#đŁâweapons-gadgets
1 messages ¡ Page 191 of 1
Oh yep nrm there it is XD
its really powerful on lights
Goo seems better if your good with it, does shield have better frame data or something?
it depends on preference, a lot of skilled people are already good with shield so they stick to it and shield lets your team mates shoot through it. goo is really versatile and unexpected so people usually panic ie: you can make a light waste their dashes by gooing them as they panic then get an easy kill
what is the best heavy wepon?
What are you most comfortable with
goo is also a really good movement item if you get skilled enough with it, i always call it the everything gun because it can do everything if you're creative enough
m60, shak , minigun, deagles but what is the best to use
M60 is reliable and easy to learn with good mid range, the .50 akimbos are a bit harder to master but deal a ton of damage on headshot
you should try going into the practice range and do the shooting range with all heavy guns to learn what fits you best
Shak is very good too
Goo just seems better than shield for this, am I missing something? If you goo someones head your teammates can still shoot there toes
i always find myself in a close range fight or long range fight depending on the map
but im mostly on the cashout
goo is very hard to learn and you can miss
So shield is mainly used for consistency?
if you want ease but breakable then take shield, if you want a bit of hardship but versatility then go goo
So other than constancy there is no major benefits to using shield?
i may be a bit biased because i've been on the path to master goo for a long time but i find it better in a lot of scenarios most of the time
Btw also what's the consensus on minnigun I took a break from the game around when it was added because of the sword nerfs
minigun is similar to flame but harder to master
Itâs really difficult but once you learn the goo drop off curve you can guarantee goo locks, get close and do your damage or even nail lights as they dash away making them lose their dashes. I find it works well with sledge
miniguns cool
goo gun seems quite fun lol
minigun has slightly more DPS than the M11 for lights but its really hard to use without a good team
So it's mainly good on 3 stacks?
i would say its practically impossible if you dont have someone covering you because you usually leave enemies low before they get behind cover
Itâs so much fun to goo lock lights trying to run away and heavy sledge them, meow then emote on them
(I hate lights with a passion)
(I love lights with a passion [sword my beloved])
I love grabbing lights that are trying to dash away after missing both DB shots with the wench
btw another goo glaze clip, you cant be harmed when encased in goo
yeah i can say this with passion tho: fuck db
you used to be able to goo people for free easy backstabs apparently đ
But the hammer was to cheese of a play style to leave viable
dont even try to get goo nerfed
goo is on light and medium so they wont nerf it
But they did already nerf it though
Yeah goo is fine where it is, plus goo gun is the only heavy spec that I actually like so letâs not get it nerfed đ
If anything goo should get buffed and increase the hitbox on enemies so if I totally whif my goo shot itâll still hit them
Add a homing mode to goo gun
Thatâs what Iâm sayinnggggg
M2 for goo gun charges a 3x3x3 goo golb
will take 5 ammo per
or at least 3x3x3 cube without the conerners
could even be just 5 goo that spawn sorta like a pyramid
something like this
and when shot at walls it will look like this
all of them are good in the meta, minigun is the objectively best gun if your team is coordinated well, m60, shak and deagles may perform better if you're with worse teammates
if you happen to use minigun, when chasing people, slide, and start shooting without aiming to keep your speed and minigun charge until slide is finished
I love that they buffed the 93r a tiny bit, even if it was just a mag size change
I love the weapon!
I didnât notice the change
from 21 to 24 mag size
Eh my friend said the same, but when you used the 93r since the start of season 6 up to now you kinda feel the change
I have & still havenât but thatâs how it can be sometimes
Ah lol ok đ but yea, I love the fun!
nah, make it charge up and shoot a loose goo blob that can tumble about
at high charges it goes faster and can destroy buildings it hits
i think thatd be interesting, tho probably a bit too transformative
Too much
way too much
you shoot that goo cannon ball and have a teamate mantle it and fly across the map
What your opinion on the Light Matter weapon?
op but no one uses it
feels like unnerfed SA1216
Then I guess I'll start using it, having fun right now
also got probably the best reload animation in this battlepass
interesting gimmik that it can destroy walls in ~1.5 mags
takes a while to set up but can potentially replace explosives if you want to bother playing around it
It has structural damage? Unless you are talking about the walls from Heavy?
Speaking of the goo gun
all weapons do, just most take 6-ish mags i think (been a while since i tested it)
obvious exception being grenade launcher and matter (iirc its irl counterpart is used as door breaching tool? so it checks out)
i think during mega damage m11 went from taking 5 mags to destroy a wall to 4
Hitreg on the goo gun feels so bad recently, I feel like I have to lead my shot or hit center mass with it nowadays up close
Pretty fun and balanced weapon ngl
Interesting. Thanks for the info
Buff riot shield
Bro is asking for a nerf to the easiest to counter weapon đ
And to one of the worst medium weapons . Like itâs just a Skill issue
CL-40's damage output is terrible
I think people have a problem with cl players jumping around like lunatics without penalty. It's not a problem if your tracking is decent tbh
Being accurate while moving is indeed one of its true strengths over hitscan options (besides the shotguns). But yeah, jumping is a lot easier to track than erratic strafing and crouching
Does anyone know how often I have to use the gravity vortex to get it to max level?
Will the price of the new gadgets reduce? It's a pain to grind for them
The CL-40 ruins the game
Thinking about new light loadout:
Cloaking Device
XP-54
Smoke Grenade
Thermal Vision
Gateway
Anything wrong with this loadout? Any contradictions? Is it good? Anything needed to change?
They reduce each season. Itâs not a huge inconvenience, but if you play quick play it is. Try world tour. No risk and if you play well youâll get plenty of VRs.
H+ infuser is the best so far, healing orb is only good for support heavy and a huge pain to carry around imo. If you use the new medium breach thing whatever itâs called your insane. Itâs not great.
glitch grenade to counter heal meta
is anyone else having issues where sometimes when you use the red dot sight its just blank
What would you replace with glitch?
No. Could be a graphical error due to anti aliasing
goog gun fire
isn't combining thermal and cloak difficult? why not replace cloak with dash and smoke grenade with cloak grenade
When someone is nullefied can you shoot through them?
sledgehammer is dogwater revert the nerf and fix the bugs that are still unfixed after 10 months
Yes itâs dog water but it still works. They should be super nerfing the winch down to like 5m
they should also remove heavy's ability to jump
Cl40 needs to be nerfed to the ground, bunch of people with no skill lobbing grenades randomly and getting free kills
IDK how they would nerf it, itâs already so trash that it takes most people a whole mag to kill me
At least they should Deal damage to teammates
and its so easily counterable
high ground, aps, dome shield, etc.
Nerf cl40 this nerf cl40 that. Just admit you suck itâs not hard to counter the cl40 and even as a partime cl40 main the output is shit, if you arenât beaming your shots a medium with an akm or fcar will kill you first. Quit whining and hit the practice range
Thatâs what casual players say
Comp is different lil bro
bro you just unironically said it should friendly fire
It should
you're funny
i personally think it should at least prioritize directs, give it a tighter blast radius and itd be pretty chill
I dont rly play much CL tho nowadays so i cant rly comment too much on it
Its a broken weapon
Lemme guess you play light lol
you play dagger so from your perspective it will be broken, same way im a little biased against it because I play riot shield
Yeah itâs broken
I wonder why the Light Dagger player thinks the CL is broken 
Itâs every single light player whining saying the cl40 is broken just because you can get 2 shot đđ
but i dont think it should be downright nerfed, just make it award you for sick directs n airshots
Like I do a solo triple kill and I get killed with a grenade from across the map
I think that statement is false. Itâs highly unlikely to be killed from across the map
Famas might be TOO good
Happened to me like 5 times yesterday
Clip or it didnât happen
famas is a crazy good gun rn, esp wit red dot
I play in ruby lobbies, these guys have perfect trajectoryâŚ
Cl40 really isnât that busted, just use the xp54 and out range them with grapple. Itâs not rocket science lmfao
Exactly, that sight for some reason it fits the guy insanely perfectly
its cuz its a precision gun with barely any recoil on it, same with the ARN
Skill issue I guess đ¤ˇââď¸
Thinking cl40 is balanced is a skill issue
Talking on behalf of all melee players
the thing is if you nerf cl40's damage it becomes useless against heavy
Iâm literally a melee player and itâs fine
Then your new to the game
i'm a melee player and I can agree that its annoying but not broken
it doesn't need nerfing, the onetrick is just salty he's getting gaped by a mid weapon cause its a near hard counter to his gimmick
LOL couldnât have said it better
and before u say im new as well, ab to hit level 9 on riot, level 5 on spear and 6 on sledge iirc, as well as lv 7 on dagger
been playing melee on and off since closed beta 1 back in march of 2023 :3
You guys havenât fought against actually good cl40 players then
Itâs like saying âspear needs a nerf because Iâm a light player and I tried DBing him, missed my shots then got killedâ
Lvls dont = skill
Iâd say Iâm a pretty good cl40 main and itâs very situational, itâs either alright or âgotta switch to fcarâ
Seen a max lvl fcar player have -kd before
they do show experience tho, which you claim those who dont think cl40 is broken lack
besides isnt dagger like the one melee that should be good against cl40? if hes getting time to 2 pipe you before you stab him ur jus not doin it right
Just bc you miss your backstab and have bad positioning doesnât mean a weapon is broken lol
I dont miss backstabs my man
Touch grass blawg đđ
Clearly you do if youâre getting piped by a cl40 lmao
Iâve perfected my backstabs so much I drop 20+ kills in quick cash average
for someone with that many hrs you woulda thought he coulda found a way to play around it by now
Straight up
but as someone who likes melee i will say if they do decide to change it, I'd say just tighten the blast radius, thats ab it
That fact is good cl40 players stay behind there teammates so they get to pelt grenades at me while I go for the first 2 players
So donât charge in head first trying to get a clip?
Yeah, truly good CL-40 players are scary. But so are good AK players, good revolver players, good repeater players, good riot shield playersâŚ.
I just said they are not togetherđ
On a lighter note, what would yâall say: is the healing emitter OP or not?
