#š£āweapons-gadgets
1 messages Ā· Page 213 of 1
Itās objectively worse as it deals less damage and the clamp limits a Lights ability to do driveby maneuvers
And tbh I feel the game is better for it
Itās still useable
And fun tbh
I just need to learn it more
And I agree with the less damage as it takes like 2 hits to kill a light, 3 or 4 hits to kill a medium and 4 or 6 hits to kill a heavy.
I just need to test the dmg again
Itās not a bad weapon, just not as strong as it once was
its like... if you are new, im sure it feels fine to you. But for 90% of sword users this angle lock is horrid. I stopped playing sword because of it. I barely play the game anymore.
All it takes is for someone to slightly move, with a slide jump or dash, etc, and you miss and they just win the fight.
I started in the end of season 4 and a bit of season 5 then stopped and now back again in season 7
Yes, that's annoying to deal with
But who knows? Embark might make it more viable but probably not back to how it was
Balisong/Butterfly Knife skin for Dagger when??? š©
V9S is probably my most-used Light weapon, and I don't really think the manual tapping is too fast for me to do consistently, nor do I feel it throws off my aim at all. I just think it's fucking annoying.
I wish it could simply be full-auto. I'll take a damage nerf or whatever to compensate.
and yes, carpal tunnel syndrome is always a valid concern
What's the different between the AKM and Fcar? I can't check their stats rn but they seem really similar, except Fcar has a smaller mag
Fcar hits a little harder, has a slower fire rate, and recoils a bit more
XP-gain over time is extremely lobsided. gasmine takes a million years to level up. meanwhile jumppad u can level up a new level the first few weeks of the season. please adress this
aps and the healing gadgets are also atrociously slow
You need to make a gateway something like 14,000 times to get it to max if memory serves
Definitely askew and worthy of change I totally agree
any cool goo gun techniques that i can use that haven't been patched yet?
The one I can think of is goo an enemy in place as they run away so they can't escape, then kill them (happened to me a lot)
but that's all I know
Bit of a long shot, but:
Place a c4 on the ground
Cover it in goo
Spam mines on the goo
Once someone is below it, detonate to drop the mines on them
(If you wait long enough, you can throw a 2nd c4 on it, and detonate the first one before the 2nd one charges up, allowing you to detonate it manually if the mines didnt land pin point)
how do i make a vc?
"Why can't I do some things in the server?"
- You may need to level up first!

How to level up? Just look around and join conversations. Lots to talk about!
Lvl 0: Newbie 0xp
⢠join VC ⢠make bug reports ⢠chat in most channels
Lvl 1: <@&1011197091470647317> 35xp
⢠create new VC ⢠reactions ⢠external emoji ⢠images in drip check, pet channel
Lvl 3: <@&1011197119199191071> 115xp
⢠images in most channels ⢠embeds in main chat
Lvl 8: <@&1133322765194235904> 1015xp
⢠embeds and images everywhere
Lvl 15: <@&1012661788401217579> 3955xp
⢠external stickers ⢠VC streaming ⢠bragging rights!
Role descriptions: #šāwelcome
Check your rank: #šārank-check
there we go
just chat a bit, youll be there in no time
M26 Matter is an underrated gun
I'm suprised I don't see more light players running it
I love the hipfire capability, it's like the SA1216 in terms of how hipfiring is just as accurate
How to steal 50% of CS2s player base in a nutshell:
And they can do a tower shield and mace for the Shield, if they wanna steal from whatever game has those. For Honor??
And a 2-handed axe for the sledgehammer
Big revolver MGL skin.
Now youāre cooking with gas.
Or just have the 40mm speedloader in one hand, and you throw them lol
Vynel record player Lewis Skin.
Idk if I spelled it wrong.
Vinyl. Close enough lol
Keep the normal realods, but keep the barrel on a Frame seprate from the cylinder.
Question, is Thermal Bore any good for light? The loadout I'd be using it with is Dash, V9S, Vanish, and Glitch
eh
not really, you could make the argument that maybe for suspended structures yeah but even then its just not something i would switch to, sniper loadout perchance tho, to make custom lines of sight for the cashout
it is the cashball meta tho
zzzzz
I like it myself. Always nice to have a breaching tool when playing light. Breach charge is a good substitute but thermal bore is nice because itās fire-and-forget instead of using a clacker.
best medium build?
turret
ak
gaz bomb
defib
demat, fcar/pike, zip/goo, jumppad, defib
anyone that says turret is lying and you should never listen to any of their opinions ever again
heal beam not meta anymore ?
fcar just doesnāt have the ability to kill heavies for me, the ak mag size is larger and i think it does more damage
less dam but the ak withe like 10 bullet more is better in team fights imo
fcar is better overall, and yes healbeam is not as good, still way better than turret will ever be, but not as meta as demat is
fcar just has a bigger recoil pattern than akm with less ammo so it may feel a bit silly to use until you learn to control it
Fcar has way better recoil than the akm, just up and to the right vs. reverse s.
Demat, pike, jump pad, defib, goo
akms easier to control and learn, fcar has its bigger jump in the middle that ya know was nerfed a bit to be a little less but is still there, but a lot of people still miss a lot bc of it
fcar does have recoil and i learnt it, i was playing great with it and then took a break and it d oesnt feel the same anymore
yeah thats what it does to you, i played fcar when i first started medium, switched to akm for a bit, switched back and it felt so weird, the feeling and recoil control i once had all gone
even when i full beam someone it doesnt kill it feels like
when did you last play fcar
idk like couple days
so you stopped playing it for a couple days, came back and it felt off?
nah like half a season
=wasnt playing for half a season came back tried fcar and didnt like and switched to ak
half a season.. hmm.. no nerfs or anything that i can remember other than them reducing the recoil strength
weird, it just is how it is i guess, but i would suggest re-getting the hang of fcar again, genuinely is just the better pick stat wise, but to each their own, play whatever you enjoy ong
Im obsessed with using Lewis gun
whats best scope?
really just personal preference but most (including me) use looking glass
oh really
i was using just the base one before they added scopes to every gun and still use it
i would always run the basic scopes everything came with but then i learned to get used to looking glass and now its easier for visual clarity when aiming down sights
okok makes sense
Nerf riot shield.................
Guys what if medium gl shot 3 grenades instead of just 1. I feel it needs a buff. and Sword should have bigger range :)
I use Looking Glass for single-shot weapons and Compact Reflector for full-auto ones
Increase the sledgehammerās damage to 110
Why donāt we replace M turret specialization with a vacuum? And maybe buff the turret as a gadget?
Or maybe a wraith state that allows you to not take damage from fire and gas but highlights your body clearly cross map
I wish the grapple hook was better v-v
best medium build for solo players?
cl-40 jump pad d-fib, goo
ak and pray you dont have 2 lights on your team
Sorry for the long post
Im looking for tips on what gadgets to use for light
I play with 2 friend who play heavy and medium we mostly play world semi casualy kinda sweat still I would say im above average with the play style I play that is like to just disturb and annoy my enemies from range with the arn . I currently use 1. pyro Grenade wich I use for stopping steals but both of my friends use gas mines/grenade so it feels kinda like I barley use it effectively and I just throw it randomly 2. Grenade wich I most of the time just throw where I think someone is and maybe 1/20 nades acc get a hitmarker (gonna try the gateway today) 3.i use the thermal bore wich I feel that I acctually have use for either for exposing walls where team are hiding or like getting a better position to fight to steal the cash point
Ps. I have tried the invis nade and glitch nade but felt like it was the same thing with the nade that I very rarely use it effectively
Switch pyro for glitch or sonar and you could try goo grenade, it always is useful
Also since you're playing in trios, you can communicate the vanish bomb to make your heavy go invis.
Invis SA1216 heavy is extremely funny
nobody expects heavies to appear in front of them
event idea:
standing on, or touching something that can be dematerialized, will dematerialize it after a few seconds
(like hex-a-gone from fallguys, or tnt run from minecraft)
maybe cashouts will dematerialize stuff around them by default so they dont become inaccessible
thoughts?
that could be pretty funny, but might be better off with a dedicated map and of course lowered remat cooldown
do you have an idea for a name? (if it were an event)
idk CNS BreachHack???
i agree on the lower remat cooldown, but what reasons do you see for it being better off as a dedicated map?
i assume you mean as special arcade mode like heavy hitters
do you see any balancing issues for making it an event?
i think it could get annoying pretty quickly, possibly more than orbital lasers, especially for heavies, i think it's better if the tile demats only after being motionless for a few secs instead of being in its general area, this way it also doesn't completely fuck cloak players, akin to how you have to move an inch in orbital lasers to not have your position given away
so both events have similar utility that can be opted out by being on the move, even a little
whilst maybe retaining the quicker remat effect, but have it be the same for the demat spec
cloak should be changed anyways imo, maybe theres a rework that would resolve this issue?
personally, idk if its different enough from orbital lasers that way
embark seems pretty adamant on making cloak a consistent spec, so i'd just opt to suggest making cloaked players not demat floors below them even when standing still idk
i mean, the orbital laser is scanning for people
it shouzldnt be able to see cloaked players
but it also sees people inside buildings soooooo
you're kinda right, but how do we make the event less annoying and while still being unique otherwise?
wait, maybe opposite
the floor only disappears once you move off
so you can stand still and it will not disappear
helps cloak+heavies
but leaves a trail of open floor where you went
would that be abuseable?
for easy highground+spam?
although, i guess it wouldnt be much different than a building just being destroyed and forming weird combat spaces anyways
yeah, ive suggested the odd idea or 2 that would kinda screw over melee, i wanna be careful with that, cant shoot myself in the foot
maybe a max time limit?
demats if you move off
and demats automatically after some time, depending on how much you move maybe?
just camping/standing still 10-20 seconds, but if you try to position yourself to shoot someone below you, you have to move and make the floor collaps faster?
unless you stand on the edge the whole time, for which youre exposing yourself
interesting way of doing it, definitely not the most intuitive event tho
If they wanted cloak to be consistent it would be the opposite to what it is now
true
Game needs TF2 Cloak
we know mr duckling š¢
true imo
Maybe embark need to stop cooking up their own variation of other game's abilities if all of them are objectively poorly designed
invis watch or cloak and dagger tho?
