#đŁâweapons-gadgets
1 messages ¡ Page 280 of 1
Iâm still waiting for tangible benefits from the Premium+ BP. Servers still doodoo, balance is slow, and skin quality hasnât largely improved. (Ursa is still broken on Heavy M2 Body) and the Baihu chest also looks funky
The crop top kpop shirt goes crazy on the fat heavy male tho ngl ngl
Gut maxing
They have to fix my $30 Ursa set right meow!!!
Isn't it crazy that tomorrow is the day Embark fixes the finals? All the reworks are finished and sweeping balance changes
Yeah, we joked about the melee rework in S20 but itâs so brave of Embark to announce its slates for tomorrow
For better or worse In excited to see what theyâve been planning for 4 seasons
Almost a year of development time. It's going to be amazing
Finals 2.0 in season 9. Who would have thought
"not to toot our own horns but this mid season patch is going to be one of the most massive changes to the game we've ever done"
A spongebob collab where we get to fight in bikini bottom would be a way for them to fix the game.
Imaging holding the cashout in the k krab.
Did they say this
i remember them hyping up a mid season balance patch before and it ended up being a nothing burger a couple of seasons ago
Can I get a drip check on my standard Mr. Finals? I need to know if I'm dripping or drowning.
Black cat tail tomorrow trust
And fox ears (to match the tail)
Until it happens I will keep asking in #đâgame-feedback
Love me a silver fox
That's just a Common Mr. Finals. I got some Ultra Rares and Mythics in the bag too.
not even a neon smh
Mr. Finals looks like if you mixed an Indian street food cart with a CIA agent
We're no longer friends
sri lankan*
why can sword charge a lunge while invis, im a sword player and we dont need that shit
He's just sweaty from trying to keep his giant ass up with lights.
their walking speed is just as fast as your fat ass sprinting so yeah i can see it
that's not mr finals. this is mr finals
Thatâs John Random
thats leon s kennedy in 1998 during a work off day
Ain't no way Mr. Finals is a medium. Grandma Finals is a medium though
I do have a semi-rare Young Mr. Finals.
what would yall rate the bow
I don't know, but it looks cool and is a bow in a gun game. I've been wrecked by exactly one. Full draw does a lot of damage.
Only been playing Quick Cash so far and one-trick Medium at the moment. Heal beam, Dual Blades, Defib, Jump Pad, and Smoke Grenades are my current loadout for just ensuring maximum annoyance in not being dead for my team.
We dont dare speak of bow here.
THE RIOT SHEILD IS TOO OVERPOWERED đŁđ¤
Is that you making those noises?
Nerf lock bolt duration or hp itâs horrible embark
Or can u let us be able to block LOS TO RELEASE TETHER
Embark doesnt read this channel. You have to put it in feedback.
Thanks
Embark, kill this man
What meta for a L build
We really need to pin the meta loadouts to the channel.
Hot take. If you canât find the meta load outs yourself while playing youâre not on a level that they are needed
That's not what people want to hear even if its true.
ARN, Dash, Gateway, Vanish, H+
Having the best gun and gadgets wonât get you more wins if your base skills are lacking
Positioning, tech knowledge, and game sense are more important than a load out
Right, but thats not an easy answer. Most people dont want to actually get better at things.
That's why you get all these solo queuers that have never been the reason for their own losses even once in their life. And they will never admit it.
They just perpetually blame every one but themselves for losing.
I had someone tonight give up on am entire round 2 minutes in because we had it stolen and it was legitimately their missplay. The missplay wasn't the problem, it was the loser mentality and willingness to give up.
This was the second round btw, we had already won the first qual round
All of this to say, asking questions like this is a mindset issue.
Yes. Possibly better than the ARN.
Bettt
ARN is more versatile
Ok ok
It's definitely the worst feeling seeing those players just give up and leave immediately the moment stuff goes wrong, like damn where's the sportsmanship. Accept the loss and move on instead of screwing ur team over like that
It's spear with healing emitter 
Laser sword
I solo queue a lot and if I lose a game, I could've played better. Simple as that.
I only left games where I know that the enemy teams are legit just griefing and extending the length of the match the entire time
Honestly, my recent solo games have been complete lunacy
I always get shot from across the map from laser presision sniper lasers, Emberk, we need personal sheilds rhat stop snioers from 360 head shots, Personal laser swords to caterize the wounds and sheilds
Heal emitter + goo gun could actually be insane for survivability, I should try it
Give heavy 950 JDJ
it's worse than the arn,v9s etc
slightly worse than the matter but much more competative with it now
A niche pick. Not meta but can do very well if you put in the time to learn it. About average compared to the rest of light's weapons if you consider it's strengths, but on the harder side to use.
it is
yes and no
part of what makes the arn, gateway, dash so good is that they're very forgiving for positioning
Like the same player with ARN/Gateway/H+/glitch/dash will just be a higher RS than if they played grapple/matter/smoke/flash/vortex
Having the best stuff won't help if you don't take advantage of it, which is part of the reason why I prefered flashes to gateway, because I always fucked my gateway throws
I've spent like a week playing just gateway and now i'm way more confident throwing it and I can get way more value out of it than flashes now
But yeah, positioning wins duels and gamesense wins fights, regardless of weapon or loadout
most weapons are usable even at a high level if you play to their strengths properly for sure
Kinda? But a bad player with a good loadout will do much worse than a good player with a bad loadout. It does make a difference, but not one that's super quantifiable
100%
skill is by far the biggest diferentiator always
a good player can make flashes a huge problem for their enemy, a bad player won't even get effective use out of RPG (oof looking at myself inthe mirror)
hehehehe
idk how you're meant to make smokes good right now? but I'm certain there are players who can make good use of smokkes
tbh I get some value out of rpg at least, I'm so bad at using dome shield it's usually negative value for me
and dome shield is probably the strongest single gadget in the gameright now?
Kinda? Its super strong but glitch counters it so well that its sometimes worth not taking
But excluding that its probably top 2 at least
but certainly you get my point that even wiht it being for sure extremely strong, a bad player can fail to get value from it
and each bad player has unique weaknesses which also complicates things, like my macro positioning is bad which is why I struggle wth getting valuefrom gateway in particular
like, I can use basically any gun and do decently well because I'm good at playing in my prefered range in a fight and positionig well for a weapon, but positioining with my team and for objectives, I'm not good at
Fair, it takes a long time to get good at
I'm still quite far off from being super good at positioning but I find playing around with melee ironically made my positioning a lot better
Although it depends a lot on what weapon you use too so I'm still not as good with some
That's also why I stand by my opinion that ARN is op, even though the numbers don't really speak truth to that
It's just way too forgiving on positioning compared to every other light weapon, and the ttks aren't even much worse for it
Like the XP only beats the m11 for like 17 meters? It starts losing again at 30 meters and only wins out at 13 or so
Meanwhile the arn is better than the m11 at like 14meters and is never beaten
The arn is a slight, slight downgrade (and honestly an upgrade over the XP with tighter hip fire and bigger mag) in close range and a huge upgrade at long range
If you use the m11, (or God forbid, the XP) then you need to be much more mindful of taking fights at distance and positioning for your gun, for a pretty small benefit in relatively limited circumstances
The arn needs to be more shit in close range
It shouldn't be able to kill a light faster in cqb than the matter can
(with body shots)
My use of Smokes comes from being obsessed with Dual Blades Medic. I love knowledge checking people who just keep shooting at my parry, but being the loadout is beam, blades, defib, jump pad, that loadout cannot fight in open spaces nor has any range options at all, so I use smoke to make cover for gap closing whether I'm looking to defib/revive/beam or using it on an objective and just hold LMB while people don't know where to shoot in enclosed spaces.
ARN has worse hipfire than the XP
matter greatly reduces its ttk with quick melee, not sure this is too meaningful. Especially given the high burst damage it has
I think it's the most qm-dependant weapon
Brink elbow model back embark please :(((((((
Matter also doesn't require super precise shots against medium and light
If you're not shortening the ttk with qms you can afford to miss quite a few pellets
Its honestly one of the best light v. Light weapons in the game because of that imo
given that matter is intended to be the longer range shotgun choice, it being beaten in ttk by the long range AR choice for light seems sus
I get yourpoint though
I don't think Arn has a better ttk outside maybe all headshots, the matter 2 shots lights
really? I just checked and standing still, the arn is slightly worse than the xp, but moving looks the same, and I don't think standing still in cqb is a good move as a light
and even if the dispersion is slightly worse, the arn requires less shots to kill, meaning that while it may be less consistent in cqb, it's more liekly to be lucky
matter cycle time is super long, arn bodyshots beats it
I haven't tested it myself and the wiki isn't 100% correct on most things so possibly wrong, but vibes based it feels faster
Cycle time? If you mean the delay in-between shot it's not that long, and I don't think body shots with the highest ttk auto on light beats 2 shots from the matter
I'll record and let you konw
Like don't get the wrong the Arn kills pretty quickly, but the matter is just 2 taps. And the M11 and XP kill quicker than the Arn if I'm correct
the arn kills faster with 100% accuracy but most people don't hit 100% accuracy on a dashing matter light in their face
I'll test in a sec to be sure, but I'm pretty certain right now
hitmarker 1 frame 61, 1.033 hitmarker 2 frame 103, 1.7333
.7s (probably .71 as wiki says but measurement error 60fps)
wiki says .71 firerate on matter so testing agrees
arn hitmarker 1 frame 460, 7.683 last white hitmarker frame 500 , 8.349
.66s, again agrees with wiki at .66ttk on a light
@compact tundra
for sure I love the matter, I'm just saying I don't think the arn should be in the conversation
at any range where you can't quickmelee the light, the arn can kill you faster assuming they hit their shots
It doesn't happen much but i don't think that should ahppen at all, especially when the matter has harsh falloff too
I think arn would be fine wtih ttk on light at .73 and keeping falloff ttk the same
you can fight back against a db that missed it's first shot but a matter at 5m will beat you and the smgs will too
for context, the difference between arn and xp54 within range on a light is .63 vs .66 all bodyshots
arn is 13 bullets in deep falloff on a light and xp is 19 in deep falloff (possibly 12/18 depending on rounding not gonna test rn)
even the m11 is only .54
54>66 is 120ms, which is a difference easily surmounted by having an advantage of reaction times (being invis, having a callout/prefire)
meanwhile the arn has a massively reduced ttk at range
and because the arn is probably playing long angles away from noisy stuff, it's way more liekly the ARN will hear a flank or invis player, giving them first move advantage instead of the attacker, making the tiny ttk difference irrelevent
13 shots in deep falloff confirmed
if you exclude quick melees, TTK is still not the only factor. Matter has high burst damage. Typically such weapons have notably slower TTKs than others.