All players with guns are easy to kill
it is okay, honestly i think its too early to say
For example if I am invisible they have to hit me with bullets to reveal me
Skill issue that they know where you are when youâre invisible
Grenades you just launch in the general direction and you can find lights
I am saying they canât when the opponent has a gun
thats kinda how noob tubes have been since launch, not much you can do to change the way a grenade launcher works
Friendly fire
So it actually takes some thinking to play it
friendly fire on cl40 is an extremely slippery slope
I could get behind tightening the blast radius but thatâs rlly about it
as bad actors will 100% use it to grief and troll
Pyro grenades exist already
a little fire is easily shaken off, 100 dmg nades not so much
Obv it gets reduced when its friendly fire
Look dood just chalk it up to a skill issue and maybe pick up a weapon to counter the cl40 rather than complaining your off meta dagger thatâs only useful if you get a backstab isnât working. đ¤ˇââď¸
Dagger is only good for YouTube montages lol
Iâm not saying I lose to cl40 just saying itâs annoying fight
Well if you arenât losing then why are you complaining so much? Clearly youâre better than the cl40
Because itâs bad for my teammates
And I just said itâs annoying
annoying to fight as one weapon doesnt inherently = should be nerfed
What I am trying to say is since I am way above average, what about an actual average dagger player?
If youâre winning against it why should it be nerfed? Clearly it isnât good enough to kill japans #1 dagger player
I am saying what about a normal dagger player
i'd say im an average dagger player more or less, cl40 has been an issue but one that can be worked around. it only rly becomes an issue once 2 or 3 are on one team
Yes
Or could just be because the cl40 players i play against are all just really cracked
but then again cl40 stacking loses to many other things
So if youâre fighting cracked cl40 players I doubt ânormal dagger playersâ would be playing against such same monsters
Again itâs like complaining that you died to a triple stack flamethrower. Just go ranged weapons and poke at them. Just work around the weapon lol
If I played dagger for 1500 hours itâs not like I spent another 1000 with ranged guns y know
Maybe you should pick up the arn, make a montage of your dagger plays or touch grass
not the arn tho i dont need to get poked cross map by another arn player
The CL-40 is by far the most annoying weapon to fight against as it requires a player to equip APS and work 2x as hard as their noobtubing opponent. It's the #1 crutch weapon that players will switch to when they're losing.
The fact that it takes 3x Repeater shots and 4x .357 body shots to kill a medium, but a bunny hopping CL-40 user only needs 3x splash shots to kill a medium, without real concern for self-damage in CQC range is just outrageous. It needs at minimum 2x self-damage like the RPG and should be suicidal at CQC range. The weapon is designed to damage multiple targets to prevent turtling, which it already does a fine job of, but being this good in a 1v1 in CQC range makes shotguns useless.
I find it unbelievable that that dagger guy has played 3 hours every single day non stop since day one of the game being out and thatâs only on dagger, no other class or weapon
Imma need some proof of stats
Might be able to find me in the wt leader board
Was top 10 in Asia a few days ago but I wasnât able to play so might be like 40 or 50 now
Yes it is. Itâs harder to play against a light keeping his distance that you also canât see. The higher ranks you go the less dash and more cloak you see. I havenât really tried it so I want to do it. Iâll probably do the loadout I suggested and have glitch in reserve in case of many heavy/mesh/heals
i meant as in activating both
Well, I didnât see a huge use case for thermal vision, but it looks good for tracking. Solid colors are easier to process
Medium blade, turret, mine and fire grenade combo is great
GET RID OF THE SWORDS AND THEIR ABILITY TO BLOCK EVERY BULLET EVERYWHERE ON THE BODY. IT'S THE WORST THING IN THE GAME.
The dual blades?
like the completely terrible and in desperate need of a buff of any kind dual blades?
The things that stop every round that are shot at them???? Yeah they are dumb low skill weapons.
Unrelated to everything else, I think heavys hammer nerf was unnecessary or at least overkill. I've been playing with it for awhile and I think it's fair the slowest class should dominate close range encounters if it sacrifice all consistent range damage
Iv only been in this server a few days but iv realized most the community here has a crazy skill issue when it comes to fighting anything that isnât just a AR
The server's game feedback channel is very entertaining but also super sad that a lot of people probably have one really bad game against a weapon, did no counter-play, and is immediately upset and decides to write a Google doc about how broken it is and how it should be fixed
Yeah I HOPE they don't nerf anything that is remotely fun and isn't just an AR and some SMG because the viriaty in gameplay styles and load out is the main appeal to me
Lol, just shoot his feet, genius
Dual blades are one of the worst weapons in the game. If a dual blades user kills you, he very much deserves it
Literally just a worse riot shield imo
Oh yeah? Then use them and win some ranked matches
ARN or 93R?
I'm an arn fanboy, but i don't play light often
any one else actually use the data reshaper, i only use it while up against turret users but it still has uses outside of disabling turrets
I thing data reshaper is a niche gadget that is way too situational to be useful
Medium with mine and breach drill combo is an absolute medium building destroyer
The drill cooldown is ok
I didnât use the drill yet. Is it worth running?
I use it cause i found enemy in high ground annoying
So i destroy the high ground that player usually camp
Buff melee, Reduce melee users healing gained from healing sources by 60% and reduce healing rate by 10%
(Percent values debatable)
The real reason embark felt it would be necessary to nerf the sledgehammer in this recent update is because of the recent addition of the healing gadgets for the heavy and light classes, embark knew they would create a healing meta and from the recent mass nerfing of weapons the sledgehammer would be stronger because any heavy abusing the new healing meta would become near Un-killable but by nerfing sledgehammerâs damage and QM combos the sledgehammer gets out damaged easily and the user dies much easier from ranges coming from even 5m, sledgehammer was already easily out damaged at close range if you knew what you were doing and the sledgehammers attacks are slow and avoiding swings is a skill most high skilled ranked players I encounter have, the sledgehammer had high damage because its a point blank range melee weapon given to the slowest class in the game, so by reducing melee users healing from healing sources and returning melees damage values to before should balance out melee if that is what embark is finding necessary, sledgehammer was already gimmicky as hell and now it is made only viable when paired with WinchClaw even more now than before, nerfing the WinchClawâs range or by adding a charge up mechanic so the winch claw can be avoided easier, alongside the aforementioned balance ideas would not be a problem if sledgehammer and melee as a whole was returned to its previous damage values
Please buff the sledgehammer's damage. If a melee weapon is weaker than firearms at close range, then it becomes completely meaningless
wooww nice prepective
I've been looking through the ttk values for most weapons and sledge does seem to kill them before they kill the sledge in 90% of cases, excluding any gadgets the sledge may use
Only weapon I could find off of heavy that would kill sledge first is the sh1900 and dagger (although the dagger would probably die just for getting near a sledge anyway)
I don't think many buffs that wouldn't make medium and heavy melee feel like shit to play against would make up for the ability to kill one person and be useless for the rest of the fight due to the inability to regain health
Being greedy for kills should be punishing, the regular 10 second health regen timer for heavy would stay the same while healing items would be less effective and less of a crutch
Yea but your health regen would be gutted, plus only sledge would've been an issue not spear, or dual blades, or riot shield. So why should they suffer for sledgehammers sins?
i think they mean this change wouldn't affect natural health regen, only additional healing received from outside sources
Then why did they say all healing sources then?
For melee, health is a currency and you must spend it wisely
"the regular 10 second health regen timer for heavy would stay the same while healing items would be less effective and less of a crutch"
literally in the last message he sent
That's the time before health regen starts, not the health regen itself
Nah just healing sources
And? You think that every melee should be nerfed just because of sledgehammer?
You were right
yippee! i'm only slightly stupid!
I have mates who still dominate with sword and sledge, starting to think most people are just not as good as they think they are with melee.
If thatâs what will return melee back to normal, this new healing meta effects melee in a vast variety of ways
It definitely feels like it, I play spear and it baffles me that people think sledge is useless despite being the best melee still
Haven't seen any increase in riot shield or dual blades, or dagger, or spear. Maybe the heal meta is not going to create a melee meta?
In casual play it has only been only slightly affected but competitive play has been crippled
If the sledgehammer wasnât nerfed it would have certainly have been abused
So why should all melee catch a stray via healing nerfs if its only sledge that's the problem
Last time I checked most melees suck (in competitive play) this balance change would allow for more damage as a trade off requiring more skilled play from contestants using melee
People never wanna self reflect though so it must be the weapons problem. Come across plenty of true sword and sledge gods in game still.
More damage won't do much for a few melees, there comes a point where 400 damage on dagger doesn't change shit
Like there comes a point where more damage doesn't do shit on melee because they hit slow enough for it to be a game of breakpoints
More damage means the sole purpose of melee is fulfilled, getting in range to attack is the main goal of melee and not having the advantage in damage when in melee range the problem of most melee
There comes a point where more damage is purely placebo because breakpoints don't change
More damage = better pay off
Two different videos comparing pre and post nerf sledgehammer
That first clip is ironic since it would have played out the exact same for both pre nerf and post nerf sledge
You are still doing just fine? What is the problem?
Damage doesnt mean shit, breakpoints do
I didnât employ my WinchClaw because it would be pointless against a dash light with the removal of QM combos
Causally, but competitive is suffering
That was another issue with sledge, the winch claw one shot
Does not feel good the play against, and was solely enabled by a net code change
Damage meant a lot here
Arenât melee weapons are supposed to be fun and gimmicky not competitive anyway? Like props to people who have skill and can make them work, I am guessing mostly with indoor objectives.
