#đŁâweapons-gadgets
1 messages ¡ Page 284 of 1
I've been running grapple and that's been good for making sure I get at least 5/6
đ
I won my final round
I'm net +300rs now but it would've been enough to put me in gold if I didn't lose 1.1k from the dumb bug where it said i abandoned
What if we play togheter i was gold
I'm boutta go sleep hahah
Me too
but yeha, I did sonar/frag/flash first/second round
third round I swapped sonar for gas because I wanted easy stall, and the enemy had two lights and a medium, so chip damage from gas is pretty powerful, and zoning against the DB is also good
the gas was very significant for my final round
I've been running grapple instead of dash. it feels really bad in a firefight, but being able to grab vaults, bail if my team is feeding, rescue a statue, and get early taps on vaults and fast dunks is really good in solo queue
if I had a functional team, dash would be much better for sure, but in solo queue, grapple is much nicer since it allows more options for cheesing a 3rd or evena second place
@chilly granite can we play tomorrow?
idk my schedule is kinda non-existant, ifyou wanna play get the lfg channels
How can i get It?
Not really, those graphs are not very good.
Nice info, I could theoretically use this to finally construct a graph that did the realistic capabilities of the bow justice. However it would be very complex to do, so that is unlikely to happen in the near future
the LH1 is just harder than ARN by default considering ARN is possibly the easiest gun to use in this game, the difference in regular and visual recoil between both guns is significant enough that i disagree with your last statement
what's wrong with them
i feel like damage ramp up would've been a great mechanic to balance the guns in this game around, but maybe im mistaken. it would at least give one more balancing factor to help make poke metas not too oppressive
They donât correctly handle damage falloff, donât represent quick melees or consider breakpoints other than pure headshot / pure bodyshot
good to know, thanks
Idk why embark thinks weapons need a falloff floor
If you're not balancing ranged DPS with spread then you need to let them keep falling off
Maybe itâs related to how they donât give detailed information on their guns, so wouldnât want people to be annoyed to discover that their gun was doing basically nothing at a long distance, or⌠something
Or people just snipe with low recoil smgs
Like every single time I'm against a ruby M11 they're shooting me from 50m away and doing better DPS than the xp would
We may never know the theory behind it
I like how arc raiders handled gun mechanics.
Even a tiny amount of spread would mitigate this a lot
Tbh I think making every gun projectile like arc would be a great step to nerfing poke meta
But poke meta is a side effect of the maps being too fkn big for the number of players per team and number of teams
You have 12 players on a map something like 5x bigger than csgos biggest map for 10 players
R6 maps are fucking closets for 5v5
I get that they have a different direction but the map size is suitable for point break, not 3v3
I donât think the finals is similar enough to these in other aspects for this comparison to tell us much.
The maps all feel a lot better in 8v8 than 3v3
I mean, for a self referential comparison, h2h, quick cash, cashout and tdm
The maps at least to me feel insanely huge on h2h
On quick cash it's a total pain in the ass how big the maps are because you can lose on griefey spawns so often
Cashout feels decent but there's still moments where it's like, oh I just have to waste 45s running to the other side of the map or where there's no option but to run through a super long exposed corridor (the bit by hospital on skyway? The office building that has amazing sightlines on 3 jump pads)
Then tdm feels too small for sure
But most tdm maps are significantly smaller than csgo or R6 maps
Iâve only really seen friends play CS, never really played it myself - but those maps always looked smaller than TDM maps
But I do think TDM feels too small for sure
Cs is played with 74 fov so it'll look smaller anyway
Iâve never minded the map size for cashout, it seems kind of necessary to keep teams from all clumping together
Could just, spawn people closer to objectives (and vice versa), if one wanted less traversal.
maps are fine for cashout, but yea for other less populated modes, especially ones with only one objective, they can feel quite large.
i think we shouldn't clump "big" and "open" maps together though, like seoul doesn't feel particularily large, but it's very open so it makes poke more oppressive
I feel like map size is a problem for final round
Or map size Vs the developers ability to program good spawn logic
if you wanna reduce the feeling of "too big" on modes that aren't cashout, you could use the TDM barriers or point break kill zones to restrict playable area to a smaller zone around the objective
and to reduce the feeling of "too open" either nerf poke meta lol, buff cover and movement optoins, or rework the maps
If the map was smaller the spawn logic doesn't need to be good and your spawn is less likely to be stupid bad
agreed. i'm not entirely sure but i think reducing the playable space once an objective starts to ensure spawns are cloesr and stuff could do some good
I think all weapons getting a little bit of spread like the deagles would help a lot with maps that feel too open and the poke meta
personally i don't like random spread as a balancing factor
Honestly I thought deagles would be decent Vs poke meta but hitting shots on a CB at 60m isn't viable with deagles
i'd rather use ramp up and fall off
too real, especially after the fall off nerf 
The deagles have a very small amount of spread, it won't affect anything within about 35m?
Like it'd be one in 50 shots that miss from spread and not aim
but isn't this frustrating tho? i aimed good and clicked head, gimme hitmarker
fall off can balance it out
If the Devs don't want to give infinite falloff, they need to add spread
Like the arn shouldn't just hit a ttk floor of 1.5s on a light and keep killing that fast to infinity
like don't get me wrong, what you're saying makes sense, but imo making hitting shots consistent but the reward for hitting your shots variable depending on you and your opponent's circumstances feels better
But also, the deagles shouldn't have spread on ads
đ¤ˇââď¸ i agree. i think generalist weapons are boring and them being stronger than specialist options lead to a lame meta
If the deagles have it, everything should. The M11 shouldn't be outperforming deagles at 40 meters with perfect skill on both players
i dont think it does lol but i agree, it's stupid that m11 has such good fall off %
It does if they don't miss
Most people will miss, even the rubies miss some shots with M11 at 40
no way, lemme math it rq
You gotta calculate the hit chance on a light at 40m
Iâve only seen legitimate long range beams where virtually every shot hits against targets that werenât moving or were moving in a straight line.
I'm vibesing that one
I'm still mad about losing my world tour cashout to a ruby m11 earlier
lol
I'm not sure if it is 40m exactly, but somewhere around there the spread is too inconsistent to hit headshots on light
i mean yeah if m11 hits everything and deagles doesnt hit a headshot it's possible they win but realistically very unlikely
You will lose to an arn though I'm pretty sure
mid range weapon loses to long range weapon at long range, more at 11.
He flanked my ass so I had no angular velocity
I mean, some people cheat to hit shots like that, but I wasn't suspicious of him, just pissed off he's bullying me in unranked
Midrange breaking even with the literally in your face weapon at long range is the bigger problem
I just think the arn is too good and wanted to complainn
given that it's both the easiest gun in the game and a generalist AR that is still reliable at close ranges, yeah i think it's too much of a jack of all trades
I mean, the arn deserves to have an ass ttk in close range
It's only like, 30ms slower than the xp, a weapon that is outdpsed by the M11 at 31 meters
like, XP-54 is now kinda supposed to be the jack of all trades of light, and it feels significantly weaker at filling that role than ARN
Mainly due to the ARNâs quickswap, I think. It helps the weapon a ton, the XP doesnât have an advantage to really counterbalance that.
The xp has the problem of not being substantially better enough ttk than the arn, while also having a totally ass magazine size and reload, so you 1) can't kill a m+h in 1 mag, and 2) then have the longest fucking reload in the world
Still, the XP is funny. It was at one point previously slightly better than it is now, and people would just not shut up about how OP it was.
personally i've always viewed the XP-54 as the jack of all trades, one clip oriented gun who's weakness is mid reload speed
or at least i think that's what it should be
Yeah good take, and it does that well
i still think it's a stupid af mechanic to give to ARN out of all guns like wtf
The problem for the xp is that the M11 has same falloff multi so it does more DPS at long range, and the long range option also is only fractionally slower up close
I donât mind that at all in an abstract sense, it makes it quite unique
ngl when i saw ARN had that mechanic when it was first teased, i thought it was going to be a heavy gun bc of it, with similar mindset as M60
And both are just better outside of the DPS of xp
i agree but it's weird that it's on ARN that is a light gun
light doesnt really want to stay in a fight anyways, it mostly helps keep poking uncontested from rooftops for longer
The only advantage the xp has over the M11/arn is just DPS, but that DPS advantage is so slight and situational, that it's a moot point
I donât really relate.
I don't think it's weird on a light gun I think it's weird on a long range weapons
it's DPS at a very specific range, to be precise
Long range weapons doesn't need big mag because hard to push far enemy so safe reload
Arn could be interesting as a close range sustain poke weapon
XP is pretty much directly in the middle of ARN and M11 ttk at close range, for reference
i think a long range sustain auto hitscan that's on light shouldn't have mag size or damage per mag as a strength
It seems a sensible and interesting way to counterbalance what would otherwise be an inherently very strong weapon specialisation, to me.