Cloak, Mesh and winch are all worse poorly designed versions of abilities from other games
nothing wrong with taking a page out of something great imo
-225 HP when you close the shield and the game doesnt tell you it does that
That aspect is extremely poorly designed, original mesh was peak game design
I mean is that really such a big deal when you see it happen the first time you do it?
the game doesn't need to explicitly tell you everything
it kinda does via the hud, but i think it's a nice way to limit mesh juggling without completely shutting your mesh down
this game barely tells u anything lil bro š¢
if weapon stat screen had more details you wouldn't see people say m11 is meta š„
this is true, but of all the things the game should be telling you, "mesh shield loses 225hp when you bring it down" is near the bottom of the priority list
Your main ability should be straightforward to use, mesh is the opposite and it actively punishes you for using the ability well
𤤠gotta have that 500hp mesh with no penalty
I'd say "press button to bring up shield, press button to bring down shield" is pretty straightforward, idk what you want
he wants mesh juggling to be usable more than once in fights
oh, then sucks to suck. that would be broken
Shield also has 750 HP and you will lose 30% when you close it
Are we really this bad at the game that we think mesh juggling is broken
very complex layers we're adding here. I think I could teach a hamster this information
it isn't currently, because we have a mechanic to keep it in check
I love talking about issues in the game and getting egoed by random bums that are bad at the game
Lowk the reason I dont interact much anymore here
ngl make mesh turn off when juggled too much like your kitchen's lights when u were a kid
definitely the way to go āšæ
ok, idea
what if mesh started at low hp, and build hp the longer you hold it out without it taking damage (up to a higher total than right now)
then, once you put it away, it degrades in hp like right now + slowly over time
you could use it to tank-tank more, its better at juggling, but at the cost of needing time before being useable as such
does pose extra risk/cost tho, since you can be rushed down and are weak without/need to waste time charging it outside of fights to prevent that
thoughts?
Would be worthless sadly
I loved old mesh juggling
generally the most fun I had on heavy
yo know it's nice when the game had a skill gap
what no lma
"I want 750 hp shield that I can bring up and down at any time for free with no penalty and you're bad if you think that would be broken" is what I'm hearing here
Mesh just needs to either lose juggle penalty entirely, needs it dropped to 75-100 HP or needs a +150 HP buff
Yeah because at a higher level mesh has a 0% pickrate LOL
live winch reaction:
Besides a single team that plays it on 2 very specific maps in 3v3s only
Mesh in its current state is a joke
no way to save the concept?
so you think mesh should get a buff because winch is currently ravaging all shields?
Nah, Mesh needs to be full HP when you pull it out at the start of a fight or its a dead spec
Yeah because unless they completely nuke winch mesh will never be good
thought so, if they never nerf winch then i 100% agree with your take, but i'd rather have winch nerfed than mesh buffed to compensate
yeah, seems like a problem. I'm not saying mesh shield is good, I'm saying free juggling would be cancerous
And before anyone says I dont know how to use mesh and juggle and move with it 
I'm not against a mesh buff by any means
Mesh shield should just block winch. It would give mesh alot of relevancey again
ts one was cool aswell
shield losing a third of its durability every time u juggle š„ š„ š„ gj embark
Mesh is countered by so much shit and dies in a single mag it really wouldnt be that bad, mesh juggle was bad when mesh had 2+ AK mags full of HP
Basically all Popular weapons can put a mesh to 100-200 HP in a single mag
thing is, once they reload you can go ham
unless its on medium range+ thats pretty strong
fall from grace š„
Make winch not go trough shields, lower mesh juggle penalty to 150 imo
yes that would be perfect
Winch claw would be the only thing keeping it in check if it could be juggled forever again
From 1250 HP to 525 HP if you close it once
Glitch nades:
True
i only want the penalty reduced a lil š„ŗ
Still, personally I wouldnāt want a spec to require one of two specific loadout choices to fight against well
Mesh in its current state at the highest level of play is playable on 2 maps which are seoul and bernal and only in 3v3s
You can just shoot the mesh
I really wouldn't mind giving mesh more health and/or reducing the juggle penalty, just not to a point where you can nullify its intended downsides by pressing q a bunch
it really isn't as unwinnable as getting winched you know? you can (sorta) walk away, shoot, go around them, and in general has more counterplay
now, if the person is running sa12, i wouldn't recommend getting anywhere close
Yeah Mesh is way more counterable than winch, even at its peak
That is quite the point of the mesh, to take damageā¦
MESH IS COUNTERED BY MINIGUN!!!!!!!!
750 HP, a Pike mag is 600 damage
JUST SHOOT IT BRO
Thatās fair
JUST SHOOT IT ITS NOT THAT HARD
I know that your point is that a mesh shield isnāt infeasible to destroy, but if you do take it down it still blocked a very large amount of damage and probably forced some reload
99.99% of players dont know how to use mesh anyway
If they didnāt have it you could assume they would have died, so it did its job
Wish heavy had a .50 sniper that one shot to the head kills any class. Slow reload, and takes say 10% own health per shot
sorry i got beamed by the mesh's light teammate behind him! what do i do!1
maybe 95%, be generous
No, its bad
wheres the guy keeping track of how often thats been suggested?
there is a reason one shots are mostly reserved to light-on-light interactions
The amount of people ive seen that play a comp viable mesh shield is barely reaching 2 digits
if you want 1-shots, you can:
give up all ranged damage, on the low hp class, and only get to 1 shot someone if youre behind them (50% chance desync makes it not work)
or
1-shot anything, at any range, on the tank, for aiming
š¤
jokes aside, that wouldnt go well
Granted thats mostly cuz mesh hasnt been viable since S3
Going w S3 cuz OG winchtrap Meta
Sniper on heavy is a terrible idea and im scared embark are gonna do it at some point
Deagles are already way too close to a DMR to be on Heavy, altough ive grown to like them a bit more
The yellow role holding it up against game feedback ass takes
Mesh goes through walls so you could be getting punished without knowing what's going on
Mesh should block winch
The sky is blue
Would be ideal since mesh isn't really being used due to winch's prominence
Not in the game currently
Adds some amount of diversity to the higher levels
Also cns should charge through winch
It doesnt, winch stops charge
Nah, mf is just asking for the stun effect to be inconsistent and not apply to scenarios selected at random
Winch shouldnt stun to begin with, just block specs/gadgets from being used
If I perfectly headshot track a guy that winched me from 12m bro should die
Winch needs counters vro
Yea, shields blocking it should be one
And cns should have a reason to exist in heavy's loadout
Arbitrarily making the stun effect not stun a thing that's cancelled by stuns is wacky though
If charge just ignored all stuns I'd be fine with it, but specifically winch stun is an inconsistentcy
Goo stun is also blocked
True that
But nullifier doesn't stun anymore
Charge ignoring stuns would be interesting ngl, and null isnt a stun, it WOULD technically be consistent
Also saying charge doesn't have a reason to exist is stupid too
I mean it really doesnt atm
What does charge do good now bro? Kill unsuspected peeps and extra speed for juking because forget charging anything head on
Clean up kills, low cooldown destruction on heavy, one of the only ways to increase your speed on heavy, monkey boost, it's pretty solid playing solo and very useful for certain weapons
Too weak imo, i hear you but too weak
Plus winch counters too many things
And oh
Cashout manipulation is busted
I love CnS, first spec I maxed for Heavy
Mine was winch, probably solely because of spear
Rpging and smashing the stealing team is a thing of beauty indeed
Bursting through a wall to interrupt a steal at the last second is the best way to die
Bro I swear if they fix that
Bumper carting another cns heavy was also funny
Fix what
Meta! Heās using meta! šØ wee woo wee woo šØ
Weāve gotta meta mancer over here!!!
Ever meta woman before??? x3
If he played SA12 what would you say then
Winch flinging
if this was meta the finals would actually be as underrated as the glazers say it is
Embark will go bankrupt before they allow the spear catapult to be an actual feature
Itās tech and Embark hates tech.
