#SG550 - Feedback
1 messages · Page 1 of 1 (latest)
i think this gun could shine as a comfy second line assault rifle if it either had slightly better firepower or alternatively, slightly better stats with the extended mag on.
currently it feels just a bit too meh to be competent
Reduce horizontal and increase vertical recoil, otherwise i feel like it's actually really good and shouldn't get a damage increase since it has faster ADS speed than most SMGs you will be shooting accurately faster than your opponent always on a 1vs1, it just needs to have less random horizontal kick in my opinion
Please normalise the muzzle flash so its in line with other weapons. Imo its not an effective form of balance, and just flashbangs my eyes
Though aside from that, its niche is low recoil and doesn't effectively stand out in other areas, so I wouldn't necessarily think to change anything. It has a reason to be used over other weapons, and a bunch of reasons to use other weapons over this one
agree on this too, It's almost mandatory to use it with a suppressor which wouldn't be a problem it you unlocked it way earlier and it didn't increase horizontal recoil
i really like this gun tbh. I like to run it with quick-a mag and burk grip with flash hider and FLIR on assault class. pretty much instant reloading, and super snappy aim with that thermal scope
I unlocked it and using it with iron sights is impossible. I finally got the first red dot and even still it sucked so bad I couldn't continue using it
Reduce the muzzle flash, I want to see what I'm shooting at.
I liked the recoil and mag and almost everything else about it, but the muzzle flash just wasn't worth it so I went back to the groza
Only thing I don't like about this wep is what others have said too, the muzzle flash is crazy
Reduce muzzle flash and maybe decrease both recoils a tad, namely horizontal. The gun seems to want to be able to win mid range snap gunfights, but if it's going to lack in dps it better be able to land it's shots
As others have said, the gun has the muzzle flash of a solar flare.
This thing also fires a 5.56 NATO round. Any chance of giving it an extra point or two of damage?
I think the gun is perfect as is. This gun has one of the lowest recoils out of all of the Assault Rifles. With the current setup I'm running I'm not having any issue at any range with the weapon. Only downside that I have is it is some what similar to the M4A1 but has lower dmg but I don't have any issues with.
yeah it's worth considering that even if the flash were toned down, people would still use flash hider anyway for the lower horizontal recoil
I don't have any feedback currently on that. I'm strictly only using the Short Suppressor on the weapon. The reload time is absolutely fantastic as well which is why I prefer the SG over the M4.
Will add as a side note I currently have 1533 kills with the gun and is the main Assault rifle I run. I can only speak for using a suppressor with the gun because I feel as if it is mandatory with how I play the game.
WIth the amount of horizontal recoil the gun has the optimal barrel to run IMO is the flash hider which cuts flash entirely and reduces the horizontal recoil the most
Gun is great, well balanced, but please rework/reduce the muzzle flash, as it locks you into one of 3 attachments - flash hider, or either silencer. The rest are virtually unuseable w/ how much muzzle flash this gun has. FH is the best barrel, imo, so it's not the end of the world, but it would be nice for some more flexibility
Reduce muzzle flash so it isn't a flashbang machine, increase headshot dmg so it can 1 hs + 2 body shot
It will make it more competitive with m4
Pls buff this gun it's my favorite weapon irl
You can play around with rpm as well, 735/725 rpm
Solid gun, quelling some portion of the horizontal recoil would be the only change I might suggest.
Reduce Muzzle flash, otherwise good gun
SG550 has much faster ADS speed it doesn't need the extra damage since you will be aiming accurately on target far sooner than with the M4, giving it a damage boost is unnecessary
what about heavy barrel, does it make it 3 shot?
it doesn't
it adds 1.35 dmg
before it was a 3 shot but oki made heavy and long barrel the same
i just think every ar should 4 shot light armor thats why I suggested 29 base dmg
ah 28 dmg can 4 shot light amor as well
HS multiplier is a better idea given what the gun can do already, give it a SUPER slight reload nerf and we're ballin
I play this gun often, would love a different magazine choice, recoil is perfect IMO
i... i uhh, it just.... ummmmmmmm
it feels right but something about it just doesnt let the flavor sit right and i cant put my toung exactly on it...
It slaps both close and almost mid, but just seems a bit short of range i feel... but idk if its the fire rate, or the damage, its just inbetween being able to compete with the scar but hits less than the ak15.