The double mag is just giving a long range poke weapon the ability to be good in cab
Cqb*
Putting double mag on a long range weapons doesn't make the specialisation weaker, it just makes the weapon more generically powerful
Like the arn can just win Vs the xp in cqb if you can bait a few shots because you'll out mag them
Or if they've been shooting your trammye
it doesnt really help all that much in 1v1s, given competent players. it does help for teamfights tho
The mag sizes are big enough it's hard to bait enough shots, but it's extremely easy for an arn to push an xp who has shot their teammate
And it's much harder for xp to do inverse because of the risk of an enemy making it a 2v1
To be fair the XP can kill a light in less than a third of its mag, youâd have to bait a lot of shots for this to be reliable
The only 2v1 and xp can realistically win, even assuming a huge skill gap, is ll
And of course, the ARN canât exactly leverage a burst damage advantage to make that work. Itâs only going to get more damage in than the other if it outplays the other
Evasive dash nerfs when?
that's fair enough. but then again most lights run dash so they'd have time to get cover and reaload surely
not a moment too soon brother đ
i swear, dash lights are a plague
The ttk difference is 1 bullet, and the recoil is substantially harder on the xp imho, so I actually think the xp loses it
If the range was high enough for recoil to make much of a difference for the player in question then Iâd agree, I assumed this was a closer range fight
XP recoil isn't hard but given what ARN recoil is i can't even say you're wrong LOL
The xp wants to be fighting at 17m at least or it'll get owned by v9s/m11
And honestly if it's cuddling so much that you hipfire the arn wins it because the bloom on the xp is too big and all the damn shots miss
You run out of bullets so fast on xp hipfire lol, I can't even kill a heavy with that crap
Xp recoil is easy. But the arn recoil is like? Lol? Recoil?
This depends entirely on what itâs fighting against
Tbh it depends more on map than anything
ARN has a little worse hipfire than the XP does
Hmm I wonder how much impact the shooting hipfire bloom has
It might be luck bias but for me the arn seems to have much better hipfire
Anyway, point being for a gun that's rock solid out to infinity, it's way too good in cqb
Give the arn 16 damage a shot and the world is at peace
But yeah, I really hate how steep the falloff curves for most weapons are and how they flatline
Idk why embark can't just give them logarithmic falloff? So it starts steep and then plateaus, but always gets worse
Feel like that would help so much
That alone would fix the M11/xp problem
Someone post that in game feedback
@indigo nexus btw how long does it take for quickmelee? Damage delay and reload time? It feels pretty instant and reload seems 1 s for me but that seems long time
I want to expand my bow stats when I wake up tomorrow
If you fire both side by side with a dispersion reticule I think itâs visible enough
I'm in bed trying to sleep or I'd try lol
Something interesting would be if the falloff was engineered to give an exponential / linear / whatever TTK curve
Iâve never seen a game do that before. But it sounds like a good idea.
I think v9s having linear falloff rather than exponential would be a cool niche for it
But yes I like that idea
Guys, do you think Model should two tap mediums and three tap heavies or its damage just fine as it is now?
lowkey increase its rpm and nerf repeater's
Yeah, that would be nice. Medium's shotties feel a bit underwhelming overall
it really shouldn't, 1/2/3 shots + QM for L/M/H respectively, assuming all hit shots were solid meatshots with all pellets landing sounds like the sweet spot to me
highkey bring back quick melee pump cancel đ
Yeah, i agree with that. I just think it should be a bit more oppressive at a closer range to outgun good repeater player. An rpm increases would be nice indeed
TRUE
yeah repeater is just stupid
fuck that nerf ong đ
i wish there was damage ramp up on top of damage fall off in this game, so shotguns just ARE better than stuff like repeater, when in the intended range
âď¸đ¤ umm actually skill expression and combos aren't cool or fun guys
-embarf, probably
they been slowly removing all qm combo potential from guns and melees đ¤
except for my fella matter
if i didnt play arn i'd play matter
No, thatâs what made it the most overpowered weapon this game had ever seen
52 damage lh1
i need tier list weapons pls. đ
Can I get the spreadsheet of the weapon stats?
https://docs.google.com/spreadsheets/d/1Ud7Rdl3AgMw9mmfDwW2LtDMnzZQ9IIhnqSE4ivsaMTs there is this one but it hasn't been kept up to date
learn the forbidden tech and satisfaction shall be yours once more, child
i dont want to gadgetswap my keyboard is already in shambles
so be it. may this satisfaction stay a distant memory to you đ
Model needs that +1 damage per pellet for sure.
Thanks
chat, what do we think about damage ramp up as well as fall off?
Not a fan as it's a bit unintuitive.
However it could be a nice way to add more variety to weapons
what do you think is unintuitive about it? and would you say the same of fall off?
Sniper doing more damage from range sounds interesting
i like the idea too but i can understand it'd be unintuitive
the point i was getting at though, would be to have designated close range weapons have that extra damage ramp up that other longer range/versatile options wouldnt have
for instance : m11 could have up to +50%dmg in ramp up, xp-54 up to +25% and ARN up to +10%, and in exchange we can balance base stats differently. like m11 has lower base dmg than xp-54, but when you factor in damage ramp up m11 becomes higher dmg
A shot fired from a gun dealing less damage due to having been in the air for less time - that is the implication, isnât it?
Currently we can already have guns be weak at close range just by having stronger closer range alternatives, so itâs not a balance tool that opens up a lot of possibility, just a bit of variety.
no it's the opposite, shots fired point blank receive bonus damage.
the damage ramps up as you get closer to your target
Oh. Thatâs just falloff..?
it's a similar principle to falloff, meant to be used in tandem, to further fine tune performance at different ranges without having to resort to stuff like random spread
So as in, having multiple falloff periods
i like it cause it can make it easier to estimate what damage you'll get at what range
Sounds fine to me as long as itâs used carefully
Iâm not sure what one would use it for right now
indeed it should, and i dont even know if it'd be perfect for this game but i think theres cases where it cold help
However communicating it to the user could be tricky
i dont think so
The game really should show a little graph for weapon falloff.
that is true
but yeah all in all you can also think of it as one more falloff stage, but basically i'd like it cause it could mean there's a vast-ish range of base damage, a smaller range up close of more damage, and then the actual falloff for significantly long ranges
could help with stuff like m11 having the potential to contest XP-54 when falloff is applied (given equivalent accuracy)
Thatâs already fixable
I think the reason why it isnât fixed is because for the vast majority of players, the recoil handles that well enough.
Which relates to my personal stance that randomised recoil is a very useful balance mechanic!
i understand your sentiment but personally i hate balancing via randomness, for skill based games like FPS at least
Same as doing it in any other way, I think.
Aim is already random, I donât respect it as a higher level skill just because people can practice it.
i fundamentally dislike that in my competitive skill based video game i could theoretically lose an engagement not because of a difference in skill output in this moment but because of sheer luck.
Thats how itâs happening either way, your body is not mechanically perfect. I would like to make the point that by having muscle-memory-based recoil control determine your ability to hit enough shots at range, with a faster firing weapon it may be less random to flatten it out with spread rather than relying on the human bodyâs capabilities to match a certain level, because people are not consistent.
Thatâs a common disconnect between myself and a lot of people, a lot of people view the traits of parts of themselves other than the authority of their conscious mind as being fundamentally different to external influences that are equally outside of their direct authority. I do not.
mega yapping
i'm not really arguing for what factually happens in the rounds, i'm more arguing for a game balance philosophy. of course human error will make a perfect stat system lead to unexpected results, but those results are directly impacted by the human input, and not some computer generated random number
(Also, at a higher level, more of a game state overview, I think that a playerâs ability being heavily dependant on how readily they are capable of absorbing deterministic recoil control skills is very random and has a major negative influence on things. As a result, if/when I create a shooter game, I wouldnât want that.)
Computer generated or human generated, I donât think thereâs an inherent difference. Except for when the difference is a conscious decision, because the game is designed to interact with us on that level.
@indigo nexus about the post in #đâgame-feedback
M11/XP are still meta, in addition to ARN now, AKM/Famas/FCAR are still meta, Defi is still meta, evasive dash is still meta, Demat is still meta
As long as a game consists of a decent enough sample size of skill-based events such that random influence (which is not brought on by the unpredictability of your enemyâs decision making) becomes pretty much negligible as a component, I think the situation is good
medium/light meta has barely changed at all
XP is very much not meta, M11 is good, but that has certainly changed. ARN has not been in the game for long enough to count here.
AKM has never been meta. FCAR hasnât been meta since season 2. Famas wasnât meta nearly two years ago, it became meta later, and I donât think is really meta now. Demat has been usurped by healbeam.
i really do understand your philosophy, but the fact that individual plays do not offer uniform rewards makes this worrysome for me, sure you might lose an unsignificant fight cause RNG and it's w.e, but if next major's final cashout is won cause of a shot which could have not landed if the game decided so, that's considerably more problematic and a bad look for this "competitive" game
there's not a difference in the result, but there's a difference in the philosophy
They never will. I think we both have the same goal of minimising that, however.