I mean one shotting a med or heavy within 40 meters of a cliff is kinda bs, tech or not
Youāre absolutely correct but you gotta admit it. Itās entertaining as hell.
Surely not for the victim though admittedly:)
What would be meta for lights around plat/diamond range?
Well true but bernal, kyoto, monaco
Spear issues:
-
Spin was fixed midway through S6, they broke it again at the start of the season.
-
Attack buffering means if you accidentally double tap you're locked into that second attack. This isn't a thing on Sledgehammer, or really any of the other melee.
-
Lunge is supposed to be a little over 7m, it basically doesn't exist atm.
-
General hitreg problems that could be fixed by doing the kinds of changes they did for Riot Shield (bigger and longer lasting hitboxes).
-
Attacking drastically slows you, negating the point of the range. Supposed to be mitigated by the lunge, but lunge is basically nonexistent.
Make spin cancel a feature
Fix hit detection
Spear is now B-A tier
Just make the spin cancel a vanilla part of the kit and itās instantly up a tier
add 5 damage to the m1 and its actually a good weapon
Let it 2 tap lights :))
(And remove the melee aim assist?)
Listen to this Revolutionary idea groundbreaking people may say they should add a gun that shots bullets, genius I know
how about a gun that shoots more?
No
Disagreement means death. Your days are numbered
Bro were hard locked at a 250hz pull, your 1khz mouses don't need more of an advantage
Plus the aim assist is important to like the only way sword can combo lights while hitting the light mid lunge
Common console L
That cam be turned off in settings
Melee aim assist is ass, almost every melee mf (especially daggers) turn it off
Good on sword, especially with the new locked lunges
Wouldn't the aim assist eat your lunge degrees, causing you to not have it when needed?
Not that I've noticed, but it does allow you to hit mid lunge QM combos if you lunge to the side of them that is on your left
turret now does 1 dmg with a 5x increase in rpm
literally no, it is actually hacks on dagger
i love wiffing a backstab because the game decided it was smarter than me and forces me to miss
A white role is speaking š š
Shut up 𤫠and LEARN š
all im saying is that i can dash into someones face, turn around a little and melee aim assist will lock me onto their back >80% of the time 0 skill required
Throwing axes/hatchets for Heavy when? Slow, accurate overhand throw with heavy projectile weight but a x2 headshot mult š©
(Went axe throwing a bunch, itās soooo fun!)
Yes!
Im on Roller and i had no problem with hitting QM combos with old sword no AA, its basically required now for the damn thing š¢
Yea, I hate it man. Who the fuck thought locking your screen in a fps was a workable solution
š
I would understand this if the cone was a workable 100ā° but starting with this sets a bad Precedent.
Also, chakram skin for throwing knives??
Could be heat?
I think more cool skins for the unconventional weapons in the game would be nice; Iām glad those kinds of weapons are seeing more use when your usual firearms have dominated the meta for awhile (at least from what I saw)
I would like to see a bit better combat flow with the dual blades, maybe a quick stab with one sword maybe within half a second of blocking an enemyās melee hit
cerb being able to ignite goo from like 50m away in 1 shot was such a hype change
we have cds why not lol
I honestly just want them to remove multihit or find a way to limit it down to 2 Targets max somehow and drop the clamp bs
Maybe javelins for Medium. High speed but they lose momentum (and damage) after a certain distance
That is every swords wish. Too bad they don't actually listen to the players who play these niche weapons.
wait this actually works. i can qm like at the start of a lunge w this
Yea, just limits what side you can lunge to. But it's reliable with good aim
The humble hammer:
Riots just kinda a skill check, there are some good videos on YouTube that teach how to counter it
Tell that to my teammates
Your team mates will always be ass against any weapon
They should make a heat seeking missile for the heavy class gadget or special that would nuke those pesky lights. It would make the game a lot more enjoyable
6 seasons have passed but still the same shit, the same game with new cosmetics and w balancesā¦:ā¦.ggs embarks, keep going
Throwable sledgehammer
Is this sarcasm?
when in doubt bait your team, then realise you're still in gold for a reason as you fail to even kill one of the rioters that has turned their backs to you
u dont know me bud
Just shoot the left side omg
Im like beyond bad and still can counter it
Least polite midwestern american
spear š
correctly countering it still doesnt make the gameplay fun
Remove all ARs from the game
They are boring to fight
Is the M60 or Lewis better?
Lewis cause it had better skins lol
But personally even tho m60 recoil is easier I find Lewis is easier to use
They should add an AR shared by all classes that has an underbarrel grenade launcher, it uses grenades in your gadget slots as ammo, and gives grenades better range.
i've been using both and i cant tell much of a difference between the two besides recoil and magazine size
vaiiya my beloved
Lewis has much longer range than the M60, packs a harder punch as well
interesting
Horizontal recoil kills it got me
Damage per bullet yes, dps no, it's very slightly lower
WHAT
Lewis skins r so much better
Yall got tips for pacing shots with the pike? I love the gun but I find myself spamming and missing sometimes
it has a recoil pattern, try and learn it somewhat, if you still cant hit consistently it's ok to slow down the firing as long as you win
why do i feel like switching to ARN after using XP is weird like arn doesnt feel right
Shoots slower?
Should heal beam give overheal?
Or something similar.
screws around with ttk/hits to kills
cl-40 went through its whole journey because it couldnt 1 mag a heavy without 100% accuracy
id rather not do all of that again
But I thought heavy has too easy to kill?
ok tbf, normal healing does too
but at least thats a 2v1, and not a 1v1 where on was near a teammate 20s ago
Eother way, medium needs better specials.
huh?
IDK, im still NEW
i think demat is fine, maybe a little annoying at times (tho some call it borderline broken)
healbeam is a little conceptually flawed, but fine atm, maybe would be better off with a few stat changes in both directions
turret is in need of a rework, weak to use, yet still gets plenty of complaints by some
sounded like you were referring to something i supposedly said which confused me a bit
not to sound like mean, but if youre new and dont know, why say that?
does nayone have any tips for dual blades
i kinda suck with them and consistently do worse than my friends
Demat is just plain not fun, and turret sucks. I want to feel like Im doing more for my team.
i dont use dual blades too much, but maybe i can scrape some stuff together
as melee weapon, its benefits greatly from an ambush playstyle (demat helps)
you might get some use out oh hitting the target dummies a bit to see where the breakpoints are and a single quick-melee can get you a kill early
probably check if reflections can deal headshots, i dont think they do, never specifically noticed, especially with its rng spread, so youre probably better off aiming for center mass, since that covers more of the spread with your enemy
you can reflect at a decent angle, but not all of it is a full reflect, so you will tak more damage on the outside (been a while since ive read this, not 100% sure about it)
some people find success in doing the inspect animation, as the still crossed swords can trick an enemy into thinking youre still guarding while youre actually running at them (never tested, wouldnt expect it to work a lot, but worth a shot)
place a turret on an object and carry it around as make-shift gun lol
i mean, demat depends on the player, i find it fun
but turret could absolutely use some work, any ideas?
huh, thats alot of cool stuff
use goo nade to block players off and close the gap, or as cover before you get close
take everything with a big grain of salt and probably ask someone more experienced
alight
also, dont burn yourself out
learning weapons, especially melee, can be pretty hard, it would be sad to never discover your favorite weapon because your first experience was bad
take breaks, switch it up, come back later if it didnt work
it took me a good few days to get even passable *at mgl32
gl hf :)
yay
I just started playing sword again and its crazy that the camera clamp is 40 degrees now
id rather have reduced damage bruh
Remote control with the tablet out, the ability to crit if someone gets too close, minor firerate buff, more hp, and a faster cooldown.
Not all of these should be added, but ditching one should be fair.
those are just straight up combat buffs tho, the lights will tear that to shreds in feedback
id love iron sight sniper unironically
ik it would be peak
I said not all of them. Maybe hp can go, and the faster cooldown. But crits when too close is fair.
It had irons?
more fire rate+ crits are still more damage
there will be complaints
i dont think so?
if it had, then that was before i joined in the 2nd to last beta (unless i literally just didnt notice)
last time I checked sniper didnt even have an option for changing sights
It seems like every suggestion ive heard to help fight against griefing are just bad ideas and it's kinda concerning lol
At close range
Like, your basically kissing the turret. If your about 8m, give or take, it has a 35% crit chance. Add an extra 5% per meter closer you get.
idk why they wouldnt have kept it if it ever did
and they did say that if a sight changes a weapon so much it becomes problematic, then its not the sight making it a problem, just what the gun was always capable of
crit chance would probably be even worse
rng is uuuh, yk?
If it can crit, people will fear Terry. Crits could be tinkered with in the value department, their exsistance ALONE could help Terry handle people who get too close to kill off the turret.
now what i could see is terry only being able to see enemies in a 2d plane (or like a very slim but wide 5°cone), and then critting if you got it set up in a way where it hits the head by itself
rewards proper setup, can guarantee headshots if placed up high facing downwards, with the downside of only shooting in a slim area
problem is, with how high it is, it would crit lights by default, which would be problematic
idk
would you like to give your input on ideas ive accumulated?