Probs not super helpful but is my feedback none the less (imo it should be right up next to the scar in effective range, but not quite good as the m4 with fire rate and close engagements (slaps so hard in cqb)
a 35 round mag like the acr has would be nice
Yeah as example
I like the sig as-is
tone down the self-muzzle-flash a little, it gives me a headache with the high rate of fire and super bright flash
but otherwise, seems okay and balanced
*hs multiplier should be buffed tho *
SG550, gun feels super solid. The ADS speed feels really good to use. TTK is decent against unarmored. The damage fall off of this weapon makes it a much better alternative to the M4 for longer range engagements.
One issue is the muzzle flash of the weapon. This mandates the use of the flash hider (which works in favor of the gun as it has more horizontal than vertical recoil).
Overall I would say only the muzzle flash needs to be reduced since it currently mandates the use of certain barrel attachments.
gun feels great, muzzle flash is mad annoying though, I essentially run it exclusively suppressed because otherwise its impossible to see anything
the barrel of the gun makes it distracting with a red dot or a reflex
This is a good gun. One of my favs at lvl 100 currently. It has a good damage drop which makes it feel like an AR. I can comfortably put a SLIP, Red Dot, or Strikefire sight on it without feeling like im locking myself out of engagement ranges. A good allrounder.
It’s a decent gun, though I’d say apart from the aim punch advantage it has from fire rate (prone to change it seems?), it’s just a bit less viable than the AUG. Basically the same gun, but with slightly less kill potential in the mag, slightly higher recoil and a bit slower reloads.
2 points for this gun.
1- Muzzle flash is too much. The fire splash on the barrel legit blocks your vision of the target.
2- Horizontal recoil handicaps it’s reliability over range and limits the attachment options to make the gun good
I feel like it's the best rifle in the game. It's a laser.
Well, there are 3 assault rifles that are more of a laser than it, and all 3 of those have a faster time to kill
Which ones?
M4A1, AK74 and AUG A3 all can have generally lower recoil
aug doesnt have a fast ttk
Nor does the SG550
As it stands, my estimates for the ttk of both guns are about identical.
no aug has a very slow ttk compared to sg550
Disagreed.
I am yet to find someone with a better method of calculating ttks than mine, so I will not believe you.
sure buddy
SSG is good man. Has higher base accuracy than like all the rifles which makes a huge diff if you aim at heads beyond 50m. Big clip..
accuracy doesnt mean anything in this game
every gun is accurate
the only thing tha makes gun inaccurate are both recoil and velocity
We think it means something, we just don’t know how it works and it doesn’t seem like it usually matters
basically means nothing
It does lol there is quite a bit of bloom at medium range with AR
Get below 70% acc on ak 15 and watch your bullets
you can test it out yourself
How far is medium range here?
literally 60% accuracy on vector
and everything just goes to the middle of the crosshair
I have killed many in full auto at 150m+ in this game, without caring for accuracy
if you have less accuracy bullet shouldve atleast deviated away from the crosshair
at 200m
nerfing accuracy right now doesnt matter
like i said the only thing that makes you miss is the recoil and velocity
That’s because it’s tap firing
All guns have perfect first shot accuracy
Because it doesn’t; I think you are wrong
if you are tap firing with 60% gun accuracy it wont always go at the middle of the crosshair lmao
But it does
yeah it does cuz accuracy have minor effect or it doesnt work
Or accuracy just isn’t applied to the first shot?
bruh he isnt even stopping at the tap fire did you watch the video?
he was doing it consecutive times
and not even stopping
?
They stopped between each shot, wdym
Many games use a “heat” system where the effect of accuracy increases the longer you fire the gun for the greater the effect. I’m quite sure helicopter miniguns in battlebit work like this
Its bloom....it means when you full auto
All guns are accurate first shot. How are you going go show me a viseo of a guy in single fire resetting each shot and then claim acc% doesnt matter
What we’d need is some kind of modded gun with no recoil. Or to decompile the game, but since that hasn’t already been done I’m assuming it would be quite a tricky process
You can setup a macro easily and test but risk a ban
Can a macro account for horizontal recoil?
pretty sure this game first shot isnt always 100% since thats the point of the accuracy stat(but it isnt working right now). whats the point of puttin bolt snipers accuracy at 100% if first shot doesnt even matter lmao
well some of them arent
Yeah, not sure why.
It’s possible that accuracy used to work differently in older builds of the game. Or maybe there’s no good reason for this
exactly its probably for the milsim version
and probably right now its not working for the arcadey version
We have no reason to believe it isn’t working. It just isn’t supposed to work for tap firing
Honestly a fine gun that is quite adaptable
Long Barrel/SE-5 or BCM Gunfighter/Quick/SLIP for CQC as long barrel gives it the same TTK vs the M4 in shots needed adding their ADS speed it puts you at a pretty competitive advantage.
