#đŁâweapons-gadgets
1 messages · Page 339 of 1
It makes damage 0.
Shit legit needs to get its stun halved or maybe even removed and the auto camera rotation removed to compensate
You can find this out yourself if you wish, though itâs a little bit of a hassle - you can use wireshark and identify the IP of the server youâre connected to, and can look up its approximate location
Can also use windows traceroute to then determine what path your packets are taking to the server, which might highlight where an issue is taking place
i wanna see its damage go to 0 and get its stun halved like you said
winch should not do damage it screws up combos with weapons like KS and sledge
Cerberus fireworks flashing off a players body with no hitmarker.
Or KS-23 rubble exploding off a player with no hitmarker.
So sad
Cerberus got nerfed hard đ„Čđ„Č
Additionally, I want it to pull a single chunk out of whatever wall/arena objects it hits. Make it flimsy, but at least it would feel more satisfying than the "tink" as you hit a wall and do nothing
It's better now, i even like it more than model tbh. But it could use some love, reload time speed increase would be nice
The issue is that it stops health regen
cerbâs fire should be better and model should get buffed to 117 but have its ammo nerfed to 6
oh really? imma try it again next time I log in
Cerb should be able to kill heavy from full health without waiting.
The waiting between shots thing sucks. Everything else is fine imo
yeah thatâs what i mean by its fire being better lol
It currently doesnât require waiting if you hit every pellet, last I checked? If you miss even one though it does
Or just a quick melee, which isnât usually hard against a heavy with cerb
oh wait i forgot it got a damage buff didnt it?
Cerb is ass because it relies so much on its fire for damage, effectively doubling/tripling its TTK, and at that point why even bother with it when you have so many other downsides to play around on top of that
I haven't played in 2 months for reasons. So if its changed, I missed it lol
cerb is also terrible in the current meta of healing and shields , which is why its barely used
All of these downsides to play around and it still can't even kill fast to compensate, tf is the point
This seems quite inaccurate to say, you donât usually have to wait for fire to finish off your opponent, and it doesnât last long enough for the âdouble or tripleâ statement to make sense either
Fire has utility against gas and goo that I think justifies its lower performance against players
KS can break walls but it also fucks people up
It is able to kill heave in 3 shots with no pauses now. But after the 3rd shot yeah, you need to wait a little bit
Just because it has a niche use doesn't mean it should do ass damage
Truest true ever trued my dear
Well it can, most guns require hitting all heads to be able to beat it on this front (and many still cannot)
And thatâs automatics, not burst damage weapons
Cerb just seems pointless to me unless you're counterpicking a goo gun user or smth
On light sure, but it's never felt oppressive to me on medium or heavy
Remove H+ infuser, remove a charge from dash, and we will all live in peace
yes, no you are killing light melees even more
And on light you can also just dash out of its effective range
h+ shouldnât have been added shit is ridiculous
Light needs buffs, but just not to shit like movement and healing.
Whatever the gateway and cloak grenade are, do that more
Infuser should get an RPM nerf, dash is already nerfed enough with the cooldown, it's just that the other light specs are ass
light is just in a weird spot tbh
And technically their uses are replaced by the vanish bomb and gateway respectively
they shouldnât have even nerfed dashâs cooldown, it was fine before
Yeah it's just that the other light specs are ass
idk anyone who calls dash overpowered
And a cooldown nerf. Smoke should not have a longer cooldown than fucking instant heal god beam
Literally just met someone lol
who
canât fucking aim then lol
just met them and already complaining
Basically
We need them create a definition for each class so balance has a direction. They've just sort of been winging it
light is only in the meta because of their utility with gateway, glitch grenade, and h+
It should just get an RPM nerf so you can't literally cheat death with it
Smoke cd is just incredibly questionable to me though
Is it like 50 seconds or some regarded shit?
This is also true on medium, though for heavy most guns can beat it if you could hit all heads (so realistically about equal for a very good player)
their guns are good but their heal pool kinda makes them a liability compared to mediums and heavies
SMOKE BUFF PLEEAAASSSEEEE EMBARK
I want to do my cool af gung-ho revives in the middle of the fight with smoke instead of running around to hide
iâm fine with that but make it easier to get rid of smokes with explosives
I CANT DO THAT WITH 2 pathetic charges that take an eon to recharge
Yaya sure. Anything for my baby to be good
the only reason thermal vision + smoke was so bad was because smoke is so hard to get rid of
Also thermal literally doesn't exist rn so....
iâm saying before
They cucked smoke specifically because of thermal lol
And then just didn't even undo it
they just needed to make smoke go away when hit with explosions
cs2 smoke lol
yeah something like that
Smoke does enter a âweakâ state when hit by explosions but doesnât typically outright disappear. In this state, the particle effects are still there but the blinding haze disappears, so if youâre in the smoke you can see other players in there without much trouble
It also gets physically launched around, though in an enclosed room it may not be obvious
Should just dissipate entirely imo
it doesnât need a weak state it needs to fully disappear, i shouldnât need an MGL to fully get rid of smokes in an area
hell it would even bring frag grenade some more use
Sure, Iâm just stating how it works currently as most people probably arenât aware
I for one am okay with just⊠not bringing it back, because I donât think itâs a very good gadget design
But if people want it itâs also not inherently a big issue
There's a bit of stuff the game could do without but what can we do
iâm fine with it being gone, it made headglitching on rooftops a bit too easy lol
also fully countering invis when itâs already pretty bad ainât it
Bring it back as a spec maybe
it would need to do more then
If they're too lazy to make a 4th for light
It's already quite strong no?
eh kinda but idk if itâs spec levels strong
like would you really pick thermal vision over dash
or cloak, or grapple
I donât think itâs just dash, in this case. Thermal vision would absolutely suck as a spec even if they made it better
Actually scratch the first statement, I just meant it's basically mandatory
dash is just consistent and is useful everywhere, doesnât really make it overpowered though
Though I also reject the idea that thereâs a huge gap between dash and the other specs, at least outside of high elo play
I just do not see evidence for it in the current state of the game
Fair I guess, could just bring recon senses back but for light instead since it already has some identity as a scout class
grapple is very good with teamwork but invis just kinda sucks rn outside of cheeky kills
But then you'd just have WH sniper shitters running rampant
lights already got sonar grenades they donât need more wall hacks
i agree
Well, itâs gonna suck wherever itâs not useful, but I think youâre underselling it. Vanish bomb is so popular for a reason and thatâs a lot weaker than invis
What are they even gonna do with thermal vision
Also, some of the best teams used invis sometimes in the late stages of the grand major, which I didnât expect but was interesting.
eh iâd argue vanish is more powerful than invis because of its teamplay potential
and because it's a gadget
Heavies and to a lesser extent mediums donât benefit very well from the invis effect in my experience, theyâre a lot easier to see than lights
But yeah, thatâs an important consideration
areas like seoul hospital is a lot easier to push with vanish
Do you guys think vanish is worth picking over glitch or sonar?
not over glitch but def over sonar
i play cloak so i dont really ever see myself using vanish
glitch is just kinda necessary with the current heavy + healing meta
I use Dash and then I feel Infuser and Gateway are mandatory
If ur stacked then sonar could step down for vanish
I do myself, I find I canât do so well as a light without that get out of jail free card :p
i hate having to run infuser if i want to be competitive lmao
Giving up the Infuser and Gateway makes me feel too selfish
i wish it got removed or never added, i hate its design
healing isnât fun to fight against
i'd be ok with it (eh) if the other gadgets had a similar level of utility, uptime or at least effectiveness
But i still run infuser, sonar and glitch even in full stack when i play light, it's still useful to see people through walls lol
can pyro nade deal more impact damage please
Infuser just heals too much in too short a time
this and also make gas grenade explode on impact
RPM nerf is the adjustment they need to do
i actually made a giant ass list of balance changes of like to see and thatâs on there
đ„
if you wanna take a look thru
Embark done robbed medium when they introduced h+
I love being forced into heal slaving my heavy as medium with zero mobility or survivability
atp just play light with infuser and gateway and you already do what medium does arguably even better too
and then you have dash and another gadget slot to boot
i agree with most things, goo grenade should stay the same imo, pike would probably do better with 50 dmg but lower rpm and same range, not sure
idk about the rpg change, i'd rather they just nerfed dmg back to 100 and increased enviro damage to let it oneshot goo again, otherwise it's just c4 lite
a gadget slot that you don't have to run goo nade on
i hate fighting goo grenade its such a cowardly gadget, i want it to be more focused on protection rather than a get out of jail free card; pike at 50 dmg is scary but lower rpm could work. RPG change is only cause of floating platforms but yea i agree
but ig if lights do go to 175 then 50 dmg pike wouldn't make a difference
i dont think goo getting one charge with lower cooldown would change the get out of jail thing too much different depending on the circumstances
honestly too i didn't get to play with the goo nerfs so maybe when that comes back in 10.6 itll be better
besides, people use that shit for parkour a lot, the 2 charges are very valuable to that effect, lowering them and decreaasing cooldown will definitely decrease its combat utility a bit, but maybe will let people goo everything around the cashout more effectively? shouldn't that be left to goo gun?