Maybe sledge is just not a healthy weapon for the game if it needed to one shot people via a winch?
melee weapons arent even fun now because an entire class is a counter to them
Winch claw was always the problem
If winch is the problem, why is it only a problem with sledgehammer
Not for people who are actually good with them
Watch BenGores clips, 97% of melee mains donât play at that level
But think they do
Like spear doesn't have this issue, you don't hear people complain about it for other guns, you only hear about complaints for it if its used by a sledge
Itâs all about experience and whoâs just better in the end
Winch is so versatile, it is a top tier specialization for sure
spear is only not complained about bc it's underpicked compared to sledge
people absolutely would not like fighting experienced spear players
Yeah being winched + sledged + qm and only being able to escape if I managed to get a goo grenade off or had my jump pad felt as unbalanced if not more than lights old stun gun
Talking winch specifically, you don't see people complaining about the 110 damage combo off it
Thatâs why it needs a nerf or rework
fair enough. though you do hear people complaining about winch shak and winch SA1216
if you're a full HP medium this wouldn't kill you (even pre-nerf)
Not nearly as much as sledge, probably because they are less bursty than it
Adding a charge time related to range would be the perfect balance solution
probably because there's still a huge proprtion of the playerbase that thinks melee = noskillnoaim
SA1216 is just as bursty as sledge
Or maybe we should nerf the weapon that created the problem, or only apply a winch nerf to said weapon
Exactly what Iâm saying
Two sa12 shots doesn't feel as bad to take in as a sledge qm combo, alesst since the sa12 does 74 damage per round now
it does 72 and you can definitely fire twice in the same time it takes sledge to m1 quick melee, so both options do the same damage in the same time xd
you yourself are showing that this community is biased against melee, both options result in the same damage output yet you say sledge feels worse
also quick melee has a wind down, so the next sledge attacks would take a bit to come out while SA1216 can just full auto up to 4 72dmg shots then add quick melee on top
Not biased against melee, at most I'm biased against sledge
why tho
Got that tragic villain backstory
did your parents get sledged?
No, that would've been funnier though
how hahahaha
It all started in season 3 where little Sea Urchin got his hands on a long pointy stick
He committed his time and effort to learning it, learning all the little bits of knowledge and gamesense to not explode when playing with the spear
Meanwhile, fucking sledge players didn't have to put in even half the effort to kill targets. Shit really started when I picked up the sledge for the first time and got 25 kills in my first match with it
oh well yeah spear has always been sad but don't blame us sledge players :(
The worst part wasn't the fact that it outperformed the spear, it was that a 1v1 between the sledge and spear was completely lopsided
both were true ngl
While 90% of sledge player thought they were the shit for pressing right click twice on a spear heavy
sledge's utility is just too valuable esp in coordinated environments, so i never understood why spear was so weak damage wise, in comparaison
every time i sledged a spear player it was this going through my mind
Since then I have dedicated my life to cyberbullying sledge players in game through several means
Mainly throwing them off cliffs with winch
And as of this season, my wishes for fair and equal 1v1s between sledge and spear has been granted
I do not give a shit about how sledge performs overall, I only care about the duel
fair enough :)
i've always dunked on winch sledge users with goo spear so duels nowadays are quite easy ngl
And now we are probably going to go back to the status quo due to the whining of sledge player who claim "make melee good again" but did not care about any of the melee changes prior to the sledge nerf
They were not there when spear got nerfed, they were not there when dagger got nerfed, they were bot there when sword got nerfed
They do not want melee to be good, they just want sledge at the top of the melee food chain again
many players one trick a loadout, there's only few of us that have actively played all melees and care for them all
Probably true for sledge, most of em haven't even felt a fraction of the effort any other melee needs to kill
Spear? I do not remember a nerf to that
Itâs had 3 buff patches though, iirc
Embark I think you forgot to revert the bug making the sledge complete ass
I know there are some goo guru's in here, so can sombody tell me some uses and tricks for the goo gun?
only "nerf" it got was a slight reduction in spin's push force to reduce the powershift platform shenanigans
Builds stairs or whatever you want, hide cashout, shoot ennemies to bully and make them stuck, prevent cashout steal, push stuff around (make cashout fall off the map). Be creative and have fun
ok , what weapon should I use with it tho?
Any situation, goo gun has a use
You just have to think hard enough
I'm running flamethrower and sledge
most of them work well, flame/sledge/spear (close quarters weapon) work pretty well with the agressive goo locking playstyle
while most guns work pretty well with the mobile bunker, making headglitches and shit type playstyle
I realy like the goo flash thing , idk what its called
Is that when you break los for a flash bang?
Used to main sledge+goo, still fun in casual but impossible in ranked due to the nerf
idk if it has a name, but just in case u don't know u can break LoS by gooing your feet as well
Ikr, i feel so uncool without my qm combos
ye its surprisingly easy, you cacoon or legit just shoot a gblob right in front
tbh i think it's still viable but you absolutely need to play in a 3 stack where the team comp is built around you
Flame thrower is chaos though if you want to go that route
Very fun and satisfying
Someone on here told me to run lockbolt and it's so cool
I only solo queue and the few times I tried to play sledge in ranked I got trashed by my mates. The time to kill is just horrendous now, can't kill anything by myself besides uncautious lights
I feel like I'm spamming m1 more with the sledge instead of more interesting decision. Making
yeah goo sledge now is just blob m1 blob m1 repeat till death
yeah reason i said that is cause of sledge's utility but in soloQ no way in hell, just run shak or smth idk
Half the fun of goo sledge to me is the creativity, you can destroy and build anything you want
I wasn't smart enough last season to play it but I'm getting better with it
Also, what are ppl using for destruction with the goo flamethrower? C4 rpg?
a combo that sounds really nice is ks 23 and goo gun cause then your an expert in destruction and creation but ks 23 meh in acual fire fights if I got a close team its really nice to assist other people tho. them buffing the building dmg on ks made it realy fun to use I once got a cashout by removing the floor in the hallway leading to the cashout and even if they brought the cashout down I still had highground/ 2 shotting floors is really nice
Only problem is my aim is so bad.
Like it's actually embarassing
if you care most about destruction run C4 imo, RPG is best when you might need either added firepower or destruction
I have only had one game where I didn't just wiff almost all my shots with the ks , and then the reload is horrid
I have lost fights with a revved up minigun and high ground on a light
i feel like rpg is more versatile in its destruction. Don't need to close distance to destroy enemy cover
I play on 30 fps some times on a old ish laptop, but when I hit my shots I pop off when I don't stutter that is
So that makes my fire loadout, goo gun, flame, goo grenade, lockbolt and c4
yeah but you need LoS, in general RPG is more of an "oh shit i gotta break this now" whereas C4 needs planning to work
pretty nice 
i've heard flamethrower mains reccomend pyro mines but can't remember why, maybe ask in #heavy-build-main
true that
You can combo them
Like chuck a mine and explode it midair with the flamethrower
do the damage over times stack? like one DOT from flamer one DOT from pyro mine
I think it's more from the explosion dmg of the mine
I could try it
if you're gonna run C4 anyways, might as well haha
c4 does work with flame for a burstof damage but its weaker since the c4 isnt primed
just so you know a C4 and a pyro mine on top gives you a remote explosive that one taps lights from 3M or less
do pyro mines prime instantly?
no a few sec
yea c4 pyro mine is a nasty combo, i like it :D
I also found a way to make it work on mediums, still got to test the range on it tho
do tell
I have not tried it in a real match yet but it looks promosing but kinda niche
do tell
no
give me a sec imma test range first
Buff dagger lol
buff all melees bro đ
if i remember correctly fire mines deal around 30-40 damage when unprimed but still spew fire
is the fire dmg unaffected?
fire and gas from mines is unnaffected but the explosion from stepping on them is
you can try it yourself by taking a mine in the practice range and meleeing it before the prime beep and after the prime beep
so thats why people combo pyro mines w flamethrower, ok i get it now, ty bro
the fire dot doesnt stack with pyro mine dot, but the fire pyro mines set down does stack with flamethrower
Spin sliding got removed
was going to say red canister but you have to get it way to close to them for that to work, and at that point the mines would just explode. 2 pyro mines does do it tho from about 2 meters so don't know if that is usefull at all
emitter doesn't heal thru barricades anymore đ˘
- Medium heal beam should become a gadget.
- New Medium special; Recoil Stabilizer, for a few seconds gun recoil is heavily reduced. (Makes mediums more dangerous against close range heavies and long range lights.)
- Heavy healing ball should heal allies and enemies. (Makes it a risk to use around melee and flamethrower.)
Just a few suggestions.
EMBARK PLEASEEEE DROP BOW ANIMATIONSSS ILL BE YOUR SLAVE
good
there should be a gadget that lets you summon susanoo and bring down a meteor on citadel
Heal beam should probably stay a specialization. Turning it into a gadget would mess up a lot of people's builds
If anything, the heal beam should have some more functionality
Add a slingshot next season for the heavys. I went to pelt lights in the head with rocks
Maybe a dennis the menace skin to boot
I have found somthing interesting. not sure if this is usefull for anything tho
I've been using that combo too recently with the goo gun to hide the setup and trap them in the pyro mine.
i cant tell between the pixels, what am i looking at
rework, changing the numbers won't do a job. I really like the idea Appoh suggested about melee having diferent quick melees, like give riot a shield bash that will maybe do 20 damage but has other usefull features like denying a spec using or even weapon using, to make it viable against sledge
this minecraft update is crazy
wait il turn down my settings so you can see beter
in love with that shader pack đ
I know the pack looks even beter on enemy's
You used to be able to surf on barricades before they fixed it
a funny one is creating a goocoon around cashout but leaving a convenient hole to get in, then you hit em with the C4 pyro mine lol
I got a baracade to launch me twice but idk how , with the grenade trick( thowing grenade under it)
I might have a clip somewhere gimme a sec
i agree that if quick melee on melee weapons is such a big problem, then giving each of the weapons unique quick melees would be an elegant and polished approach
What's the best mode to play for XP/progression?
I dropped my glasses
good heavens
that is with texture on epic btw
Where's the Shak and awe animation set? I thought I saw it on preview somewhere
I found a way to make it launch you with a grenade but its not very far
There was some aggressive CL-40 user in a TDM match.
We tried gaining high ground, but they had jump pad to overcome our height advantage.
Some of us tried closing in to force them to take self damage. But that isnât working out either.