Slip+RDS ontop sure makes it 0.15 ADS speed vs 0.14 but lets you ignore it's iron sight blocking muzzle flash.
But long Barrel helps it muzzle velocity to be above base M4 and keep it's TTK while the the absurd ADS speed and reload speed. You lose the ability to easily laser people from afar with Vert/Tactical grip M4. But you're better in CQC situations.
28.35/56.7/85.05/113.4/141.75*/170
30/60/90/120/150*/180
Only TTK difference is on heavy armor*
Though it's muzzle flash should be toned down
i think the muzzle flash is too strong
? The muzzle flash is very strong on it
only downside
this whole modern condescending eboy shit is so lame
too much muzzle flash, flash hider/silencer is mandatory on it
you can get around it by using a top red dot on top of a tall scope
it is a stupid work around
just tried this, it's not perfect but it works
What even is your method? The raw ttk on the AUG is 300 ms vs 257ms for the sg, there is no special way to calculate it, you either arrive at these numbers or you are wrong/adding ads time. Or including armor.
if you land 1 headshot and then bodyshots for example (which is a pretty realistic scenario) M4 needs 1 hit less to kill on someoen withotu helmet/ armor
so e.g. with AUG 1 headshot 2 body shots vs 100 hp enemy is 200ms ttk, while SG would be 1 headshot 3 body in ~260ms
tho I think sg ttk is fine tbh
I feel lke there is still no point because both TTK are unreactable. Most games have a significant difference between bodyshots and headshots to reward skilled play.
“Raw ttk” doesn’t account for the fact that you will not always hit the same body part of the enemy, and generally doesn’t consider a proper distribution of armour.
The method I use can be summarised as follows:
For each armour type, 5000 trials are run. The trials have weighted random hit locations and a simulated player is damaged according to this, and the average bullets to kill between these trials is found. Then the averages for each of these cases is weighted according to the popularity of each armour type, which I estimated from a poll. Not that complex and could definitely be better, but so far it seems like somehow nobody’s made a better one.
My method still does not account for damaged players, which is the biggest thing that could be improved on. It also relies on a set, customisable estimate for headshot chance and limbshot chance. Quite conveniently though, it can be run instead to get you stats on the true effectiveness of each armour type.
I consider anyone using a method more simple than this as generally incorrect, because it’s much less realistic
Thats pretty neat. The weight takes account of the recoil pattern. Is it 100% hit accuracy? or do you also account for potential missed shots caused by recoil? Since i can imagine something like the scorpion evo will definitely generate some missed shots compared to something like the AUG.
I have no way of quantifying the effect of recoil that would not be misleading; every player handles recoil differently and I have no precise way of gathering data on it myself.
Recoil is just a number you have to look at and think "hmm how much of an impact do I feel will this make", sadly.
ahh thats unfortunate. I was thinking like maybe you have a reticle area (centered around origin) that you define on a x/y plane and you start at the origin. Then for each shot the verticle recoil is constant and the horizontal is also constant and the direction (left or right is randomly selected, like a 50/50). Then you also have a constant downwards pull value that can scale based on the control stat of gun in game (This will be the recoil control stat, obviously this will vary from player to player, you can also add some noise to this, so that sometimes you overcompensate/undercompensate). For each shot, you point will move and if at anypoint if point is outside the reticle area, you register that as a missed shot. Something like that.
As far as I’ve heard, we don’t actually know how the control stat works, do we?
no, its just speculation, but if i had to guess. It would probably be how effective your mouse movements translates to movement on screen when ads. So say a mouse pull downwards of 1cm translates to a 10 pixel movement on screen on a gun with 1.00 control, but a gun with 0.5 control might be 1cm translates to 5 pixel movement.
So it directly affects how well you can control the recoil of the gun
But back to this weighted random hit locations. Would't this distribution change wildly depend on the players' skill? Since a better player would have a heavy weight on the head body part compared to limbs and chest.
Yes, the program I use to calculate it has them as customisable values for that reason
But hitting between the head and body is disadvantageous in this game against players with stronger armour
i mean you can try out but iirc snipers have 0 control
iirc your character returns the gun to the crosshair depending on the value of the control
yeah, I think in some situations (mostly against exo), you can end up with some crazy long TTK if you hit body, crack the exo armor, then transition to head and crack the head armor, and go back to shooting limbs.
the more control the closer you character returns it
I see, so its a return to center stat.