equally more likely to be unlucky too, but it's a minute difference.
yes, but I'm also making my argument for why the arn is op in cqb with comparisons to autos now đ
So the arn has 1s ttk on a light in deep falloff
meanwhile the xp has 1.25s ttk in deep falloff
while the arn only has a 30ms disadvantage in close range
and in midrange (32.5m) the arn has .66s vs 1.25s, which is a .6s advantage to the arn
If you're going to be doing that you'll want a visualisation of their integrals rather than a picked selection of ranges
(which shall be provided shortly)
I need some good graphing software
I should probably just work out how to set up graphs in excel
but yeah, I don't think that a 30ms disadvantage in cqb is a substantial enough disadvantage to counter all the other advantages of teh ARN, such as the largest ammo capacity on light, and the best ranged dps, beating out the sr84
there we go
23,451 pixels vs 122,203 pixels, roughly
so unless you value short range majorly, then yeah, ARN will have the better general TTK even if we cap it to 50m range
and if you value short range that much, then you shuold be using the m11
not really how that works
can u see capping ti 32.5?
if you could do the m11 too I'd appreciate it, again capped at 32.5
what's the motive?
it's end falloff of the xp, and it's relatively easy to avoid super long fights like 40m+
I feel like it's relatively easier for enemies to force fights from 30m
like, standing on top a building to ground floor often ends up being 30m with larger buildings
well for the first one I may as well just cut off the edge, haha (green area is now 24.7k, so XP would probably beat it here)
what I really need to do is set up a range value graphing system, so an 'overall' ttk comparison can be computed
I will say that I think a more lucky gun is an advantage, even if it's not real, because human bias will lead people to bias towards the times they get lucky over the times they don't
an advantage in pick rate, not power level
I think that's part of why the arn's hipfire feels better than the xp even though it's slightly worse
also I'm not sure how you're calculating the % difference in hipfire accuracy, becasue ti really don't look like 12%, even standing
is it 12% area?
19,615 vs 123,262
measuring the width of the dispersion size while walking
(people aren't ususally standing still when hipfiring)
are you converting that to angle to account for projection distortion?
for calculations involving it, yes, just for displaying it, no
probably better to measure on the lowest fov too for more accuracy
huh I'm really surprised it's 12%, I feel like I never win in hipfire with xp but always do with arn
I'm pretty sure 12% should outweight the luckyness bias
XP tends to run out of bullets too quickly for hipfiring in many cases, I think
Ain't no way they did nothing this patch.
the bias there would make a small fraction of a percent of a difference
For sure the mag size and reload on the XP are it's biggest problems
Reload time is so awful compared to the m11 and the mag is teeny tiny, especially in falloff
The m11 graph was interesting because it kinda speaks truth to how I was winning way more duels with XP than m11 just yoloing around tdm maps
But you run out of bullets after pretty much every fight and the reload is a month long
Meanwhile the arn is only a lil worse in normal distances and has a giant mag
Is it possible that no one is thinking of reworking the goo gun? I think there is a big problem in games with that gadget
since they don't think of reworking anything or making any sort of changes, it might be safe to assume they arent reworking something that isnt a massive issue yeah
If a heavy locks on you, you're basically dead, they should make sure it doesn't block players
deserved tbh. also you can mantle things and it breaks goo locking because mantling takes prio over the lock. if a heavy locks on you with winch claw you die as well so im not seeing your issue. is goo locking strong, sure. is it gamebreaking and unavoidable, no
this would straight up kill the spec, it would need some major buff for it to work
all of heavy's other specs provide a major boost in combat capability, this one does need to compete
The winch is one and you can avoid it and maybe even save yourself if it hits you. The goo gun has too much ammo; if one shot misses, it has 19 more.
it also isn't nearly as powerful as the winch. Winch stuns you and moves you significant distances, without blocking fire from your teammates
i can see nerfing the speed at which you can shoot individual blobs be a sort of reasonable nerf, then give the m2 a way to cycle it to shoot like goo grenade chunks, allowing you to rotate it or something to be flat on a roof, or just like a normal goo grenade to still be able to reinforce an area. could be a cool spec to support your team with as well. covering a teammate reviving with a goo grenade shot from the goo gun.
would obviously cost more than 1 ammo to shoot like that, but could be cool
Reducing speed would already give a minimum reaction time
not projectile speed
you deserve to get goo locked man idk what to tell you
rateo
Goo lock is a cheese strat that wonât get past sliver without good team play
If youâre in a 1v1 goo locking does basically nothing
helps close distance and stall
Someone summon me?
Its also a good way to escape.
I think we need to know what class and weapon homie plays
So we can give him tips for beating googun.
dash arn/m11 is my guess
anyway back to the arn
the arn already has the advantage of a giant mag and barely slower reload
so I don't think it's fair that the ttk diff is so small, that it catches up to the xp54 at only 23? meters
@indigo nexus are you accounting for the game rounding down btw?
"game rounding down"?
when I tested falloff shots to kill, it was the round down damage number, not the true number
I did not think that was a thing, but I should test now
to be fair it might be accurate rounding
damage from non-bullet sources doesn't round
since the arn is 12.24 and the xp is 8.3
but they took 1 extra bullet to kill compared to the non rounded number
I might've done the math a lil wrong I wasn't being exceptionally thorough
but a heavy should take 29 bullets to kill with no rounding and will take 30 I think with arn at deep falloff
ah I retested and it's 29 bullets, so it isn't rounding, I think i fumbled my math earlier
ugh wait not
the m11 seems to be rounding
no it isn't
my brain accidentally rounded the number I was expecting from 42.06 (43) to 42
Are you thinking its rounding from the fall off?
I thought it was but I was wrong, I just mis-remerbered the shots to kill if it wasn't rounded as being lower than it was
bullet damage is unrounded
We finally get a guy in here talking about GooGun and a bunch plebs run him off.
goo gun op nerf googun (jk)
goo gun is probably op but I don't care as long as the goo gods stay out of my tdm lobbies
even if it is op, it's less op than the rest of heavies' specs anyway
It definitely is the strongest of the heavy specs. Possibly in the game.
I'm surprised you dont see it in tdm
anyone smart enough to use goo gun effectively is too smart to play tdm
i think it could be the strongest as it has an infinitely high skill ceiling, but i dont think anyone is capable of reaching that
I strive to reach the peak every day. They call me Goouki
until i see a person goo locking 2 people constantly at once from 30 meters while moving it wont be better than mesh đ
never had a problem with goo
winch isn't op becusae of the high skill ceiling, it's op because the skillfloor is in the basement, so even terrible players can use it to get free kills lol
You wouldn't goolock like that. Its a different technique for making crosses and stuff
same problem as stun gun
they should've reworked stun gun into stun baton as a melee gadget for heavy
that's the worst take I've ever had
Its close
I'm trying to figure out if that would be a good or bad idea lol
even if it's a good idea, it's a bad idea by virtue of eww factor
Worst Bow User take is that heavy is anything but the best part of the game
heavy is king
i love how nullifier is even better than stun gun, but lights still want stun gun back 
It's cuz they can't get free kill anymore :(
I said that heavy is best part of the game and it's skill issue for me
there should be an option to just have the game play for them tbh
Honestly the utility is way better than just getting an easy kill
until my friend steals 50% of my kills đĽ
Youve said its boring before
The other day I had a light nullify me while I was body blocking, allowing them to stop the steal very easily
it's boring because it depends on skills I am weak in
Like what?
light depends on dodge and aim
heavy depends on utility usage more than anything else
I was LEM in csgo buying no nades and playing deagle only headshot only
Honestly ngl it's fun seeing how people react to riot shield body blocking, some people have been pretty creative
can't be shot with a flash/smoke/nade in hand if you don't buy them đ
i got nullified a little too early the other day and it sort of helped me because it allowed to me run through my teammate who was stealing in a narrow door and reappear in front of them to body block. he probably went to game feedback after that and asked for stun gun back
Lol
You say this as light has the easiest guns in the game to aim with.