i think i prefer goo nade to be more a burst goo thing than being closer to goo gun's consistent gooing
goo stun should be nerfed and probably should break from fire faster tho
could also think about reducing the amount of goo the grenade releases
i don't like the gadget too cause its hard meta on medium, i want more variety
yea buff the useless shit
Medium is just healbeam, fcar, goo, pad, fib or play another class
I hardly second demat and shockwave suggestions, because sometimes it feels like embark just encourages you to play only healbeam because it's the only mediums non-janky spec
embark doesnt like creative specs đ
Even then healbeam slows you to a crawl and has a hard range cap, both of which the Infuser don't have to deal with
- slide
- range cap yes, but it briefly goes through walls and requires nearly no aim whatsoever
- quite a bit better uptime
i will agree that the surprise factor of nearly killing a heavy and then seeing their hp be back to full is quite... valuable, but it doesnt detract from heal beam that much imo
infuser is annoying cause you can make a heavy tank like 500+ damage before dying
shit needs its rate of fire nerfed
True on 2 and 3 but with infuser you can dash and yeet yourself around while healing an obscene amount of hp in a single second
yea i mean, you can run a spec and still use infuser, it's not balanced
And you also have the option of staying further away and healing without putting yourself at risk
emitter's healing might be infinite, but it's breakable, semi low range and tops at 20 hp/s after the small 10hps delay
Emitter is balanced and has many counters
i love emitter so much
emitter is the one heal gadget im okay with
it's the right kind of A tier gadget, not to be used everywhere, but real fun when paired with a fitting build and a willing team
cause it doesn't fucking make you invincible and is counterable unlike h+
And it's reshapable, you can't unfortunately data reshape light, and i wish i could
also, the change where they made it deployable midair made it nearly useless on sloped rooftops, shit doesnt attach to them anymore
i used that strat a lot personally
Imagine if data reshaper could "hack" and disable infuser and healbeam
thermal vision ass shit, i dont want a single gadget hard countering a spec... ignore turret lmfao
Unfortunately though that won't do much to the former
Since it just heals 280 hp in like 1 second
turret is a whole other beast to deal with lol, idk why they nerfed its viewing radius this season
HLL is also so regarded if you think about it
with the t?
definetly, all the lights do is pocket the heavy and he doesnt die
If the heavy steals you somehow have to deal 910 damage to kill them đ đ đ
It's actually a cool suggestion, but it kinda gets into glitch trap territory
also data reshaper is lurking in A tier already, i'd rather we dont buff it further
yea reshaper is fine rn
realistically id want every gun and gadget to be A tier in terms of balance
ofc thatâs not gonna happen but oh well
it'd be crazy if shit like cl40 was A tier
i mean it could if they just rewarded accurate shots and reduced its self damage
nerf its splash damage, buff its grenade velocity so itâs easier to hit people directly
absolutely
but like, why make it an explosive weapon atp
the recent nerf made its splash damage nearly nonexistent
i still think that linear blast radius damage falloff was a bad change
i mean i got the feeling that the cl40 event was to test something like that for the main game
like how the heaven event was to test spear / sledge
it had actual aoe there
Nuh uh. Look down and deploy it. It still sticks. You just need to look down at the floor to do so
also with like MGL if they made it like demomanâs launcher it could be great
the deploy mid air change is great imo but Iâm quite sad about the size reduction. I like big balls
No
No
sword is bad rn and throwing knifes are balanced
Alr
honestly I low key think tks are bad
you pay an insanely high cost in viable engaugment range
literally no other weapon has a hard cap on range in the same way as tks
and I don't think the juice is worth the squeeze
the problem here is that the game doesn't really care what weapon you use
gadget usage and teamplay is more significant than weapon type or usage in 99% of situations
They have solid damage, amazing hip fire accuracy, and infinite sustain, but the downsides make them just... mediocre
it is probably better for the health of the game that projectile weapons are as a whole underwhelming, even with mastery, as that means controller players who can't manage the projectile will not feel left out/persecuted
but tks are really not good
bow is bad too imho, but at least it's more competative in its weight class than the tks
the tks tryna compete with m11 and xp
bow is trying to compete with sr84, matter mainly, which I think it's fairly competative with
and then also somewhat with arn/93r/lh1, which I think it's falling behind by a fair margin
I feel like the dagger is more broken than usual
Backstabs donât register half the time and I just had 5 back to back face stabs
most backstabbers aren't backstabbers but instead dashstabbers and dashstabbers can be countered easily if you're actually good
most people when they counter dash stabbers don't realize tehy need to account for lag, so they turn around too late
winch claw is a geat counter at dash if you can hit them
but yeah
like, if you put tks in a bundle with matter, sh1900, m11, xp
then I think it's pretty clear that it's the worst of the bunch
the matter, even sh, can do reliable chip damage at range which just ins't possbile with the tks
the m11 and xp can do more than just chip damage at range
and that means you're not fighting all in
the tks limited range means that 90% of the time, you're hard committed
and their slow cyclic rate means misses, which are likely due to projectile nature, are extremely punished
tks are kinda like sh in that they're extremely powerful against poorly cooridnated teams, in a way that matter/m11/xp aren't, though
if the playerbase of the finals was better at positioning and gamesense in general, it would be uncontroversial that the tks are ass
the bow is worse than the matter, and not even in the conversation with sh/m11/xp in cqb
bow vs sr84 is complicated. sr84 has a lot of benefits vs teh bow though. and both are just worse than the lh1 by a long shot
the lh1 is the correct answer if you want a good long range weapon on light, but it's not as fun as the bow or sr84
bow dps being worst in class is a problem, espeically since it has the highest skill floor and ceiling for hitting that peak dps lol
bow is better than tks because at least you have a good variety of range choices, so you can get powerful chip damage in and support teammates from a greater variety of positions, where the tks positioning is fairly obvious and chip damage is non existant
It's just the Damage is Ridiculous I'm over here Trying to defend myself with charge and Lewis gun and yet Still takes only 4 hits to kill a Heavy With/without Lunge.
if you are on pc and you do the lunge, you can move the mouse back and forth so it like flicks super fast it will count more of the lunge hits
wdym? You can't hit a player multiple times with one lunge in any circumstance
I'm not a Sword user And I don't care about picking it up
I feel disgusted even touching it. Lol
saw a video in the top 5, he dashed and just went left and right and demolished like 3 people at once
oh, if you mean regular multihit, then yeah, moving your camera helps
it's not about the speed, it's just about making sure the hitbox touches everyone
since theres fov lock now it's almost certainly just as easy on controller as on mnk
And you don't need to move your camera at all, if your angle is correct to start
you can also use dash to correct your angle too
sword's probably easier on controller currently since if you never flick your camera too fast, you won't really be affected by the serverside camera lock system messing up your aim to the same extent
tbh wiggling mouse is a skill issue
most good swords are just aiming well and using dash if the enemy counters their lunge with movement
Itâs ridiculous how many times Iâve beat a sniper with the lh1 at their range. Obviously could just be a skill issue on their part. But it really feels like a complete upgrade
nah it is
the skill floor of the sniper is lower than the skill floor of the lh1 so the lh1 is allowed to be stronger
though one time in ranked I met a terrifying sniper who never missed and it was fucking oppressive, tbh he might have just been hacking tho
almost certainly, I've played against ruby snipers and they were missing a decent % lol
the arn is the biggest joke imho
like it's not uncommon to see snipers get bullied by arns
the arn has way too little recoil for it to be balanced tbh
like the penalty for a missed shot on the arn is tiny becuase each bullet is quite low damage compensated withj good firerate, where almost all other ranged weapons have a relatively high penalty for a miss
long range*
like the akm and fcar are much more punishing on missed shots than arn
and they have more recoil too, so it's harder to just prefire a sniper and bully them out
akm is so hard at range lol, but I love the extra ammo indoors
the arn should really have 20 dmg/bullet or 23dmg/bullet and smaller mag/lower fire rate to compensate
The mag size has a drastically larger impact than this does if you're comparing to other rapid fire weapons.