We’d need to properly quantify it
LMGs can get super low control, so it might be easiest to compare those to SMGs (can get really high control)
Probably think of it as a pseudo "recoil control assist", but I digress
i mean you can compare the control of the hk and m249
both gun have similar h recoil and v recoil
their control are like far apart like 0.32 for m249 and 0.84 or something like that
tho youll only feel control more on higher magnification
Has the muzzle flash been addressed?
pretty much 75% of feedback for the SG is to reduce muzzle flash so hopefully that's on the radar now, though this feedback hasn't been passed to the devs yet. iirc mods said these threads would be up for a week and then they would compile everything and send to devs
great, aside from that nothing really to add gun feels good but wish the damage was bumped up like a lil bit to be on par with M4
I think the only thing that this gun needs is less muzzle flash but I think that also goes for pretty much all of the ARs at least half my damn screen is white unless I use a suppressor. Otherwise the SG and the AUG are two of the best balanced guns imo
Maybe boost recoil a bit of a fair amount if muzzle flash is taken away because some attachments can get this thing to have crazy low recoil and the only downside is you can’t see what you’re hitting
agree... aside from muzzle flash, horizontal recoil is a bit much for a "long range" gun
I meant increase it if they reduce muzzle flash, but maybe only the vertical because I can get it down to like .7
Horizontal is 1.3 or something
base is 1.1... while starter ones are 0.6 and aug 0.8
this is what that stats for my setup are with slip, quick a, vert grip, and tactical
and this is what the flash typically looks like
personally i find the horizontal recoil manageable and imo doesnt need a tweak, but the flash again for most of the ARs could be toned down just a tad. im not even sure what im shooting at in the image
I reallly love this gun but any buffs would be appreciated
without a flash hider is has a weird star shaped flash like the aliens smartgun XD
funny enough if you're fine with 0.15 ADS speed vs 0.14 put a slip/acog and red dot sight and wont block your vision
he is using slip in that image tho is he not? but yeah there should be a scope that doesnt do that iirc
He means use the red dot on top. Using a medium scope adds physical height to the gun to avoid the flash.
yeah i mentioned that earlier
ah i see
I have the delta sight on top of the slip but i prefer to use the slip most of the time for the 2x
The ads time also doesnt bother me because i play assault mostly
Cool it's not a flashbang every time I shoot now
Alr now that acr and sg550 have the same dmg, what do you guys think of increasing the headshot multiplier to 1.71 so they can kill in 1 hs and 2 body shots
Because right now they can't
This imo is a good trade off because both can't 4 shot light armor, and with a helmet it's a 3 shot again
I don’t think haphazardly changing headshot multipliers is a good way to balance guns, when that’s generally standard within a weapon class.
Well makes sense when the gun is weaker
nah I agree. The headshot multipliers are set on a weapon class basis(ie, all assault rifles have 1.5x, all smgs 1.2x). Making an exception for a single weapon is weird.
It might be cool to make an attachment that increases headshot multiplier, though.
the SG is pretty good, I geniunely don't think it needs anything other than the muzzle flash reduction. We will see how the change feels, but for damage wise, the SG is in a good spot. It's ridiculously fast ADS speed and reasonable recoil makes it strong even though it's damage profile isn't as good as M4.
https://i.imgur.com/O21oK0P.png
15% reduction might not be enough, but I'm willing to give it a fair trial.
Is that default muzzle flash or is it still higher
very excited for the patch.
SG and FAL are my two favs, and the AK5C looks like it'll be extremely good as an AR with it's buff, as well. So overall a decent buff on the AR category
I'm not sure. I think it's got more to do with the barrel position or specific effect of the muzzle flash on the SG than it's raw value. But we won't know till the patch goes live so atm it's speculation
Sg is my favorite too, I just thought it needed some buff because it can't 4 shot light armor.. they are still sorting out stuff so we will see
Very satisfying gun to use
the issue was the special effect was like the aliens pulse rifle with a big flare going straight up over your sight, lol
reduction is cool, rotating it would have been better
Gun feels pretty mid, it's not extremely good or bad.
It feels a lot better after the last changes were put in
#dev-wip message finally after so long
now we ask for a new gun with meme levels of muzzle flash
/s
SG550 got it's muzzle flash reduced again, good.
But there is a problem regarding muzzle flash which I don't know if has been adressed: It seems that the flash hider does not reduce the size of the muzzle flash. It only reduces it's ocurrence.
The SG550 muzzle flash is not only constant, but also huge. It takes up a big portion of the screen. And I think this should be adressed.
it's in a pretty healthy place imo
No problems with this gun,just a better recoil/lower damage m4
Very well balanced gun ATM 👍
This gun is a bit weird atm, not too sure what its main attraction is.
I would change SG a bit to help it at range. SG has amazing damage ranges, but doesn't get to use it all too much.