Only when our light contestant starts running SH1900 do we see resultsâŚ
Can you put turrets on the heal emitter?
dont think so
iirc oscar tried to on stream
if you jump while shooting right at your feet with cl-40 you go from 2-shotting yourself to 4-shotting yourself
right at your feet mind you, any angle and its even less damage (which it is a majority of the time)
while it is hard to get that close anyways
it should have a higher aoe in which it deals max self damage so at least bunny hopping isnt as effective
Nade launcher and Riot shield this season are a real pain in the ...
Jumping in of itself is already making you more vulnerable, though. Yes, you mitigate the self-damage a little (still enough damage to kill yourself), but you become an extremely easy target to track
bunny hopping is not as risky as slowly strafing while aiming down sight with every other gun
It depends on what exactly you're trying to dodge, but generally speaking, you move more unpredictably when strafing and crouchspamming than you do with small backpedalling jumps
Higher movement speed does not necessarily mean better dodging
it may be true that it can be more unpredictable, but you also need to readjust for less, where bunny hopping, especially at close range, asks for much greater flicking
I dunno, doesn't seem like that much flicking to me tbh
Compared to all the other movement shit in the game
When taking advantage of the enemiesâ CL-40 self damage, I usually try walking towards them and hipfire.
The only weapon class that makes sense when fighting like this is melee.
Obviously the other option is burst damage and evasion. Which is exactly what a dash-SH1900 setup is good for.
may i slightly change the topic?
Indeed, melee is normally very good against CL-40. Melee is sadly overnerfed atm
Yeah, what's up?
Both medium melees canât block grenade damage so thatâs a tough one. They can run an APS on a prop piece though. But that means a whole gadget just to counter CL-40
Heavy is slow but can catch up with shield, charge and slam or winch. Or even Goo gun.
Light has the burst damage but they are easy money to CL-40 if they are ever spotted. I donât know if dash can even save them due to splash damage
When Sword's Lunge did 140 damage, it was enough for CL-40 to kill themselves on accident. It happened to me a couple times actually
If youâre dying to a cl40 as a light that just means your positioning horribly
what youre saying may be true, but i feel like thats up to a lot of factors like skill, what mode you play, etc
im not sure how much sense it makes to discuss this specifically
i hope this doesnt sound like cherry picking or something, but i do think that bhopping offsets the risks it prevents way more than the new risks it introduces, at least in a casual enviroment where i think a lot of the complaints come from (which is what id like to talk about instead)
If I use CL-40, itâs from far away, since Iâd like to avoid self damage or fighting people directly altogether.
And maybe run it with Demat for surprise roof top strikes
*If youâre dying as a light in general
Playing as a Light is the hard way to learn positioning
In fact I restrain from using my specs as a Light since Iâd rather be in situations where I donât need it
I donât play light much because I suck at timing my specs
WHAT IS THE BEST anti-light WEAPON for medium? After Cerberus nerfing I feel orphan
Any AR or the revolver if youâre cracked af
It's reasonable to say CL-40's skill floor may be too low compared to other guns in the game and may be oppressive under Gold. Trust me, I am no fan of trickle-down balance. But I do also think it's fine as is. What we need is to buff other weapons that have been nerfed to shit before touching CL-40, including melee weapons and Model 1887. These are also low skill floor weapons that happen to counter CL-40 well.
imo it would be healthy for the game if very close range shots had reliable self damage (specifically surrounding bhopping)
so if cl-40 dealt full self damage in ~1 meter (or whatever exactly the jump height is, maybe very lightly more to allow a tiny bit of distance), it would likely cut a lot of complaints from casuals since getting close is actually properly risky and allows the light to at the very least trade if they get in a cl mediums face
Idk if i read that wrong but did you just call Model a low skill floor weapon?
Too much self-damage just makes it unusable though. When it was doing x1.6 self damage, I think I saw a total of literally 2 people using it all season. Nobody won with it
They could lower the AOE on it but raise the fire rate and reload time if people really think itâs a cheese gun
There were times where you could 2 shot yourself with CL lol
ofc we should buff those back up
but its also not just about counters (personally i despise rock, paper, scissors balancing, bless the changes made to aps)
more reliable self damage to take advantage off would improve counterplay across teh board and wouldnt make people feel the need to avoid specific weapons they like to have a better chance
It's not THAT low, but you still don't have to aim for headshots or worry about movement inaccuracy. Compared to most other weps, it's a low skill floor
thats why i dont want the old self damage back, it was way too punishing and sometimes lost fights because you accidentally hit a wall
i want a bigger aoe for the current max self damage instead
Even before S7 I see teammates with bad aim get to final round in WT gold with the CL-40
I think self damage with a grenade launcher should be decently punishing
I mean, to be frank with you, you don't HAVE to counterswap to fight CL-40. You can just out-TTK most of the time. That just becomes a literal skill test.
You know what weapons do actually force you to counterswap? Long-range weapons.
Mostly when paired with long-range maps
You can just out-TTK most of the time. That just becomes a literal skill test.
technically true, but i do think that the skill floor required for it makes the difference here, especially in casual
Long-range weapons.
real, i dont really like fighting em
at least sniper got nerfed
eternal reminder that even at its absolute strongest the CL-40 was nowhere approaching meta because the flaw of being a lower TTK projectile weapon with hard counters other weapons don't have is huge
and if u think it's "annoying to play against" in a way that the good rifles aren't i just think ur wrong
fuck pre-nerf cerb was more annoying than peak CL-40 because it was just an instant death radius against anyone decent against a class that's traditionally not that strong up close
Buff my boy the cl40
I think it isn't the stats that make it annoying, it's audio and visuals
Agree
But like the CL-40 user, I have no aim
Actually my aim is pretty decent. Yet not enough to out-ttk something that doesnât take much work to land shots
Being able to actually two tap a light consistently takes really good aim
but see like, the CL-40's TTK is already notably lower than other weapons with direct hits, that means if they're splashing you by "not aiming" their ttk is even lower
How's sh1900 right now?
its not just about ttk tho
TTK only applies if you actually hit
Cerby is still goodâI still pull 8-kill games regularly with it. Other than that I would probably say a good olâ-fashioned AR, or maybe FAMAS or the repeater if your aim is good
Iâm so sorry, I aim train 30 minutes in the practice range everyday to flick dashing lights, I shouldnât be complaining about CL-40
it's pretty damn important and tbh even if you want to go into the details of varied situations and use cases the CL is probably less reliable on the regular
people hate the cl40 because a chimp can use it effectively
There's a flicking exercise in practice range? I went there once and i guess i missed it
this but the assault rifles
Thereâs no flicking exercise, I just 2 tap all the dummies down the range as efficiently as possible.
S7 threw a whole mini game set into the range. The shooting gallery starts to look a bit more like those Aimlab scenarios
I'll take note, sounds fun
Beacuse it require no skills and is dumb and oppresive, yes
I need a some tips for using sh1900 actually, hope i can find some here
No I'm not ratting with it and I'm actively supporting my team
Why is everyone talking about the CL40 now? Was it buffed recently or something?
No, itâs just being used by a lot of people since the Cerberus was nerfed
they nerfed the cerb which brought up its use so despite being untouched it is now apparently a problem
Also I think it has to do with melee getting nerfed too
As for me, I donât get all the fuss. I just walk up to CL-40 users and watch them die đ
On paper I agree CL-40 is not a big deal, but in TDM they are just annoying sometimes. Light can escape, but it is too squishy and if your positioning is bad, so is your lifespan. Anything slower wonât escape the easy damage behind walls - as CL-40 should be doing. So the only way is to throw all your chips - and maybe coins - straight into their faces
At least against melee you can just run away if your class is faster
ttk gets lower as skill goes up
you get closer and closer to the perfect ttk, but can never exceed it
at which point having a slow ttk like with cl-40 becomes a detriment
but in the opposite way, at lower skill levels, where nobody reaches a perfect ttk, having a higher cap is less of a detriment, and cl-40 ease of use starts to shine through
its bad at high elo and shines in low elo due to its ease of use
getting the counterplay of getting close to the user be more reliable by limiting how much bhopping reduces self damage would likely greatly aid in reducing frustrations surround it at lower levels
Someone in a TDM match last night is landing full M11 sprays like 30-50 meters away.
Ks should be like Grenade launchers itâs already projectile it doesnât need to be inconsistent on top of it being projectile and again why can I not aim down iron feels weird that itâs the only shotgun you canât ads
glad they buffed its accuracy but imo they shouldve gone all in and just gave it cl-40 spread
(100% accurace at all times unless bunny hopping)
It's a slug shotgun, plus mgl already fills the grenade launcher slot
why not 2 grenade launchers
Light players are upset they can die to something in two shots despite the DB existing
To be fair, ads on other shotguns doesnât do anything except if it helps you visually, but I canât remember if KS is effected by ads or not
Not talking about it being a grenade launcher Iâm saying it should have the same accuracy as the mgl itâs inconsistent when moving
it is
Buff cl40
It is itâs the only time itâs accurate
S6 I tried running CL-40 with jump pad on powershift and itâs pretty easy to land shots. Even when the enemy tries gaining high ground
i am literally a light DB player and the CL-40 is fine lmao
Youâre exactly the type of player to counter the CL-40
you're using explosives on a gamemode where players are forced to be semi-stationary
2-tap or to be 2-tapped, no in between
I think both weapons are fine but if people want the cl40 to be nerfed for being cheesy the DB should get it to
like, take getting close as light
cl-40 2-shots you
it also 2-shots them but only if they take full self damage
if you manage to get close, and did your part of the counterplay, the enemy can now almost completely sidestep it by just jumping
you die in 2 shots and the medium lives on 80hp
to avoid that you need to shoot them, which will often times slow you down (if youre ads'ing or not), giving the medium even more time to kill you before you get close
making the max self damage radius bigger would prevent them from counter-counterplaying and actually make it up to the user to apply it, instead of hoping the enemy doesnt know
making it actually interactive and not feel out of your controle
I go after the roof enemies overlooking the platform first.