make it feel more like an assault rifle rather than a super long range smg
when we're talking about vs light, the mag size isn't dramatically relevent here
if you're prefiring a light you only need 10 bullets to kill with bodyshots so you're not really mag limited
Iâm using Invis
Still gonna dwarf the differences made by the damage/firerate thing, if you were really hitting pretty much all of your shots both factors would shrink massively
have you ever played team fortress? đ€
the ttk difference of a missed shot is larger if each shot is a larger amount of damage for the same dps
and with the soft recoil of the arn, it's only really 1 or 2 bullets they'll miss once theyre on target
Yeah, and I suck at it. Iâm not good at the boomer shooter engine, also known as source
Yeah, but a singular missed shot on either weapon that was in consideration would not be a reasonable comparison, as that means something different for them both
boomer?!
Boomer
I mean, there's a lot of shit that goes into making the arn opressive
The difference here is only in that, as accuracy decreases, the importance of the lack of time delay associated with the first shot fired in a TTK-fight also decreases due to the higher number of overall shots, and that makes high-damage low-firerate weapons get worse with worse accuracy, as that time delay skip was a bigger contributor to their TTK than it was for the other
If you're comparing two guns that each shoot a lot of bullets throughout the fight then even if accuracy is really low the difference isn't really gonna be perceptible
I mean, in a light vs light, evne with the arn, the number of shots to kill is very low, so it's relatively important
it's 7 shots to kill with 20 damage, vs 9 with 17 dmg, which is a big % increase in the ttk on a single missed shot
like, if we're tlalking about a heavy vs fcar or arn, then the difference is minute
but because light is so squishy, the ttk difference on even small increases in per shot damage make a significant difference in how a weapon feels to fight
Well that's the problem, "single missed shot" is not important here, that means nothing as you're comparing two different things between the guns. One missed shot on one is not the same as one missed shot on the other
If you're 50% accurate then the FCAR is getting a 1.7% advantage from its higher damage / lower STK on light bodyshots
which isn't nothing, but I hope you can see why I think mag sizes are a way bigger deal even on lights
I mean you're also ignoring that I already said that most of the problem is that it has literally no recoil so it's relatively much easier to land those shots
I'm not debating that, that's fine
and I don't really agree that mag sizes are that good of a balance tool for contorlling ranged output, like, you're usally gonna be prefiring and reloadoing a fair amount anywaY?
I think the biggest problem the game has is that all weapons are too good on range which is why the meta is roofsitting
Yeah, my thinking was just that even in such a case the damage per shot thing is gonna be a smaller factor (because having to fire more shots makes it less significant), until it gets to the point where you can actually peek between shots in which case it becomes very important again
like people talk about highground advantage like it's actually real but it's not? a significant part of highground advantage irl is the mechanical force of climbing the ground, but the finals doesn't have that
the advantage of highground is much moreso about roofs giving advantageous angles that allow you to chip, retreat in a cycle without the enemy having easy ways to punish it
if short range weapons were more useless at range, then it would be way less of a problem since you wouldn't be able to get reliable chip without bringing ranged weapons, which the enemy could then counter by bringing cqb weapons
I mean yes, that's kinda my point, I think 20/23 damage on teh ARN is a small enough nerf that it wouldn't make it overly weak or useless
I wasn't saying it was a significant or powerful nerf, but just a subtle rebalancing to make it feel more like an assault rifle and less like a ranged smg
and I think it would help it be impactful at range even with bad recoil
yes, rebalancing around 20 or 23 damage to put it more inline with medium and heavy intermediate cartidge weapons
--
the chimera is a good example tbh
it's balanced as if it's a cqb weapon, with quite short optimal range, but the effective lack of recoil beyond the first shot means it ends up being competative to the pike in distance
then the phrasing "nerf" seems a bit odd without being specific on how that would be done
bump up the recoil and give it 25/25 ammo, 20 or 23 bullet damage
probably 20 would be correct, putting it in line with akm and m60
vert recoil is fine, horizontal is the problem, the horizontal is effectively non existant, and the vertical is highly consistnet
deterministic recoil as a balancing tool seems awkward to me in general, honestly, as it won't work well on players who take the time to learn it thoroughly
drop the firerate to keep the dps in the same realm
BIIIIG AGREEE
spread is much better as a balancing tool since it's not controllable as a player
But most people in this community do NOT like the idea of partially random recoil
m11 is the best example, some m11 players up in ruby can laser with it even at extreme range
I don't think recoil needs to be randomised at all, I think just giving more dramatic spread on all weapons to control their effective range is good
and non-deterministic spread is also good cough cough repeater
like the akimbos are imho the most balance weapon in the game
I prefer random recoil to spread as there's actually a skill in controlling it, but you just can't feasibly cancel it out, which I think most people would prefer to it being totally out of their hands. More importantly, it feels nice as controlling it engages your mind to a greater degree than... well, nothing. It's an excercise in hand-eye coordination as opposed to either nothing or reproducing patterns from memory.
spread that is (slightly larger than intended target at intended range) is also good for rewarding precise aim, as being dead center will result in more hits than being off center
that's likely why they don't do it, as the controller players relying on aim assist would suffer
I mean, spread isn't out of your hands, if you just aim more precisely your odds of a hit go up
but aim slowdown is somewhat a problem
Yeah, but this also applies to recoil that you can't completely control, so I don't think that's a factor that highlights a clear difference, at least not one that I think I'd 'feel' in-game. When you have to deal with randomised horizontal recoil you are always rewarded for keeping your crosshair as central as you can.
spread + aim slowdown aim assist results in controller players being directly disadvantaged
unless you adjust the aim slowdown, in which case it results in controller players likely being even more advantaged than current aim asist
that seems to imply a fair midpoint
the fair midpoint is controller players not using aim assist lol
I don't have a good intuition for aim assist though as I've never played on console
actaully developing skill? noooo
I mean I don't think aim assist should exist tbh
espeically in a tracking based game, controller is not as much of a disadvantage as people think imho
when you're talking about tracking a target for a period of time, having input be a rotational speed rather than an x/y coordinate is a significant advantage
I would think that's something game developers have figured out fairly accurately
If joysticks could be controlled by the same muscular mechanism over the same physical distance that mice can move over, then I would definitely agree, but this definitely isn't one-sided
I mean, you can buy non-thumb joysticks lol
and as using a stupid high mouse sensitivity is a mistake that results in worse outcomes that many pc gamers make
so to should using a joystick with effectively a stupid high sensitivity resulting in worse outcomes be a choice that joystick gamers can make at their own cost
valve games and rainbow 6 seige have no aim assist
and valve is the company I would've expected to do the most detailed inquisition as to if it's a good idea or not
valve has invested a lot into improving controllers
--
i mean, you gotta consider perverse incentives
aim assist is good for encouraging your game to be played and making it popular among controller players, even if it's the wrong decision w/r/t fairness
a lot of people will appreciate a free aimhack regardless of it's important on the perspective of fairness
I have never seen one so I'm going to conjecture that this isn't a meaningful portion of the market
I also did not say anything about using a very high sensitivity
I mean, having input be rotational speed is pure advantage
that advantage may be outweighed by other aspects
honestly the biggest problem with controller for me is not the joystick as an input but much more so, the button layout making doing anything other than moving and shooting impossible
I didn't know this though, that's interesting. Though those games as I understand are a lot more about lining up shots than a heavy intertwined movement + broad-arc tracking situation.
the traditional fighting game and flight sim joystick i'm sure your familar with
r6s yes, csgo/tf2 not really, tf2/csgo console were somewhat market failures
r6s competative scene is dominated by controller thoguh
This is true, I just don't really have any way to understand in what cases this would be a real factor and how severe it would be.
mostly about preaiming a location and holding angle
I'm certain it's a factor for embark becuase of what they said about the crossbow not being a projectile weapon
chosing to make the new crossbow a hitscan weapon just so that it's easy to use for aim assist players....
that's simple pandering tbh
espeically since I know controller players who use and enjoy the bow
I am not. This could be related as you've described, but I don't have any evidence to suggest that it is as either case seems perfectly feasible
Isn't moving and shooting all you can do anyway?