SG550
- Damage increased from 27 to 28.
- Vertical recoil decreased from 0.90 to 0.75.
- Horizontal recoil increased from 1.10 to 1.15.
- Firerate decreased from 700 to 680.
- Velocity increased from 640 to 740.
are you saying make it a better aug?
while being good at cqc a bit than aug
slapping a bcm + flash hider witht hat vert recoil buff makes it m4 range recoil+better range than m4
tbh i think what we need the most is attachment rework than gun buffs on some
The gun is pretty good no need to change rof and recoil
The only thing I would change is the headshot multiplier from 1.5 to 1.71
Because headshots should be more viable, rn its eeh
I agree with Soviet,besides that doesn't need to be changed
I don’t think that would make it better than the AUG
It would have a better ttk, still more recoil, lower velocity and longer reloads though
I’d say this would make it on par with the AUG, rather than just being inferior to it
how does velicity in this game even work in this game does 740 velocity buff even matter at around 100m-200m range?
if it has a 0.75 V recoil
you just need to slap some flash hider + some other attachment and it would feel like a long range m4
1.11 vert recoil with flash hider and 0.88 h recoil and thats just flash hider attachment with the 0.75 ver recoil
Velocity works like it does in almost every other game
It does matter for tracking targets and longer range engagements
then slap it with a S E-5 grip thats 1.05 vert recoil + 0.7 something horizontal recoil with flash hider + this grip
literally an m4 with longer range
Are you talking about Aug or sg here
again does it matter for that range?
sg550 with the proposed recoil
I’m assuming AUG but I’m struggling to work out what your point is
1.15 horizontal
I don’t think there are any attachments that would get it anywhere close to 0.7
still controllable
lmao
again i dont think we need buffs for this gun
we need an attachment rework than gun buffs with the current guns we have
AUG could get down to 0.58 which is significantly lower still, but that might be in the realms of excessiveness
SG just needs something more than 0.01 seconds quicker aimdown time as a reason to use it over the Aug
In the same niche as the AUG I don't think there are any good competitors
Aug range level of bullet drop off, recoil is decent, better CQC than aug
does this refer to the SG?
yes
I interpreted that as a question
rn the SG kills marginally slower than the AUG
And AUG has a bigger mag
would definitely say aug wins in cqc
like the AUG just beats it on every level other than a very small aimdown time difference
does the 0.01 difference even matter when the ttk has bigger gap in mili seconds?
nah the ttk gap is very small
AUG is like a few ms faster generally
if 0.01 is big enough for you
it isn't
pretty sure a 0.1 seconds of difference in ttk is like much better than having a 0.01 aim down difference
it is not 0.1
that would be significant
nvm just checked, misremembered. It's 0.02 seconds
which for apparently any other weapon comparison seems small enough that people ignore it
with assault buffs + empty helmet like I run that is actually closer to 0.01 though
anyway just for reference. This is how the guns compare at point blank as far as I am concerned
Problem is SG won't make use of that crazy damage drop-off ever. Full-auto makes it impossible thanks to the higher hori recoil, which would insinuate some Gunfighter or Flash Hider usage.
Gunfighter doesn't help hori enough to make it a laser and Flash Hider fixes it at the cost of higher vert recoil, which sounds fine until you look at the 700 RPM. M4A1 can get lower Vert and Hori using Tac barrel and Vert grip with 700 RPM and that gun does 4 more damage. I don't like that, I think SG550 should be better at range in general.
SG is locked in a weird place where its recoil encourages close-mid range combat, but the gun doesn't have super high DPS. The damage range seems to want this gun to be mid-long range, but the recoil can't be managed to a point where it can fully take advantage of that like Aug A3 can.
Damage buff was to improve range since you'll have 1 more damage that needs to fall off before going below 25.
28 also provides the opportunity to use Long / Heavy Barrel.
Long / Heavy will deal 29 damage with the damage buff, which is enough to break the 4-shot Light / Ranger armor threshold, giving SG users a CQC build if they want it.
Vert recoil was decreased to help let Heavy / Long be an actually good choice (primarily Long). It also makes Flash Hider a great choice since your vert recoil will still be low if you choose that instead.
Firerate being lowered slightly will also help range, and since we're losing some CQC potential, I thought making the velocity way better would help ensure this gun would be super effective in LRC to make up for that.
I increased hori recoil a bit though cause idk my balls aren't big.
No need to change rof, recoil
It's really good medium range rn
I think the headshot multiplier should be tweaked that's it
It will help it's niche better
Yeah i think it needs a headshot multiplier buff if it gets ANYTHING