I love when the enemy nullifies me while Iâm one hp
too bad i only like lh1 đ
I mean, I win fights wiht deagles on heavy, the issue is that I'm not using my rpg or dome shield so i lose matches
Just lets me walk away and find a team mate
iirc you can goo lock nullified players still so you can work with a heavy to goo lock them and bring back the feeling of a stun gun 
Donât really NEED ether with how many good gadgets heavy has
who else here loves lewis gun
tdm you need dome shield at least, or maybehealing emitter, but it's really hard to regen up after a fight in tdm on heavy
Lewis gun is goated, it's one of the few automatics I find genuinely fun
its got a top 5 skin with the roller coaster so id say yeah
Lock bolt, c4, grav cube, barricade, and emitter are all goated
RPG kinda over rated imo
rpg not overrated for tdm, maybe for cashout
lights dont like it because it confirms kills when the breakpoints of guns normally save them
Heavy has the funnest kit in the game. The most engaging weapons. If heavy is OP its mainly in their variety.
lewis gun is fun
it has completely replaced m60 for me, the long range performance is just so much better, the recoil is also very clean with no bullshit
tbh the regen time is too long on heavy, espeically consdierng how hard it is to break line of sight to actaulyl get regen timer to start ticking
it's overrated if you dont have high ground or jump pads to bombard enemies from
Also been thinking that while Heavy is genuinely OP, it's not in the way that gets people really mad about it. Hell I respect them, they're really fun and have vastly different options to play how they want
it determines fights almost before they even start if you get a good hit
I find it incredibly useful on flamethrower, great opening or finishing tool and good for dislodging roof campers plus dropping boxes to me if they are camping sightlines above me
If Iâm hitting a jump bad Iâm going to hit them with C&S for maximum heavy game play
heavy is "op" because other classes support gadgets sustain them insanely efficiently
sorry i play mesh to stall and save my friends đ˘
Yknowwhat that's also incredibly fair and true
I really think the mindset of heavies is also better than the others. Being the slowest biggest target kind of changes how you engage with scenarios differently.
the essential rpg game trio
Oh definitely. I play them sometimes and I def feel like my gamesense is much better as well as my positioning once I get used to Heavy
yeah you gotta be more mindful of position when you're the size of mars
I really don't think the speed diff betweeen med and heavy is big enouhg to make that much diff
I love keeping up with the enemy mediums while running mini gun and scaring tf out of them
They also use their gadgets way more than others I feel like
yea for some reason people prefer targeting my huge blue fat figure than my light picking them off from another angle â¤ď¸
the speed difference is usually a skill issue on medium and lights parts. i can consistently beat mediums and sometimes even lights to cashouts on my team because im just more efficient with my movement
Play hammer and it'll give you appreciation of others speed for sure. I know it does for me at least
or routing issue on their end
Thatâs because heavies are have to be efficient with movement so they are used to doing it consistently
after i started optimizing my movement i never really fail to keep up with my team in most circumstances đĽ
God we're just so much better than everyone else. Its crazy.
Itâs actually made playing light hard for me because I end up being to efficient with my movement and get way to far from my team
it's only about 5% sprint speed diff running in a straight line
I think it deservse to be slightly bigger at least
walk speed is a bigger diff althoguh i dont know how much
How much are movement Mediums that help their team appreciated? I myself am one
extremely
from sliding at the edge of sledges for the slighest speed boost to climb canceling to zipline jumping, it's a lot of fun to optimize your movement as heavy and find ways to get into homes of strangers, rob them and kill them
Also I think the heavy gains more speedboost from sloped surfaces
Good mediums are the jelly to heavies peanut butter.
when I bhop on peace center I go fucking miles on heavy it's really fun

should have eaten the 2nd big mac then chud
Mediums who defib you when youâre running mini gun on the other hand
my medium isnt really that crazy and he also cant vc so i never know when he putting ziplines or jump pads đ˘
Worthless troglodytes
alright I'm gonna try sledge in tdm with dome frag flash
i like getting revived
also I litearlly never use spec
i always put goo in front of fellas i defib so they dont just get shot and die if im the medium
Would appreciate it if they atleast give u cover or defib u in a safe spacd
I actually prefer my mediums to not run defib. I feel like if we're in a spot where we need to defib, outside of turning an emergency 1v1, we need to just reset.
Duuuuude we are gonna get along so well
I prefer when my medium takes goo, jump/zip, and glitch trap
im fine with being defibbed since i trust my aim with lewis gun enough to make a difference
defib is honestly fine in the 1v1v1v1 setting i think, its the final round where its value is astronomical
Randoms never take glitch trap despite it being amazing
Problem with defib is its super busted if someone thinks for 3 frames, but terrible if they dont.
only mediums who have experienced a 8 light quick cash game realize how good it is
does glitch trap stop charge and slam mid charge or nah
I'd trade a kidney to get glitch trap on heavy.
i personally got into a quick cash game where everyone including me was light, and everyone was either playing lh1 or 93r pre nerf đą
lowkey i prefer motion sensor to wallbang with sledge
The area denial specialist doesn't have the #1 area denial tool. Crazy.
iirc it does
man sledge sucks if you don't use dome effectively
GooGun...
you forgot the goo gun
don't even try it, I can't use that crap
then you will suffer
the power of the goo gun exceeeds my body
I like defib in my medium loadout. Since I'm more support focused I'm not bringing as much damage
it's not that hard doing basic goo locking, but it's worth learning the rest of what goo gun can do to actually get value of it
Bow User, you dont even need goolocking. It's just very good.
I'm bad at using charge and slam do you even think I can use goo gun to any effect?
You can get insane value out of the myriad of tech the googun has.
give me back my m1 quick melee on lights
learn minigun googun and you will be a different man
I like using anti-grav cube and goo gun. I know it's a fairly standard goo gun thing but it's so fun
Yes. Because its a good defensive spec too. You dont need to use it offensively at all to get value.
Oh yeah, get any use of that tech me and unjust found?
he killed himself with it
I've found opportunity twice. Once it worked, second time I killed myself.
Lol
I was doing it on the fly.
I've used it to stall an entire team in fortune stadium once
It was on fortune that I did it.
Once I got the main bit of goo on it, I just kept shooting it at the major jump pad, took them like 10 seconds before they realized they should take the stairs
Fuck defib
^this but replace defib with embark
playing sledge is not convincing me heavy is too slow
It makes me appreciate the walk speed on dagger
it is convicng me that dash cd is way too low
Bwawawawaw
but that's a take I already held
Embark, draw and quarter this man
dash cd is too low on so many levels, grapple is 8 0 charges and dash is 6.5 with 3 charges?
that's not remotely sane
if you dump 3 charges you should suffer no dash for at least 20s
Oh, my bad I misunderstood
I thought you wanted dash to come back faster. We agree on this đ¤
dash shouldnt be able to travel vertically as well 
^^^
i mean, i think gateway should be deleted, in which case, dash should have the same small amount of vert gain it has now imho
Grapple should be your vertical option and dash is only horizontal
gateway is the vertical option for dash users more so than dash itself
grapple isnt even bad and neither is cloak. if you wanna talk about "cannibalizing"
Iv never played with a light that actually used gate properly
yeah grapple and cloak and fine tbh, but theyre just worse than dash and you can have grapple and cloak via gateway and invis bobmb
the one thing I think grapple should get is double jump so that you can better evade frags and such while grapple is cd
but I don't even know if that's needed if dash is properly nerfed
dash should have 15 or 20s cd per charge
one press of the space bar i swear makes grenades already do half damage
i wish it did
Part of the reason grenade launchers suck
it's not too bad vs cl/mgl but vs frag and rpg it sucks
i would like to see them play around with the mgl and see what 90 damage is like on it for 2-3-4 shotting the classes respectively, especially with the amount of healing in the game. but yet again we get another thursday where nothing happens ever
Winch, dash, and defibs are the three horse men of fucking up class balance
Its a magical experience.
Honestly, if you play heavy and switch to light with gateway you have a much better understanding of how to use it in team play.
Because you see the shitty gateway plays from the outside
Heavies being better at playing light than light players is a consistent trend Iv started to notice
And I love all of them, tho I think they could be balanced more
Defib's are fine as is, only thing I'd change is being defibed takes half of your defib's charge, so chaining is worse
Dash could use a cool down nerf and I don't think I hate the horizontal only idea, I cant believe I'm going to say this, but give dash a lock of like 30° up or down, similar to aim lock
Winch I think is a bit more of a problem but I don't want it changed too much cause it's so fun both to use and watch
I'd just use my rotation rework but I've tweaked it a bit.
You now hold the button to spin the winch one handed, very rotation gives you +5m winch distance to a max of 15. If you just press the button it automatically winches at 5m.
The 5m winch doesn't need a spin and is instantaneous
Each spin takes .3 seconds
So no spin equals 5m
1 spin (.3 sec) equals 10m
2 spins (.6 sec) equals 15m
I don't know if this would nerf or buff it we'd have to play test to see but .6 seconds is significant in a fight
Bringing a skill set to light that they dont usually have.