In THE FINALS randomness has to be reigned in more than usual, because matches can be determined by a small sample of events.
indeed! which is precisely why i disagree with using randomness as a balancing factor
SMGs and ARs have pickrates of over 70% in ranked. And this hasnt changed since release. This is toxic af and boring as hell. And yeah, dash easily has 95% usage in lights
Even so, I view it as a valid balance strategy
i think it has places in certain niches, like the minigun shouldn't be 100% consistent laser beam, cause the spread incentivizes you to get close, much like shotguns it's part of the weapon design. but i don't think we should be making every gun KS23/Deagles, else we'll be playing counter strike soon enough
Not true, since shotguns have certainly dominated at times (and the SA12 never left). But itâs no surprise the weapon classes with the least counterplay are the most viable. To change this is very hard, as the other weapons are prone to becoming too strong when considering the other 99% of the playerbase if we compensate for that.
Dash has been beaten by invis before, but it has been overrepresented too much I would agree.
Is counter strike not considered one of the most competitive games out there? Video games I guess, not including things like chess.
it is definitely not too difficult to change ARs and SMGs to become less effective competitively and give space for other weapons. Keeping them at the top for the entire games lifespan is not the solution but results in a boring meta and no shift in gameplay variety
in the sense that they dont ads lol
Okay - how?
I know thatâs a big question, but I know for sure itâs not a question I could answer even if given a long time. At least, to remedy the problem such that most would stop complaining about it.
It seems impossible to do this without removing most of the weapon variety this game offers.
increase damage fall off. the reason many of these weapons (especially ARs) are so dominant, is because in many cases the falloff is little enough for them to still be preferable over long range alternatives. Sticking to long range high ground positions should not be as effective with ARs and SMGs (its less viable with smgs, ik, but they have dash which is broken in itself), and changing that would make significant changes to pickrates
there is no reason for an AKM to do consistent good damage over 50+ meters
Iâm not sure what you consider good, but that seems a strange use of the word to me.
It seems like any general nerf to the more âmetaâ picks wouldnât really help, as it would invariably make other weapons too dominant elsewhere. You would need to rebalance the game such that the skill-dependant components and vulnerabilities of the weapons were all equal across the skill distribution.
(Also, most people are of the opinion that AKM should be buffed, which makes this a curious assertion, even though I donât really agree with them)
i dont think thats true, but regardless, anything is better than the garbage we have rn
Well, Iâd point to earlier seasons as an easy counterexample :p
Balance seems almost as good as it is likely to get.
this is because people like to get the weapons they use buffed, and since the akm is one of the most played weapons, that checks
can i get my pike with fries and chicken
and i'd point to player numbers
I think itâs more people who donât use it because they perceive FCAR / FAMAS to be upgrades. Community feedback as a whole is quite heavily biased towards the most dedicated players, who tend to be relatively good. Not that this says much about the calibre of their takes, but complaints about meta things are more common than complaints about anything else, which is the opposite of what you might otherwise expect
What about them? This does not seem relevant.
i didnt use akm in a few seasons until today, i feel like it might outperform fcar due to being better at chipping people and shields thanks to healing and shield meta, but famas still exists
We know for a fact that player retention in the first few seasons was relatively poor compared to what we have now, but that doesnât seem relevant.
it is but at comp level what dictates wins and losses is 90% strategy 10% mechanical skill, because the game leads to many "checkmate" scenarios, and each individual player is not as important as they'd be in the finals
Is that not something to strive for?
depends what kinda game you're making
I donât yet understand why it was used as a counterargument
the systems in place in CS heighten the mechanical skill floor but lower the mechanical skill ceiling imo
getting headshots while bhopping is a higher skill maneuver than holding an angle and bodyshotting with AWP, yet CS mechanics prevent players from doing that
I donât think so. This is pure conjecture, but imagine the case where all weapon dispersion in CS could be compensated for if you learned it for long enough. You could have players who just werenât very good at the actual game, who became able to blast through the other team just by mastering that, with the movement advantage theyâd be able to have.
how is being good mechanically not being good at the "actual" game
ideally mechanical skills and strategy should both have an impact in your results
more mechanically driven players would follow the lead of their in game leaders who would take safer positions where they can capitalize off of their game sense more, while directing mechanical players to make high risk high reward mechanically driven plays
ideally mechanics and strategy are both as important so that individual players can shine in either aspect and help their team win through that
my point with CS is mechanical skill matters way less than having your team coach tell you how to play the map correctly
you might be the most mechanically gifted player ever but you still can't 1v5 every round while at a disadvantage
Mechanical skill is a bit of a broad term, but anything that just relies on learning muscle memory seems kind of irrelevant? It is not decisions made by your mind, and hence I donât understand why that would be valued or perceived as intrinsically rewarding. For me it is only extrinsically rewarding in line with a gameâs reward mechanisms.
the intrinsic reward is seeing your growth, aim/movement/muscle memory is a skill you hone, and seeing the imporvement and knowing that you are performing well given your abilities is what gives intrinsic satisfaction
much like knowing you made the correct decision is satisfying, knowing you "passed the skill check" feels good
also your mechanical skill should heavily dictate what decision you make, so i think it's a bit unfair to discard mechanical skill as something unsatisfying
Taking a possessive stance on it seems odd to me. I just consider it a part of my bodyâs function rather than anything related to the entity I experience the world as (me).
It makes sense that this is a consideration but I donât see the relevance of this clause to the discussion.
okay ngl i was not expecting this game design discussion to go into philosophy and stuff, but wouldn't you say you are in control of your own body?
To an extent.
yes muscle memory is mostly unconcious but you are the one telling it what actions to take
Muscle memory and subconscious processes, I do not feel in control over.
dash needs to get fucking deleted from the game i swear to god
such a fucking annoying mechanic to play against and in many cases straight up unfair
i understand that, but you made the decision to get into a situation where you need to use muscle memory, thus you "summoned" that part of you. you might not control every muscle movement or whatever, but you are still the "green light" that enables your body to move
i dislike matchup checks/checkmate situations too bud đ
Sure, so I may have more interest in the decision itself. What happened afterwards was outside of my control, so only the extrinsically rewarding consequences of it would interest me.
they shouldnt exist, not to the extend where you can literally only do something if the enemy has a few extra chromosomes
From my perspective, thinking otherwise would be like downloading an aimbot and feeling proud about how many shots you were hitting, because it only happened because of your doing.
Which, actually could explain a lotâŚ
so what about stuff like recognizing a shift in trajectory or movement speed that thus requires an adjustment in your mechanical output? like mid spray recoil adjustments? are these subconcious? or are they very quick decisions, that happen in a fraction of a second?
I want to ask a cheater about that now.
i'd argue when i see my enemy take a pad and i try to track em, while i might not have the time to properly articulate a sentence in my head representing what i'm seeing, my brain receives the information and very consciously tells my body to adapt
A grey area certainly exists! It is a scale, but some things I think can be said to definitely fall into one category rather than the other.
Hence I specifically noted that âmechanical skillâ is a broader field than what Iâm talking about.
Mid spray recoil adjustments in my experience are conscious things, but itâs possible thatâs not the same for everyone..? This is why I view random recoil as having a significant skill component, because itâs reactive rather than simply reproduced.
that's untrue though, the decisions you made up to that point in your life technically counts as affecting the outcome lol, if you have practiced and trained your brain and body that will affect the outcome, and same for if you didn't
ah, i understand your point regarding random recoil now. however my point is why have recoil at all lol
Iâm not sure it makes sense to call that untrue, but your point is a good one.
I think I donât consider the rest of my life when extracting emotions from gameplay.
(Not that I understand that process well to begin with)
i agree learning a recoil pattern is not the most fun for me either. it's very much a "honer" activity, where "feeling" your growth is the main appeal, as there are no outside variables impacting your inputs
yeah i was playing devil's advocate, it is indeed not necessarily untrue, mostly a matter of perspective and beliefs. it's very hard to factually talk about consciousness
Itâs a really useful balance tool, and can be actively engaging as it gives you a thing to focus on.
You can make a weapon feel very different to another even if they have about the same full-auto range performance, thanks to recoil, and feelings regarding gunplay do matter!
i agree gunplay is hard to quantify, it's a very "feels" based feedback, but personally i think random recoil and especially visual recoil never help guns feel better
An example I like is the FAL from battlebit remastered. It has the most horizontal recoil in the game, but can be used well like a DMR and as a CQC shredder, suffering at close->mid range, and I really like that dynamic, which wouldnât be possible without it.
(One of my favourite guns in that game)
well, maybe feel better to shoot at a stationary target, but not feel better to try and outplay opponents with
fighting my gun harder than i'm fighting my opponent does not make me feel good
Visual recoil I donât like. Bullets should always go to the reticule
But thatâs not for much of a philosophical reason as it is, I just donât like the conflicting feeling it gives with regards to what your weapon is doing
may i ask where you're from? i know it's random but im pretty sure reticle doesnt have an U in it
UK
oh is it a UK vs US thing?