Not you specifically but like that's all there is to playing a game
I probably phrased that poorly
i'm sure it's a consideration, I'm not sure it's a factor that they're actually basing their decisions on
like, I'm confident aim assist and console players are relevent to the discussions they're having about game decisions
The overall experience for console players, for sure
yeah
just not "how do make sure console players have an unfair advantage to make them like our game more / to compensate for how they're all, like, twelve or something"
yeah
Buff the model1887
It's underpowered at this point
You're a light main,won't you explode if it's buffed?
I am a medium main rn
wasd/pew pew is easy
but specialisation and jumping and gadget swapping is hard af on controller d
it's probably harder since my contorller was a steamdeck whcih weighs a metric fuckton
Maybe add some damage or range into it
so i gotta put a lot of fingers into holding it rather doing some hand contortion to press al the buttons at the same time
but I think appoh was saying that most pro heavies play mnk becuase gadgets are easier? and i was feeling that
It is
tbh
I think the model is probably okay now? I used it recently and it seemed to feel pretty good, and based on its balance pattern I think embark thinks they nudged it into a state that's pretty okay
there is in my mind no world where controller aim assist isn't op, and controller and mnk is balanced
because gadgets are way more important than aim in this game
and to make up for crippling your gadget use, you gotta have something to compensate
Still it's potential is not matched
5 buffs since that big nerf
wait for the 175/250/325 to go live, and the model will get buffs
Oh yeah, I imagine it'll be made a little better then too
Who needs 7 bullets if you can wipe a full team with 6 bullets with a higher damage nd accurate shots
Are they sure what are the community feedbacks about it?
community feedback doesn't matter
bow-kun, what do you think about the respec order heavy change? Personally I'm not sure about how this will mesh with melee or if it was really that helpful to breakpoints in the first place, so my stance is "I don't know"
it's the right choice and the data will bear that out
the only thing is I don't know if embark has the balls to do it in a timely fashion
I hope they don't mess this around like prev patches
either light needs more than 175 hp, or heavy hp needss to be nerfed too
the fundamental is that heavy can't be 100% or more hp than a light
ah, so what you're saying is, give heavy 349 hp...
and I think 325/10% move speed felt fine
I was too busy to play, sadly.
175 is fine if they do more then no use of lights, it's often used for movement playstyle
it didn't feel overly squishy
the greater movespeed was usually worth more than 25hp imho
Exactly
like, a heavy with 10% extra movespeed will often get into cover before that extra shot would land
and that results in the heavy feeling stronger if anything
a heavy who blunders their position is a lot more vulnerable thoguh, which is nice
before, when heavies blundered position, they would survive way too often via dome shield and 350hp buying enough time for their team to rescue them
325 was a little less which meant it was easier to burst a heavy before the h+ came in, if they were out of position with respect to their team
I'm like 99% certain the data they got from the playtest looks good
like one of my friends playing cl40 actaully though that heavy hp was buffed becuase he was struggling to kill them with the buffed move speed
most of them couldn't notice a change
people massively overstate the impact of hp pools in this game lol
like seriously, they could've just given light 180hp and it would've broken nothing
embark needs to grow some balls and just yolo some decisions
if people leave the game then the game was probably shit anyway
if one change breaks the game then the game had a problem
I still think the biggest problem in this game is map design
were melee heavies seen as a problem? I wonder how that would tie in with the melee rework...
nah
a good melee heavy would probably benefit, but a melee heavy who played incautiously dies much faster
but yeah, pretty mcuh all maps have the issue of being corridor shooters where it's easy to get bottlenecked at some point
fortune and skyway are awful for it
fortuens a good example actually, one of the strongest holds is actually on the lowground, but it's not actually highground advantage that people are abusing
it's defender advantage combined with bottleneck heavy maps
most of the maps are very much designed to encourage the usage of gadgets but that does in turn violate their competative viability
and honestly the craving for new maps, gadgets and weapons is such a good belweather for poor balance
like, there's such a selection of gadgets and weapons, that if it was balanced well, you'd almost never see the same loadouts twice, since it's combinatorial
but the fundamental truth is that balance is so poor that you rarely see most gadgets and even when you do see them, their impact is so slight that it's not that interesting or entertaining and so it still feels the same as every other game
How are you supposed to be stealthy with the cloaking device when itâs so loud
I think combos are harder to learn on controller sure but after the lengthy learning process for goo gun I hit them fairly reliably,I do forget I can do them pretty often though and it gets me killed quite a lot
I need to be better about that
Stealth does less noise when you stand still. And makes you less visible.
I sometime use Dagger and people Doesn't even see me when standing and I just let them pass for a Backstab.
I feel like Stealth should be used Defensively
Donât use it to sneak up on people, use it to hide in plain sight
And Offense in long range
Unlike those Stealth and M11 Rushing in... Probably had a good weed session before playing
be at weird angles with long range weapons close range is unreliable at best
Iâm using dagger most times I just run around corners like spy tf2
Not entirely since I stand still and Let the Guy Pass before backstabbing.
Or any burst weapon like throwing Daggers...
Does cloaking muffle your footsteps?
if ur using dagger dash is 100x better
no it does the opposite you're way louder
PFFT If I want to be dasher I would just use sword.
And yet I wouldn't cause I hate sword.
Are footsteps treble or bass coded?
Yes but the sound that replaces them is louder
Dash is even more important to dagger than it is to sword
You canât do dash-through backstabs without dash, and thatâs the main way dagger can kill people, whereas sword just uses it for regular movement / evasion like everything else for the most part
Yeah aka the Dash stab Ive already seen people doign that garbage and it never works on me
Eat My sledge.
I mean yeah, you're on sledge. it doesn't work on you because you have a weapon that one shots in an area of effect
Sledge Area of effect
yes. the sledge m2 is an aoe attack
No it doesn't.
no it 100% works on sledge if it doesnt its because they a: werent doing it right or b: the sledge moved their hitbox
also could be server issues
Then it seems you haven't encountered good dagger players - which are a rarity, to be fair. Unless your winch is available there may be nothing you can do to reliably avoid it.
it's not a large aoe, but it is objectively aoe. this is common knowledge about the weapon
What would you guys say is the best long range gun for heavy?
in fact its actually easier to do it on sledge because you can safely approach sledge
Lewis gun.
Also deagles
probably lewis gun yea
So ig have it in my reserves for longer range maps otherwise shak50?
deagles good if u can land headshots
Most people do not use the term AOE to simply mean a non-point hitbox, it often refers to a radius of impact around a point
I do that mostly.
Is that the 2 handguns one
yes
I see ty guys
what if medium had some shit like this
which is what the sledge overhead swing is. most melees have non-point hitboxes following the arc of the swing but do not count as area of effect, but the sledgehammer overhead explicitly deals damage in a radius around the point where the attack hits and can deal damage to multiple enemies because it works on the same game logic as an explosion, not like other melee swings. it just has a much smaller radius with no falloff
https://www.thefinals.wiki/wiki/Sledgehammer#Overhead_Swing:~:text=swing.-,Overhead,range
I WISH sledge was aoe and chargeable,but it'd not so yeah
"the sledgehammer overhead explicitly deals damage in a radius around the point where the attack hits" - where are you getting this from?
As far as I'm aware it's just an arc shape that moves with the animation like the other melees
the right click attack is also one of the only melee attacks which cannot multihit...