I think It's cause heavies are used to team play. Cause heavy requires team play while lights design doesn't really push people to play with their team, so light mains have to learn team play while heavies are forced into it
Itâs just because heavy players are the goats
Do you think it was a design choice by embark to make light a better support class than medium while calling medium the support class?
no they backed themselves into a corner becuase they gave medium better guns than light at release and then refused to nerf them
Guh
I played heavy and I made two enemies swap from medium/light to heavy lmao
heavy is the funnest class on peace center facing towers for sure, bhopping down the hill at 200mph is so fun
I solidly agree, tho it's not a peace center exclusive
For clarification on my previous comment, light can't win a dps race against medium
you can't really od it on the tdm maps on kyoto
real kyoto yes, but the tdm maps are poorly laid out for it
Fair, I've been using Kyoto in private matches recently for cash out and powershift sniper duals and it's really fun. I'm starting to think Kyoto was a good map addition cause I think it's fair that the long range weapons get at least 1 map to thrive on
We've been treating it like those sniper games where you wait and scoop out your opponent and it's really fun
Anyway. since mediums dps is so good, and medium can outrange light to some extent, it's often better for medium to be a dps player rather than focusing on support
rather light is better for people who don't aim quite as well since dash is win duel button
Light is more positioning focused, medium wins in straight duals but light isn't meant to fight fair duals
and medium was given a lot of set and forget support gadgets, which are better for a dps playstyle since if yu die, your team still gains value
meanwhile light's gadgets are mostly active use so depends on survival
again not taking fair fights is a supportive playstyle, not a dps playstyle
Well I mean medium isn't really DPS either, that's mostly heavies role, medium has great burst damage and like you said set and forget support
heavy and light should both be dps to some extent
but medium is the best class for aimers
you have the least jobs to do other than hit shots
medium has a fast firing weapon with accurate hipfire that does 148 damage and they wanna tell me its not one of the best weapons on medium. the gall of some people
hehehe
I think that's actually heavy, heavy is just fighting. Dome is for the fight, RPG is for the fight, lockbolt if for the fight, winch is for the fight, C&S is for the fight, Goo Gun is mostly for the fight. Really mesh, heal emitter, anti grav, and C4 are the only things in the meta or meta adjacent that aren't really explicitly for the fight
anti grav hard counters defib so it could also be looked at for the fight
but that's all harder to use efficiently than gun
medium is aimer bait is my point
Oh I use anti grav for the fight, but most use it as a stall and positioning tool. My newest sledge loadout has an aggressive ass anti-grav
like, the revolver and cb are boht aimer bait wapons
i would use it way more if i didnt decide on using mgl this season. i do have it in the reserves for being able to play on moving platforms to knock the cashout off
heavies limited range on most waepons mean that heavy isn't aimer bait
like, aimer bait being someone who just wants to facecheck people and get kills
doesn't want to thinkabout gadgets
most people assume it's light but it really isn't because light is so gadget dependant and important for team
I use it mostly with minigun and lewis gun for duck hunting. But with sledge it's the old mile high pounding tool
What spec do you use?
like a support player is someone who wants to think careful about where they are, think about flanks, positioning, gadget useage
thats all more conducive to heavy or light than medium
charge and slam. you cant play with anything else on mgl without it becoming a liability
That's fair, then anti-grav will work for you. Drop the box and camp above it, when they draw near plop your antigrav on you so the box doesn't float, when they steal hit them with the ground and pound
btw this is a mostly high elo concept, newer players will just assume light is the aimer class and won't even try/realize that it's actually medium
That's what I use it on this sledge for and it works wonders
yeah i really like the combo of grav and slam, i replace my goo grenade in my loadout with the antigrav so its nice being able to cutoff some entrypoints while moving and slam through if need be as well
does kinda suck tho because i think goo grenade is the best gadget for mgl
but its my suffering for playing on moving platforms with mgl so you gotta make tradeoffs i guess
You could try my gadget loadout , it has a weird amount of synergy
i did something similar like your loadout that when there was an excess of lights in the lobby. but ive come to learn frag and mgl comboed together makes it insanely consistent so thats a tough drop rn for me. i could lose pyro mine for something tbh, im not getting as much from it as i think
Id swap the lockbolt for frag then, the lockbolt isn't as useful on mgl as it is on sledge
ill try it out later and see how it goes
I'm actually gonna try it out later too, to see if I can find some good combos or clips to show off
at a round start, for some reason most teams love to just mindlessly run in and tap the box so you can almost always stack a nade and mgl on the box and just one tap a light or kill a medium
but yeah heavy and medium getting mines instead of light is a crazy take
Not really.
it makes far, far more senes for the sniper to have access to mines
or for the flanker to have access to mines
light having glitch trap would also make more sense than medium because light can get in position to drop it in a fight, and it synergizes with grapple as a defensive tool against pushes from dash lights
light with gas mines would be fun
glitch nade makes way more sense on medium
glitch trap:
Uhm no, glitch nade makes a lot of since on light to balance out their low health and give them more resources to even out fights, and mines would suck on light, they could keep dashing and throwing them down and would make setup time for cash boxes trivially quick
glitch nade makes a lot of since on light to balance out their low health and give them more resources to even out fights
yes in the current meta, I'm not assuming that weapon and gadget balance would be identical to today in a world where medium and light are balanced with light having mines and meidum having glitch nade
this is not a change that could be made right now without absolutely breaking the game
Light may be lowkirkepstienuinely reliant on the gadget, but Iâm not sure what a good way to mitigate that would be
I mean, giving it to medium and giving light +25hp
HP changes would require a total rebalance of much of the game
That changes the entire game to fix one gadget
moving glitch to medium would also require a total rebalance of much of the game
fixing glitch also requires a total reblanace of much of the game
So we don't, I think it's fine as is. Glitch is meta but not a requirement
would adding more pellets to m26 matter (and nerfing damage per pellet to keep the damage the same) make the gun more consistent, or would it increase strain on the server and cause more noregs?
I donât think either of those would be to nearly the same extent
we are rebalancing the game finally!!??
neither
more pellets would make it less consistent because dps becomes more range dependant and less aim dependant
it wouldn't affect anything on serer processng side, hitscan is basically free
tbh I think if you nerf dash as it should be, then it would require a similar scale rebalance
the pellets would be added inside the outer ring
i dont think that would make it worse at range
Just nerfing the cool down wouldn't, unless we're talking an entire charge nerf which would be overkill to me
don't care
if you think the m26 has hitreg issues either you have connection issues or you have aim issue
higher damage single pellets is better for consistentcy becauseyou can manipulate your aim and their hitbox
more pellets means that their specific hitbox/animation shape will affect damage output more
I think cd should be 20s
which would probably require a very significant rebalnace ofa lot of wepaons
That would be an insanely hurtful nerf. Like that's overkill to me. Why not just make it 10 max and let it settle before nuking the spec that keeps light in the meta rn, you're talking potentially complete removing light from the meta since we don't know how light fares with a nerfed dash, much less a nuked one
isnt that exactly what makes shotguns interesting?
imo u shouldnt be able to aim it the same as you would a bolt action or revolver
I donât think it needs nerfing. Small buffs to invis / grapple, problem solved
i really just think dash needs its verticality removed
you don't?
this will hit all center pellets for a 2 shot kill btw
if you made the center pellet damage a more even circle some would miss around the shoulders and it wouldn't be a two shot kill
then see where we are at
Small buff to invis maybe, but grapple needs a lot to be good imho
I donât think so myself, in a non meta sense
but I don't really care that much abut that, my main contetion is that dash has almost no downtime
if you use it with 1s spacing, all three charges, you only have 4.5s downtime
even if you dump all 3+1 dashes you only have 19.5s? cd
like, it takes seriously trash dash usage to run out of charges
and dash doesn't break aim to gain movement, where grapple does, so dash will always be meta over grapple even with 1 charge at 8s cd
I think thatâs a bit far
if gateway is unchanged I don't think so
dash is not some kind of automatic fight winner, especially in high elo, such that all the utility from grappleâs movement would be outweighed by a single dash
fair take
in tdm the dash would be meta over grapple with 1 charge at 8s
even against high skilled players, the utility of grapple is outweighed by fight winning power
Well, in TDM Iâm not even sure how youâd use grapple well
but even so, I think there will still be people who prefer a 1 charge dash and gateway to grapple
in cashout
it's a huge advantage for winning fights evne against extremly skilled players
and I think dash should be nerfed because it 100% negatively affects the number of casual players in the game
like I've seen so many new players playing heavy being absolutely bullied by dash lights wiht 0 way to respond lol
grapple players in tdm are usually sr84 or doublebarrled users
grapple gives more speed for gap close with db and better kite/positioning for sr84
and also gap close for quickmelee on sr84 bodyshots if you're really bloodthirsty
Like, I really think you're underestimating dash, I think dash is a big part of why model and now cb are so popular
the numbers on cb and model were honestly never that crazy? compared to the autos
maybe themodel, but certain the cb's numbers are way less than it'spopularity would imply
landing two hitscan flicks on a dash light is vastly easier than akm beaming the same dash light
Against lights, I would definitely disagree
fcar with no headshots is still 80ms faster than cb, with headshots it's half the ime
the problem is that you don't know when dash is coming so against an auto gun it's a free +150ms ttk
you can't preaim the dash, you can't do anything, you just have to react when you see it, and even with perfect aim after your reaction, it's still gonna throw you off
whereas with the cb/model, you only need to flick hit twice, and you can flickshot them while thy're landing from dash animation
and +150ms is assuming very, very, very good reaction times
Well, it is meta. I just don't think it could be by a lot, since it has been beaten by a moderately better invis before, and since grapple seems to do well.
The act of hitting an injured dash light in the skull with a bfr titan or ks23 is what I like to call the yogurt effect
invis is a free 150ms advantage that even works against the cb/model
grapple can be a free 150ms if you're in an adequately stealthy position
it can be more or less depending on how advantageous the position is (arn vs p90 40m away, for example)
but if invis is effective, then it's a free 150ms ttk
but dash with 3 charges can be free 450ms ttk
again, that's asuming crazy reaction times and perfect aim
if you have bad reactoin times, a laggy montior, and weak aim, it can be a second of ttk
like, 250ms reacton times, 50ms of display lag (playing on a tv on ps5), and controller aim lol, that's 300ms with perfect aim, per dash
dash is just as toxic as invis but people say skill issue because they don't actually think about it
and thats why light feels crazy squishy when you play grapple, because grapple gives no free ttk. You have to earn the ttk via positioning, and you can do that with dash or invis and just have dash or invis for free ttk too
that's also why grapple DB works, becausse it kills enemies fast enough that it can mitigate the ttk difference, adn it'll feel horrible if the enemy has a skilled heavy anyway
a player of equal rs using grapple instead of dash is more skilled
they win fights off positioning advantage rather than bullshit cannon that is dash
and that is a greater reflection of skill
Thoughts on dash having longer cooldown if you use all 3? Otherwise the cooldown is the same as long as you have one.