Yes.
Overall, I think crits should be around the 50 to 55 damage range.
If we go with my original idea, the turret would have a better range, around 20+/- meters. If someone gets within 8 or so meters, it gains the ability to crit, around 35% chance per shot, with the rng being the issue.
been a while, had to look for it
the ideas were based on tf2's mini sentry, lethal compan turret and the gtfo turret
Yeah. I think the turret being expendable is a good angle, but lock on seems far too easy to kill.
i think when i wrote it that was part of the point
make it stronger, but also more easily countered
like, it would be an actual skill issue to die to it due to the grace period, and be a general threat to have existing
I'd just tamper with the values overall. Bump up its raw ttk, or make it tougher. Recharge should be minimized either way.
recharge is a thing that could be tweaked tho
people are not really complaining about how often they see turret when an enemy runs it, just that when lights try to engage it, or get cought out for even a second, theyre half dead
just like, dont make it instant or something
I think dealing with mediums and heavies is an issue.
in what way?
Lights dying to it is a normal issue when it comes to Terry.
I just think the real problem is killing classes with higher health than 150.
If it was talored to be an assist tool, or an outright area control tool, Id be fine with it.
i mean, lock on might worked with that
lighst can get away from it quickly, where as if a medium or heavy is cought, they take longer to get away, or need to risk outdamaging it (potentially with others around)
Stun?
Not like, unable to move, but some form of slight slow down. Able to catch mediums and heavies due to their mobility, but lets lights slip by.
i didnt say stun
i really dont like stuns
would probably be a bad idea
there was also an idea floating around of turrets with deal laughably low damage, but get 360° vision with decently fast turn speed and deliberately focus the enemy closest to death
so it would finish people off
tho that might be problematic because it deliberately abuses damage breakpoints that exist for a reason (such as revolver 148 headshots)
I think what turret needs to become truly strong isnāt damage, but flexibility. Right now itās limited by the same issues as minigun, namely that it forces you into static play. If it could activate quicker on deploy and had a quicker CD, it might be better. Still wouldnāt make me use it though, Iāve been a demat main since S2 and intend never to change
screw with peoples pov?
we havent done anything like that before besides maybe sword if you count that (or old stun gun)
both got and are gettig complaints
NO
NO MESSING W/ PEOPLE'S VISON.
wait, what do you mean then?
i could see that working
I mean, every shot kills momentum by about 50%, and gets weaker over time.
lights are even more dependent on their speed than the other classes tho
taking 50% of a high number is more impactful than taking 50% of heavies speed
they would still suffer more than the other 2
while also being, yk, a slow, not very liked
i use sniper grappling hook glitchnade gateway and ninja bombs dis gud?
casual, anything works
ranked, probably, to a certain extend, might need certain playstyles tho
50% alot, but my point still stands: the turret makes you slightly slowed down from constant fire.
yeah, but that would impact lights a lot more, the group were specifically trying to not make it worse for, because they will complain that idea to death
Then make sure they can dash away or something.
Terry is weak, and lights are "weak". Give them something to make the slowdowm easier to counter by lights.
ok, different turret rework idea
terry stands around and does nothing, until you trigger it remotely with your tablet, at which point he will spin around like crazy and spew bullets everywhere
its far away from what we have now, and probably not ideal, but i wanna see if that idea gets us anywhere
so ideally, you place it somewhere hidden, bait an enemy in, and then have a little risk with not shooting them by activating terry instead
which then either brute forces enemies to either dispatch him quickly, giving you an opportunity to strike, force an escape, or deal heavy damage to them
and since its not passive like current terry, lights wouldn't suffer, unless the enemy wants to use it to kill a single light, which would be kind of wasteful probably
maybe coupled with shorter recharge as disposable trap
Or you strap a minigun to a turret
basically
Would love to see blades/sword get a pool noodle skin
throwing knives chopstick skin
buff to dual baldes
no
aw
š¤

Whats a good heavy kit for comp
winch shak dome shield rpg c4 or anti grav
Weapon
shak
Mb mb thanks I'll run it a game
Spear :)
best gadgets to go with ARN+grapple?
For maps with dense foliage like the peace center or kyoto run thermal, everything else is purely subjective lol, vanishing bomb, glitch grenade, sonar, and thermal bore/breaching charges are useful at times
first one's can be good, but other ones are debuffs. Why would you debuff worst spec in the game?
Depends on the map. Arn is best at mid/long range.
But close range maps, consider smoke+thermal, breach or goo/gateway to play closer/escape from bad situations.
For Long range, take your pick. Glitch and gateway is pretty universal. Third pick is up to preference.
Becausd of lights
Straight up buffs would be complained to death
So this is an attempt at making up for it in some way that allows us to buff it in another
Whats the best weapons for medium
fcar/pike
What about gadgets
defib, jumppad, other slot is flex slot, could do goo grenade, zipline etc
Ok thank you
Terry rework: 10% damage buff
Focuses enemy you are shooting if in range ( infinite )/j
but you suggested only debuffs...
He is right though, lights won't ever stop complaining if terry becomes a smidge better
does the game support decimals?
at least give it a 360 view angle. It's very fun when you are dying and your spec sits here like nothing is happening
-
Has 2 turrets
-
Has increased damage after lock on
-
Has outright higher damage in return for being more restrictive
They all have upsides
Having a limited viewing radius is important to give melee an angle to approach it at to deal with it
If it had 360° theres a decent chance melee lights would have way more trouble dealing with it on their own, even more so during actual combat
If its as punishment for getting into a more restrictive angle first, i could see that working
But otherwise it might cause problems
But im kot sure about it either way
Give Heavy Vortex.
it doesnt dead lock on, he can use his spec to lose its lock, it doesnt have instant turning
or lock on dead? which one is the right one?
if turret can't turn, its just becomes a trip wire, or did i not understand what you were saying?
Reduced the attack range of the blast shield Reduced blast shield movement speed
Exactly, that would be it
Gravity cube + vortex on cashout go brr
then what is even the point? just use explosive mine
And how much damage that would deal? 50? 70?
A lot more range
Not being disposeable
Actually being a noticeable threat that supresses enemies, rather than suprise damage
would it be automatic or single shot
Idk the exact damage numbers rn, so i cant give you the numbers on what it looks like after
Just more than currently
Still automatic
Wait, just making sure, you did understant it as being 3 seperate rework ideas, right?
then i don't like it, if it will bring me sudden advantage as other specs do, i would concider it a good idea
But turret doesnt do that rn anyways?
no its not, it has to wake up for like 2 seconds
Just like current turret
im talking about current turret
So basically you dislike the concept of a turret, and dont like ideas that keep it close to its identity
Now that i think about it, being able to place it on throwables might end up problematic
Chucking it into a heavily fortified room and just deleting everything inside
Would probably either need to be really low hp so you can shoot it in time
The same deactivate mechanic when carried mechanic like c4
Or to just be disabled outright
I wonder if that would make it ranked viable if coorditated with a demat medium to drop it into an enemy team
Just needs to be a little quicker on wakeup. drop it to about 1.2-1.5 second wakeup should make it better to use. Maybe even give it a 'ammo count'
Cheap/disposeable turret with lower stats but faster recharge/charge up is on my list of workable ideas
Do you happen to have any more outlandish ideas about it?
I wanna try feeding my creativity a bit
sonar grenade for all classes
Hmmm to go a little more nuts one could have it deal increasing damage the longer it fires at a target
force people to deal with it or remove it
That forces people to not ignore it
And (maybe?) reduced how frustrated lights get
I could see that, not bad
oh no I want lights to suffer.
but definately needs a range boost to about 50 but with harsh falloff after 15m
We can probably also find something that makes lights suffer just as much while making it a little more viable against Medium + Heavy
that's the ramp up on target.
That would be so fucking stupid (in a funny way)
Put it on a barrel, and just chip the light sniper the whole time
Encourages to either dip for a moment, block it or aggro swap
ehhh snipers are running around like it's a shotgun 90% of the time anyways
hitscan within 20 tends to cause that
Meh, not on powershift, ill take anything i can get there
to be honest though not the mode guns are balanced for
its a cool mode and much better with either set or restricted loadouts.
same as term attack, fun but too punishing with the one use per round instead of 300-400% cooldowns.
long ass cooldowns still encourage cautious use (in theory here) but should you live long enough, options reopen.
I mean, there are probably ways to juggle items better between all modes
maybe but it's really hard given how each mode tends to favour certain things over overs and changing weapons per mode causes other problems
like for example the 'humble' sniper
Cashout/quick cash - reasonably ok balance wise
TDM - you're a masochist
Terminal attack- ehhhhh kinda good but not really
Powershift - please remove ugggghhhhhhhhh
making adjustments in one of them can quite harshly affect the others
I do think though that any new items or weapons we get need to focus harder on the pro's/con's aspect as it's getting a little cluttered
Ofc
But maybe there is a way
Im bot really convinced on mode specific reworks, imo they should bebthe same everywhere
Removal of it for ps specifically is justified imo
yep. šÆ
But then we get a slipper slop
Gl are annoying, do they get banned?