Well, since the platform is where Iâd be looking next
They want to make it useful but they are changing the wrong things the biggest issue with the gun is itâs amazing ability to become inaccurate asf while jumping sliding or running
db is a really good weapon in general, and especially against it
but in my experience most other weapons on light specifically suffer under it
i genuinely do not think the CL-40 needs getting up close to be some hard lose condition for it. yes, it's a grenade launcher. another part of it being a grenade launcher is that it sucks at long range, it doesn't need to have this super tight sweetspot when it's already one of medium's worst weapons unless you're just meandering in and mindlessly chasing someone using it, walking into their pipes around corners
I wish Power Shift was never added. It sucks, I'm tired of contracts making me play it, and I'm tired of people who for some reason only decide to ever play it crying for nerfs all day
Maybe I should learn other ways to play against CL-40
They should make the cl40 full auto :)
SO true
I can control day and night!
Embark as a developer had experience making full auto grenade launchers as a primary weapon (BF3 USAS12)
not a hard loose condition, i dont like those
but imo it should at least be a more reliable disadvantage to make use of
Itâs at a disadvantage in 90% of fights
The only time it has the upper hand is if you have high ground and the enemy is 10-20 meters away
Exactly the kind of environment casual TDM is usually in
or PS
then add on that medium has jump pad which is free distance+high ground
(tho i can already hear yall yelling that its basically shooting a clay pigeon and free food since theyre exposed...)
I use to beam everyone 30-40 m away with my AKM on PS4. But PS5 auto gyro calibration is dumb so I have to fight an actually random recoil patternâŚ
If they can beam CL-40 user they wonât complain
TDM in general shouldnât be considered when balancing items imo
if nerfing cerb was really all it took for people to decide the CL-40 was overpowered imagine how bad the cerb must have been lmao
which im afraid is a problem
perspective
My TDM K/D is around 1.5 on average. The weapons are balanced around 3v3 team fights. The damage per mag isnât enough for 5 opponents. Most of my inevitable TDM deaths is by being overwhelmed
i mean, every game-mode's experience is valid
it just matters a lot that you dont make it worse everywhere else
like, say people complain about explosive spam on PS, if there was a way to rebalance cl-40 that makes this a non issue there, and has 0 negative effects anywhere else, why would you not apply it?
obviously reality isnt as clean, but its worthy of trying
TDM is more of a party game mode and the game is not built for it. If you try to balance for it you end up like D2
||D2||?
never played destiny, so idk about the exact circumstances
rebalancing needs to be done with care and consideration
maybe they messed it up, but that doesnt mean we have to
if there is a solution, and it only improves things, then it should be done
Also I should have spoiled that to start with
Sorry to anyone I may have caused mental distress for having to read that name
very considerate of you
I canât beam with AKM on PS5 until Sony fixes the console OS
AKM recoil pattern? Easy just pull down lol. Exactly what I was doing. Until the auto calibration (OS level) kicks in. So if I leave my controller idle (gyro still on), the crosshair starts drifting up as if the recoil is actually happening
Best counter for Riot Shield ? any suggestion ? Cause right now it's the dumbest loadout hard to counter except from the back. But it's really hard to know where the shield is really, look like the 3d model you see is not the 3d model used by the game, it counter my shots even on the side and sometime from the back even if you see the player not facing you he sill counter my bullets ... So yes this loadout is a bit weird.
Maybe a server side cause since season 7 look like I play on NA servers with 200 pings on the west side of US, but I'm in EU and even if I have optic fiber connection it's a reall pain ...
Any way on the scoreboard to see your ping ?
Fire, grenades, mines, gas, basically stuff that doesnât only damage from one side
you can't see ping
Just stick to the Riot Shield's right side, focus down their teammates, or use burst damage
Honestly just walk away and kill their team
yeah but in this case you don't counter
Trying to kill the shield user is exactly what they want you to do
so you just don't play it
As long as you ignore him they are basically down a player
the counter to tanks in any game is to not let them tank. You push past or around them, then you deny the area they were claiming
The entire point t of the shield is to waste your time, once you find out they really canât do anything to you if you walk away they become useless
Honestly just take a fire grenade with you, theyâll most likely lower their shield to run out of the fire
Also, melee weapons suffer from verticality especially bad
I used to main the shield and Iâd always die after both my team mates died and I was defenseless
Keep highground and have movement gadgets on hand. Then they can't even touch you
melee weapon is meh ... why ! why did they do that !
Hammer, sword, etc ... I really don't like this
don't like what, exactly?
melee weapons
okay well go play CoD ig lol
Not everyone wants to play hitscan all day
If you really want a hard counter tho hammer/flamethrower/DB
ok have you more to say than go play COD ?
The Finals' melee weapons are relatively unique compared to every other shooter. You don't like them, then try another game
just tell you what I don't like I'm not a dev I don't choose anything I just play
Do you not like playing with melee or fighting melee?
Well, if you're really dedicated to just playing full-auto hitscan weapons, then you shouldn't be worried about melee. Because melee weapons are nigh useless in Platinum and above now
Thatâs why Iâm happy all my randoms throw every ranked match and I get to stay in silver and gold
lol
Can we pls get the acog for the fcar and akm
a flash bang skin that looks like a light bulb would be funny
you are ruining your game being competitive with the cl40 shit is ridiculous. nerf it or take it out of world tour.. for sure ranked.. stupid
a "competitive game" means inviting the most mechanically and strategically skilled players to duke it out. guess what, NOBODY in Ruby uses CL-40 lmfao
it's not OP lil bro
it's only viable if nobody in your lobby can land at least half of their bullets
Revert sword pls
not true esp with heavy having healing ball now.. and random team8. Scroll up on the chat. Everyone agrees about the cl40 "lil bro"
Bro didnât even read what he said đ
I hate playing against the cl40 like most people in this game, but like most people in this game Iâm also a casual player. In a competitive setting it canât compete with a player hitting 80%+ shots
Isnât this all on the wiki
Nah, try as you might, about half of us think CL-40 is fine. And randomly polling the Discord server where there are plenty of newbies who only play spinoff modes is not a good assessment of CL-40's competitive viability lol
If the CL40 is broken why did no one use it last season?
im not saying in a 1v1 gun fight is the thing.. its 3v3. hard to gun fight a heavy with a heal ball and hit " 80 percent of your shots" with gerande launcher just spaming shots at you
In high elo most hitscan ranged weapons can out damage and outrange CL-40 users
In low elo, melees were one answer to the CL-40 because people canât aim as well.
âItâs hard to fight a well fortified heavy that is supporting his teamâ
not saying heavy is the problem lol'
Then why are you having a hard time killing the medium?
Take highground and focus the CL-40 down first before worrying about the Heavy. You usually want to kill Mediums first, anyway, since they're the support with Defib and Demat/Heal Beam
The counter to shields and heal are glitch grenade
Yet glitch grenades can be intercepted with APS, 5 times per turret, or by simply by not being hit somehow.
So a Heavy player with mesh shields/barricades guarding the APS turret can only be countered with primary fire at range
Is that a bad thing?
It takes a full kit and a half to make it work I sure hope itâs hard to counter
No Iâm not complaining about anything
Iâm going to form a loving relationship with the APS turret
APS turret can now block 5 projectiles (all gadget grenades, all grenade launchers, RPGs, mines, etc.)
I love APS turret
I love my little team mates that use APS
Friendship with double mobility medium ENDED
APS/Healbeam Medium new best friend
||At least for TDM/Powershift||
@blazing flume About the 5 dmg. Why stun gun or nulifier never did any dmg ? The first one electrify you, litteraly. The new one do "something" like the bolt so why not ?
And why nerf ? Because every buff on Light never stay long. Weakest class in the game but you still have to play your life to be effective. It should be deadly but people cry everytime on discord about light when IG they trash talk on them. Medium should be balance and support. Heavy tanky and constant dmg. Both of them do more than that while Light aren't deadly at all
Dawg the light has the highest burst damage in the game, the stun gun rework is S tier and youâre coping because you canât guarantee a free kill
Light isnât a one man army, fight with your team and reap the rewards
(You have the mobility to pick and choose your fights, you can run from a 1v1 with a heavy)
White name + new one here + heavy main.
Stay where you are. Look at the TTK on paper and try it IG first.
150HP is even less than the half of yours.
Again, stay at your place.
Light is like the deadliest class if youâre competent enough to use it correctly
If you canât come up with a counter it just shows how weak your position is. đ¤ˇââď¸
TTK on paper means pretty much nothing unless the light just stands in one place doing nothing.
Erm, no âď¸ đ¤
Medium Main + Ospuze Fan
Stay at your placeâŚ

I hope you can see how ridiculous you look
I am at my place rn
Same!
Jokes aside, try playing Medium/Heavy and just take notes of how youâre dying to lights. What theyâre doing well and how they find success
I absolutely hated DB lights when I first started because no-skill CQC burst weapon with 0 counterplay
Until I tried doing it myself, and really had to learn what made doing such plays and surviving work
I don't think they are incredibly overpowered or anything and stuff like DB and sword, while annoying, were never the problem.
My problem with light is how much faster they regen and how many tools they have to escape unfavorable engagements. People always bring up the TTK argument which is worthless because a good light will just play hit&run over and over. It's literally the most infuriating play style and it feels like our hitreg can't keep up with light's speed
Ttk is definitely not worthless, itâs one of the most important factors in whoâs gonna win a fight with 2 equally matched players. Granted, itâs not the only factor which a lot of people like to imply but saying it means nothing is definitely not accurate
Completely agree king đ
Light isnât OP
Itâs just the class that can capitalize the most on unfavorable situations
My only real issue with lights(and admittedly it isnât even with the class itself) is the players. Theyâre the most played class and I take issue anytime they cry âX is unbalancedâ because they refuse to play around it
Does anyone have the wireframe bundle on ps5
Itâs free from ps plus but I canât figure out what charm I got from it
It's pretty worthless in a game like this. Nobody hits perfect shots on a good dashing&strafing light
Wee bit of a skill issue
Itâs the one called glowrious charm
CL40 is unchanged since last season and only now are we seeing a major spike in âOP! OP!â Because itâs now entered their narrow cone of vision. Lights can outrange/outdamage it or even just clean up after an engagement. So many options the general population donât consider because they donât think
Literally just get up in their face 
The objectively good rework to the stun gun also got a lot of kickback which is absolutely ludicrous because everyone that doesnât main light immediately saw its value in team play
Do you have a picture of it? I canât see it in my list of charms
Is it a rare charm or epic?