Iâm game, dash doesnât have enough downsides. But Iâd like to see fixes in how some dashes donât do anything occasionally when used midair. Not sure if itâs a bug, conditional, or itâs something I am doing, but itâs frustrating when it happens
Hey so as a game design theory I've always wondered about how to make a long ranged sniper fun to fight
So the problem is
FPS Game design 101
- A gun must be fun to use
FPS game design 201
- A gun must be fun to fight
Snipers have always failed that second rule. But I may have come up with a concept that fixes that
I think I might have just figured out how to make a traditional long ranged sniper playstyle work in a shooter without being completely ass to fight for all the normal weapons. A spotting system
I'll use the finals as a reference game and Kyoto as a reference map
When you unlock the long ranged sniper (which would be a distinct weapon from the more normal playstyle quick scope sniper) it comes with a ghillie suit for each map to camouflage yourself with. The sniper does high damage per shot and even higher damage per headshot (for the finals current damage numbers are fine). The sniper is encouraged to hide at long distances and shoot at enemies obviously. When a sniper is pinged their weapon is disabled for 25 seconds. So now counter play isn't hunting the rat down, it's sniping them. So you're not necessarily fighting them as much as you are trying to spot them and keep track of them. This makes sniper more fun to fight since it's a game of where's Waldo and discourages getting too close and encouraged changing up positions. Also when spotted the sniper is discouraged from staying in the same spot since they'll easily be spotted there again. This makes the sniper still fun to play but also makes counterplay bro require hunting them down or giving them an advantage while chasing them.
While the sniper is disabled the sniper pulls out a pistol to use for self defenece so there not completely defenceless.
Also the ghillie suit is auto equipped over top of your character and the sniper has matching camo, the camo used is based on the map your playing
What do you think?
the intangible advantage of invis, over dash's 3 dash of 450ms surivivablilty, is that it denies the enmy first move advantage always
if invis is effective, you can ALWAYS retain your 150ms advantage, where dash reuqires you to press the button, which means you can be oneshot before that
and the meta where invis was best was the same as nukes, at least for some of it right? so big advantage to retain the first move advatnage where even a dashlight can get oneshot from range
Is the problem with dash that it just facilitates the easiest playstyle with light? Or the most efficient? Because invis doesnt feel weak when I use it. Grapple works as intended.
Grapple does its job splendidly and doesnât need any buffs. Dash is just so strong in any given situation thereâs little reason to choose grapple over it. Invis definitely needs work, Iâd like to see changes so your choice of cosmetics donât alter its efficacy
the number 1 problem with dash is how game ruining it is for weaker players
there is almost no counterplay if you aim/reaction times aren't above a certain level
They need to add something negative to running dash
Dashing into walls deals damage đ
that would just be a buff for controller and nerf for mnk
Like a bug hitting a windshield, splat
I find issues with the foundation of it tbh. I dont really think any gun is fun to fight. If you want to say it should be fair, thats okay.
But ive gotten in to disagreements with people here before saying that my enemy's enjoyment or engagement should come before my own.
I also think me enjoying using the gun works both ways. If all guns are fun, and fair, then thats true for my enemies. So that solves both sides.
Every time you dash without any time between the dashes it increases the recharge time
Tbh I feel sniper (like dagger) is flawed on the design level considering how this game is played
basically they were tryna be a tf2 clone but then game design drifted too far and they forgot to delete the weapons they tried out
I feel like that applies more for dagger than sniper, but yes
I agree. I also think long range weapons in general are kind of antithetical to the finals. LH1/Pike are about as long as it should get.
huge agree
Snipers already donât really mesh with most arenas, and while having a map dependent niche weapon is fine on paper, contesting it at ranges where itâs preferable to other poke options isnât fun.
Deagles are the best version of a long range weapon for this game
I think it should be considered in the order stated.
Fun to use
Then
Fun to fight
But I think the problem is people don't realize when a weapon is fun to fight. Like dodging model or close ranged repeater shots is fun and rewarding. And over a gun you actually get to engage against is fun to fight. You don't engage with a sniper, they pester you until you hunt them down. Again I am distinguishing a quick scope sniper from a distance sniper
Itâs super OP on powershift due to the gargantuan sightlines to the objective, but anywhere else itâs less than effective sans treating it like a shotgun and praying for an OHK headshot and at that point why the fuck is it a sniper?
I think the sniper as it is is fine though, it isn't super effective at long range poke now it starts to be a projectile, and instead its generally used as a cqb slug shotgun
Thats why its not fine.
So you think my idea would help?
I think it's balanced fine as a cqb slug shotgun though
could do with a little less spread but I think the risk reward of headshots is intersting
Specifically with the fun part
is the snipershotgun a weapon you dislike playing against
You said 201, like the more advanced and important class. So I assumed you were prioritizing it more.
I think the sniper needs to be significantly weaker in CQC, if someone gets the jump on a sniper they should be rewarded with a kill, not get OHKâd with a hipfire. (Specifically Light v Light in this instance)
But the Sniper should also mainly be a long range weapon, but poke options are easier to use and more viable at general combat ranges
But then, why would it exist? Just a shit idea from an era when Embark was experimenting. A holdover from a different time. Like the dagger!
Do not be mean to my dagger.
I think the game is fine with a shotgunsniper and no snipersniper
It's not. That's just objectively incorrect.
Also fuck no. Light doesnât need free camo
Make dagger left click install a tracking dart on enemies
Aktshually âď¸ đ¤
It should deal a Poison DoT so even when a Light fumbles the bag and escapes for free with dash + goo they still get rewarded
No I said 201 cause a lot of developers don't think about fun to fight
We should make the back stab 270°
Did I cook chat
Catter will get mad but fun/powerful weapons will always be better for the user experience. You can balance them but the goal should always making things as powerful as possible while making the most powerful thing difficult to access.
An example, the V9S was very powerful for a couple weeks, but it wasn't hard to access. You could do it anywhere on the map basically. The V9S can be powerful, it just needs to have a set of parameters it can work well in.
Embark banning the word fun now
but yeah, dash is excessively good against bad players, and the gun balance being based around a world where 90% of lights use dash means that the light guns are underpowered for other specs, especailly when it's average skill level (like, their stats will reflect a world where people are less good at hittng a dash light than in pro matches), and dash has effectively no cooldown, its very, very, very hard to actaully catch a dashlight with no cooldown
And dash having no cooldown makes light seem faster than the character actually is too, so heavy is too fast against a non-dash light
I think left click should lose damage but give me bloodhound style tracking if they try to run.
like it's very likely that you will find a grapple light with grapple on CD, but that's not true with dash
It should steal blood and store it in a syringe the Light can inject themselves with to gain the HIV buff
and in a lot of locations grapple is useless, even if the CD is available, where that's not true for dash
They already have that from a different injection...
This was more a game neutral idea to make snipers more fun to fight. And with this the ghillie suit is kind of warranted since pinging the enemy disables their sniper
Also, people assume that all the pro lights are using controller because of aim assist but personally I think it's because oyu have 360degrees of dash, which allow you to dash behind cover, dash forward to close distance without being too easy to hit and such
That would not be fun for the Sniper
I don't clean my tracking dart needles, it should apply a damage over time until they succumb to their injuries surrounded by their family in a hospital bed
I made the sniper fix already. Embark just needs to implement it.
Same! ||Removal||
They are on vacation man, they ain't coming back
Swedes are always on vacation, damn them and their healthy work/life balance
They probably have affordable housing as well.
Would losing the ability to critical hit outside of max range be good or bad for the game?
amazing
1's in the chat if you think good.
a lot of weapons can't fight back against easier recoil weapons with shorter range becaues of headshots
Maybe the real Embark were the god awful fucking stupid balance decisions theyâve made along the way.
(shak vs arn)
What balance decisions, it's been like 3 seasons since we've had anything
to be fair that wouldn't be true for arn
I just want that shit deleted
i feel like its kind of the opposite
a person can only have so much fun, but it can negatively impact so many more people on the other end
case and point: nukes
pretty fun to 1-shot half a team i guess
and everyone else?
shak vs v9s is proably the best example
Is it fun or just easy?
case in point: dash
I knew you were a few neurons short of a homunculus but I need you to know I feel genuine pity and I havenât felt anything in years.
you've never been donk donk'd by a v9s at 40 meters when you have a shak?
it's happened to me a couple times but to be fair they were probably cheating
not as a heavy but as a light
Fun doesnât equate to balanced. Nukes are certainly unique and add to the chaos of the game, but walking into a Heavy and being turned into an Ash Baby is definitely not good for the game from a balanced view
Because I wouldn't really say its engaging to just nuke a team. Maybe a couple times but it would lose its fun very quickly because it lacks depth.
ofc things should still be fun
but imo, as long as it can compete with the other weapons, it should end up being at least decently fun
its just different flavors of lead
ofc qol still contributes
and if it comes down to it, small buffs that dont impact enemies directly can make the difference it needs
Also, we've been following the no fun crew for 9 seasons now. When will we just agree they are wrong and I am correct.
every day a new sentence with this guy
cant complain tho
can someone explain why the cerberus and model are so astonishly ass
User error. Next
Opportunity Costs exist too.