Is mgl included in that or is it bad/rare enough
Is aps needed anymore? The grenades are needed to flush the paltform
Spear m2 jumping on is pretty strong
eeeeh
light should've never had a sniper rifle tbh.
but true of the slope
it is rather slippery.
i propose maybe a high roof to the platform or taller walls that curve in slightly.
{___} more this shape?
Impacts everything else
Rifles and everything more so than snipers, because snipers have grapple and can actually just go higher up to avoid it
It harms everyone else but doesnt help with the issues im afraid
making it a little more difficult on sniping and bombarding
delete light.
whats a good load out for heavy and goo gun???
guitar
sledge dome barricade lockbolt
barricade with goo gun???
why would i use barricade w goo gun???
ima replace it w pyro mines
id swap it for nade or rpg but pyro is good too
i wanna start using mines sense i see people using them alot and u get 2 pyros so y not
pyro mine + charge n slam is a good combo
ill stick with what i got rn and ill test out other things later
lmk how it works š
ill probably lock bolt then goo them so i can get closer
you only need one ngl
you can do some wacky strats by putting goo on the barricade. you can pick up the barricade to break all the goo attached to it and enemies might not expect a ton of goo to randomly disappear with no fire
I figured out a possible solution to the last round double cashbox problem.
-Give the player who owns the cashbox the ability to remove a doubled cashbox at anytime.
-If the vault is removed and put in again in the same box or another cashbox, there is no bonus cash for any team.
This way it doesn't effect the balance too much and still gives the player being griefed more control over their cashbox
This could also help with unexpected doubles like in the beginning of the round.
melee: sledge, dome, c4, pyro
alt. use anti grav, lockbolt, rpg
you can switch sledge for whatever if you want too, lewis and deags play well w goo
I use RPG, pyro mines, and motion sensor with flamethrower, KS-23, or Deagles (depending on the day). I know itās a bit weird, but it usually works pretty well for me
Pls delete cloak
No
I like flamethrower, dome shield, rpg, and barricades. But I've been subbing goo gun for mesh shield lately
Cloak is literally the worst light spec bro, the only reason they would remove it is because how useless it is.
Ironically, I have multiple friends who run cloak exclusively and wouldnāt survive without it
Cloaks good if you're bad at positioning or movement, which on light Is probably one of the harder things to get down. It allows you to position freely as long as you're careful and can be good for getaways without having to have clutch movement
guys xp vs arn which light weapon is better?
arn no questions asked lol
if you're curious as to why, you should consult this https://docs.google.com/spreadsheets/u/0/d/1Ud7Rdl3AgMw9mmfDwW2LtDMnzZQ9IIhnqSE4ivsaMTs/htmlview
idk why but xp feels better to use
tl;dr: much better long ranged performance, practically same ttk, almost double dmg per mag, similar if you dont consider the second mag
what xp has over the arn is: better hipfire due to higher rpm, more bullets in a singular mag, breaks ziplines and most other arena breakables in half the bullets
xp is easier to control for me, I miss way too much with the arn which is partially my skill issue ik
opposite for me ngl, arn's recoil is really good for me
what sight do you use
looking glass
higher RPM doesn't make hipfire any better, in this case it only creates a negligible difference in consistency
the XP simply has a smaller hipfire spread circle than the ARN
got it
detection gadgets should work in allied smoke
saying the ttk is practically the same is a bit misleading though.
this is a significantly bigger difference than that between most pairs of similar guns
yet again another fair point, i usually see differences by about a tenth of a second as insignificant, but i guess they can matter in fps games such as this
especially considering average human reaction time is around two tenths of a second gg
any other thing i might've missed?
That's a lot bigger than the difference between, say, the shak and the m60
or fcar and akm
well they're very close
it's the biggest difference between full autos on the same class I can actually think of, save for ARN vs M11
i guess you're saying that because shak has much lower technical range than m60 despite their similar dps?
but even so, if you put the FCAR next to it you'd see the two had very similar ttk, as light weapons are generally more powerful than medium's
Not that I can think of
nice, I'll be more informative next time someone asks, or point them to the chart...
looks like I misremembered, it's actually a similar difference...
my graphs seem to have a bit of a problem when hits start missing (end of the red line there it gets wobbly due to the shak's inaccuracy), I do not know why that is... but I may not bother to fix it
but until that it should be fine
though I just noticed the pattern on each line is the same... how weird
maybe I can find out what causes that quickly
interesting
the middle line is much more complex and works with a completely different process to the other two
well, I am baffled about how the relatively simple calculations for it are creating such weird results
while the process for the top and bottom lines does become stochastic when the accuracy is below 1, but the differences when ran each time are tiny, and the interesting thing is that a 0.97 damage falloff multiplier gets a worse ttk than a 0.96 one...
Knives are so satisfying to play š«
https://youtu.be/uCk0ULZXpwE?feature=shared
For me it's the model. I don't play it often but I think that's what makes it feel so good for me. Just the feeling of hitting full meat shots at like 8m is soooo goooood. Watching like 2/3's of that rats health plummet in one shot is so cool
Yea, hitting charged knife shot wit tons of damage is so good š¤
See for me the knives never clicked, same thing with dematty. They just don't click with how I play
@brazen mango
I've been practicing my mesh heavy after watching your clips. It was probably my least used heavy spec outside of power shift before I saw your clips. I don't have great clips on my progress but I think these are decent
Day 4 of pitching my ideas to make the Dual Blades better
https://docs.google.com/document/d/1gQf6ocgnqo3YdNr1LFKwb_bNSxzLp7RE-B0DL2Q98C4/edit?usp=sharing
fair enough
Ah. The dispersion-based hit rate estimator is flawed.
You know that gun from bo3 that prints its ammo over time?
Give it to heavy.
That could be a cool concept
there we go
pretty much just upped the resolution of the spread circles and targets that it uses and increased the radius of said circles by 0.5px, as it turns out it was low enough that there was a lot of random error in determining the overlap
I feel like shak mostly competes with D-eagles due to its limited mag and dependence on headshots. And that the m60, lewis, and minigun compete with each other
Could be wrong that's just kinda how I feel
not really much of a right or wrong there I think
hah, akimbo inaccuracy makes the graph awkwardly tall
realistically at those ranges you would not be moving while shooting and are probably crouching, so it would do better
That's fair, but never realized they were so inaccurate at range. I've always thought of the D-eagles as a longer range heavy weapon
I'm guessing the range is measured in meters
this assumes you're walking while shooting, you will miss a lot when you do that at range
Oh fair enough
yes
Akimbo players will often crouch in place to get much better accuracy
Ok that's fair then. At that mid range they perform about on par with the shak
I did not take the time to measure the crouching accuracy of the guns, so, uhhh... I guessed, but here's something closer to how it can perform if you sacrifice all movement:
might actually be more accurate than that still, not sure
Any tiny thing from this sheet can just make the blades so much better
Very scientific. This is why I love doing table top design, everything's simple straight numbers, no variables
This reads like a notable nerf to me
I don't think the minor benefits could outweigh the deflect being significantly weaker and the attack animation being messed up like that
it would be less effective offensively unless you buffed the X hit's damage
wellll, this does have plenty of its own variables...
it's just mainly trading a slight bit of accuracy to run way faster than it might, or defining the scenario
Table top only has detailed variables if you make your game overly complex. Like adding % damage resistances which is just a bad idea when the players have to do the math themselves.
But damn bro you are putting the work in for these charts, glad I don't gotta code or anything, that looks like fucking moona runes to me
with the amount of non-strictly-neccessary stuff I wanted it to be able to do, it became quite complicated technically
this absolute mess is how it finds the bold lines
you'd think it could be a lot simpler but I don't think there's much I can cut out (other than moving certain additional parts into their own functions) without losing important functionality
I got no idea how coding works, that's all you king
whats the best build for a new player? i like medium and light, heavy is a bit slow
I write some numbers on a paper, and tell my friends to do the math while they play. My job is to make the systems fun and engaging while being as easy to understand and implement as possible
it would be much smaller if I just did the whole thing stochastically, but in another community when I did that I had a surprising amount of people at my throat shouting about how all my numbers are useless because they were "random", so I wanted this one to be as deterministic as was computationally feasible
All depends on how you play and how good your aim is
What they say
its mediocre
my friends recommend light with sword
Matter or XP for light, cerberus or AKM for medium
The meta doesn't really exist until you get pretty good, so it's mostly just about choosing combinations of choices that:
- work well together
- fit well with your personal skillset
- you enjoy
In response to me or someone else?
Someone else
is the sword any good?
Not my field.
I get the impression it's currently considered good by a lot of lower elo players
fair
I feel like an intervention would be cool to play with
But it seems that by gold rank most of the sword players have already been filtered out, now
The engagement part is what's causing the blades to struggle, I think 90% deflection was a bit much tbh, it definitely needed a buff from its season 3 counterpart, but now every time I see dual blades user go up against anyone with a gun, they fight like a riot shield thinking they're invincible. Not to mention that with every melee (other than spear) is not combo based which I feel suffers a bit from that too. If they just moved the X slash to the front of the combo, the engagement part wouldn't be so hard bc of that last animation only being 1 swing and not 2.
