first place. It's ok to have fun weapons in a game
Coming from someone whoās played sledge maybe once ever in this game, I feel for u guys. Never once thought it was a problem. When I got one shot by a sledge as a light it almost always felt like my fault. We have 2 specializations, several gadgets, and higher movement speed to stop them from getting close. If they catch up to me they deserved that kill
1v1ing a sledge w a sword was peak finals
true actually, same w dagger those melee duals felt so dynamic and unique for a fps game with guns
actual elden ring boss fight in the middle of my finals match
Ugh love that shit. 1v1 bow is another favorite of mine itās so stressful
Finals be like āyes, add 20 different unique sledgehammer skins then ruin it next seasonā
Fr I think there should be some sort of return system even for partial vrs back. It sucks to spend $20 on a skin then have a weapon get nerfed into the ground with no warning and then itās no fun to use anymore.
Bro hitting that nasty akiba step insta quick melee on a sledge season 1 was insane
lololl
is there a meta heavy gun rn for ranked tournament
flamethrower 
no way, actually?
always Deagles, if you can get good at aiming
if headshots are too hard then M60 is acceptable
what if im bad at aiming
ok word, so lewis is out? I was thinking about trying heavy in a round or two since it seems to be strong
Most consider M60 superior atm for its easier recoil, larger mag, and better moving accuracy
Actual answer is M60 or Minigun. Probably minigun.
or flamethrower
Always flamethrower 
Minigun's okay if you can always force close-range defensive situations... but probably not
makes sense to me. I feel like miniguns accuracy is too low to be great in ranked, but i do like it a lot of power shift
Yeah, Minigun's best for indoors fights where you hit most of your bullets and don't really need to move much
But M60 does plenty of damage, too. It's just a good all-rounder
does the glitch deagle still drop everyones framerate lol
@winter sable #šāgame-feedback message do you actually know how much damage SH1900 does per shot?
a lot š
Isnāt it like 260 at max?
well thankfully it's not that much LOL
it's 195 -- more than enough to 2-shot Heavy
if sledge was overpowered so is db
The fandom wiki says 180
Which tracks as you have to be right up a heavyās asshole to two shot
that wiki's always out of date. Use this one: https://www.thefinals.wiki/wiki/SH1900
13x15 is 195
also you can quick melee for another 40 if you miss some pellets
Ah I literally had the 1.0 data lol.
Iād advocate for slightly lower damage (maybe 155?), and a faster reload then in light of that data. Keep 1 shot and two shot potential with lights and mediums while requiring 2+ melee for heavy.
That makes sense 2 me at least
I wouldn't mind 175, even
I just hate that people overreact to non-hitscan weapons when hitscan weapons almost always have better performance
And then Embark does the most heavyhanded nerfs for no reason
Like literally chunking off 25% of a melee weapon's damage... twice in two consecutive seasons
dagger š
Iām off all melee tbh. Everything just kinda blows now. Mediumās options were always not great and are now even worse with recent melee hitreg changes, spear is bad, and everything else has been kicked in the shins over and over again.
I suggested it in the feedback channel but I think they should up TTKs across the board (Iām talkinā shave half a second or more off every class) and remove melee lunge entirely. Make them feel more rewarding to use while removing oddities when fighting them and reigning their range in.
Dashās interactions with sword lunge probably also needs to be removed, and winch will need a windup and will need to be actionable earlier. But those changes seem fair as a trade for usable melee.
Iāve wanted to do full healer riot for ages but riot shield wonāt even block consistently so why even try.
For some reason, in my challenges, throwing knives count as melee damage sooooooooooo
epic
Remove the healing meta
Either that or they should add more glitch options like glitch grenades to other classes.
Well not remove it flat out but lower the healing from the station and the light medi gun
what is the meta for heavy weapons and gadgets?
Best wep is Deagles if you can aim
Best gadgets are Healing Emitter, RPG-7, Dome Shield, Barricade, Pyro Mine, Lockbolt, and sometimes maybe C4
Any specialization works
what is second best weapon
M60 :^)
SA12 and Minigun and ShAK aren't bad either if you like CQC fights
They need to buff dagger
I find the H+ Infuser good for a Light player like me, while being a sniper, I tend to make a dash when someone is in dire need of heals or help
Using the Sniper or the LH1 fits that deal with me
Any opinion about buffing the blades velocity of the throwing knives?
I think they lack of velocity much more than the normal