If I choose to run a dive weapon that focuses on close range I should understand I probably shouldnât conte- hold on someone shit talked the model
picking model or cerberus is just a legit troll pick at this point
You will be flayed. Your skins will fly as our banner.
all the time in the world
Model is arguably low A or high B tier given the reload buffs given this season
I think the problem is that they're targeting the wrong fun
like a lot of weapons were nerfed because they were too good at countering bullshit that was fun for lights
they sohuld've nerfed the light's fun bullshit
cough cough invis dash
Catter targets fun in general. He's more like a chicken noodle soup level of fun.
thats the most inconsistent weapon i have ever seen, it either hits at 15m away or hits peanuts at 5m
that's called your aim is bad
i get that too lol
turn on dispersion reticle
if not all on enemy, you do no damage
if all on enemy, you fuck them
Give me one season off the leash. We'd make millions.
The Finals is fun. I like The Finals. Battlefield is fun. But I want to play The Finals, not BF6. So when some goober suggests adding attachments beyond optics, not understanding how that would be awful for general balance, I respond accordingly.
Attachments aren't fun. They can go play battlefield. We need more things to take advantage of the unique things the finals offers.
Suggestions for new additions are welcome, but they need to fit the fucking game first and foremost
You dont even want a spear throw...
spear throw is legit god teir take
hitting people with props:
We don't even have a hybrid melee weapon yet.
Melee weapons and Ranged weapons carry distinct downsides, making a bastard child of the two muddies the waters and introduces new problems
(im still serious)
Obviously its not going to out perform either side.
anything can be balanced if you don't mind it being shit
I do not have faith embark could make a balanced bastard weapon given the vast majority of melee weapons are still 3/4 in the mire
[insert lazy purple]
close range headshots are just complicated backstabs
Its like how GooGun does everything, just not as well as specialized things.
Believe in me. We can get me on the balance team if we try hard enough.
Once Embark fixes Melee and proves they arenât goo huffers Iâd be more open to the idea of a hybrid class of weapon
Vote for me, GooKing, for your wepsNgadg class representative.
Me first because Iâm gods gift to gaming and never wrong, therefore I should be the sole visionary for the game
We need a second seasonal Battlepass, with Niki Minaj and GameGrump skins
These are good. Vote for me as vice representative then.
me because my takes are the hottest and the embark balance team needs someone to break their echo chamber
I promise to leave spear alone because spear users deserve nothing.
removed cloak + dash
moved defib to light
buff all aspects of heavy
wtf dude :(
No, actually my GOUF patch comes with some substantial nerfs to heavy tbh
you've got however many people wokring on balance, you need one really loud and really crazy voice to balance it out to get actaully good changes
didnt they mention potential s10 specials coming?
defib to light makes me wanna punch someone (you)
light doesn't deserve that misery
You didnt hear? The throw chuds moved to hammer. We're making a hammer throw off of M2.
They mentioned my nuts dragging across their face season 10
this isnt fucking chiv
(people malding at me 3rd wheeling by throwing a dane axe will never not be funny tho)
R uppercuts and launches, M2 can be held to charge, M1 throws when charging the M2 on hammer.
I do have spear reworks in the GOUF patch but I dont like spear players so they get nothing.
all i see with attachments is more major balancing issues and balancing hell for the devs
I wish they were in balancing hell assmilk
Id be fine with attachments as cosmetics on guns.
idk why the hell embark stays on the stats based balancing train instead of vibes based
Because they are also no fun chuds.
Read game feedback and you'll see. I think we need a healthy balance of both
Catter and Embark are two sides of the same coin đ¤Ł
I'm saying embarks vibes not fools vibes
To me those are the same since most the melee and cl-40 nerfs were vibe based
Im convinced whoever said it was right. Feedback is literally just a quarantine zone for embark to clean up other channels. They don't read it even a little.
This is a good point. Also why no one trusts them to make the spear throw.
The cl40 was decent for what like a week. Then they added the double self damage?
hahhaha good take
What if we gave light a hybrid by making M1 throwing knives and M2 dagger back stab?
And balance accordingly! Before people get crazy.
that actually sounds cool
also a non-burst/like chain fire throwing knive primary fire
Bow User would be the first person to actually like my sniper change. He's a real one.
I'd even take m2 from throwing knives as the primary fire for dagger.
Can't be too strong if you want to convince people.
We'll buff it after we get the change in.
What if you could zenyata orb charge them?
I think it'd be cool to have just like, a single throwing dagger, and you chuck them one by one, with a short interval and fairly low damage, like, 40, with like 300dps and similar range to the m11
and then right click is a charged stab for 500 damage
Slowly appearing in your fingers over like 5 seconds, doing 30 damage each, with a max of 150, 1.5x headshot damage.
yeah clip based hold 5 daggers and throw them one two three four
but you can drop all but one and do a charged stab with it
Why tf would we do 500 on a front stab?
i cant believe y'all designing more poke weapons in a game with poke meta
then you need to reload after the stab
500 backstab**
Did xp 54 get a buff a guy killed me at 20 meters in 1 second
Theyre projectile with crazy drop and slow travel time.
no it's still mid
Remember, this is in GOUF patch. It killed the poke meta for you, king.
Then how did he kill me that quickly 20 meters away at full hp
1 second is the ttk of most weapons in this game btw
20 meters is the only range where the xp is good lmao @visual pelican
Bro i know đ
if ur a light you die in less than a second đ¤ˇđżââď¸
Honestly for me i feel like it takes longer bc i use that gun 24/7 and it feels more then a second
you gotta
uknow
hit your shots
if the outdated half abandoned sheet i have isnt wrong, these are the ttks if you hit all your shots on body
Brother đ
that's correct
I retested today
Well eh just saying its definitely quick it just feels longer sometimes just asking because this guy went on a 15 kill streak with it and it just feel like it killed me faster then usual
Probably cheating. Just report and let embark sort him out.
sounds like aimbot or insane player
I'd whoop his ass no cap
Okay so is evaise dash good i usally ise grapple
The best
I've seen level 100s on my team who look suspicious as fuck/extremely aimbotty on spectate
dash is beyond op
Youre about to get a 3 page essay from bow user on dash for asking.
if you would like a thesis i can write one but I gotta win my tdm first
Well i mean whatevers the meta ig
dash defines the meta
Dash.
Nice
makes sure you practice flicking while dashing in the practice range so you aren't girefing your own aim
I've seen too many teammate lights who every time they dash, they spray the entire fucking room
Just play heavy. We have the best SMG in the game.
so overpowered light is still the weakest class after 9 seasons
Here we go.
heavy is king âđż
Light isnât weak, just the easiest to punish and has the largest population of bad players
that's because dash is op
they balance weapons around people missing everything on dash in average games
then good players actaully hit lighgt, which makes light feel underpowered
it's not weak, but i feel it's generally the worst of the 3 classes
light looks balanced in stats because the average player misses everything on a dash light
As a baseline or due to the quality of players? Light brings unique options to any engagement and I see value in that
Iâm not going to say Heavy is bad because we lack mobility in the same way I wonât say Light is bad because they canât 1v1 a Heavy head on
What we should do is give heavy gateway, increase range to 100m but they heavy breathe and get a 10% movement nerf when one portal is out.
Weak is a mindset. Light are weak because they succumb to that mindset. Heavy is strong because we thrash against the chains of that mindset.
whatever that means
Lights are the most populous archetype with the lowest winrate. Heavies are the least populous and have the highest winrate. Really makes you think (unless youâre a light ofc)
light is boht weak and op at the same time
with no mistakes, light is op, but it's too fragile so even extremely skilled pros just die sometimes
Ok big man, my sword will take your minigun any day of the week
this makes the quality of playesr more obvious
Heavy players maximize their strengths and deal with their weaknesses. Light players complain about their weaknesses and dont maximize their strengths.
is there an exploit to hold an item and shoot at the same time? ie barrel
You will be reduced to a red mist Ishallah
No, but a turret can be placed on a prop, and aforementioned prop picked up and carried around with the turret active
I wish this was meta for medium.
this is so real
You will never reach Agartha.
Let turrets be attached to heavy.
Hold on. Can you attach turrets to chuck? Or APS? Can we make a megazord chuck?
iirc no
Chuck can be turned into a fireball. For whatever reason any pyro mines detonated on Chuck maintain their radius but bound to Chuck, so you can weaponize him into a Damage AoE
.... I need to make spicy chuck
they probably made it so because the emitter expands when dropped, which could lead to fuckass interactions
killcam showed m60 and a fire barrel. im wondering if its desync but idk if ive seen that in my many hours
this is the case for any object that isnt destroyed by pyro mines, like cashboxes
I thought mines deactivated when lifted.
they do but fire and gas mines still do their thing, just with reduced explosion damage
You could have taken damage from the barrel or its explosive. Throwing barrels is relatively common
nope kill cam shots fired
By God's light I'll turn this bitch into the siege of Vienna I tell you h'what
Also I just remembered that's a politically charged war do to an event a few years ago, didn't mean it that way
so anyway, if teh game was balanced around a light that didnt have dash to break aim, then light could recieve the buffs it deserves to raise th skill floor while keeping the super high skill ceiling of its insane utility
Anyway, what else can be attached to chuck?
So mines, mum, and anything else?
did they fix turret?
Fix in what way?
tyrret on chuck
i think it can go trhouhwalls
I sure hope they didn't
I'm pretty sure they did
hot take
This is the clip of the Replay showing M60 shooting with a barrel in-hand. I it's desync. This was in Plat
smokes need to pop faster
I just melee'd a fire extinguisher as I was being shot hoping it would give me cover and it took 3 business days to expand
meanwhile goo is hard cover and pops instantly
I love doing hot potato chuck. You and a buddy stack C4, explosive mines, and pyro mines on the front and chuck it at an enemy
That's pretty crazy.