Maybe. Wikipedia lists both names but doesnât distinguish via country.
interesting. anyways, thanks for answering :)
âReticuleâ is how I pronounce it, and thatâs not easy to change
fair enough haha
i know in practice there would definitely be issues with it but the way i'd like to personally handle recoil in a hypothetical game is that at least for slower firing weapons the recoil is done by the time the next shot is ready. not sure how well that'd work with auto guns tho
i'm saying conceptually, in terms of what i value that's what i'd do
it'd add flavour, it'd add unwieldiness, but it would minimally affect aim
I've never made a proper recoil system so I don't have a great understanding of how it feels. But I think recoil should definitely be applied in its entirety before the next shot
it's true come to think of it i don't assume any game does otherwise
My current idea, after I'm done with my current project, will be to make some sort of shooter game, but how that will play out I don't know. The recoil will hopefully be similar to how it is in battlebit, but I'm not sure. May not be PvP.
Let me know if you need help putting some fun ideas in it
but yeah as an example, i'd like for revolver's recoil animation to be done and reset by the time next shot is ready, so no more visual bounciness on the gun model, and your crosshair has already reset to where it should be
i don't like that if you wanna fire revolver ADS'd at full speed you're basically gonna be staring at your hands cuz of recoil
the revolver recoil I am not really a fan of how it works since it's so visual, I don't like the idea of the gun appearing to jolt away but then returning without your input, because I try to naturally compensate for it myself. I think that sort of thing is why I struggle so much with the LH1 / Pike, it tricks me into constantly overshooting or something when trying to control it
i think what it comes down to is that i value predictability. both players should know what they're getting each other into and what's gonna happen, so that they can prepare for it
same. whenever i play revolver i'm nearly only hipfiring and doing good, but the second i start ADSing it all crumbles
Would you rather have to recenter your gun for each shot?
Yes. If the gun doesn't need to be moved then I think it should not be moved on your screen.
personally i'd much rather have it that way. visual recoil is done before next shot is ready but your crosshair has moved and needs readjusting
agreed
you are gonna instinctively focus on your sight again IRL, but your arms would've moved, thus needing adjustment to stay on target
But, the favorite argument is that the game isnt meant to be realistic.
And what do you think about goo ?
sure, but if drawing from realism means better gameplay there's no reason not to implement it imo
haven't you read the nametags? i think you can tell :)
Its the single most unique thing about the finals and should be protected at all costs.
Thatâs the joke đ
but every game should be as intuitive as possible, within the world in which it takes place.
agreed. amen brother
đđź
Im with you.
(thank god for arc raiders not using hitmarkers and all that nonsense, makes fights so much cooler. This is totally unrelated in hindsight so I'm not sure why I typed it out)
Its funny, Arc raiders is way more casual of a game but far more satisfying and competent of a shooter.
no hurt in expressing your opinions
nahhhhhhhhh no way you guys are saying that đ
third person stalemate fights are good gunfights?
Well, I think a lot of people would complain if they took the arc raiders approach to gun interactions into THE FINALS. Not me, but a lot.
what is it that you guys prefer in arc's gunplay? like what gun interactions are u talking about im confused
I think its the fully projectile part of it tbh
that's fair. i've played Apex Legends as my main FPS before the finals and that is one ting i miss
I like how with all the smoke and stuff you can end up not being able to clearly see what's going on while unloading a mag into something, and how you may have to tell if you hit maybe based on audio or particle effects. I like that they're not afraid to use dispersion and unpredictable recoil as balance mechanisms. I like all the weapons being projectile guns.
beaming padding octanes with an AR that's fully projectile feels very very good
I think projectile fixes a lot of the problems of the finals. I dont particularly think theres a lot of skill to hitscan.
that's funny cause those are the things i dislike about arc LOL, spraying a guy and not being able to see him by the 5th shot of my bettina cause that shit produces so much smoke at the muzzle is not fun to me đ
i do like the audio based feedback on hits, but i don't think it fits the finals. it's very good design for arc tho!
Also, a little tangential, kills being signified by a distress flare rather than a kill message of some kind is genius game design
im still conflicted on that cause it incentivizes third partying and stuff
I wonder if that's inspired by something else, or if embark invented that mechanic
Well, it's quite supposed to, but ignoring that I think it's great. Just visually.
Fighting is already very dangerous in arc and most players are still eager for it, it doesn't need to be made any less of a risk
yeah but the current design incentivizes snowball fights where even if the guy that won the fight was attacked first while minding his own business, he now has to deal with more threats as he's down resources and has valuables to loot, and it keeps going and going and everyone dies in the same spot of the map (exaggerating but yknow what i mean)
Thatâs whey I love the Torrente on Stella Montis
No one gets to see whatâs happening and everyone gets defend
Haha, yeah, makes the game more punishing. I wouldn't trade away that tension though.
i wonder if having the flare only pop up when a raider is actually killed instead of when they're downed could be cool
at the end of the day i think my grievance with Arc pvp is that with it's fast TTK and third person camera, getting the drop on someone is insanely valuable and often a free kill, which feels bad when you're a gamer that wants to explore the map and participate in more activities than getting to a high traffic area and camping
I wonder if the flare was added when it was pve only or when pvp was in. Because iirc the plan was to just be pve, so the raider flares were probably more like "this fella over here needs my help"
That's why I don't so much like the solos gameplay, not my thing
I like it because it brings more people to me when I drop someone
i agree it's significantly worse in solos (my duo doesnt wanna play arc anymore and no way im playing fill lobbies đ) but it's still a factor in teams
In friendly lobbies you will just rarely die in a fairly unpredictable way, and in more violent ones... may as well play a game like hunt showdown or something (which I have never played, I'm just guessing it's better designed for that dynamic :p)
it is, hunt is like a hybrid battle royale / extraction shooter, and i really like it for that, the pacing is still slower like an extraction shooter but the objectives in the game push you to have more structured and expected fight locations, like a battle royale
also ngl coming from hunt showdown and playing arc raiders makes me feel deaf
audio in that game is quite mediocre, which is a shame as i think good audio makes "openworld" FPS games significantly more fun
hearing sprinting footsteps in hunt as you're in a building dealing with zombies or w.e is a great way to inform both teams of each other's whereabouts without giving their position away, while building tension
Hunt made me never wanna play extraction shooters. The pve isn't noticeable and it takes like 15-20 minutes from death screen to get back into action, and there's no real reason to extract. It took me a while before I would even try arc, but glad I finally did
that's a very good question btw, i'm curious what's the answer
The sounds are really good in arc raiders, but their interaction with the environment does need work.
the PvE isn't meant to kill a fully kitted player in hunt, it's meant to setup fights and give info, as well as potentially finish off a wounded low on resources hunter
playing hunt showdown you straight up feel like you have ultrasound detection or w.e, i can hear a guy step and know what side of a building he's on as well as which floor, and have an estimate as to how close he is
it's soooo goood
Speaking of fully kitted players thatâs my biggest complaint with arc raiders
also level design is insanely good, with most building having different materials for floors, which makes footsteps unique depending on the surface
like a plaque of sheet metal near an important doorway or window, to alert enemies of your spot and balance the spot's risk/reward
The high end loot is completely dog shit and there no reason to take expensive stuff ever
i agree, but considering how easy SOME of this stuff is to get idk
I disagree, but it probably needs to be a bit better / more valuable than it currently is
Most the purple weapons are straight up worse than the blue weapons and donât get me started on how trash the experimental weapons are
like blueprints is the big gatekeeper there, the materials themselves are not too bad to get, but if you haven't rolled the BP yet well what are you gonna do about it
The legendaries are good for PvE, it would be nice if they were a little better for PvP
bro equalizer is a laser minigun, how is that not deadly to people
You need epic crafting materials and a queen core to craft a weapon that is less efficient at killing arc than just taking a stack of grenades that cost half a dollar and a gum wrapper
btw i know it's crazy to ask but i'd like an augment that has a passive where when you get shot while your weapon is stowed, you get damage resistance for a moment, to minimize first shot advantage
help carefree empty brained raiders like me not die cuz some guy decided i needed to die
The grenades are better for pve than the dedicated pve weapons
true, only exception is queen & matriarch
I think this is a very skewed outlook on it... legendaries aren't actually that hard to craft or supply, you would need enough wolfpacks to match their total usefulness that I don't think that comparison makes sense
Even then if youâre farming queen and matriarch parts you can just take some grenades, smokes, and a cloak to blow some armor off then leave
that is very true. strange to me how queen cores can drop before the queen dies
The bad PvE design and weapon balance is kinda why I just started going PvP now
do you pvp in a squad
And if you do happen to kill it 3/4 of the loot gets stolen by 15 free kits thatâs didnât even help
Kill is less effective than just looting the dropped armor
Mainly solo. When Iâm playing with friends they are usually doing missions or expedition and I just protect them
Iâm really looking forward to the Marathon release because itâs much more PvP oriented and the fan base is way better
I agree hitscan also keeps minigun and shotguns from being a little stronger
*some shotguns
oh really? i tried solo pvp but find it quite underwhelming compared to good teamfights
kinda same, i hope it will have good quests, including ones to kill people with certain gear (like tarkov)
i think having pvp quests to work towards that keep progress between deaths is a good way to reduce gear fear and incentivizing "chad pvp" behaviour where people willingly walk around looking for a fight instead of camping a high tr1ffic area
Just have to go to the right places. I usually go Stella montis and run around medical and the surrounding hallways or control tower on dam
why want kunai when we have utensils and playing cards
i suppose i will, but i still prefer the more "organized" 3v3 matches, less likely to get third partied and significantly less likely to get 4th, 5th, 6th parties
That makes sense. I donât plan on extracting when I go in for pvp so that doesnât matter to me
If I survive thatâs cool but not the goal
Because kunais are cool as fuck and I wanna throw them
Isnât that literally what the base skin is?
