#M110 - Feedback
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Out of all the DMRs this one is the best because it can 2-hit when you get the long barrel attachment at 260 kills. Even so it’s very weak because you have to scope in and the kick from the gun (and idk what it is now post 2.0) and potential aim punch made getting your second shot really hard, and your third even more difficult if you didnt have the barrel
In my opinion, guns in general in this game seem to infringe upon each others niches a lot. SMGs maintain effectiveness and outclass AR at most ranges for example. In this case, ARs are good at ranges that DMRs should be good at, and anything beyond that taking a sniper would just be better instead.
I’m not sure how to fix it though but those are my thoughts on the matter. Making all DMRs two-hits might make them too strong against snipers… reducing the kick might be good but the ttk would still be abysmal… adding weird secondary effects like higher chance of bleeding or slow on hit or armor piercing seems kind of like a bandaid when the overarching problem is how every gun’s effective range overlaps with every other gun’s. To most guns this is totally fine and completely normal, but to DMRs they seem to have no place right now
i think it would be interesting if the DMRs got the deagle damage model (with less falloff obviously)
Haven't used this much - tried grinding to the heavy barrel and got bored.
Does it 1 hit unarmored heads with heavy barrel?
it would let them one shot people without helmets on a headshot and two shot otherwise
Oh something that a DMR definitely should be is a faster bullet velocity. At the ranges where they should shine it’s still very difficult to land at most 3 hits to kill a target
Brings up the question of whether DMRs should have a 1 tap range.
Up to how many meters?
Which helmets should it 1 tap?
All DMRs or just some?
probably not, that's a sniper's role
Kinda weird that deagel has a 1 tap range but none dmrs have it even with heavy barrel
deagle has heavy af damage falloff
heavy barrel should need less kills to get maybe reduced it by like 1/2
It should start with heavy barrel unlocked
Or reduce the kill requirement to unlock heavy barrel / long barrel to like 30/40
Best DMR out of all the other rifles. This is the only one that I ever see anyone run and like stated before needs a lot of kills and suffering to get it to a 2 shot weapon.
I'm doing a ton of writing about this because I feel like DMRs would really benefit from a fundamental change. I'll post it when I'm done.
Deagle also shoots very very slowly
the problem tho is the DMRs as is has no real purpose. Its really not even a jack of all trades more of a strange uncle Jebediah of all trades with only the M110 and MK14 (this one being a stretch) being the only out liars
I think part of the problem is that DMRs aren't supposed to be half assault rifle and half sniper rifle. They're still pretty much sniper rifles, they just shoot faster and need tradeoffs to make up for it.
My only real complaint, especially with the earlier DMRs, is that the recoil for some of them is insane. Why would I use a marksman rifle over an AR when the AR is significantly more accurate and able to stay on target, even at extreme ranges
SVD I feel is in a really good place, I dont even really mind the M110 but with some of the attachments you start getting into 3.0+ vertical recoil, which I just dont think makes sense
If DMRs across the board got a buff, I'd like them to be MUCH more accurate and a bit less on the vertical recoil. Specifically for the m110, I think even a base of 2-2.3 would feel much better. Base accuracy could probably be bumped to 95, but Ill let DMR Dad add on top of that if he thinks thats too much
Hot take: I think the recoil is fine on most (not all) of the DMRs. The issue is that the recoil is excessive for what they give you in return. So here’s what I spent my free time writing earlier:
I use the M110 a lot. I have 2000 or so kills with it, and it’s the most used out of all weapons for me. It’s definitely the strongest out of all the DMRs.
The problem is that it doesn’t feel so much like the strongest DMR so much as the only strong DMR. And even then, it’s only strong when using long or heavy barrel. Without those barrel attachments, the best you’re going to get on most targets is either a hit marker or “assist counts as kill” if you’re lucky enough to land two shots.
I think the problem with DMRs right now is they’re varied enough in their stats that tuning the group as a whole to bring the poorer performing weapons up to par could result in other DMRs being far too strong. That said, I have some suggestions for changes to the M110 specifically that I’ll list below. This is less so about the specific numbers and more so about the general direction I think the gun should go.
I think the M110 should move towards a focus on long range fire support, intended for holding angles and denying movement in certain areas.