Pretty big exploit if so. I think desync is more likely
I always assume embark's incompetence before a single players maliciousness.
Are people asking for light double jump because of this vertigo event?
lewis
I agree but I'd be lying if I said I wasn't screaming at appoh after the sword nerfs. Obviously he didn't cause them but like telling your chat to spam the discord is scummy to me
Is that why people always say he did that?
I never knew he actually did that. I just thought he got blamed because of a video topic
smoke covers you?
whenever i use it, its literally a thin mist, and i get shot from 30 meters as if it werent there, let alone 5 meters or point blank
CS2 smokes is what we need.
probably not happening, changing arena makes it too costly
probably
i just want a reliable sphere
cant look inside from outside, cant look outside from inside
everything is gray inside silhouettes
done
I just want the best of the best bud.
But if you want valorant smokes thats fine too
i mean, id like that too
i just dont think its very feasible
but what do i know, im not a dev
You are in my heart
°-°
Heavy has been ABSURDLY OP since day ONE and never changed. It's so easy to kill and so hard to die that it's embarrassing...
also give him double sh1900 so he can delete a team of lights by himself
I love the double sh buff
tbf, the distribution of the other stuff seems interesting
for an ltm, that is
(except the horrors thats riot on heavy holy sh-t)
eeeh, maybe since theyre so slow?
oh wait, winch exists
for the redstream stream circuit AKM skin, does the top part glow when the gun is fired or is it just the icon thats supposed to mislead you
no idea, but there is a skin showcase channel on youtube that might have it
@indigo nexus btw did i manage to convince you at least a lil bit that dash is op
This looks like the most fuckass stupidity Iâve had the misfortune of reading
Tell me itâs ironic, I beg
I understand media literacy is at an all time low but turning The Finals into a format itâs actively trying to differ from is cringe
Ofc itâs a weeb.
I mean, the thesis statement isn't even that bad imho, but the execution is horrifying
and the execution directly contradicts the ideas he suggested
like, heavy is op, medium is ignored and light is too weak outside of a few gadgets that carry the class
if you deleted gateway then light would probably be unpicked in pro tomorrow
but most of their changes would make heavy oper and light shitter
This is the most unfortunate thing Iâve ever had the displeasure of reading
Worse than my takes?
Wait c4tter said almost the same thing LOL
Why are we suppressing the LH1. They aren't even functional.
Itâs so fucking bad dude. Why complain about there being no variety and then suggest that the classes be reworked to all have 1 defined role
If I ever post the gouf patch hopefully its better received than this.
I know Catter is just going to call me a dumbass but I've put quite a bit of thought in to it.
Oh my god and minigun as a spec LOL
MGL as a spec honestly I could see it. Then you could buff it in to being strong.
Should be a gadget
Then it wouldnât have to be buffed and it could stay just okay without being committal
only if the cooldonw is totally ass
Gadget makes more sense. Thats what I meant in my head but I just carried over spec in my head.
but mgl as a gadget makes a good amount of sense, I don't think it "works" as a primary conceptually
if it's meant to be a primary it needs to have direct hit explosions at least
I'm still waiting for the RPG to move to primary.
Mgl wonât ever be a viable primary unless itâs annoying as fuck to play against
I'm still waiting for rpg to get rocket jumping so heavies can injurt themselves and waste rpg so they dont oneshot me wiht it
Dual Blades on light, sword to medium. Honestly he kinda cooked.
It does make me laugh that medium received ARN and another AR.
Restraint
it's not the most awful take, I think stacking dash and thurst is toxic no matter what else you do to sword
giving medium a movement melee isn't bad either
I think giving light riot makes better sense than dual blades though
dual blades partial block would suck on light
Does it completely remove BFR and just give revolver to Heavy?
I've wanted a buffed dual blades to light forever.
Dual Blades and grapple so you can block on the gap close.
I've said switch these two forever for these exact reasons. It would need to be tuned a bit but I think it would be fun.
Heavy has C4 and breach. Wild.
honestly lights melee options depend so much on dash/grapple/invis synergy that i don't think it would need much tuning at all
with sword's current numbers i think it'd be totally fine on medium
And cerb to heavy. Based.
i think everyone agrees cerb belongs on heavy
It's such an insane mix of random nonsense and a couple ideas I like.
Me attacking a heavy on light dual blades
dual blades would need some huge numbers changes though
the attack speeed owuld have to double
If they made the block on dual blades more consistent I think it could work on light. Right now they take wayyyy to much damage when you should be blocking things.
but dual blades would be hilarioulsy fun on light
i think the biggest problem with light dual blades is that the attack animation is really slow and leaves you exposed for a super long time
light would die in the first attack 100% of the time
If i can m1 someone to death on dagger by walking in their player model dual blades will be fine
I'm sure it wont be viable in high elo, but they aren't right now either.
hahhahah true
I see what Trent was saying now. Giving every healing gadget to medium is so dumb. It just keeps going deeper and deeper as you read everything
yes but also healing grenade is a 10/10 idea
i have no idea
my brain isnt working rn anyways
give heavy h+ and give light healing grenade
How do you envision healing grenade working?
pyro nade/healing bubble
Like a better version of the barrel?
ye similar to goo grenade
and make it do the bonus heal on direct hit, but on anyone in the pop radius
Oh like grenade is better barrel. Gotcha.
the numbers can be the same as barrel but doing the 50 instant heal on everyone at moment of pop, and maybe having reduced heal over time, would be solid
cuz the barrel needs you to hit teammate directly for the 50 heal, and that's hard af
u know what smoke grenades/smoke cans need?
to not take 5 fucking years to produce smoke
I feel like theres so much healing already.
Do you think the poke meta is being exacerbated by healing?
to be fair I think 1) heal bubbles are too common 2) h+ is way too OP still
I think the heal meta is being exacerbated by poke
heal counters poke, dive counters heal
the nubmesrs on h+ are just fucked though
Like too much?
Hm.
the xp is 230dps
but the h+ can outheal a mid-falloff arn for sure
and that's assuming all shots conncet
once oyu factor in the enemy missing a few shots, and a heal beam hitting the heavy too
it 100% outheals m11
but tbh the heal meta is more from dome shield
weapon dps doesn't kill a dome shield fast enough to prevent a heavy getting healed almost to full in it's duration, and then you have to just take another fight again
which is why it's a poke meta, becaues you want to force the cooldowns on the h+ and heal beam and dome
I don't know why people don't dive it tbh
maybe the dive weapons are just underpowerd right now?
like, double barreled, sa12, cerb
db and cerb maybe underpowerd but the sa12 isn't
tbh that's probably why the sa is meta becuase it's counter to the heal meta via large burst damage
honestly there's an extremly good argument to be made that 1) healbeam is also too mcuh heal/s 2) heal bubbles are too good and 3) healing shoulnd't stack
like, 186 heal/s from the h+, plus 46/s from the heal beam, plus 10/s from the heal barrel, ends up with a fucking nightmare of a heavy to kill
the H+ shouldn't be so much more effective than the heal beam when it has greater reach
I'm pretty sure all of that together comes damn close to m11 dps
dive should beat heal but if the numbers are fucked enough
i cant confirm, but it feels like shotguns arent capable of trading kills?
god after playing so much deagles i am sucking with the model now
Hahaha
The model is so punishing to use, but it's so rewarding too
Please add a flail for heavy, hatchet or machete for medium, and brass knuckles for light. Highly reccommend a pump action shotgun or benelli m4 for medium. I also suggest plasma rifle, and personal sheilds, wall mounted breaching gernades and cashout defense traps that you can mount on them that either detonate a small emp, gas, or fire. Also being able to trade your gadget slots for an extra ability, for instance: Medium trades all gadget slots for two sentry guns, or sentry gun and healing beam... ect ect.. or light being able to evasive dash and cloak or grapple hook
If you were thrown into a zombie apocalypse. What kind of firearm would be the best to use
whatever gun puts my brain matter on the ceiling
Double barrel
What kind of zombies are they? Like 28 days, night of the living dead.
buff c4
If being the best makes something OP then I already considered it such, I just donât think nerfing it would be good for the overall balance as I donât think light is too strong and this would be almost a direct nerf to the class.
I would be very surprised if this was true, but it would be very rare to see it happen so I donât think Iâve observed it myself
glitch buff?
I think theres 2 simple fixes for the evasive dash.
First one is just adding a longer cooldown inbetween each charge.
Second one would be to take a charge away up the overall distance you dash, and give you a slight movement boost for 2 seconds after.
The fix to dash is not touching it and just buffing invis and grapple instead
nah, dash is too spammable without any ressource management, I think a nerf from 3 to to 2 stock (possibly combined with a charge speed increase)+ a buff to other specialization will work
No verticality on dash 
Alright lads, whats the next household item we turn into a sledgehammer?
Oh hey unjust, didnt see you in chat
I just got on
Ive just been told a vacuum could work
Maybe holding it upside down, at the suck end?
We should make a sledge skin that's just you rag dolling a large child
The last light you eliminated
Drunk dad larp would go crazy
Even better just make it a light
Triumph totem, and its made of enemy statues, in the way the water color skin set gets colors as you eliminate enemies
Glued together by goo, ofc
Yells every time you swing
Sometimes saying sorry when you eliminate someone
How do we stop em from flopping around all over the place?