fair enough. so do you loot with your team and spend it all on solo pvp? haha, for me it was the opposite
I do looting runs every now and then and make it out with massive hauls when I do survive
So updating my hero loadouts that I will tier off fun and effectiveness solo queue unranked cashout, in case any of y'all enjoy the game the same way and like playing weird kits
S Tier (very fun and very effective)
-
AKM, Medbeam, Goo Grenade, Jump Pad
-
Riot Shield, Turret, Flash Genade, Breach Drill, Frag Grenade
-
Matter, Evasive Dash, Flash Grenade, Gas Grenade, Breach Charge
A Tier: Very fun, still strong but can be more inconsistent than the S tiers in an average lobby
-
Revolver/Cerberus depending on the vibe, Demat, Goo Grenade, Pyro Grenade, Glitch Trap
-
CL40, Demat, Data Reshaper, Zipline, Jump Pad
-
Model, Demat, Jump Pad, Mine, Frag
-
Pike, Turret, Motion Sensor, Zipline, Defib
A- Tier not as fun but decently stable. Fun I have with these builds are carried by the costumes I have for them
-
93r, Cloak, Gateway, H+, Sonar Grenade
-
SHAK, Mesh, Dome, RPG, Anti Grav
This game just too fun to mess around with
yo guys im new here and wantd to know if you have any idea who i could talk to about some new animations for the P9S
Nobody. You can leave a suggestion in #đâgame-feedback
S1mple says your wrong, he went from winning a 1v1
Aim tournament to winning comp tournaments in 1v5 scenarios is like 4 months
Muscle memory is a myth, it's just memory applied by brain to your arm
Sure, but it doesn't make a difference either way
This is correct
Why did the make the ks23 start hitscan? I feel like embark Devs hat making anything a projectile
It made a difference in the context I saw but then like 2 messages later you said you don't feel in control of your subconscious which renders it a moot point lol
I do think that's a wild take though
My subconscious is very obviously a reflection of my conscious mind and the effort I put it
When I do aim training I'm consciously thinking about my aiming and then when I focus on other things I can see my subconscious is taking the lessons I learned from conscious practice and applying them
And my subconscious decisions are not in breach of my own sense of logic and priorities
Well, it does things for me and is definitely a reflection in a sense. I just don't get anything out of that, and would rather not be evaluated based off of it.
maybe the concept of pride comes into this?
If you took pride in something you had gotten your subconsciousness to improve on in that way, it'd make sense
yeah I think that's the typical angle, in aim trainers and such, you're reprogramming your subconscious to perform the actions you want it to
but conscious thought is an element too
like in cs1.6, there are two spray patterns, left and right
you need to observe which one is happening and then control recoil for it, rather than relying on simple repetition
/ argent
man appoh is full of l takes
bow buff wasn't needed becuase if you had excellent gamesense it was playable in cashut
meanwhile if it takes more than 2s to get line of sight/delete a dome shield, you can't kill a heavy fast enough with 1 headshots to defend box in point break
also I think he's misunderstood the rpm change as being a change to the draw time, when it's a change to the reload time
meanwhile lowering the skill floor is just nice to casuals who want to play bow but aren't sweaty enough to actually be good, and the skill ceiling is still high and the bow almost certainly isn't op anyway
lowering skill floor in ways that don't affect skill ceiling are just good
Yeah his take on the bow was very odd
supposedly he's a bow enjoyer and he wants it to be gatekept and crap?
sounds like someone who just wants his special toy for him only
a true bow user shares the love
I'm not sure how much of the change was because of point break but I sent them a video of me failing to kill a heavy solo stealing the box in front of me wihtout even a dome shield because I couldn't get a headshot angle on him lmao
the bow needed a dps increase for point break for sure
He never says it but he insinuates that the bow when used at its peak is a dominant / meta tier weapon
Which I think is unbelievably wrong
Itâs so much more effort for worse results than youâd get by using other light weapons
Appoh seems like a loser tbf
No heâs a cool guy heâs super nice
I just donât agree with a lot of his takes
Yeah that seals that for me
True #killallnicepeople
Is he a streamer or esports player?
Esports coach and content creator
#...maybe...don't?
Balancing weapons shouldn't be about viableness necessarily it should just be is the weapon satisfying to use for the demographic it's trying to be meant for and from what I understand every bow user thinks it's way too punishing for mistakes and not rewarding enough for skill.
To me, that means that bow should likely get some sort of change to its numbers to make it feel satisfying to play.
In a game that has punchy marksman hitscan guns, unless if shields become insane they will always be the meta choices.
Other weapons don't need to be buffed to match that, other weapons just need to be buffed so they are satisfying to play by the people who want to use them.
good take
tbh I really don't think reapeater/bfr fit in the finals, they're basically identical to scout in csgo
and csgo's weapon balanceing is entirely different from the finals, so putting a scout in the finals' weapon mix is gonna be crazy op
Which weapons are not pure hitscan?
I'm asking because I'm surprised to learn that the repeater and the titan are both hitscan, i'd have assumed them to be projectiles.
Esports = scum
ks23, sr84, bow, cl40, mgl, tks
Thank you
wish they would try making one of the medium ARs full projectile and see how it feels, but i just dont ever see that happening
tbh I think it's better on an smg first
cqb is less punished by projectile
and p90 sucks to play against as a pleb
a lot, a LOT of his takes are agresively sweatlord-pilled
like his opinionos make a lot more sense in a world wehre everyone is nolifing the game
Nice isn't an excuse for dogass takes. I will find him... and i will...
Down vote his comments
appoh when i dont play charge and slam ks23 in the grand majors:
i mean isnt he the one who basically got the channel flooded with people begging for sword nerfs (albeit based to use your community like that)
We should jump him
pipey?
not everone has the time or ability to llearn how to position perfectly to abuse the bow, and making it easier for them wihtout making the bow op, or reducing the skill ceiling, is just a good thing
but if you're in a world where everyone you know plays 18 hours a day and nobody has a disability that affects their abilities, learning the bow seems like a trivial thing and isn't a big deal, so it seems like a pointless buff
I got arthritus and while it doesn't generally impact my ability to play, holding down the mouse or spam clicking for bow/v9s respectively is often painful
i will pipe you full of goo
so being able to hold the mouse down less duration is a nice quality of life for me
Why not both
don't threaten me with a good time
day 2300 of waiting for embark to add full auto accessibility option for semi autos
no wait that would make v9s even more mainstream
uhhh kill v9s
yeah I litearlly said, if they're giving aim assist to controller players they should give autoclicker for cripples like me
and tbh it's easier to blaance semiautos if there's the expectation that they are to be fired at full speed
and there's an inherent advantage to tap firing so skilled players will do so
recoil control, ammo efficency
Full auto is brainless
why
Hitscan
I am often pretty mediocre with what I usually choose to use and yet I always frag out with automatics even some of the worse automatics ,even a bad automatic is much easier to use than a semi or gimmick or melee weapon
I predict hitscan just kinda makes automatics too easy to use Regardless of where they end up in the meta
Would rather they be projectile
Shotguns should also be projectile,everything should be projectile
not only does it make it easy, it makes it feel boring. every automatic feels the exact same to me
That invis ball gotta go or sum ppl already be running enough ts sad you start killing ppl they instantly switch to lights pistol and invis
Wait a second
Seconds up, back to the killing zone
Is that my stats?
Perhaps
I just saw we were bullying someone and hopped in because I smelled blood in the water
No way this mf held onto a screenshot of my stats for months after I posted it just to do that
lol
For the season thats supposed to be medieval themed, I hope we get new melee weapons to use
Like a spiked flail for light class, an axe for medium, maybe a lance for the heavy,
Uninstall
Glitch buff wasn't necessary
Imo they should keep the ammo count nerf and revert the cooldown buff
no
There is no information about such a season atm. Likely speculation
And melee as a whole is being reworked, I donât want to see any more melee weapons until the issues with the weapon type is addressed
In my game it felt like the arn did more damage than the usual
Uninstall your life
Couldn't if I wanted to,I must be here
god damn gucci , louis, 3 box logo
Most definitely could đ¤Łmake a move anyway
make a move away đ¤Ł
Nah,I am a law
how do you spell lucky wrong
You a nobody đ¤Ł
I am more than you,if I'm nobody then who are you?