They explicitly removed multihit from the overhead so his argument doesn't even make sense
They shouldn't have removed it,but they did
they really shouldnt have removed it cause if a sledge can hit multiple targets with a low range swing while being the slowest class in the game then js let it happen
Why is there no bipod attachment for the dagger?
good question
Buff the M26 matter
they already did when it was already good really
Oh
model or cerb
model 100%
model, cerb if you wanna stomp on casual lobbies
No like the patch note
oh, thats uhhhhh matter
i think that helps break walls/ziplines? i THINK it includes ziplines but i could be wrong
just a QOL change really, just so if you NEED/WANT to break something you can do it a little easier
Zipline maybe but like you aren't breaking a wall with matter
it's for when the demat user traps you under the monaco house stairs
Trueeee
is it possible to just get stuck indefinitely?
Fcar users I'm thinking the best way to shoot this gun close range to slide into crouch up close provided that it's a 1v1 confirm or deny
breaks walls in like 3 mags instead of the 5-6
most weapons need one billion mags
well in those locations (and a couple others on other maps) there are spaces with no exits that you can be trapped in and therefore be forced to either break the wall down the slow way or have a teammate save you
takes like 30-45 seconds to get through a solid wall with most weapons
I think that the matter doing more environment damage implications (if that's what we are talking about) is that it blows up canisters more reliably
If three lights are packed into a can like corn lemme cream them like corn fr
they should add laser sights, it doesn't change how the weapon function just makes it looks cool
would give your position away if ur holding an angle
make it client side only then
That is too much, just a bipod for the dagger
What if
The light had a gadget that can be placed on an ally
and you can swap places with that ally đ€
But you cant give or place it on an ally without the ally having a button input to accept it
Sounds hilarious
Cool way to troll
âLight around this corner!â minigun heavy appears
But also comes with Griefing.
That would unironically be amazing for sword light and make short range weapons combo really well together. I could play sword light, push a 2v1, get some quick damage, and then swap with my buddy on flamethrower around a corner for just massive bait and switches that could wipe teams
Not sure about how fun that would really be to play with but thatâs a really cool idea
I think he fun in a gadget like this would be the shit you could pull off with it. Like obviously the boring use is to roll out your heavies quickly by getting to a difficult spot that's good for your heavy and then swapping with them, but this would be really cool when used for combos or to jump people. Like you could start a fight with someone while your heavy follows behind and then swap so now they're face to face with a heavy and your running in from where your heavy was. It be an amazing jumping tool
Are lights considered Halflings?
To prevent griefing we could have it where the other person is the one that swaps. So like for my example the heavy will have a bind to swap with the light, and if the light pulls out the gadget to try to swap spots it doesn't swap them it just pings the heavy telling them to press the swap button.
No they are not legally distinct hobbits
Honestly I wouldn't mind some shit like this but it wouldn't be the most effective. If we do get this as a spec or gadget or whatever the fuck it'd be, I'd also want to have the fastball special
Using your light as a Projectile and then you can throw hands when no one is Mounted
Enough said.
A BT throw you could do with a heavy would be sick
I wish this Season had stuff for every build.
Isn't this just the MP5/XP-54?
It would be cool when you had an anti-grav cube was out you could equip a pad that would allow you to change the effect from low-grav like what it normally does to high grav which in my mind would pull everything straight down and slow movement while within the field
I do wonder... If rockets would be main weapon...
Imagine it had a mode where it sets high gravity and pull down people with force causing drop damage.
This is wrong, sledge overhead can only deal damage to one target
it was originally able to hit multiple but embark deemed melee weapons too strong in melee range
either light should not have glitch, or heavy should get a glitch gadget
light is such an unsufferable fucking class
đ
fun isnt it
other bracket had a tripple ruby team and 2 full diamond
ranked needs to go from 24 players to 12 and thats a prime reason why
not necessarily, i dont mind longer queues if im just not matched against pretty much unbeatably opponents
im playing fucking sledge, why do i get matched against ruby players using meta loadouts man
thats the problem though, with 24 players it needs to force ruby's into lesser ranks because finding 24 rubies / diamonds is a lot harder than finding 12 of them
you would get more accurate matchmaking to your current rank with 12
there were 4 teams in the tournament consisting of only diamond/ruby and the rest having 2 diamond each aside from my platinum only team
i am fairly certain the matchmaker could have made it more balanced with basically no change in queue time or maybe like 10s
with 4 teams there still would have been too much of a difference
im saying those 4 teams should have been in the plat-gold range that you are in and it would have been a lot easier with 12 players instead of 24
the only reason ruby and diamond players are in your lobby is cause the game wants their matchmaking to be quick too and its difficult to find 24 rubies / diamonds vs plats
Oof, were you seeded 8th at least? How much RS did you lose
gained like 300 thankfully cause we got second last in this hell of a lobby
but still not very fun match
Have they said anything about the thermal vision rework?
zero
Loadout Idea:
Healing Beam
Riot Shield
Data Reshaper
Grenade
Flashbang
Ballistic knife when?
Iâd swap for demat personally but I dig it
M11 is at least 60% of that
Give it a mag size of 60 and make it do 7 damage
Glitch rpg would go kinda crazy
Ranked seedings are beyond stupid
Regardless of seeding it should be impossible to get to round 2 and lose rs
And winning the tournament with seeding 5 or below should give you minimum 2500 RS, not like the 1200 i just got
WHAT IS THISSSSSSS
this is why going anywhere is impossible
Because the time investment relative to the gains of a tournament is stupid
Just like the fact that the gamemode is perfectly optimised to get cucked by 3rd parties
And thus ranked should be H2H
Or at least ranked should exist as H2H aswell
I think all the gear is better when its working properly
What? what gun? where!?
Nowhere i guess ;-;
At least cns never fails me
The Slam.....
Pure Bliss~
The slam is the best part without question
Legend
light should get a prop mimic gadget/spec that lets them transform into a random carriable
other players can pick them up while in this state
Can you use different inspect and deploy animations on the flip out flare dagger skin?
No, because it has custom animations. Any weapon with custom animations cannot use the base animations or any of the different ones (like gravity check, knuckle roll, and slice view)
Damn the inspect sucks ass on the FF
What if guardian turret could walk. Like what if it had a second mode where it walked a bit like a bug and patrolled a little area on a roof or floor, but could still be set to stationary, it would then be able to break out of goo so that would no longer be a counter. Just thinking of ways to improve it is all.
Terry wants to walk
I agree with this #give terry legs
It also should have a very small shield so it is an actual threat, mediums could use it more defensively, it is the only specialisation that can be removed by data reshaper. I feel that turret should be a gadget and data reshaper should be a spec, but that is just personal opinion, iâm sure some would find that outrageous
Yes #giveterrylegs
Do NOT sleep on the bfr
.
I want to throw my red barrel dagger light into a teams backline
Lights should be able to piggy ride heavies
And mediums should be able to hold hands with other mediums
loadout in this game dont change much my heavy loadout from 4 seasons ago is still meta
Buff the qm of the throwing knives and change the qm animation for throwing knives to a stab
it would be cool to have unique qm animations for different weapons. different damage values would be interesting too, but I think other parts of some weapons would have to be nerfed to compensate. if weapons got unique quickmelee damage, obviously something like the throwing knives would be higher because it's a knife, but they don't really need that so there would have to be another change to the weapon to balance it out
QM animations (weapon specific or otherwise) would be cool. I wouldnât want to ruin the consistency of QM across the board with unique damage values however. It would add more aspects to weaponry Embark would have to balance, something they already struggle heavily with
đ
i just fought someone with 21k wins bruh
not 2.1k. twenty-one thousand. ive never seen higher before
Nuh uh
And this is the reason they want to give light HP buff Haha dumb light
This was launch minigun
I carried an entire Cashout game (my teammates were lvl 14/17) with the Minigun
It is beyond doubt my favorite weapon in the game and the ammo buff has put it into SSS tier for me
Indeed
Got my x6 S game with it and I intend to get more
Have you been testing it with motion sensors?
No
You should
- Mesh
- Minigun
- Healing Emitter
- Lockbolt
- Barricade
I noticed due to the Ammo.