Also, pool noodle
Rigamortis
i want a sledge guitar, that allows us to create our own song for it
How do we buff those two things to be on the same level?
give them 3 charges 
playing sh against healing beam mediums is so annoying because its impossible to kill heavies in two shots if they get healed
2 smaller buffs I'd like to see that'd do a few things is for the cloak spec to still recharge while cloaked from vanish bomb and for grapple to be able to grapple throwables again
focus the heal beam then. It's better anyway, because even if you kill the heavy, he'll just get insta-raised and healed by the medium
yea i do normally but i get winched by heavy 99% of the time
Again? Why would they remove that?
They already have, I'm saying add it back in
Heavy mains are always gonna want to nerf lights, because they can counter eachother, and vice versa. Every class is beatable, some people are just better than you.
nah, I don't want it nerfed, I just want a less stronger dash, because melee is unplayable versus them, unless you play a complete nullifier (winch, lockbolt, straight up a ranged splash weapon with the rpg
) I'd like the light's kit to be a bit more diversified, I feel like right now, it's about as meta-following of a class as medium, except at least it's only the gadgets for him, for light, it's...Pretty much everything, up to the weapon with the unnecessary v9s buff
I feel like the specialization invisibility could not deactivate the moment you take damage, unlike the invis. grenade. And the hook to have an extremely fast recharge rate (like 3 seconds after usage, because even then, it's not as useful as an unpredictable burst of speed in any direction)
Dash is obviously over tuned to some extent. I would like for grapple to be buffed quite a bit. I use invis and I think its strong, but the community at large seems to think its bad and needs help.
The players will always be the problems with light and its strength. I played with a light sniper last night that made me even more sure of that opinion. He was absolutely insane, and not because of his aim. He played the weapon smart, played support gadgets. Didn't over extend and corraled them in to spots for us with harassment
I mean, you have to be insane to play sniper well. What was his combat score and yours?
They should make it so if you use all three dashes thereâs a longer cool down
Make people think twice before spamming it
I'm saying his combat score wasn't what impressed me even though he did really well. Its how he played. I don't usually judge my randoms off of the score board. He played smart, his risk reward calculations were top tier, and his load out was amazing. He could have gotten zero kills and I would have still loved him.
In the right place at the right time all three rounds. We absolutely dog walked the lobby.
Let me cast some doubt about that last line, I'm definitely not happy if the score of my ally is closer to 0 then any other number đ but i'm a spear main, so I suppose I can't talk much about fight score
I dont think he really outscored me or my duo, but thats because he was enabling us to get in and maximize our game.
I was exaggerating, but I will say I will judge someone off of their number of deaths before I judge them off of kills. Any chud can walk in and trade for zero value over and over.
I'm starting to think deaths should subtract from your combat score.
And let that mf go in the negatives.
Lego Bricks
(This will make sense later I promise)
me when i want a projectile weapon thats throwable and not throwing knives and has no headshot multiplier
Like, as a gadget?
Also change your PFP, change is bad and I donât like it
Now I canât read your messages in Zachâs nasally tenor
I think embark should add the famas to the game
Have I got news for you
i just remember someone asking for something stupid like a brick as a weapon
You donât like new toy???? You just hate fun!!!1!2!2!
Yippee
Itâs not overtuned though, any light beating you for being out of position or sneaking up on you, is still going to beat you without dash, Heavy is so damn strong and hand held this season that it is nothing but a skill issue at this point, especially for a goo heavy - you have 20 ammo in goo gun to stun lock, just use your utility smartly bro.
The skill floor for heavy is actually quite high with how much strategy you need to use, Iâd wager half the heavies complaining about getting stomped donât even use their utility and gadgets well if at all, and that is the same for bad lights with positioning.
What exactly about/on Heavy do you view as strong? What has changed in S9 that you believe Embark is holding its hand?
what specialization should i use for a sniper build for medium?
Demat for quick escapes through walls or floors
HealBeam would be good if you intend to stick close to your homies as you poke (the heavy will love you)
He would know, he hates fun more than anything.
He might hate fun but i still hate defib
I say this because its the main point of contention against light right now. Its also a problem of dash being able to use the other specs in the form of gadgets so theres no reason to use the others.
Overtuned may be the wrong way to look at it but dash crushes a large majority of the population of this game. The problem with dash is for it to be usable at the high it will almost necessarily need to be overtuned for the bottom 95%
The answer is simple
Remove light from the game and dash wonât over shadow the other specs
Playing the skill issue class light and talking about the most nuanced spec in the game is wild. If GooGun was even remotely as strong as you think it would be seen with the frequency that you see dash on light. I'm assuming you play GooGun frequently talking like you are, because you must know goolocking a dashing light on these servers isnt as simple as "just utility bro lmayo"
Sorry, goo gun is very strong. Let me correct that before you misunderstand. Its not as simple as dash, but it probably is stronger. The problem with dash is that the barrier to entry is having a pulse until you hit the very peak of the game.
Stronger than the other options definitely isnât overtuned in this case because Grapple works exactly as expected and does what itâs supposed to do well. Grapple isnât weak, itâs just not dash đ¤ˇââď¸
Cloak also certainly cloaks the Light but could probably use some changes
Grapple is similar to sniper in that its something that is designed to be played with large sightlines and away from your team. Which is ineffective in the finals. Its fun, and people meme with it on sword and double barrel. Its just in the wrong game.
I use cloak mainly, so I think its fine. But im sure it falls off on the high end as counters and team play becomes more prevalent.
Oh, I see a pixel move, better activate my auto-aim hack 
I don't want dash to be unusable. I think people think I'm attacking their play thing when I talk about it. I just wish it was a bit more difficult to use effectively.
Right now it's let me dunk on this plat- player because they can't track it.
I agree with this. Itâs okay for some options be niche or their strength mainly map dependent:
- Iâm going to play away from my team with a sniper for the opportunity to OHK other Lights or deal beefy chunks of damage at the cost of being vulnerable to dives and requiring large sightlines.
- Iâm going to use a melee weapon knowing I lose the ability to be effective at range, for the opportunity to use whatever utility my melee weapon has in combat understanding I need to be close to be effective.
But I donât like having options so niche theyâre just worse than any other option or are at odds with 90% of the game.
It does feel like people expect every kit to work on every map, in every variant, in every situation.
More like "a bullet graze me, better start spamming that dash and hope the guy in front Isn't a smurf ruby"
I'm back. Anyone have any ideas for recommendations for duels with on Heavy? Akimbos do fuck all often enough because they choose to shoot the wrong area because of their huge spread if not ADS.
Dagger is a gimmick weapon from when Embark was experimenting with what did and didnât work, and players want the dagger (capable of OHKing all archetypes effectively which is a very problematic mechanic) to not only be buffed, but competitive
And of course itâs also on the smallest, most mobile archetype
I say this as a dagger player, I hope the dagger sucks forever.
Spear in a nutshell 
Full 360° hitbox 
The dagger is one of those plat- weapons that is fun and not competitive. I think its fully alright to be like that. Plat- covers huge portions of the population
Iâm vehemently against the removal of content, it sucks, even if itâs content I donât like. But if dagger gets reworked (itâll have to eventually) the players that exclusively use it and nothing else will bitch and moan. Itâs just not compatible with The Finals, itâs issues exacerbated by the server performance
Though I did notice something in that last match. If I walked directly at my enemy while not ADS, I hit more shots. Maybe the secret sauce is walking.
Itâs not just a melee weapon, itâs also conditional. Getting close to an enemy isnât enough to be effective, you also need to be behind *** them (or in the front or side or under or above because server reg is fucked beyond repair)
I don't think so, it can be really strong when used correctly, ruby daggers exist after all, they must be doing something good
Embark obscuring server ping is also super fucked and very scummy
Yea, and yet it has more success at high level then sword
that's fucked
its even scummier when i read that the dual blade deflect is entirely dependent on ping and you have to lead your deflects more or less according to ping. love how thats a thing, but theres no issues or rush to address the horrible state of the servers
You will pay $30 for additional premium cosmetics every season. You will cry when your feeding trough is empty.
I try not to judge it off of outliers though. Unless theres huge numbers of ruby dagger, i never see them, then it's not really worth putting in the sample size. Im sure there's MGL and Spears in Ruby as well.
legit might be next to impossible to defelect shots into a dashing while shooting light, so its insane to me that people come in here and complain about it being op lmao
I would willingly pay an additional $15 every season and deal with longer matchmaking queues to ensure all players in all my matches (casual or otherwise) have reasonable ping
Lol to that last line. But I intend to be the first ruby spear if there wasn't one before. Someone in the finals chat keeps saying there's one, but they haven't showed proof yet
I learned the dagger this season and we walked our way up through ranked after the initial learning dip. So I agree it can be strong.
I tried dagger for the first time today and its strong with the right setup
Call it Premium Queue and use the earnings to upgrade servers ffs. I get improving infrastructure for is a grueling task but we havenât seen any benefits to the addition of Mythic tier cosmetics or the $30 Premium BO
I'd gladly pay that 30$
saw some vids of dagger in quick cash from the guys in the other chat part of this server and they were nuking people with dagger
feel like theres 2 ways to play dagger. stealth/support/flanks. or server and dash abuse
When you play fighting games you know theres always some rando that enjoys the absolute most dogshit character in the game and they still are at the top of the leaderboard. I believe it.
Thatâs Light in general ideally
He was doing incredible ambushes and wiping multiple at a time
yeah honestly lmao
Another match also confirms that walking directly at my enemy helps in killing my enemy. More bullets hit than the deadzone, and I can actually hit headshots without ADS.
He did this one move where he grappled a goo wall and swung around the entire wall and backstab the dude
Though, any other help with dueling gadgets would be nice.
which class?