Shak 50 ttk against light is .57 seconds, xp54 ttk against heavy is 1.48 seconds. That means the light has to hit almost 3x as many shots in a 1v1 against a heavy to win that fight. Ttk absolutely matters
Not letting me post picture, but itâs rare and looks like an old vaccum tube
This?
TTK does matter, but thereâs also a bunch of other factors to consider in the average engagement. Lights shouldnât be trying to 1v1 a Heavy face to face anyhow
Yep thatâs it!
I found it the bundle says epic charm thatâs why I couldnât find it thanks
Oh Iâm orange now đ
You gotta take into account how hard it is to hit a light thats running around with only 20 bullets in a mag tho
Agreed 100%. Just replying to the claim that ttk is worthless
I think that was a bad point as well, carry on o7
Like maybe im just bad but lowkey lights should not do allat damage to a heavy
Lights shouldnât be helpless but they also shouldnât be trying to fight a heavy man to man unless the Heavy is retreating from a fight or already wounded
Too many players forget the glass part of âglass cannonâ
Agreed, which is why thereâs a ttk difference to balance that. Not saying lights are underpowered or anything just replying to the claim that ttk doesnât matter
Ttk is what makes up that difference in difficulty to hit your target, so itâs definitely important
I think lights are the reason ttk matters sm tho
He was saying the opposite, that ttk doesnât matter because of lights movement. Ttk matters on all classes and makes a huge difference. Again, itâs not the only thing that matters, but it absolutely matters.
Try using the shak vs the Lewis gun in close range, the shak is gonna feel a lot more powerful. The Lewis is gonna feel much better at range, thatâs mainly because of their ttk
Itâs a starting point for balance absolutely. In a perfect world TTK would be balanced with ease of use or forgiveness of a weapon. Something like the Mediums Repeater has amazing TTKâs but are difficult to use since it requires precision headshots and if you miss you die
Exactly. High risk high reward
Mind itâs not a rule because thereâs other ways to balance weapons. DB isnât exactly difficult to use and has big burst but it has a very short effective range
Yeah, I can give you that it's not completely pointless but it's still far less impactful than most people here would let you assume. But I stand by my opinion that "on paper ttk" is pretty much a pointless metric.
There are so many different factors like range, healing, movement and especially regen that influence your engagements. It's why the Shak isn't used much but something like the ARN is.
And KNOWING what weapons your opponent is using is another factor in fighting them. Iâm not going to fight a DB user indoors because heâll break my legs. Iâm going to pepper him at range since thatâs where I have advantage.
There will always be counter picks(for better or worse)
Melee Users when the flamethrower heavy walks in: đą
But that doesnât mean flamethrower with its niche should be nerfed or reworked or whatever
I agree that many people overstate the importance of ttk and on paper isnât an accurate way to analyze how things will play out in game. I do still think itâs very important tho, even in the finals. Also the shak 50 is a very competitive weapon I see it used all the time
I will die standing before I put down my beloved Shak 50.
Shak gang đ¤đŞ
Shakqueel deserves the new animations, heâs been good and I will treat him.
I got that holtow receipt skin so I canât use any animations đ
Any Eclipse Shade skin available is what Iâm using on any given weapon. Theyâre too good đ
Tacticool is a pretty good archetype
Im ngl i dont feel this risk reward stuff when i play, which may also be big skill issue. But eith certain guns like grenade launchers or the db theres a no risk high reward because they seem so skillless
I do think db can be really annoying, but you do actually have to be pretty on point with your aim
the fact that final round almost always chooses a map variant that prioritizes sitting at range and lets you spot enemies across the map makes it so annoying to play anything that isnt a DMR / rifle in it
playing against pike in general has been a point of annoyance for me regardless of what weapon im on
What we feelin about the shotguns in this game?
I think the Cerberus nerf went a bit too far imo. Iâve tried using it myself and while I expected it to perform worse(it was nerfed) I didnât expect it to perform so poorly at ranges Iâd expect a shotgun to still be okay at
Naturally point-blank it still kills. Itâs a shotgun, but even the DB has a bit of range to it if aimed properly.
Iâd also like to see the model buffed, I donât want to see another model meta but I feel it isnât in a good spot at the moment
The falloff range for shot guns in this game is atrocious
Well IRL after around 30ft bullets disappear as we all know, so itâs nice theyâre at least keeping this VR Arcade Gameshow somewhat realistic
Mater is still good
DB is also still very solid
Ive had to many people in game telling me that I should go of the shotgun and change to another gun (my teammates says this)
I just wanted to see what people here were thinking about it
Play what gun you find fun an throw goo on anyone thatâs mad about it
I think it definitely depends on the map, Cerberus is still useable, just not as strong as it used to be. Again I feel the model is underperforming at ranges it should be good at but I could also just be bad or not playing corners
Unless itâs ranked where you have a moral and ethical obligation not to throw and play at your best, use whatever you like
The model is just inconsistent at any range right now tbh
Iv hit shots at point blank range and the game decides to just not deal damage then I die
Iâm feeling like even in CQC Iâm losing fights to ARâs. I wanna think Iâm landing the majority of my pellets but after looking back at recorded games Iâm leaning more towards hitreg and phantom bullets
I think the hit detection is also part of why all the full auto weapons feel way more consistent to play than the other stuff
If you have three bullets from a M60 not register itâs not really a problem but if you have a spear hit not register it kills you
Iâm not going to pretend I know the first thing about server architecture but Iâve noticed poorer performance since the start of this season and I can definitely assume itâs negatively affecting weapons
Definitely
I mainly notice it with my ability to kill heavies right now even when they donât have anything healing them
It feels like Iâm consistently needing to land extra hit or two with most weapons
On the topic of healing for Heavy: We are truly Embarks chosen people đ
My biggest gripe with Heavy was how long it took us to reset from an engagement without support
Which from a balance perspective I understand, we have the largest Healthpool and demand the most attention. This is counterbalanced by the size of our model, our move speed, and how long we take to heal.
But now, with the power of my beloved Orb of Healing, I can shrug off chip-damage and focus on priority threats!
I personally find the Healing emitter to be balanced, as the healing is slow and will generally take just an extra bullet or two from an AR to confirm a kill.
I was worried at first even as a heavy player it would be to strong but itâs actually pretty good
Im so mad right now
Laugh at this user
The H+ on the other handâŚ


I love watching the heavy I just got down to 1 hit go all the way to 3/4 while I reload
Yeeeeep. It wouldn't be a finals update without light players getting their equal attetion cake lol.
the h+ infuser is soo op.I think light shouldnt get a healing gadget and it should get some other type of gadet( as a light main)
was wondering when did the model 1887 get released on the finals?
or was it always in the game
I love giving Light players support options since their playstyle can be very selfish, but I think the H+ is definitely overtuned
been in the game since forever
their was even a model meta from season 2 to 4
Hot take: I believe the KS-23 should be perfectly accurate regardless of movestate
A little deviation is acceptable in hipfire but if Iâm ADS it should be 100% accurate. Itâs already punishing enough that it has only 6 shots and a very slow RoF/Reload(they got rid of the animation cancel)
But for whatever reason the slug you fire isnât perfectly accurate and itâs a projectile
I donât see why something like the Repeater has perfect accuracy in ADS but the KS doesnât given how similar the weapons are. I understand that with it shooting projectile slugs you donât need to aim for headshots and thatâs a major balancing factor, but if youâre not going to have the leniency of knowing where your slug will go due to deviation I feel that hampers skill expression
long gateway
Only balanced if they limit how many healing items per team. Im constantly seeing triple heavy with 3 heal orbs and itâs 0 fun.
I donât believe the healing emitter stacks, but I havenât tested it myself
Nerf med GL. That is all.
Im so mad at the riot shiel
it dobnt
triple ball is v funny though constant permanent regen for every one, for free! its for free to for you to have this things!! yay!
Perfectly Balanced Sphere of Health
all it needs is to not get cooldown back while theres a ball out its that shrimple imo
Yeah, definitely my favorite gadget this season
Reinforces Heavies defensive playstyle while also offering a support option for the team 10/10
I genuinely think that embark regrets putting melee weapons in their game
Melee weapons in an FPS are a very interesting choice, I think the issues presented in balancing them are unique and not simple to rectify
Rather than just nerf damage Iâd rather see changes to animations, active frames, etc. done instead
(Mind this takes significantly more time and work than just adjusting values)
buff the sword, hammer, spear, and dual blades pls embark
The obvious answer is giving the Heavy boxing gloves and removing all the problematic melee weapons
I dont think any problematic melees are left embark shot and killed them all
Spear + Riot Shield remain standing strong, survivors of the long war
"strong"
Strength in mediocrity đŞ
why did they add a healing orb to heavy? the spam with mesh and bubble shield is absolutely insane to play against
The healing is very slow, in both cases closing the distance or a glitch grenade will serve you well
Iâm quite interested in seeing if the pyro grenade sees more use outside of low elo ranked to counter the Health Orb
so i've heard of a heavy loadout of slam, shak, dome, rpg, and c4, would it be good to grind for?
Iâve been a sledgehammer main since s1 and still am, the amount of stuff you can do with it is bonkers
oof
Not a bad start!
- Shak is definitely a staple primary.
- RPG is a fantastic opening move for burst damage or making a new door!
- Dome is probably Heavies strongest defensive utility for both himself and his team.
- C4 is amazing at holding the cashout station, destroying cocky lights that chase you, and making skylights.
Wait people actually use the Shak? I thought it was a meme weapon like the Constitution on HD2. The mag size is so small, and the damage so weak. I might be missing something, but every time i take it out in the Range i can barely kill the heavy at 30m in a single mag. I can kill him 2-3 times over with the M60 though no problem. hell i can afford to whiff some shots too
Itâs probably the most used heavy weapon because it requires basically no skill and canât miss headshots at medium range
it has higher DPS and reloads faster. Mag size isn't everything
RN whats the meta with MED? I kinda just run whats good for me, is anything absurdly OP?