I do mesh or goo gun,flex slot,dome and motion sensors
The dps and spread was also worse when it was added
Only its environmental damage, its actual DPS was never touched
I know that
It's effective dps went up because instead of having shotgun spread it has a reasonable amount of spread now
Demolition damage, ammo, and accuracy were all adjusted since release
Yea
And they were all wonderful changes,minigun could use a quality of life change or two to how fast it loses spin when swapping around but hey its still a great weapon,and there are higher priorities than that rn anyway,like fixing spear and mgl
And we're back
Yay
give a light an inch theyll take a mile
nah, they take the whole earth
are you all alright no u are all all left
Lmao
exactly
They better see how mad everyone is and never do any dumb shit like that ever again
we can only pray
Atp fixing the ranked points distribution should be their top priority
Coming second one tournament and then losing all those points in the next one is stupid
Because the time investment for getting to rounds 2 and 3 is so big
But no theyâre too busy creating problems by fucking about with the health pool and ignoring the fact the pike is useless while letting the shak/m11/fcar/akm slip under the radar
And letting gas continue to be useless
I just wanna be able to use gestures regardless of weapon state
Being fully revved and one handing the minigun to eat a pepper or do one of those sound effects would be so cursed and I'd love it
I want to be able to toss a dome or a grenade or rocket and immediately be able to fire again because it hadn't lost spin yet
I just wanna do the cowboy greeting while mowing my enemies down
didnt think it was possible but world tour matchmaking is low key worse than ranked matchmaking
I find that the opposite is true which is why i havenât touched ranked since S1
Reward coins got me back tho and fuck me this shit is ass
queued one match of world tour just now, got into the sweatiest lobby imaginable with from what i could tell at least 2 teams consisting of diamond and up
Oh yeah everyone in WT is like diamond
After the world tour changes the only people who play cashout anymore are comp players that have already reached their desired rank or are too scared to just play their mode and grind their mode
in world tour you dont even get compensation for a strong uphil battle
I find it more fun than ranked because usually u get good teammates for this reason
You barely do in ranked
i dont like the rules of world tour, no wipe penalty is ass and the modifiers often ruin melee gameplay
You need to get more RS for doing good across the board ngl
Yeah fair enough
I find ranked more fun than regular cashout at this point because they're both played by the same people pretty much,ranked just has less counterpicking,I've seen equal amounts of griefing (grooming) in both though
On a serious note what kind of fucking loser griefs in regular cashout
Average finals match
I still think ranked should be H2H
Actually a skill based gamemode
this would be very bad for the game, all it would do is reinforce the current meta and make non viable weapons even less viable
some weapons need a bit of chaos to thrive, reducing chaos actively hurts those weapons
People who think griefing takes skill when it's really just picking and choosing who you fight because you're too much of a coward to defeat all of your enemies with your own two hands are genuinely stupid
h2h would be bad but i wanna see what 2 rounds would be like
It would not at all be bad for the game
Replacing ranked would be bad,yes,but having head to head as a secondary ranked mode like how terminal attack used to be would be fine
yeah if it was an addition instead of replacement it would be fine
Yeah
maybe saphire or citrine as top 500 for blue or yellow variations of the gem skins
The opposite is also true for some weapons tho
ye but those are generally already in a really good spot
I don't like that they removed terminal attack imo,they should have just let people heal instead of just permanently losing health
True
I had so many good games of terminal attack,that was the one reason I hated it
I mean we have infuser and ball now aswell
There was no regen either was my point
it reinforced the most boring aspect of the game and just forced long range engagements
Demat made defense impossible too because you build a base around a point and then some fucking asshole just demats the ceiling and holds a head glitch
I want this
H2H lacks the dynamism/chaos that The Finals prides itself on. The issue from Embarks perspective (as I understand it) is that the gamemode is too balanced. Every engagement will have a non-spectacular result.
If they make it the ranked gamemode the old guard that have been playing Cashout for 10 seasons could feel cheated.
So the only other ranked gamemode that could return is terminal attack is basically what I'm gathering from this
Terminal attack hasn't really been gone that many seasons
If they just let us regen and heal it'd be a decent gamemode
Honestly just regen would be fine
Better yet put the amethyst skins in the alternate ranked mode
Also there are people who have ruby skins from Terminal attack
arn needs a nerf, i dont get why it deals high damage, big mag, no recoil and just melts everything all ranges, like what you supposed to do as a heavy playing starlight hollow
I mean thats why its good for ranked imo. Currently the correlation between skill and rank is nonexistent because you need as much luck as skill to get anywhere
Starlight hollow is just ass ngl
Goes hard
literally the most optimized map in the entire game
Not disagreeing. I loved H2H. But I canât imagine Embark sponsoring it as it lacks the spectacle of Cashout
Starlight hollow is a fine map,buildings are too fragile but I like the map
The spectacle is what simultaneously makes cashout super fun but terrible for ranked imo
I mean maybe its good in pb i just hate it in tdm
I agree. Any standard competitive gamemode generally has static or at least predictable engagements which allow for skill expression in how theyâre handled, Cashout is dynamic to a fault
Fuuuuck tdm,tdm isn't there for your enjoyment it exists only to facilitate a fast track to the grind,it's not supposed to be fun or enjoyable,it can be,but I doubt it was ever in mind when they made it
Griefing isnât a problem in H2H, and the lower player count means tighter skill averages in games. (Ideally)
Not just isn't a problem,can't be a problem
I only play it for gear xp
It'd be the perfect secondary ranked mode,terminal attack would have been but they fucked it up by somehow making a search and destroy mode wrong
Yh fr fr
Gng drink more milk and eat your veggies wtf are you doin
Milkless individual
Not just built different, built incorrectly
Charge and slam â
Charge and scuff the paint â
Hop and make a mess
Also you're a Chad for running Pyro nade on heavy
I love it sm its so goated
I run it because there are combos with goo gun that make roof campers lives a living hell and as a flamethrower main they're my greatest enemy
Even if it didnât level up super fast it would definitely still be my highest level thing
I love its versatility
It can do like so many different things
Yea
Here's an old clip of one of my favorite Pyro nade kills
This is one of my favorite team wipes tho
Niiiiice
Very nice
Insane flamethrower skin too
DAMN YOU TENOR
It's the holtow sun one,it's bundle comes with a pyro nade and mine skin too,as well as a mini holtow sun charm
Kinda wish it had a goo grenade and goo gun skin too
Yh ik holtow is elite. I have the pyro mine skin from that set
If only
âMods ban that guy. And blow up his fucking houseâ
find my pages
You don't have the Pyro nade skin? It's the closest we have to a fireball
Mods,put him on 24 hour squat shifts in a cucumber field
Nah because i like using the lvl ones because i have it maxed out
Otherwise id use the mythic orf one probably
Put it on shuffle
see i know im cooking
Lmao. Lol even.
Just so more people are aware (because I wasn't) if we react with đ„ it sends the message to a mod
An actual fire ball skin not a Sun in a bottle
Yeah I want one but we're not getting it
New patch this thursday?
Update yeah, but im not sure about patch tbh, because it's right before mid season update (if 10.6 is going to be a mid season update ofc)
đ
let's hope shockwave fix or clarified the soft nerf
Atp they just have to, because they turned one of the best specs in the game into a doodoo in one single update
It was like the main new thing that should shock how ppl play but nah
I'm using it as my GREEN GIANT kobe aaah basketball loadout
Model + shockwave and the goal is simple
dunk ppl
I played the shit out of cerb+shockwave, i enjoy being a fat light
WE ARE DUNKERSSSSS
Hell yeah brother
What are the patchnotes even
What patchnotes?
Wasn't there a weekly update?
It's wednesday my man, a bit early
The hell were people talking about earlier then scroll up a lil
Oh, it was about shockwave shadow nerf situation. That embark must come up with explanation in upcoming update about what the hell happened to the shockwave
Ah
Fair enough đ
Guys we arenât getting shit this week other than a store update
Actual patches are tri-weekly, the next one being 10.6
God forbid embark give their community what they ask for
a random underused gun is going to get 1 extra bullet and a random gadget is going to have 1 second taken off its cooldown
it's new this time,
random underused specialization is getting nerfed
low gravity is the single worst fucking modifier cause it makes many weapons entirely useless
the amount of times I died to it because it switched on mid-jump near the void
Where have you been,haven't seen you here in quite some time
really struggling to enjoy this season
hah, so validating
I uninstalled this season finally
Between the last year of horrible balancing, shit matchmaking, the devs admitting they have no clue what they want to do with melee, cosmetics price increases, and the announcement of another Grand Major the game is not worth playing
Fair
Winchclaw must die
I could care less about winch at this point
The entire game as a whole is just dog shit now
tbf it was a placement match
yeah, it was just amusing
I haven't played the game in a while so I am finding it insanely fun to trash on these silvers
really love dagger but hate that this weapon is only playable with dash and goo, vanish, gate wish there was some more variation
has anyone had success with other gadgets?