Do sum productive w ya life
ok
you're here too
@alpine ledge curious how youd feel if you didnt have breakfast this morning
I'm about to hit a light with 11 different options from prowler stance no kizzy
yeah in march dumbass
Babylon destroys Babylon
burn baby burn
that reference is going to get got is it
March 17 is too long
2 months away is insane no cap
We have to play this dogshit for two more months?
Do NOT drop the trailer this early if you aren't releasing him in February
ingrid is late spring, so shes gotta be like may/june right?
happygolucky better not be eating breakfast rn
Doesn't matter. She's late to saving the genre.
Guaranteed Alex gets nerfed before evo
grapplers are like winch claw bud, nobody likes getting yoinked
I know I'm gonna get flamed but tracking dart for Medium? It's probably OP but I need someone to explain why
og tracking dart đĽş
They expose dogass players for bad spacing?
Hm. Do feel like that.
Actual dumb idea that deserves flaming:
Give medium a longbow and heavy a crossbow so that all classes get arrows
Possible
Give heavy a dragonslayer great bow not a whack ass crossbow.
Medium can have the crossbow
Give heavy egon's greatbow
Ewww elden ring?
Get good
Get you a strength faith glass cannon build or no funny organs
Please. Elden Ring isnt anything special. The dodge window of the souls genre is insane.
I beat bloodborne do not act as I don't know
Are soulsborne really the bar for difficulty these days?
Josh has beaten bloodborne
METEOR HAMMER
NOW.
Bloodborne stocks way down
Difficulty is not my appeal to those games,it's the cool magic and the pvp and cool bosses
You told me to get good and do some buns ass build. You're a difficulty chud for sure.
Strength faith is my favorite kind of build
I play the same build since Demonsouls. Sword and board, fluted helmet.
I use summons and all the flashy shit,I'm not one of those rusty spatula no hit run builds
Anything goofy or cool looking ill use it regardless of whether it's good or not
I just smack with sword and fight boss.
Monster Hunter is the far superior series anyway.
I use big weapon and bonk boss or I throw big fire or lightning or boulders or dragon spells
Big weapon smack force of nature will always beat high fantasy.
Elden ring has a giant motorized pizza cutter
Yeah they stole that from monster hunter.
I think a while ago they said they were planning on doing something medieval themed
Brothers never played charge blade. Crazy
Im HOPING its a season since we seem to be following a theme of different cultures
We already had Japanese, Chinese, Hispanic
No.
Different time periods too, past, modern, futuristic
You may be referring to the Reddit AMA stream where they said (in response to medieval question iirc) âweâre adding a Viking cosmeticâ
OK bro
Nothing Medieval on the docket, sorry to say
Im still holding out that we get a medieval season
I want a season in rural Kansas. Medieval sounds lame
I wanna see knights n shit beating the fuck outta each other
I need more fantasy China where the buildings arenât made from styrofoam and the air is breathable and not a smoggy breathing hazard
Can I get some green overalls off the shoulder with no shirt in that season?
I play charge blade and gunlance and both the bowguns
Yeeeeuck
Waiter! Waiter! Bare feet please!
You corndog medieval sounds cool as hell wdym lame
MMO weapon, inferior lance, and bowgun??
What do you play
Farming and agriculture is way more exciting than this corn dog shit you are saying
Lay seige to a fortress
Embark isnât capable of balancing melee weapons currently, I wouldnât hold out any hope for anything medieval until maybe S11 or beyond
Storm the castle gates whilst dodging arrows raining down
Lance and Greatsword, the only correct answer. I would have also accepted hammer/horn or SnS.
Capture the flag
Hunting horn new medium weapon?
Can we get a corn dog hammer skin?
Metal clanging and fire burning
Embark keeps making me fat
Embark will never get anything other than ars and smgs right,and even then they should be projectile rather than hitscan
The more I hear of the ideas of a medieval season the less I want it
You sound like you play Insect Glaive and Switch Axe(only in rise)
Ballista for heavy
Insect glaive is sick cmon now
Probably have an absolutely busted horn build for Omega.
Of course. Let the boy harvest your essence.
Did the arn get buffed or am i just schizophrenic?
It's alright,I'm too lazy to use it because it's the only weapon that requires you to play the game
Drywall, you can play whatever you want. Its just my job as a GS elitist to say whatever you plays is whack.
Gunlance is not wack
Gunlance is cool and has fun combos
With cool explosions and pretty lights
I like the aesthetic, Iâm all for European plate armor
Bowguns are only worth a shit in the newest game
Its aight. Lance is more fun to play though
But gamemodes? Melee weapons? Pass. Fuck that
Why not game modes?
And charge blade is pretty cool but I like Gunlance more
I dabble but I like my kaboom and harpoon more
Charge blade is fun but I dont really like being railroaded in to a certain rotation.
Fair enough
I wish the Gunlance had a little my dynamic of a standard moveset. It doesnt feel as fluid as lance, but the ammo part is fun. It'll get there.
I feel like it's a lot less clunky in the newest game
Oh for sure.
But the lance also got an absolutely insane set of moves that just took it to the next level.
I also play a lot of hammer,specifically the one that looks like a cage on a stick and only that one
I started on Gunlance in 3, but moved to Lance main in 4.
It would have to be something wholly unique and once again I have to pull the âShitty track recordâ card because Embarks flagship new addition in S9 (PointBreak) has 0 testing because it was unplayable day one due to exploits
They need to add the rocket seltas hammer.
Yea
Its not fair to checkmate every conversation using embarks incompetence. You are banned from using the instawin button from now on.
You should play Horn. Its like hammer but with more to do.
(Me pulling the Lights ruin everything gun from my pocket)
You can use instawin buttons i agree with.
This is a place of joy and speculation not doom and gloom
Kill all lights except dagger and dB lights
Haven't seen a horn variant I like or want to grind for
Asthetically at least
Probably both knowing embark
Thats wild to me tbh. The horn has some of the best designs.
I just haven't found one that clicks with me,moves are cool but haven't found one that looks cool
Missing out. Hopefully when you find one you like it has great songs.
Someone say rathian horn for the omega fight?
Thank you thank you thank you
Me as each buff is applied
Catter better come up with a unique mode right now.
And he cannot say not my job.
It should have new mechanics for potential weapon reworks and then never get touched or added to the main game mode ever
Im so excited for the juxtaposition of Alex trailer releasing and the worst mid-season patch we've ever seen tomorrow.
The peaks and valleys of this week are insane.
Embark would fire him because at least he would try to do his job
Oh I forgot its finals Christmas night. Getting to wake up to a new patch in my stocking
(it's coal)
(Sometimes it's coal,but its usually petrified cow shit)
It's normally just empty these days
True
Youâre getting yet another retro callback texture swap weapon skin
Yipee, I'm forever grateful. Another ultimate battle pass purchase is heading embarks way
We had roller rink carpet, laser tag walls, this time youâre getting those jazzy paper cups!
Oh, and more white girl cosmetics
Waiter waiter more whimsical skins for sledgehammer instead of un-neutering the damn thing
We were running low!
If no white girl finals music me no want white girl clothes
I so desperately want to be optimistic for the games future. Itâs not like itâs going to die anytime soon but if weâre just due for more of the same lackluster balance I donât have anything to be excited for beyond âOh boy new Battlepassâ
YOU. Unique mode. Now.
LTM or mainstay?
There's nothing even good in this new battle pass it feels like. Even their golden goose battle pass is struggling
Erm, did you not see the new unusual effects??? Thereâs gold dust on your shoulders??? Privileged much??? Standard gamers smh
Oh my sweet child
Hold up, letâs unpack this
Youâre expecting what? For +$15 on top of the standard BP??
The bao launcher,the cerb and flamethrower skins
Mainstay
That's about it
Bao was cool until I shot it and realized it doesn't shoot actual buns
Gimme a sec, I had a few ideas and I wrote them down somewhere
They should add duck duck goose to mainstay where you just play normal ass duck duck goose. And then sharks and minnows is the new ranked mode
Shoots like little racks of buns no?
I'm pretty positive it just shoots normal ass grenades
Swear I saw it shoot bao but to be fair it's the only gl skin with alternate ammo models
Apart from the sour core cl40
KOTH. But itâs on a unique arena where the geometry is indestructible but shifts according to a timer.
- Physical objects as OBJâs have proven problematic because theyâre prone to manipulation, as seen in PB.
- Destroying buildings to clear the arena can prevent attackers from approaching without expending valuable utilities which give defenders an advantage.
So my plan is to: - Make the OBJ a âzoneâ or area of influence opposed to an actual object.
- Regen/Randomize the arena to prevent turtling or poor plays to clear the area.