Revolver, Pike, Repeater, or any full auto AR
Demat or Heal Beam
Jump Pad and/or Zipline
Defib
Whatever other gadgets tickle your Pickle Ricks
the Shak is very versatile, applicable in many combat scenarios outside of longer ranges where the unique split bullet mechanic makes it nigh impossible to hit headshots.
It can act as a pseudo shotgun at close range since it fires two bullets
I kind of want to see another deployable gadget/spec on light. Messing with the arena has always been my favorite part of the finals and for now breach charges and gravity vortex are the only sneaky gadgets we have. Some sort of beacon spec would be cool, but I'm not sure what it could do.
Orbital lasers?
Team recall?
Maybe an extra large sonar grenade?
ShAK damage is most definitely NOT weak. It has very high damage per shot and an insanely quick TTK, which of course is balanced out by a small mag size and higher kick than the LMGs. Kind of like comparing Cerberus to AKâpick AK/LMGs if you want more flexibility, ShAK/Cerberus for pure burst damage
I approach the shak exactly like a fatter fcar, even the recoil patterns are similar just stronger.
Anyone know when the h infuser and healing emitter getting a nerf?
regrettably, it could take half the season
The emitter already got patched so it canât heal through barricades so itâs in a pretty good spot right now
I wouldn't complain about it if it just depleted its own HP with healing so it wasn't infinite
infinite source of healing that requires no DPS downtime is really awkward for the game
The Emitter doesnât need a nerf, perfectly balanced as all spheres should be
I will not tolerate any Orb slander
the patriarchy strikes again
This is a spherical household
The only thing I could see being reasonable is making it not recharge while active
If thatâs going to be the case Iâd like to be able to manually deactivate it
Maybe we pull out the IPAD and send it to the shadowrealm idk
Yeah, same thing as the turret
đŻ
I think itâs fine that it remains active without a timer(similar to the barricade)
But its utility means it should have a limiter of some sort, itâs great that we can pick it up and move it as needed, but if weâre going to be able to manually reposition it then it needs to either not charge while active or be a static prop that can recharge while active
Itâs definitely an outlier and while itâs incredibly useful(specifically for heavy to lessen the reset between fights) I donât think itâs so OP or overtuned in its current state that it needs changes
But itâs also way too early to really tell, the dust is still in the air and Iâm excited to see if the Diamond/Ruby players can think of any weird ways to abuse it.
By that same metric I feel itâs definitely going to be more for the casuals since in higher ELO Heavies gadgets are incredibly impactful and I personally donât know if a small HoT/Regen is going to be worth trading a dome/lockbolt/c4 etc.
You can maneuver around a barricade or shoot whenever they peak over it. That's not an apt comparison. The Healing Emitter provides literally unprecedented sustaining power considering it's infinite.
All the healing you do is more opportunity to trade damage with the enemy, which essentially means you have more total damage output in your team. Imagine if we had an orb that dealt 1 damage to every enemy every second you stay near it. It's not quite a 1-to-1 comparison, but it plays roughly same.
The only counterplay is to either rush the enemy down or have equal healing yourself. The ball becomes completely meta in poking/long-range fights
I didnât mean to compare the power of orb to barricade, more so how the recharge being similar to prop state
And I 100% agree that the Orb is literally king for negating chip damage. Itâs why I love it so dearly
That being said, I think the healing isnât OP when in an actual engagement.
I do not have solid numbers or data to back this up, but from what Iâve gathered by fighting other heavies using it Iâm at most needing to land 1-3ish rounds to secure kills
The H+ definitely needs to be tuned down as itâs really overtuned, but I donât want my new toy being slashed due to the general fear of Heavy healing! â¤ď¸âđŠš
If the orb's healing was limited either by time or by total healing output before expiring, then it would remain mildly though not overpoweredly relevant in typical engagements and primarily be nerfed in long-range poking games where it's currently a borderline must-have
I agree with that, I think a cap on its healing would be warranted before placing a new one
That said, it would have to be a relatively generous cap given itâs the only healing item in the game outside of blueberries thatâs autonomous
H+ and Medibeam need to consciously be selected and a target chosen, whereas the Orb will attach and heal anyone nearby.
Letâs say I (Heavy Weapon Chad) put down my Orb to hold a corner or a LoS on OBJ
Light/Medium/Heavy comes in and snarfs my heal. That could be frustrating
Healing is Health, and more Health on your team is good regardless of who it goes to, but I could definitely see someone having a strategy in mind for the health theyâre using a gadget slot for only to lose it due to poor communication or a selfish teammate
(This is a very long winded wall of text which boils down to me wanting the cap to be fairly large due to Heavy having the largest health pool and needing to eat the lions share of the charge)
I crave discussion, Embark; I beseech thee
On that topic: Alfa-ACTA healing Emitter pweez đ đ
I wouldn't mind like 440 healing before expiring as a starting point. Healing Beam is 220 before overheating
Is grenade launcher balanced
Yes:
- Slow(er) TTK compared to Mediums other options
- Slow RoF
- Slow Reload
- Self Damage
It's unchanged since last season, the reason theres so much outcry as of late (mainly from lights) is because more players are using it since the cerberus was nerfed. And the CL40 is particularly good at killing lights.
A bit underpowered tbh
It can do good in lower lobbies but there are so many ways to counter it
Any form of highground essentially negates the CL40
Every cl40 i encounter is always above me
any tips for dual blades with healing/turret?
Good luck
wdym good luck
Its a really challenging playstyle and i wish you the best
Goo grenade is good for cover
okay any other gadget?
I used to main riot shield for a bit and loved flashbang
riot shield is based
Maybe check if you really need the defib
More movement imo is better
I still never ran defib or heal beam with riot shield because you can very easily put yourself into bad situations where your team will not help
Demat for quick escapes is so valuable
hello repeater or revolver ?
i cant use demat lmao, shit does not work for me
for medium
fcar
Think about it like playing a light
You dip in, whack and dip out
doing damage and running away while helping teamates
thats why i neither use defib or healing beam
Anyway, i gave up on riot shield and moved to sledge which was so cool
have you tried spear with goo?
And this season i moved to flame thrower goo gun
The sledge utility is so useful
true
Which is so fun and satisfying
oh yeah i tried using the pike, shit is good with irons but they need to add like 1x or whatever
u looking for good loadouts?
Demat has the most insane depth to it. Excellent tool
Demat S+
@ancient isle I can try to explain if u want
what, that they would have to wait so long to play against other rubies because they are not enough. Cool, then make skillbased matchmaking or ban them from world tour if they cant handle that
U cant ban players for being good
You can block some of tha gamemodes to keep them casual
U could also remove the banners and u would have no idea that they were ruby
you literally have list of all past seasons
On their banners? Yeah, pretty much. I see your point as a casual in wt, but they are allowed to play the game, and the thing in wt is that the only matchmaking is through wt rank
also playing wt in the first two weeks is stupid, because all ranked sweats are playing wt
you can go to https://the-finals-leaderboard.com and check all past ranks in most cases.
Exactly, limiting it to world tour rank is extremely stupid. They should add skillbased matchmaking but if they cant handle that in their incompetence they should simply block ruby players from playing world tour as a short term solution.
So basically there is no right time to play world tour. Playing first weeks is stupid because all sweats are there, playing at end of season is bad because all sweats got their rangs already so they are grinding world tour, and playing mid season is bad because sweats came to have break from beggining of season grind.
Just stop playing I guess lmao
also are u solo queuing?
i will if they wont fix it. Im tired of playing 7th season against rubies when i have in my premade friend that have peak rank silver and finals is only fps game that she plays
how often does it happen
around 50% of games
Just interested, Iâm double plat, one times diamond and I get those lobbies too, but not that often
yeah,
I have a full server of people that only play powershift and are a bunch of total monkeys. Best way to calm down lmao
What class?
medium
Demat, jumppad or zipline, defib depending on the mode, goo nade ot frag, gun depends
you got loadout that doesnt use demat?
U have premade teammates
demat doesnt work well for me hence why i asked
high latency+ping and to spice it up medium-high imput delay
Where do u live? Mars?
no
Not asking fir moon because Iâm pretty sure they have better wifi up there then u lmao
poland with shitty ass internet provider and pc
I have a guy who has a pc so bad that the game is fully pixelated to get 40fps
Thats how his game looksđ
now im playing with good res soo i can see at cost of having >30 fps
i have worse lmao
I imagine u playing on the potatoe thing that powered doom lmao
nah brotha, buy a pc
we got debuff here, x2 pc spec price
My eyes are getting worse just from looking and Iâm already wearing glasses
i just gotta buy gpu cpu and psu
yeah thats how i played, somehow i was actually good
wanna list of my specs?
No, dont wanna know lmao
To the one who told me you can shoot in the feet of dual blade player. GFY. It's not possible at all
you cant shoot the feet of dual blade users but you can shoot the arms of a riot shielder
Lizard ooooo lizard ooooo
Medium should get a glitch grenade
No
Is this channel for recommending gadgets?
I have the best medium gadget idea. So if you ever played just cause 3 or 4 youâll know they have these jet engines that you can place on things. So imagine medium had that and you could place it on the cashout and they boost it randomly for a few seconds. That would change the gameplay of the game a lot I think
Like demat already makes the gameplay far more vertical and makes you play under and above box, but this would make that more horizontal as well
Breach Drill is honestly growing into becoming one of my favourite gadgets.
Being a placeable, it lacks versatility of some other gadgets, but what it can do is really fun when you have the foresight. The cooldown is very rapid, too.
It's not as fast but you can push the cadhout around with the goo gun if you're looking for something similar in the game right now, just shoot the goo somewhat near the cashout and it'll move
You fell for that? Bruh
I mean, Medium already has superior cashout manipulation besides heavies dedicated to becoming full-time architects.
If the jets would function more like a longer lasting red canister with the power to push heavier objects and a longer delay before explosion, I can sort of see it be a thing.
These jet engines sound like a bad whinch
winch claw is best cashout manipulation
Yeah well Winch is a specialisation. They tend to have the most impact in gameplay.