Cloak is playable ish,really only in tdm and pointbreak though where the gunfights are louder than the screaming of cloak
It's a sort of joy that makes me feel out of breath, like I was just running. Quite interesting
I've seen some nasty grapple dagger players too
Unfortunately switching your loadout will just make dagger harder
its great for some power shift fun but if you actually wanna climb it kinda sucks
maybe you could try nulli or smth idk. but dash is kind of necessary
yeađ ive occasionally swapped vanish for nullifier or h emitter but it was always worse than just using vanish
if they add a small teleport light spec, blink dagger would be cool asf
ive thought about that but the shitstorm of angry redditors calling it unfair would immediately lead embark to remove the backstab entirely
Can we get a metre stick for a sword or dual blades skin? Would fit in perfectly with the crit writer pencil skin for dagger.
goo players complaining enough to revert goo nerf đ«Ą
No doubt about that,they should never have reworked dagger and gutted cloak
NOW,tf better than Arc,keep on keep it on
So true
I think that dagger rework is fine for me as a dagger main but the hold down charge is incredibly unintuitive and new players always fuck it up
It wasn't purely off our complaints,the nerf angered our God and broke the game in several places,it had to be reverted whether we wanted it or not,I'm glad it was reverted though,I really am
broke the game? you mean just goo cocooning teammates during steal? what else happened
They should make it charge faster and also do a full charge+release immediately if you click it just once removes those awkward situations where you accidentally let go too early and makes it easier for newer players
If spy from tf2 can sneeze on you from behind and get a backstab and still be the worst class in the game I really don't see the need for charged alternate attacks
True
tf2 spy cant dash and teleport
There were other unintended consequences
yeah, im asking like what? cause idk
I mean, the update was a buggy mess. but that had nothing to do with goo nerf. unless ur just joking and saying it was caused by the goo god
I forgot but I remember people complaining about multiple things
Yes, slide, melee, shockwave, etc,
Relating to the goo change I mean
But I do think the goo changes unironically caused all of that too
Goo is the spaghetti code holding together the entire game
Reduce goo duration and weapon damage values change. cashout steal time changes. new maps in rotation
Goo giveth and goo taketh away
i put the little spider grapple hook charm on my goo gun and im very happy with it
I put the holtow sun charm on my goo gun
I use the tinfoil skin from s1,the only unique skin it has
Goo gun needs more love from the cosmetic team fr
Mythic goo skin when
not after then nerfs in 2 weeks
Those will be undone too
Embark will not nerf a beloved core mechanic to absolute dogshit without being crucified somehow
I feel theyâll nerf goo melee while keeping goo stall or something like that. Lol
even though goo stall is the more oppressive thing.
My hope is that goo is the tf2 coconut of this game,that it cannot be negatively changed or even positively changed too radically without breaking the entire game
Given recent events there is some evidence to make that claim,but not exactly proof
Tbh the best nerf is just changing the way its ammo works. I really hope thatâs all
True
The changes to goos durability and how fast it burns from a while ago were already a kick in the kidney to me personally
I truly wish goo grenades and goo gun had different colors and stats,goo guns could be red and have slightly more health than wood,grenade and barrels could remain the same in both stats and color,maybe the red goo burns easier and can't be put out by smoke
What they touched Goo again?
This was a while ago they made it less durable,goo used to be fairly sturdy,they Also made it much weaker to all explosives
So I've heard at least
Like multiple seasons ago
Oh nvm I thought they did again
Also the fact that there was one patch that you Gooed on the stealing team mate so they can steal
Lmao
Goo Gun is Wacky...
Truly it was a dps buff for me as a gooflame main but it was a nerf in so many other ways
It was so ass
Sometimes I wish they raised the Damage of the burning goo produced by the Flamethrower
A better wish is to wish that flamethrower's napalm from the beta that was removed for performance issues be returned
Remember what they took from us
Any structure other than stone and concrete could be ignited by it and fire could spread and eventually burn that structure to the ground
There was an actual reason for smoke to extinguish
Nah
The fuck you mean nah
Donât need it. Fuck the flamethrower
Now granted fire spreading forever was excessive
C4tter don't like anything
It does need its fire back
He means well,I can't exactly blame him
It certainly needs something, but being able to completely destroy non-concrete structures is a bad idea. At least not while itâs permanent.
I mean
No,not without setting the whole structure on fire yourself,I don't want spreading back,I want to be able to put down controlled fire pools and for foolish use of the flamethrower to spell my own doom
Let the Flame stick to a Wall segment if you use the flame long enough in a single spot.
I want flamethrower to be good again,I want flamethrower to have consequences again
Like Imagine you could Make A firewall if you shoot on the spot you want it to be on.
Would be a Good Defense and will alert you if someone tried passing through
Exactly
That's what I miss about it
Not the burning every apartment on Monaco down
Sometimes it crashed the game too,the spreading was definitely too much
But they implemented the New Structure system right?
Wouldn't that make it smoother....?
It would be,a little spreading would be acceptable but not one dot taking out the whole building like it used to
What if Goo burned Slower.
need help to pick out 3rd gadget for my light build: grapple hook, XP, sonar, nullifer, what else can i add here
How about Support...? Infuser.?
nobody listens and dies out of position
i dont think I need infuser for solo q
Ehh.... Reasonable.
Tracking dart
already have sonar
Gateway?
grapble makes gateway useless ngl
I mean Tracking Dart Last for 15 seconds if I'm correct.
i even tried gravty vortex but that dodnt go as I hoped
Tracking dart keeps problems marked for a very long time,it can be a death sentence for the enemy,sonar is mainly for defensive intel,Tracking dart is for when you intend to kill that one guy
im thinking of glitch and thermal
Dude.. like you can place Gateway on defense and Wait till they try to steal use the other half of the Gateway pop in and deny the steal.
Also can be used to transport The box faster.
im only doing solo q so I donno if that would be usefull but I will try
vanish
Idk about that. Being able to place pools would reduce the use cases for Pyro Grenades. Having that with a weapon doesnât seem right
Seems like added Defense able to place down 2 or 3 pools of fire with Flamethrower and pyro nade.
Without the spreading of course.
Pyro grenades best use case was being able to start fires at range,it's why even in the beta I ran it with gooflame to counter snipers
Unless it's goo.
i dont intend to play close to enemy, i keep midrange and just swing around enemies untill i can get another clear shot
The problem with Vanish is that they can see where the Bomb explode giving them a Reference of where your coming from.
I would try the gateway honestly...
i will give thermal a try for making a way for sonar
One weapon having some of the utility a gadget has does not make that gadget irrelevant,it can make that weapon even stronger with that gadget,or hardly affect the gadget at all
Sonar shows you unknown threats.
Tracking dart tracks known threats.
Don't sleep on Breach if you intend to be on close range.
This too,and what are known threats other than prey
Thermal is doing wonders
You should run thermal vision too đ
just realised i can basically drop cash, delete gas and make sonar work better
It should but only on direct hit with a player,not turrets or structures,it should keep bounces
And it should keep its fuse
Should be explode on Turrets not on Barricades or Dome should be able to destroy them...
Or any walls just players and turrets...
give turret a lil rpg tf2 style
A little grenade launcher would be more fitting
Thing is about the Turret on high ground against an MGL
True
Heck you know I would had liked if the Gave Riot Shield to Heavy or a Riot Should with a Very inaccurate or Close range TMP
they should make it so that the gun is a minigun instead of an ar
I wish the game did april fools updates actually cause having a sledgehammer turret would be funny af
Turret with a Sledge hammer chasing you around
thatd be so cute
nah it just sits in one spot and nukes whoever is dumb enough to get close
other things could be making the jumppad shoot you out the bottom instead, and making dash shoot you in a random direction
I agree entirely tbh
I've recommended this before
KS-23 shoots rpg rockets, all three of the light smgs have to spin up like a mingun, and dual blades deflect bullets into the nearest teammate
what if rpg was a weapon option with no cooldown
Madness
Also arn isn't an smg,its an lmg disguised as an ar,you couldn't be further from what it is
They should let me dev next year for an apirl fools mode
The April fools joke is that there is no April fools joke,they do all their horrible nonsensical changes year round instead
is anyone else bothered by the fact that deagles doesnt have a half tactical half empty reload for if you reload with 1 bullet left
I was gonna make the point where like OW it would be mostly nonsense but there would accidentally be a change people actually wanted innthe base game cause it was good but I can't actually think of one
Speaking of... Didn't they mention something about OW...?