The third swing is the worst of the bunch in terms of rate of damage output. It sounds like that would only be a bad thing for the weapon
it'd slow the ttk on heavy and light a little, and worsen it further for any engagement in which you got some hits in and then fell out of range again
So as a sword main with 300 hours on the game, the sword isn't really beginner friendly. You get caught out really easily without knowing sword movement
It's great on support focused light. Not great for 1v1 fights tho
Well it's technically supposed to be the strongest since it goes 50, 60, then 65, but since there's 2 swing in the first two animations. I guess maybe buffing that 3rd swing to 70 at bare minimum, but having that first initial instant 65 off the bat sounds much better than possibly missing 50-60 points of damage bc your sword just didn't go through on that other part of the swings. Imo I couldn't justify 100% deflection lol, at that point play riot shield, but if they maybe went 80% deflection and made the deflection at enemies more accurate then maybe that could work too
I honestly don't like the weird way dual swords attacks and I think that's why it's kind getting beat DPS wise by the riot shield. Technically the dual swords should probably have a higher dps but the 3 swing system makes hitting with it complicated and hard. I think dropping the 3 swings all together would be much simpler
Itās no more instant than the other attacks - well, less instant, and for less damage. Even if you made it deal 100 I donāt think it would be beneficial in most cases.
Not sure what you mean by āyour sword just didnāt go throughā.
Hit registration is what I mean, probably should specify lol
But there will be times where I'll hit the enemy, it makes the noise, he drops coins, but no damage is accounted for
This isnāt affected by which attack in the combo is being utilised
i like how the ks23 uses tan slug shells but ejects 12 gauge
Ik it doesn't-
I was responding to what you meant by "my sword not going through"
It's a magical color changing gun
Wdym
so far i like the cerberus shotgun better than the matter but i like the dash better on the light so idk
Cerberus is more comparable to double barrel than the matter
it was basically the same thing in 5 season, it could one shot light
Huh, the season 5 Cerberus was a tickle monster that's why it got a decent buff in 5.8. also it did 108 on full meat shot. And full afterburn (38dmg) leaves the light at 4hp
i dont remember the history of every weapon
how do you play the matter
infact i dont remember history of pretty much every weapon
Brother you brought it up. You might be thinking of 5.8 Cerberus or season 6 Cerberus. But on release it was aight at best
i remember that it was dog shit on release, but im pretty sure they buffed it during season so i thought why not say season 5 as a whole
Yea that was 5.8. so closer to 6 than 5 but I get what your saying
You have great sustainability and damage. Don't get too close since it has an ok mid range and just keep shooting. You can out range or out sustain every other close range weapon other than the model or flamethrower
what about heavy?
anything but the mgl and flamethrower
is the spear any good?
hit reg is iffy but id rather use sledge
only thing thats keeping the spear alive is the alt attack
Minigun or shak
what gadgets / specials should i use for light / medium
mainly light but in case i play medium
Na bro, flame thrower goated
ass
use whataver you like
how are you supposed to get up close with dual blades?
you switch to a gun
you use cl-40
Skill issue
id rather use spear š
Bruh spear is better with winch. But flamethrower mesh or goo is actually so fun
id rather use goo sledge
It's really just the blocking and having tight movement, dual blades need some love bad
I mean that is fun but ever since they removed goo planes and launchers it hasn't been the same for me
It makes me want to chase a high that isn't there anymore
Will they ever make spear throwable
NO
Not if borgon has his way
nerf knifes into the ground
To the hyena pit with you!
Literally sent that as yours got sent
I've been practicing my flamethrower just for you
Noooo
Minigun?
Yes
I was talking to him personally manā¦
Oh sorry you didn't reply to him, I thought it was general
Trying to speak with the love of my lifeā¦. 250 bullets of freedom
I see, I'll respect your privacy
Ight thx
For any medium mains who use the cb repeater what scope do you think is best with it?
I like the semi-circle red dot one. But I don't play repeater too much, it's just by far the best for me
Is that the one that the fcar normally has
No it's not standard on any gun. It's a circle but doesn't go all the way around, got no clue on its actual name, let me look it up
Its called the looking glass I think
Ohh ok yea that scope is really nice on a ton of weapons tbh
It just has great visibility
I use it on the akm and shak I find it easy that way
any ars/smgs that dont have a ton of recoil>
I use looking glass the other ones are either too small or block my vision
Arn/xp
light class overtuned asf
looking glass
Anyone have any gun recommendations?
dagger
cl40
You guys should add a fake cash out tool so they follow that one instead to throw them off
NERF SMOKE ALREADY. Im sick of losing to kids going 2-39 doubling the last box and throwing 9 smokes on it.
Doing that rn

goodluck soldier o7 you'll need it
im proud of you son
š„¹
Tracking dart š¤”
Chat whatās the opinion everyone has on mini gun?
M11 with extra steps
hype moments and aura
lota shields
A tier heavy weapon
Definitely worth learning
I use either holo or the zoomed in one,
its actual name is the okp7
is it still broken on shak
red dot and adder reflex are both great
how
is the lewis gun on the heavy kind of bad or am i just ass with it ? i feel like i have to dump half a mag into a light sometimes and i've always loved the lewis gun in any game i've played
Its aliright ig
lewis gun kills in nearly the same time as the m60, it's the recoil that's kind of harsh
takes 7 bullets for bodyshots only to kill a light
i am using it for medium range fights , is it supposed to be used at a different range ?
it's the mid-long range counterpart of the m60
but it's just as good in close range, the only problem is really just the recoil
lewis falloff range and damage at max range
as you can see it should do way better than the m60, but the m60 has way easier recoil
maybe that is my problem , i'll play a bit more and try to get used with it
Each gun is useful if your good enough with it btw
fair enough
Yeah, I just always have preferred holo sights, honestly any sight is good
If I was u Iād personally swap to either shak-50, M60, or sa shotgun, theyāre are the best meta weapons for if u try to play ranked
I use m60 out of the three because shak has too little ammo, and I just canāt use sa
Shak 50 needs an ammo buff
for sure, I reckon 25 is a solid spot,
Yeah seems fair
Īn defence of the sword having the lunge qm combo, matter does this as well
mfs are argueing about lunge + qm, when you can barely land the qm in the first place because of aimlock?
let us control turrets when we die
double barrel looks weird
Shak is a top 2 weapon rn it doesnāt need a buff
Just an ammo increase to 25 instead of 20
Bro even when you hit the QM combo the game tells you NO
Actual fucking highway robbery
average melee hit reg after the update designed to fix melee hitreg
Shak should not be touched at all and could even use some tuning down if anything
i think the only one that matters is vs medium where lewis does 1.32 and m60 1.24
(bodyshots only btw)
I think it's ok where it is but maybe a slight nerf could be ok. But I think the low mag overall balances it out, maybe make it 18 shots instead of 20 idk. Or make the reload longer. But I think it's fine where it is.
Your body will not be found.
The Shak is the pinnacle of weapon balance. Perfect in form and function.
shak is balanced, it doesnāt need any changes
Bruh, I just know I only hit bodies and that thing still shreds. I agree it's very well balanced
Your heresy has been noted. You will be left behind during the rapture.
it's mostly well balanced but winch makes it too easy to shred with
Shak doesnāt need Winch.
Shak is good with every spec
I mean yes but winch is like THE pick to go with it
The problem here is that winch is unbalanced and it needs a nerf/rework
Winch is THE pick to go with every weapon
I love Winch but it isnāt good for game health.
I mean all heavy specs are good just in different ways
Winch counters almost every heavy spec, goo gun is the only exception here
Not disagreeing, itās another demat issue
IDK man I think winch is fine if we allowed mesh to block it and let mash juggle a bit more.
Winch is not healthy for the game, same as goo grandes
Why use anything else when X exists
Winch fishing is problematic. It simplifies engagements even at high levels of play
Let's take my heavy main for example.
Flame thrower + winch allows easy kills and a free pick if I can aim well. As well as cashbox manipulation
Flamethrower + goo gun allows stalling players and burning them while there stalled, and let's me set up defences that I can ignite at any time. Also let's me climb and croung to places I otherwise couldn't
Flamethrower + charge allows me to surprise people through walls and adds more destruction to my kit, as well as giving me a good escape tool and finisher should my ammo get low
Flamethrower + mesh allows me to better protect myself especially when out of range, allows me to close the distance, and juggle the shield to maximize afterburn damage while keeping myself safe
All have good uses
I like that Heavy has a reflexive displacement tool. It helps fighting highly mobile burst heavy opponents and levels the playing field since Heav cannot have mobility.