But I think the jets may end up being used more as a Thermal Bore sidegrade
Sounds fun catching a flying cashout that jumps away before you can steal it lmao
I mean yeah, it'd be very annoying to give even more (and easier) ways to send a cashout off the map or in the middle of an open area littered with high ground
What if you could strap one to a barrel for the old nuke
Or a teammate to send them flying for a couple seconds or the next time they jump
goo is op
NERF- Double barrel, cl-40, and flamethrower. BUFF- all the damn melees back to equal playing field.
lol flamethrower
Is there any real way to get around the reflecting thing that the blades do? As a sniper main they're really annoying
Everytime i see ânerfâ and âflamethrowerâ in the sane sentence a part of me withers away
Have a nade in your pocket or dont shoot them
if you're a sniper main then you can grapple or dash behind them
they also take more damage if you hit their block when they're not aiming it at you than when they are
slegde needs buff, every melee is already broken fym
well not broken but very good in good hands
Almost every melee rn is useless
Embark,
Something needs to be done about the CL-40 Grenade Launcher. The number of players leaving lobbiesâboth friends and foes, including those with good K/D ratiosâalong with server issues and even instances of players getting physical at LAN parties, indicates that something has gone seriously wrong with this weapon.
While the damage inflicted on enemy targets by the CL-40 Grenade Launcher is effective, its self-damage mechanism needs to be significantly increased to discourage reckless use in close-quarters combat (CQC). Even non-gamer viewers find it somewhat absurd that the grenade launcher does not inflict enough self-harm on the user in confined spaces, which should clearly highlight the issue.
The CL-40 Grenade Launcher serves a purpose in area denial, and its current damage does well in affecting multiple opponents. However, the self-damage must be substantially increased to prevent it from overshadowing many of the non-meta, high-skill ceiling weapons in CQC range.
Nerf med GL. That is all.
imo a good way to balanced CL-40 might be to make only direct hits deal 100 damage and if you hit close it deals 90-80
Currently really strong. Wouldnât call it OP but def needs nerf.
That doesn't address the issue that its being used in CQC range and actually starts making it fail at its intended job, area of denial.
bro
Perhaps a pump animation n between shots?
Self-damage needs to go way up just like the RPG
Its like 1.2, it should be 2 or even 2.5x self damage
Yeah, that would be ideal
i was thinking why people was talking crazy on cl40 until i realise its the grenade launcher
The entire purpose of a grenade launcher is to break teams turtling in a corner and healing, so that's why I'm fine with the damage. It just can't be more effective than a shotgun, pistol, or repeater in a 1v1 in a tight space.
It already has one... It gets interrupted like Model and Repeater do
No. CL-40's very last change was making it go from x1.6 to x1.25. it was unusable dogshit when at x1.6. And FYI, RPG-7 is literally the only other thing in the game with higher self dmg
i saw multiple players who just spams space bar and CL-40 under their feet
not very plesant to see and play against
They can do the same movement with Model except kill you faster and reload faster
Itâs so fast đ
Then your not using it right nor for its intended purpose. Its aburd right now, you should be throwing goo and retreating if they are that close to you, not spam bunny hopping and shooting.
Even top players have pointed out that its extremely toxic and annoying to fight against and god help the poor saps below platinum that have to deal with it.
CL-40 already has a slower TTK than Pike, Revolver, Repeater, and Model all do. All of those weapons kill every class faster and all reload faster.
Tell me, what is CL-40's "intended purpose" if it kills yourself as close range and sucks at any range beyond 15m?
There is no amount of word smithing you can do to justify the use of a grenade launcher in CQC range, period thee end. Even Karens that don't play video games can recognize the absurdity of this.
It's a video game, bro. And it kills you in close range. Get over the realism aspect unless you want it to one-shot Heavy
I hate this argument so much
Also it kills faster than model rn, rip model meta
I thought Model shoots faster. Still hitscan at the least
The fact that he's including the Revolver and Repeater in this argument is even more hilarious. Both those weapons require an abusdly higher skill level to use and aren't in the meta.
This is your mistake. Yes, CL-40 has a low skill floor. That doesn't mean it's OP. It's useless in higher skill tiers... It's useless in esports
CL-40 has more opportunities for counterplay than almost every other gun in the game. Try learning them. If you need even more counterplay, look to buffing the underpowered weapons first before nerfing even more shit
is asking for more self damage on CL-40 so difficult
give cl the amount of self damage range as RPG
Then remove the CL-40.
It's okay to have weapons that are bad at lower skill levels, but good at high skill levels, but it is extremely toxic to 75% of the playerbase to have a such a skill-less weapon this strong.
while i personally dont think the cl40 is overpowered, saying that ttk is the only thing that matters is just blatantly incorrect, the weapon can be played by a lobotomite which hinders the casual experience, embark is definitely capable of making weapons strong but not be completely brainless that it makes the game unfun for people
I mean, it's not the only thing that matters, for sure. It's just that a low skill floor is pretty much the only thing it has. Because it doesn't just have slow TTKs. It's also a projectile with self-damage and completely deleted by APS
But sure, I can agree to possibly raising its skill floor... After we simply buff other low skill floor weapons first like melee
whoaaaa melee is low skill floor
i wouldnt say any of the melee are low skill floor but okay
high skill floor low skill ceiling
Problem is when GL is played in pairs, 2 of them is absolutely oppressive, also it reaches around corners and destroys deployables and light cover
The CL-40 damage is in a great spot and it fulfills its role well in Power Shift and Terminal Attack as a support user lobbing grenades to defeat the APS turrets and break up turtling teams on the objective. However, running around like a mindlessly bunny hopping grenade spamming rat in CQC range should not be a viable use of the weapon.
I mean, currently speaking, they're so weak that indeed it takes a lot of skill to get any value out of them at all. But when I said they have a low skill floor, I meant mostly in terms of aim. Aiming issues is primarily why people get filtered by CL-40
Give it an arming distance, reduce mag by 1 and increase reload time. Problem solved
Do you ever play the game's actual mainstay tournament modes WT or Ranked?
aiming isnt the only skill required in the game, i wouldnt say aim alone determines skill, though it is definitely a factor
That's facts, but if you can't kill youre a serious burden
melees are much more positionally demanding than other weapons and especially now have to really think about the engagements they take
Of course, I agree. But I mention it because MOST people have an issue with CL-40 just because it requires less aim to have an effect with. Same reason people whined about melee until it died
So if they're going to whine about not being able to out-TTK CL-40 because they have bad aim, then there need to be other low-aim weapons that are usable -- like melee. Or Model
Yes, I usually see losing teams try to roll the CL-40 crutch strat towards the end.
Its like a hail mary of crutchers.
I have only ever seen the exact opposite. Emerald 1 since Season 4 btw
remember that the CL-40 is just an accurate KS-23 with splash damage
not even remotely an apt comparison at all
same ttk
I think the problem with melee and low skill players is it requires better aim than your average 3 game a week tdm player especially against dagger and sword, but even so someone with low skill on a melee even on something like pre nerf sword would play terribly and basically be a free kill
CL40 is a slop gun that destroys light cover and has aoe damage. It's garbage to play against
This makes me even more angry about the Cl-40 cheese...my KS-23, my belovid.
KS-23 is a Heavy weapon with a higher proj speed and breaks walls.
Heavy has so many way better primaries you rarely see it though
why can people not stop comparing a medium weapon to heavy weapons or gadgets. Heavy don't have a damn defib
anyway gtg hf
but it has bloom all the time making it always inaccurate
i think embarks real issue and why people get defensive over clear issues that effect casual play is embarks balance direction tends to be complete balance murder than actual adjustment
you only get 1 weapon so why choose one that can and will miss
They wont buff ks23 because they fear qm potential on it
at least give it the accuracy it deserves
add the ability to have all teams vote one weapon out before rank starts
that should help with the difference of weapon usage and effectiveness between ranked and casual
They wont because they dont want heavy having an effective range option as well
i remember something similar was implemented in multiple online ranking games
remember that CL-40 is a better goo breaker than KS-23
Its arguably the most difficult weapon to balance
even if you overlook that i didnt hit the holding goo, it still takes 1 more shot to break
Yeah Bru it smashes goo, barricades, roof tiles, deployables, natural light cover, explodes on impact, damages around corners, can be fired on the run, it is utterly diabolical
do it all weapon
If they gave it an arming distance and made it more like a thumper weapon with a single chamber, it would be a lot better
theres a reason 99% of games make grenade launchers an underbarrel attachment or a timed thing
How do you kill them when they got riot shield and team isn't trying to flank them? Just disengage and circle back and hope he's tryna club someone else and just shoot his back!? đ
Whoopie cushion skin for the gas mine. Need I say more
APS turret was epic. There he was, CL-40 in hand. He got two nades into my feet, but then my APS blocked everything. I took zero damage and beamed him into a coin pile. The enemy team straight up stopped using the CL-40 afterward.
Great story, but did your aps move with you while you assaulted a cashout
It was TDM, I plopped it on the ground when I saw the CL-40
Think fast
Yeah ik but the jet would so cool
What makes the APS turret great is not only can it be stuck onto a prop, it still works perfectly fine when the enemy shoots up the prop and drop the turret on the ground.
Guardian turret on a prop usually flops to the side and practically stops working
what if grenades could pass through dome?
it would allow people to flush their enemies out of them, making dome a choice you have to think about a little bit more, while making the elemental grenades a slightly more attractive choice
I use APS turret to âreinforceâ walls by deleting all breaching projectiles. Only charge and slam, and breaching primaries (KS-23 and sledgehammer) can break through
Droideka function. Grenade has to be slow enough to pass through
oh right, that would be an example
could potentially be a feature m1 throw doesnt pass, underhand does (tho that could make it more/potentially too complex)
nah, that would be so cool
U know that clone wars episode where they are on onderon?
no, i dont know thaaaat much about star wars
Never talk to me again


more reasons to buff KS-23
I just want settings to change the noise and distortion of explosions specifically because damn there are a lot of explosions
was referring to the KS23 but ye cl40 too ig
You know what else needs a buffâŚ