I will however be stealing the roadhog one, heavy's winch no longer pulls but instead inflicts every status effect in the game
and the mercy one, healing beam can only target enemies and damages them instead
Did they? Was it during a dev stream or something?
During the Dev Stream.
I think.
Give us a Tesla Coil Gun
Pair it with Charge.
I would like to see Glitch/Electric status on heavy
prox sensors, mines and glitch trap can all be attached to players, both teammates and enemies
C4 and breach charge have massively increased damage but instead of remote activation detonate at random
Wait a second
The money you acquire isn't dollars but iranian rial (worth 0.00024 of a dollar)
Why Not Tesla for Heavy so they can chase down Lights?
Tesla makes where it slows people down
so when you get the earning report at the end of the game its like 2 cents
Tesla cannon would be dope
either that or it should be scottybucks or something
using a token respawns you at a random posistion anywhere on the map
and it will be called "The Midterms"
Cmon Embark Give us Stuff!! Give us New Toys!
So we Could Hate each other even more lol
Light would be cooler if he had 350 health and a minigun
Laser guns in general would be neat
Mauga Overwatch
I tried dude I wanted a Particle Laser Cannon that the Laser Tick does more Damage the longer the laser is left on them
Your right 2 minigun better then 1
You know Ramp up damage for good aiming.
Yes, and having a weapon be heat based instead of mag reload would be neat
you can make it like helldivers where you have to reload the sink if it overheats and it takes super long, so you have to manage your engagements carefully
Since the Laser is Close Range.... Just like Zarya.
ideally a little longer range than that would be nice
Ofc.
No damage falloff but a set range cap where the projectile disappears, like a laser would
So like an ant farting on a pinecone destruction level?
Whut
Flamethrower has no destruction anymore other than like plants,remember?
That would be nice
I wish heavy had a burst rifle too. A 2 burst would work well i think
And charge-up weapons like a railgun/the charge shotgun from Fortnite would be fun too
(Goo is a plant,also it came from the sun
Am I the only one who thinks that the crossbow was kind of a pointless addition?
I saw the vision and I wonât blame the devs for trying
After how much we beg for anything of substance Iâm never gonna call anything pointless, new weapon is a new weapon
True
it would have had sauce if it was a projectile weapon. making it a lite LH1 is so uninspired
it could have been medium's TK but nooooooooo, we can't have interesting weapon designs only more hitscanslop
I have a hunch that all of embark's good designers went off to work on arc raiders since it blew up
aside from fangwai (their best map) nothing embark has designed for the finals post-season 7 has been particularly inspiring or fresh. Even shockwave, their best idea in half a year, was immediately gutted and all of its emergent gameplay removed, which felt so uncharacteristic of the devs of a game that has goo gun and things like dash+pad jumps
it feels like an entirely different team of people is making balance and design decisions than whoever was working on the game up to S7, and whoever is on the game now fundamentally misunderstands why it's appealing in the current market
insane too since season 7 was their biggest windfall of new players since the game launched, there was a brief cultural explosion they just didn't capitalize on
like the P90 and BFR are not particularly interesting weapons, mechanically speaking. they're just more hitscan firearms with bog-standard aiming and shooting mechanics. the hover pad doesn't really feel like it had any consideration beyond the initial concept, and it's been struggling to find any problem to solve that other gadgets don't do better
hover pad is like breach drill 2.0 no one brings it
if they let you control hoverpad with multi-device like a little RC car that wouldve been awesome tho
"the finals added a crossbow" sounds really cool if you imagine the embark of s4-7 designing it! If it was made back then, it would have been a projectile weapon that requires a unique sort of aiming skill other medium weapons don't require. learning it would feel really interesting and it would have dedicated players who master its intricacies. Embark of S8-10 lacks the imagination or follow-through to make their ideas interesting
put the crane controls on its 4 sides that causes it to move automatically
make it so things heavier than a pebble don't immediately send it shooting to the ground
if the hover pad could suspend the cashout mid-air there might be something there
I saw people talking about where they nerfed the hoverpad gunship tech but cant find it in the patch notes, anyone know where it is?
Its not pointless its just executed the pike
S7 was so peak i wish we could go back
It's redundant in that it fits into the same archetype as several existing medium weapons, but it performs differently so it's fine
Is this how the token grabbers get you now? Have they moved on from mister beast?
Yeah theres been like 5874 in this channel alone the past 24 hours
Insane
The real crime was season 7 was fucking ass
Check my profile
Nuh uh it had a cool BP and more healing
Weirdest thing is that in the AMA they said itâs hitscan to be fair for controller players with aim assist
I love that the meta seems to just play as scummy as possible cause I love getting Winched clawed and then goo gunned into a stun lock while they shoot me/melee me
But that implies that bow and throwing knives were mistakes and wouldnât be made by current embark
Medium literally has no cool weapons like bow/tk. crossbow shouldâve been that. đ . Instead we got pikeâs older brother
which is such a nonsense rationale given other projectile weapons already exist and no significant number of people have brought up the TK being too hard to use on controller or something
season 7 was literally good be fr
Nah
this is what I mean by the team being different people, embark of a year ago would not have made that decision on that basis lol
It was literally unplayable,me and my duo and trio hated it
Battle pass was okay,that was all
is riot shield having bullet hitbox problems for anyone?
its always been a mess imo
lately ive been watching replays and bullets just hit through it despite them looking nowhere near the massive foot hitbox
What is season 1 doing on this list
The game was fun?
Because all the cool stuff hadnât been engineered out yet
And smoking guns was a banging ltm
Everything was insanely unbalanced and the actual core game was basically unplayable
Idk man people always say that then list off about half the kit in the entire game
Nukes? Recon? 25 damage fcar? Instant defibs? 96 damage sa12?
The game didnât even feel like a long ttk shooter you just died immediately
Nukes were an overnerfed mechanic,now you can't even chuck a chair with a single mine attached to it at anyone's face
It just doesn't work
Idk c4 is still extremely strong
I wouldnât say it needed that functionality at all
The sandbox is supposed to have sand in it
C4 is fine also,if you're dying consistently to Explosives to complain about them just say you're blind
The brick of serious putty flying at you has a 4 second arming time,just don't stand there like a lobotomized cactus and you won't die
Lewis gun was good, hammer was actually ok, sword needed skill, double barrel on crack, cloak was good, cns wasnât nerfed yet. List goes on
It was a better time
Lewis gun was absurd and the rest of the stuff was better than it is now and yet still not seen at all because it wasnât as good as the meta
Yeah fr if it needed more gadget investment like at least 1 c4 and 2 explosive mines to be good id be fine w that. Also if breach charges worked well with it
Why do you think Iâm talking about damage
Few things were overpowered and everything else was good,now it's everything is dogshit and few things are overpowered imo
It really was
C4 drops cashouts thatâs some of the strongest utility in the game
Like 80% of the gear is currently worse than when it first came out or something
Thank God
Fun hater spotted
This is pretty much the reality yh
âFunâ and itâs an unbalanced game that doesnât function design wise because everything is so overtuned
I like when my long ttk shooter actually has long ttk
Damage is the only thing it has going for it,c4 is only useful defensively,and that's fine,but to call it extremely strong when there's easy counters for it is just silly
If everything is overtuned nothing is? Thats how averages work
Game balance isnât an average
A game is designed and the values for balance are selected around that design. Finals has long ttk because it puts emphasis on teamplay and sustained teamfights. If everything kills fast, you lose that and the main objective of the game is no longer suitable
So yes, if everything is overtuned, everything is still overtuned
Honestly watch this video and you'll see where embark went wrong,sand belongs in the sandbox
If every gun killed 50% faster the game would be worse