But that on-demand utility is also problematic because it doesnāt require setup, putting monkeys in a row for kills
Not really sure what you mean by this. They all matter
Again, as I do with Medium Iām not saying Heavies other specs are bad. Just not as powerful as one option
mgl32 in question:
Winch hard counters both C&S and Mesh shield, winch also doesnāt require good aim because of the hitbox , and using only one gun as a example doesnāt show the full picture of why winch is unbalanced
I agree that should be changed
You still need to time & aim Winch, itās just that the return pull is still active and many players forget that
Winch shouldn't go through shields and it should stop the charge and slam but not pull them
Return pull is dumb, there is no reason to reward someone missing their winch
Sometimes it isnāt accidental, the timing of the return can be gaged and used regularly
But I also think mesh should have juggle charges. like how the SA12 has those bars over the ammo. It should have 3 charges that don't effect the health, but you can only activate it if you have a charge. Probably 8 second recharge time per charge
Yea but it reduces the mechanical skill that winch is supposed to have
I think return pulls are funny, that is my only opinion on those
theoretically, if we were to rework winch to be non-combat utility, what could we make it do?
ofc more range to grab statues
maybe destruction/pulling broken walls
any ideas?
I donāt think so, Winch is a throw & return. If someone dodges the throw and not the return I view it as a skill issue
rip out turrets/barricades
But I totally see where youāre coming from
Is really hard to see a winch mid fight, there is not enough visual feedback when someone uses their winch
When a Winch is cut or disconnected it falls to the floor and glows red. Iād like to see that on the return pull
Which effects like 1% or less of the playerbase.
I have never been winch fished with Demat.
People act like you can drastically effect the return pull, but you literally just have to strafe the same direction they move to avoid it.
shak 50, m60 or lewis gun? ive experimented and shak 50 is the best overall but i want to hear other peoples opinions
- Shak
- M60
- Lewis
In that order
I will try more m60
M60 is great, the horizontal recoil on the Lewis kills it for me
Make use of the crouched hipfire. Weirdly good on M60.
I'm a little confused and I have a question about demat
Itās okay my child, ask away
It's not the first time this has happened, but several times during matches I pull it out and trigger it against a wall or something, right?
Am I crazy in thinking there's a lockout period between when I hit the button and when I can actually demat a wall?
You need to let the pull-out animation finish aye, but itās pretty fast
I press the demat button on my mouse, I get the ui showing the wall is blue or whatever, but I have to intentionally wait a couple seconds to trigger
is there any way to demat faster?
It's gotten me murdered a couple times because I pull it out and click the wall and swap back to primary, and I'm just stuck there with no wall dematted looking like an idiot lol
usually in clutch situations too, which pains me more
When it glows blue itās showing you the selection
You need to hit it again to actually demat the wall
I'm tracking, I'm not new, I just wanted to confirm that there is a second or so between the tool selection and the actual ability to use it in the environment
and that there's no tech or anything I can do to mitigate that
Afaik no, but the time before you can actually use the demat is very small, unless youāre already hugging the wall when you pull it out I donāt see how you could mess up the timing
The demat has a little bit of range so if youāre not already Iād suggest whipping it out while running so you can demat ahead of you
usually in these situations I am indeed hugging a wall
it's usually not a floor or ceiling
like when it happened yesterday it was kyoto and I was in a clutch 1v3
killed two, 1hp left and running from a guy trying to reset and I tried to demat a wall and flubbed it because I guess I was too close
I just fucked up the chain, opened demat, selected wall and activated it, and swapped back to my main weapon
but because it was too soon no demat actually happened and I just looked silly and died
I just got the Akimbos and holy hell, I think these things were actually made for me. I love them so much and it's been ONE game
Could be worse, you could have been playing Light
Jimboās are fantastic if you have a propensity for popping grapes
Also I got a team wipe with them so I'm happy
Even then body shots on L/M is decent, but yeah if you can aim at the head you're golden
Fuck the db and everything it represents in gaming
Agreed. Me and my sword homies hate DB
Fuck it imma agree with a light player
Welcome to the dark side. The solution to DB is to get good enough at DB where you can rage switch and make their life hell. That's what I do. Oh a sweaty Cloak DB wiped my team, welp time to break out the dash DB
Just wish it had a longer reload
but db is boring asf who the fuck likes that shit
Don't got a good clip of me rage switching so I just used my favorite DB clip
Get it the fuck out of here y'all got the more fun alternative
Sword
I don't disagree.
Hate filled people. Use your hate, become what you hate to make them rage quit
But theyre not gonna be vaulting weapons sadly.
recon got vaulted, also matter exists
Not anymore, now it's just ass unless you really know what your doing
db should just be merged into sword. Sword in your right hand and db in the left
if you know you got lunge, if you don't left click is now a 3 hit kill on meds and 2 hit kill on lights
Lunge used to be 2 hit on medium
well now you have to insert a qm
Making it 2 + QM I'm now realizing kinda sucks because mediums are still kinda fast and they have some pretty high DPS guns
The lock on rotation should end as soon as you qm
Would make it a bit more reliable while still being fair methinks
No it's gotta go entirely. You can't even turn your camera to hit combos which makes the mobility not matter when fighting, basically killing the weapons combat abilities outside of jumping people already fighting
That's what I'm saying. At the very least there shouldn't be a rotation lock on qm
imo this is a really interesting combat space (like, with most but not everything destroyed), should we work more with this?
like, add items, events or whatever to make this more likely?
I think having at all is unacceptable. The QM combi doesn't matter if they can just hold the A key and avoid the lunge entirely
More building destruction without player intervention?
Perchance.
I prefer my buildings intact personally
i mean maybe with player interaction
thing is, mass scale destruction would be really powerful to put in the hands of a single player
Call that sledgehammer
but maybe the arena items could be buffed, explosive shells for monaco/skyway canons, bigger wrecking balls etc.
dont it work like that?
just went 5/8 in dm kill me rn
I don't believe so
Yes and no. There saying it should end as soon as you click the QM button so you can readjust your screen for the combo. Currently there's a delay before it ends
washed fn
aight that should change, and I still believe horizontal clamping should be 120
the clamping was actually good
They should've atleast buffed it to 90 in both directions not just vertically lol
the wrecking balls in particular are kind of lacking imo, i know they wanna change destruction if they fall on things, but that doesnt make people wanna interact with them more, just destroy them so that that does something
that is the best idea ive ever heard
The fact that the wrecking balls break before they can break any structure is boring
true
The ball and cable should be basically indestructible imo
I've been seeing it a lot and Ive been wondering... Do we unironically want grapple hook to be buffed?
Dash, demat, and winch need to be brought into line
Thereās absolutely nothing wrong with Grapple. It just isnāt Dash.
What are you trying to say, those are the most used specializations
anyone know if ads effects spread at all?
Yeah your hip fire will be less accurate than ads for most weapons
Shotguns and stuff like gls and flamethrower are unaffected
I think everything else needs to be brought up. Winch is a bit op but demat and dash work well, they just don't have real competition
Well grapple is decent competition but I think it's one charge turns a lot of players off even tho it isn't bad by any means
Nerf the pike please
i think dash need a bit of tuning. its too opressive
it isnt?
I don't think it is, it's just super useful for survivability, which light desperately needs. If you nerf dash you will kinda kill lights ability to survive fights severely nerfing the class itself
Grapple is more of a utility and escape tool, and cloak is countered by a decent monitor
Touch a building with the cable and it snaps
mustve never noticed...
because why would i even try to use it with how weak it is
I feel like the wrecking ball should be able to do like 100 DMG when it hits players, still wouldn't be nearly worth it but very funny if it kills someone
Should be able to level buildings with it
It does
Big, then just fix the chain and it'll be a very funny way to throw
I want no sights to give an ADS buff. harder to see, no one uses it other than it looks cool.
That would make the game inconsistent and make weapon balance even more complicated, something embark definitely doesn't need rn. They can't even handle balance with the current weapons
visual recoil?
That would heavily effect balance on guns like the m60 and lewis gun
I think iron sights giving you respect points is enough. It's why you're a bitch if you put a scope on the revolver
Damn bro didnāt need to ping the poor dude
He was born with glass bones and paper skin and youāre dragging him over coals smh
He deserves it. Plus I'm on cooldown in the feedback channel so I couldn't shit talk there
real
I'm sure he'd hate it more if he was dragged over light swords
Im glad everyone just agrees genuine skill issue. Not one person has attempted to refute that yet. I wonder how this guy would handle peak sword, not ore-nerf sword. But the true season 3 peak sword with the 10m lunge and like 20m super lunge
It's funny how they randomly nerfed Sword's damage by 25% midseason because it had a bug only like 3.14 people could use consistently, but multiple shotguns out here are casually getting +40 damage a shot with animation cancels and nobody cares
Esports ready btw
@alpine heart #šāgame-feedback message
Why don't you try applying that same logic to weapons that aren't dogshit tier like the CL-40? Repeater, Model, Cerberus, and Revolver can all do over 100 damage with hitscan.
(Pike out-TTKs it, too, but doesn't "basically one shot" L š)
tbf, sword is kinda busted, it doesn't need a nerf, more like more counters. I have been running sword for few months now and you can wipe whole team solo if you're good with it and coupled with dash.