If some dumbass starts spamming gas to prevent the enemy from capping, it also prevents them from holding.
@unkempt moss Thoughts?
How big would the capture areas be?
Big team battle with tanks n shit wait wrong game mb
I like it because it feels like all the builds can shine in that
Roughly the size of the Mammoth Skull room in Museum.
Itâs large enough to act as a miniature arena on its own, large enough for mid range weapons to be viable, but intimate enough to allow CQC plays
Okay. I think it works pretty well tbh. It's also immediately understandable.
Team sizes?
Sys horizon kinda mid map
You've thought through the immediate issues it would have as well
I really adore the chaos of 8v8. Iâm not a fan of smaller team sizes because each player is forced to carry more weight, in 8v8 you can have 3 lights throwing shit at eachother and still win because thereâs 5 competent players but in 3v3 if even one person has an off day theyâre less useful
Hm. I feel 5v5 might be better but its your mode.
Iâm also unsure how this theoretical gamemode would handle spawns, as once a side has control of the zone whatâs stopping them from just pushing ground to hold players off at a spawn zone? It would need to be somewhat randomized, which could also affect team cohesion
Players âdribbling inâ opposed to making actual pushes with numbers behind them can be frustrating
Especially with limited lives via coins
I'm trying to think of how to best work that.
Yea
Sys horizon is just poke central
My only qualm with an indestructible arena is it would lower the value of destructive utilities like RPG/C&S. (Beyond damage ofc) But perhaps having specific structures that are clearly indicated as destructible but provide powerful positions could be a compromise?
I feel like random is the only way. Random wave spawns?
Wave spawns could work in theory, but if the team sizes are smaller theyâre less coordinated unless itâs a wipe
I was thinking with 8v8.
Especially based on map size
In a perfect world this gamemode would be able to be retrofitted on existing maps, but beyond specifically the aforementioned Museum I canât think of any
Maybe the hallway of hospital? But that has its own issues. And a single map for a unique gamemode doesnât seem like something embark would endorse outside an LTM
The spots could have a timer on them, and if you're in control it gives you points. Shifts to different areas in a round. So the destruction doesnt matter as much?
The more I think about it, the more I like the idea of just having regenerating structures opposed to indestructible structures. That way destruction utilities can keep their power but easy destructive spam like the MGL are limited. Nothing is stopping them from spamming a certain spot, but they canât shoot everywhere at once without putting themselves at risk
If a team times a push through a wall via C4 or breaching charge or the stupid fucking god damn drill, that would be pog.
I donât want to completely cut out ways to play
How long is the regen on the stadium?
Perhaps having individual pieces have their own timer would be the silver bullet, opposed to whole buildings?
If I had to pull a number out of my ass, 20s. Heavies regen from near death is 16s, which is pretty long and the +4s would allow some wiggle room
It woild need to work like horizon where walls just disappear instead of being a cluster fuck.
Rubble is annoying, yeah
Plus the regen would mean more rubble than previously possible.
All my homies HATE rubble. (Post made by sledgehammer gang)
I like the idea a lot.
I don't really think rounds stay in the same place long enough or are long enough for regenerating structures to matter without them being incredibly annoying and making the destruction mechanics really bad
I like cheesing people around rubble with my flamethrower
This would be taking place on a smaller arena unique to the gamemode, but I agree it may be too different to what players expect
I'd actually play it unlike tdm
yeah In a smaller game mode it could work tbh, I just think the regular modes' balance of moving around the map and fucking places up is about perfect
Thatâs what I tried to address with this theoretical KOTH.
I've never been a fan of tdm I always prefer objective based modes
I like TDM for its simplicity, but overall I prefer OBJâs myself
you could also make the hill be in the middle of an incredibly dense structure
So I figured the best median would be larger teams (5 or 8) where kills still tied to the objective (controlling the zone) but werenât the main focus
I think it would be sick if there was an almost completely indoors and CQC map like battlefield 1 fort Vaux in the finals
I always play obj over elim modes.
But due to the OBJ being a zone, I wouldnât want Heavy to be the instalock choice due to their defensive and destructive capabilities
Except pilot v pilot. I like that
If structures regenerated, Lights would have cover to play around without being instagibbed
fuck it make a map set in WW1 for the finals
Trenches would go hard
in like a fort or something with a trench section
and they can add the chauchat so the Lewis gun isn't lonely
Eclipse Shade Lewis my beloved
Take off the fucking cooler and lemme drink the water inside
bruh I had second seed in a game wtih a 6000 RS player on my team and a 18000rs sword
virtual extension Lewis gun will never be topped because the Lewis gun is the most beautiful gun ever
idk how I'm meant to carry teammates like that tbh
Lewis was what made me start playing Heavy in the first place, Virtual Extension was my first purchase in the game
sword died to pro like 9 times
i pulled it off round 1 but that was only because the enemy didn't punish my dunk
genuinely same
the only reason I picked up heavy after running medium for a few games
i feel like a finals version of the chauchat would be like the shak-50 in dps but worse hipfire and a bit more range and more accurate ads
Shak is unironically the gold standard for weapon balance
High damage potential, coold split shot mechanic, punishing reload, low magazine
the GOAT
Do I wish other weapons were as potent? Yes.
Does the Shak deserve to be crucified for Embarks failings? No.
shak-50 and Lewis gun try not to be perfect in every way challenge
And yet Embarks probably eyeing it for the chopping block next
please no dude
it has no sustain already don't kill my baby
Please please you can just call me king
I do not ask for it just predict the worst outcomes for heavy
I knew they'd randomly gut Sledge and continue to neglect spear and mgl
The Light hivemind has decided Heavy is too strong and as the most popular archetype they have the most say when it comes to balance
May they all rot in shit for what they've done to us
spear needs a from the ground rework I'm ngl
lights and heavies going at it like cats and dogs
Careful the spear mains are too stubbornly clung to their piles of garbage to hear you out,same with mgl mains
Spear sucks because there's a hard limit on how many things it can hit with spin at once
no I think the spin is a terrible idea in general
That is the source of all of its problems
0 skill and it stuns you for ages so you die, replace that shit
I think it was terribly executed not a terrible idea as a whole
if spin was good it would be cringe as fuck and if it's bad then it's useless and you die
Is it no skill? Sure,is it on the enemy for being within spin range? Yes absolutely,keep it but make it actually work
This is correct.
It would be fine,do not sabotage the funny
Catter blocked me for recommending a throw instead of a spin and a couple flamethrower reworks,got really pissy whenever I brought either one up
Did he actually?
add air blast from tf2
That was one of em,the other was either a chargeable fireball or a fireball that crits on burning targets
Dead ass
#heavy-build-main message
This is what I have notated so idk
Yeah, he argued the throwing knives were melee weapons
I said they can be used as them
He loves when I fight for the right to throw spear
Careful kitten, I have reddit gold
He's going to love having it thrown at him
Sounds like something you'd have
He's comfortable knowing that throwing the spear is much too much effort for embark.
True,flamethrower igniting buildings was too much for Embarks servers
I want that shit back,I fucking hate wm1 no consequence flamethrower users,and it added depth and a lot of utility to the weapon
I'm just saying bro JAVELINS could totally work as a standalone weapon and doesn't require bastardizing an already existing one
solution is give flamethrower to medium instead
Perish
The existing one is basterdized since birth
bastardising a gimmick weapon at best
The spear sucks and it needs something fun.
Spins even faster
Spend eternity in piss
if the spin was just a single loop it would be better
We cannot have nice things
because it's silly to sit there for 3 seconds afk either killing everyone or dying because you misinput m2
they hated Jesus because he told the truth
You are the serpent not a messiah
gg
IT SUCKS AND I HATE IT
Beyond uselessness tbh
the finals would be better off it ak was better than repeater please and thank you also buff Lewis gun and charge n slam
FUCK YOU IF EMBARK ACTUALLY KNEW HOW TO PROPERLY BALANCE MELEE WEAPONS BEYOND IGNORING THEM IT WOULD BE BETTER
Imagine being able to throw spears and climb them
Truth
rain world ass weapon
I hate when hes right. Someone tell him hes wrong.
Haven't played rainworld yet,people keep telling me to try it
do it it's sick as fuck
I cannot imagine it's anything other than high priority and it's been 4 seasons so when it does arrive it better be more than fucking "sledge 2 gud"
He's wrong in the spirit of it
so good my name is a reference to it
Your name refers to #đâgame-feedback I thought
Do not speak the devils name here
you get a gold star for that one
Im a good noodle. the best even
surely them adding basically nothing this season means they are working on something big right? ...right...?
Yes
2 months with no changes due to TGM last season. Then S9 launches with questionable changes at best, and a very short list at that. I really hope they've been cooking naked this whole time and they're waiting to surprise us with something actually meaningful.
But tbh I'm not optimistic, the pivot to ESPORTS came out of nowhere and so far we haven't seen any positive benefits.
The Premium BP's still haven't paid off either, just another form of consistent revenue for Embark. Was hoping to see the money go towards servers
More than anything I want consistent clear communication from the balance team. That shits free and embark still holds back
they even fixed it for heaven or else đ why can't we have nice things
It's literally not coming
I think they need to make lunge more consistent and by that I mean if you're in the same zip code as my crosshair I should get the fucking lunge
thrust shouldn't have movement or sword should be o med
is that when update
March 17th yeah.
Literally saved the genre.
Anti projectile on a grappler? Insane
r8 my ranked loadout
11 options off of prowler, special counter hit state. Giving grappler demon flip is just as insane
Still gets mogged by Terry's, juris, sagats
Disgusting
grapple sucks but it's better for playing solo queue because I can grab vaults and teammates and bail if my team is feeding
Literally just fake air stampede. Or flying squirrel. It's so over
dash wins me more fights, but the tactical utility of a grapple is very powerful
No h+ you are dead weight
What the fuck am I reading
my heavies are dead weight which is why I don't bother with h+
i have it in reserves if my heavies prove themselves in round 1
Plugging the box only to force your teammates to coin back in and probably losing the next fight that comes to you
yup pretty much
Terry is allowed to be on par with the goat
Average egotistical light player mentality
I win based on vault pop and dunk money
Lmao okay
it's way more consistent for me
That was the meta tbf a couple a seasons ago
Light players are such stooges...
Terry or Sagat in march 
If I could reliably work with my teammates effectively, I would use better strategies
I wonder how many times you've flashed your teammates and gotten them killed only to blame them for your team fight loss
Sagat. Terry is my sub
not many I tend to forget to use my flashes
That's good for your team then
You're actually such a Sagat but refuse to accept it
I flash my teammates with breach drill all the time and tell them to suck my nuts
Swap it for h+ and give a little bit of support to your heavies you're currently leaving for dead
last time I tried that it was yikes
Plus Sag is the coolest he's ever been. CA3 literally breaking femurs.
My light loadout is glitch, h+, nullify
He has the multi use sa1 right?
Mine is accidentally loading in with grapple
I'm not sure if it's 1 or 2.
gateway is way too operful for the strat I'm using
I think 2 is usually the utility super
but I'm a tdm main, you think i'd play like a rat for fun?
Im flash chopping tiger shots on reaction anyway. So it doesn't matter.
Do you think flying knee AAs tiger knee?
Remember Sagat is not a zoner because Capcom is afraid of zoners
Yeah his sa2 side switches, juggles, or just does raw damage depending on input, based
Release the patch notes and show me nothing is gonna change, please embark
SA1 for Alex looks like he just spear tackles you
I am so happy and grateful that the lord has blessed me to grapple my foes.
I don't care until they announce Makoto
If Makoto is not in season 4 I'm crashing out
I've waited an entire decade
She probably has a better chance than Duds. At least she wasn't complete replaced by another fighter.
Makoto with a drive rush is toxic af
Rush, command grab, 75%
Makoto is definitely the most requested i hear from people so I can see it happening
I hope Hugo gets in tbh
Yeah but she's been the most requested for like 7 years so I just think Capcom hates her
First ever special intro in 6. Hugo v Alex to recreate 3s
Alex is in, bud. The world is healing.
Capcom loves Alex it's different.....
Or Kenny omega does and Capcom loves Kenny
Thats probably more accurate.
Unironically though I'm nearly 27 now and I've been asking for Makoto since I was like 16 when sfv was just coming around

The world is healing bud. I know Makoto is season 4.
buff glitch
do people actually think that m11 has recoil?
They do, but only so that it doesn't get nerfed
at the range it's intended for use in, it has litearlly none
at long ranges its still easy as hell if you burst fire half a clip instead of the whole ass magazine
its recoil got buffed whenever ago too
the cb is so stupid if you play grapple
Yes and it's more accurate than the Minigun, while having almost the same dps
people playing cb in tdm give me trauma
peter is stupid period bruh
the minigun does feel like ass so that makes sense
delete dome shield and make heavy guns actually fun please embark
cannibalizes revolver and pike's identities, already a pain to play against as light but even moreso now that bfr is a thing too
Minigun isn't ass, it's situational though, the worst thing about it is that you can't really use gadgets while using it in an active fight
you're not gonna believe this bro...
who tf cares about tdm balance bruh đ
Hes number 42 in world
all the casuals that buy the skins and play tdm and pay for your servers
Thats cashout players bud.
you mean world tour/
Cashout, ranked or casual.
I don't think the casual population of ranked cashout is high
sure but if we balance around tdm casuals then the rest of the game gets fucked :(
tbh I don't think the populatioon of ranked cashout is high either
Ill be real. I'd rather play terminal attack than TDM
not sure i'd go that far lol, but fair enough
Im just saying how I feel. I used to at least queue terminal on occasion.
I mean, when I played minigun it felt like it lacked a lot of "fuck that direction in particular" energy
I would like it to have significantly better dps with significantly less accuracy
it wasn't really unusable but it didn't really feel like a minigun
being able to win 1v1s against dash m11s made it feel like a minigun to me, in the context of the finals lmao
Ranking of mainstay modes. Cashout, Point Break, Bank It, Quick Cash, Power Shift, Terminal, TDM.
This is objectively correct.
id' take 5v5 bank it over tdm, but 3v3v3v3 bank it was kinda sad beacuse oten your teammates didn't play with you and griefed a lot
5v5 quick cash when
I still want 2v2v2v2v2v2 cashout.
5v5 bank it on the limited tdm maps would be really interesting
honestly I think 6 teams 3v3 cashout would be cool
I'm gonna be rank 30tdm if I play wiht the m11 more
A in support. Disgusting.
I should've flashed my team more ik
Just get ruby in ranked. You're plenty good to do it
idk why I'm farming kills with m11, I'm meant to be practicing my cqb bow aim
Your best quality is how mad it makes people that youre good at TDM
Invis on bow
honestly invis is better
I like invis
even thoguh bow and invis has antisynergy you have first move advatnage so yu can just waitfor an easy shot
like, idk why invis whiners don't want there to be a delay to shoot with inivs
i feel like that would be a great trade for actually functional invisibility
Can you charge bow while invis
no, that's the antisynergy
Needs that buff.
thats my point, invis is fine even with a firedelay of 570ms
You can charge sword and dagger. doesn't makes sense.
it does not need that buff
I think it does.
that would make the bow legit op
it's already a stealthy weapon and giving it invis full draw dps is crazy
It'll be alright
getting hit for 124/186 at range from invis
do you reall ywant that?
Wouldn't bother me.
would u be down to coach my acutal cashouts thoguh?
Depends on what's going on. I play pretty unorthodox though, so ypure probably better getting a more normal player.
I feel like your gonna have the best advice for my weaknesses tbh
how about goo grenade?
I've been thinking that goo grenade is somewhat a better flashbang
but I do not know how to use it
honestly goo gun is probably eh spec i should use on heavy cuz it's probably the one I most actually press the button on
man I need to get some food first my hands are shaking from hunger lol, I can't aim
maybe that's why teh m11 was so easy lol, my hand shaking triggering the recoil smooohting
can we please nerf everything? like unironically, ccould we die a bit slower?
100x agreed
like genuinely the only oneshot combos on any class should require significant outplay
dagger shuld be on medium
dagger is a stupid weapon for this game ngl
I think it's fine on medium
you gotta rely on your teammates to set up for you wtih invis or gateway. You can make intersting plays with jump pad, and you have more health to support it, but you don't have the benefit of self-supporting via dash/grapple/invis/invisbomb
oneshot combos shoud require both teamplay and outplay
What do you think they're gonna nerf/buff
REPEATER
i just think it's weird given the main gamemode requires interactions where you stand still. it seems like you'd be trading a lot of generally applicable combat ability for a very potent stalling tool
but I think that's an intersting tradeoff to make, instead of the weird clipfarming dagger we have now
sniper goes to heavy. Heavy doesn't have mobility to self support a sniper rifle, and is a big obvious target on far sightlines
When's the update coming?
sh1900 and sword to medium. sh1900 gets retuned so that you have to truely facestuff, skin on skin contact, a light to onetap them, but with a slightly slower firerate
hp pool of medium and light are tuned closer together, so that mines are less op against light and more powerful vs medium, and then heavy gets a hp buff to keep everything reasonable
I mean, that's one option for balancing the gmae
the other is to lean into the oneshot kills and just make respawns not take 3 years with limited toakens
my prefrerence is to just lean into it and make respawning and reviving both more effective
but that's not the esports answer so it's not realistic
I would stop playing the game if the one shot crap was buffed
you wouldn't be playing the same game where death sucks thogu
there's already too many weapons that make me feel like a light when I'm playing heavy (talking about you, DB, repeater)
i stand by my opinon that heavy needs more hp and dome shield deletus
game would be better off if nothing could one tap a medium even tbh
fuck sniper and fuck dagger and fuck db and fuck em all
they don't deserve to exist the way they do
done shield gives heavies a way to support their team too though
mesh?