What it needs more counter gadgets cuz the only counter to it is glitch mine and glitch grenade (which is hit or miss due to detonation time and you can hit yourself with it)
and I know shotguns and pyro also exist, tho I'm more talking about sword users who have brains instead of sugar rush juice inside their skulls
how much damage does the explosion from gas being ignited do?
I think that gas ignition doesn't deal any damage at all
dammit
it should
Yeah, I also think that. But I tried it at the practice range with dummies and they didn't receive any dmg
clanker detected
š
Thatās their word.
You can say āclankaā
The counter is to shoot them. Good aim and positioning is it's hard counter
refer to last part of my sentence
Brother unless you're playing in casual it doesn't matter how good your movement is. 150 health melts very quickly to someone who can headshot
ok this is just heading to impasse
it very much matters how good is your movement, because otherwise Light is objectively worst class if it wasn't the case
because if we bring topic on any lights weapon, you can just always answer with "Aim at heads, they don't have much health anyway, easy"
my point was, if light with sword and dash is good and acts smart, sword can be very oppressive and it has no counters besides glitch stuff and flamethrower. As I said, I've played with light sword and dash for a while now, I have 10+ almost every game with this setup, Ranked and World Tour, I know how to play around them and frankly lot of those counter gadgets are easy to avoid if you know how to - Glitch mine is easy as you can just start dashing from a far and add sword dash which allows you to overshoot the mine. Glitch nade is always hit or miss cuz of detonation time. Hardest one is flamethrower, but you bring flashbang or smokes, it becomes negligible. Mines are also good, but you have to lure light into them which is situational. That pretty much it on countering the sword. Even hammer has more counters (Which I also main as well) - distance itself, sniper rifles, glitch (against winch), nullifier, lock bolt and flashbang honestly.
That's why I think bit more counter gadgets wouldn't hurt in this case as Sword and Dash especially are pretty popular picks rn but have few counters compared to other melees.
Sword rn is strongest MELEE weapon due to it's skill ceiling and reasons I stated above. Second is Sledge tho.
Doesn't the lockbolt thing counter them pretty hard?
Yep, forgot about it. Tho you can also avoid it if you already know Heavy has it.
If heavy uses it in long distance, you can quickly break it and escape, if it close distance, then it's no use, light can still reach heavy. Best case is medium distance.
again, that's if Light is playing smart
One thing that makes swordās life miserable is spear. That is, it would if the hitboxes on spear werenāt such a bugfest
Spear can be such a good counter, but yeah, hitboxes are meh
I was just getting bodied by a light sword last match lol, It's pretty tough to counter but I didn't have the lockbolt on me; I'd imagine having the high ground and trying to predict would be the best way but it's just not consistently doable. Even when you try to kite they just get you so quickly.
High ground could also be good strategy but it can easily by overruled with gateway
done it many times with it, best you can do to avoid dying is sticking together with team
sword is best on 1v1 or when you have lot of corners and pillars to retreat to. In open fields, it a death sentence
Solo Q challenge mode level 9th gate of hell.
It's definitely a 1v1 machine, like a knife through hot butter
It's really not as good as you make it sound. Consider what Sword does that other weapons don't: slightly better movement and the potential to multi-hit. Otherwise, many of the guns kill faster than Sword literally ever could... and from range.
The counter to Sword isn't Glitch Trap or mines or whatever. Those help, but they're not necessary. The counter is staying in eyeshot of your team on highground without literally bearhugging. If the Sword user tries to get into range, they can be deleted before even dealing 1 damage.
If highground isn't possible, then you stay out in the open. If you're forced to play indoors, then you close off as many flanks as possible. Both of these limit the angles Sword can approach (and Light in general for the second tip, but it's extra potent against Sword because they have to physically close the distance from the flank to you to deal the damage).
Every other light weapon has a far better ttk. Sword isn't the worst light weapon but it isn't far off, and good movement doesn't fix that, it helps, but ultimately with screen clamping and the new harder combos it doesn't help enough.
If dash sword acts smart why are we assuming the enemies are dumb enough to put themselves in position where the sword would beat them. It's pitting a very good sword against mediocre players, which then obviously the swords going to win. But sword doesn't even need hard counters to lose, (revolver, Pike, repeater, famas, KS-23, D-eagles, Shak-50, SA-12, flamethrower, spear, CL-40, Cerberus, all light weapons besides dagger), melt the light before they can even do anything presuming the player is good. You make sword sound way better than it is, but outside the hands of a god-tier sword player these will always win assuming both players have equally high skill. Sword works when you flank and attack when they're fighting your team and they don't see you, but every weapon wins when they don't see you, dagger would win if they don't see you. Sword right now is not the strongest melee, not even close really. Riot shield, Spear, and sledge all out class it given there in the hands of a weapon specialist. Sword has a very high skill ceiling, but that doesn't mean it's the best in the game, it just means it's hard to get really good at it. If we were talking two seasons ago I would agree but we're not, current sword is not the best melee, it's the best utility melee.
what is screen clamping?
With current sword, while lunging your screen clamps at 40°. Meaning you can't move your screen more than 40°
It's basically killed swords combo game, because you can't actually turn your screen to hit the other part of the combo.
omg i cannot stand the pike
Yea pretty annoying but I don't think it needs a massive toning down. Probably needs a hip fire Nerf and then maybe a slight damage nerf to put it more on par with the repeater
Definitely needs to be worse at close range
exactly! at the moment it just excels at so much it doesnt need much but some small tuning like the nerfs you described would do wonders for my mental health
Big Time agree there
The thing I found most annoying is the hip fire. That hip fire is weirdly accurate
yeah its annoying when my assumption that ill have the advantage up close ends with me dead
Yeah it hurts big time as a sword main. Close the distance to think I've got them only to get fucking hipfire melted.
I don't think it needs a damage nerf. An RPM nerf would be fine
And maybe a hipfire nerf or mag size nerf to go along with it
cut its ammo count in half!
Nah, that's a bit too much lol
Throwing Knives are goated when I can actually hit my shots
I think the trend of nerfing guns needs to stop. The guns are all very balanced at this point.
I wouldn't say that. I think some nerfs are warranted, just like some buffs are warranted
You either nerf a gun until it's useless or another gun ends up taking it's place in terms of dps and that's the next thing people complain about.
You're not gonna reach a perfect balance.
So we do nothing. You won't achieve perfect balance, but you sure as hell can get close. There's no reason to throw nerfing completely off the table when it is inevitably mandatory
Nerfing something into the ground is a problem, but that's an embark problem, not a fundamental problem with nerfing itself
hipfire ftw
Naw pike NEEDS a nerf
It out performs ARs in almost every situation
perfectly fine in the eyes of embark
Why canāt i type in here
nerf the winch claw and riot shield. Both require no skill, the riot shield will either chase you till you just kill your self, and the winch claw makes you defenseless for 3 seconds while the attackers animation is extremely fast to pull out their weapon of choice let alone he just pulled you away from your team into his team while the whole time you are completely defenseless and getting damaged by winch claw and 3 opponents
Me likey the minigun
It goes brrrrrrr
man actually warming up to the minigun these days, if you just hold the center to the target it actually hits really well
very well
spam! banned! no vc perms for you ever
Ok maybe i went a bit too far but i what i wanted to say is they should at least nerf it. The weapons you mentioned are completely different. They are at best close to mid range and require a bit of skill to hit with them (especially the revolver) + most of them got nerfed, unlike the CL that just shoots, has splash damage, has the range of a sniper, and basically 2 shots Lights. I wasnt referring to all classes it was just Light that gets killed very fast by the CL. If you use shotgun from up close most of the times CL wins which kinda forces you not to play shotguns when there is CL
Is the stun gun back? If so whatās the rework
Regarding demat, when the camera aberrates and gives a double vision like effect on players where it separates the colour outline and body when looking through a dematerialized surface. My question is where is the hitbox? the outline or body?
instead of being slowed, you instead become "non-physical" in a way
you drop any items youre holding like the cashbox
you cant interact with ziplines, doors and buttons
you cant shoot, but you also do not take damage
Body
Oh so that's why i miss all my shots
It effectively outright removes the other player from the game for a few seconds (though they can still move around, but thatās about it)
stops steals, prevents plays and can save you in a bad scenario
Would anyone be down to spar about new gadgets? My idea was revisit gadgets that arenāt used as much, give all existing gadgets variations instead of making new ones so they are being utilised more and get new ways to play with. Using a crafting system where we can buy a variant with the gold we saved up from deposits during matches. For example gravity cube makes everything come down and damages you if youāre hit by the debris. Healing ball leaches onto enemies and damages them instead of healing you, pyro made becomes ice and slows enemies, turret becomes a close range shotty. Think the devs would come up with better variations than I do but the concept itself would help some gadgets being used more because most of them donāt get used at all. Curious to see your guys take and ideas!
You know, it'd be great if Heavy had a gadget that allowed it to quickly and fully recover HP, but locking you in place without being able to do anything while it's going. Maybe it could be some kind of consumable, a food item, like a sandwich š¤
Tf2 Heavy
What are peoples thoughts on winching through dome shield should it exist?
(Not gonna talk about through walls, cos obviously that isn't intended)