-Increase headshot modifier to 1.7x
-Increase Base damage to 60 (102 head)
-Increase damage with Long barrel to 62.5 (106.25 head)
-Decrease Rate of fire to ~150rpm or less.
-Leave recoil as is.
The higher base damage will allow it to kill with two body shots at base, making it far more consistent.
With long barrel it will be able to kill a player wearing normal armor with two shots to the chest.
The new headshot modifier will allow it to kill with one shot to the head, ONLY IF THE SHOT DOES NOT HIT A HELMET. This means that a player wearing any helmet will survive if the shot hits them in the head, unless they are hit in the face.
Reduction in fire rate will reduce close quarters effectiveness. The gun should still remain equally effective at longer ranges because most players cannot readjust the reticle after shooting at range fast enough to hit fire rate cap.
The M110 should not have access to unmagnified optics in the primary position, though canted and top mounted optics can remain. This will help prevent it from being too strong in close quarters.
The M110 should remain relatively slow to aim down sights, slow to handle, and reduce running speed at least slightly.
Recoil remains as is to keep it from becoming too easy to land consecutive shots with the newly increased damage.
Overall, the TTK will increase but the ease of use will as well.
Some issues with these ideas:
Snipers (especially those using long-zoom scopes) will be extremely vulnerable to DMRs. This could be remedied by giving recon headgear a small amount of armor by default (8 for example)
Players without armor will be very vulnerable to DMRs. This could be alleviated by allowing players to repair/replace armor at supply points.
I have similar ideas for balancing the other DMRs but I want to hear what people think about this before I write those up.
Okay thats a really interesting suggestion, Idk about the ROF changes though
Cuz they're already slow as is
Maybe not THAT much, but I could see 300 being appropriate with that kinda change
This is for the M110 specifically, the other ones might not be as slow. But consider this as well: most players are not able to fire shots rapidly at range with a DMR regardless of the recoil. I'd be surprised if most people were firing faster than the 0.3 seconds between shots you would have at 200 rpm. I was considering an even slower number because 0.3 seconds is really not long at all, and it wouldn't be very difficult getting 2 aimed shots off in that time.
Also consider that the this is still significantly faster than the fire rate of all the other weapons in the game which are capable of one-hit kills. The desert eagle has a fire rate of 150 rpm, which gives it 0.4 seconds between shots. All of the sniper rifles as far as I'm aware have a fire rate of around 60 RPM, leaving around 1 second between shots. 1-hit kill weapons need to involve risk and reward to remain balanced, so there absolutely must be a fire rate trade-off for the ability to one hit kill. I think it might even be smarter to give it the same rate of fire as the desert eagle, to be honest.
I'm not suggesting all of the DMRs have the ability to one hit, either. I think it makes sense for the M110, but the other three have niches that makes a 1 shot kill a little awkward for their use case. Ideally I'd like to see one more DMR added (with some specific stats) to round out the weapon class.
I already have the ideas for that, just need to write it all down.
I did double check to make sure, Sniper ROF is roughly 40rpm and below, just as a heads up. There are some that are even slower, like the MSR, M200, and REM700 that are 32, 32, and 26 RPM from the data ive collected
I'd actually love to know what the numbers are, I was looking for some online but didn't find anything.
I think 2 hit kill sounds better for the faster fire rate DMRs, and 1 for the slower ones would be awesome
Ill send you a link
okay I'm gonna write up the rest of my ideas for the dmrs lol I just wanted at least one other person to tell me I didn't sound insane.
Nah you def dont, its a delicate balance act
I VERY much like the suggestion of a 1.7x hs mult instead of 1.5x though, thats a REALLY solid suggestion. Friend Request sent btw, as well as the link
im going to bring over my suggestion from the mk20 thread
what also needs to be added is an input buffer system (to all semi automatic weapons)
currently if u try to spam left click as humanly possible, some shots wont register because ur firing faster than the max RoF
adding the input buffer makes spamming left click more consistent and reliable (especially for DMRs and pistols)
I was thinking of something like this except that instead of it being a 1 shot head shot always it can do the same thing as the bolt actions, and this would affect all DMRs, that over 400m (maybe more like 500m) it would be a 1 shot head (2 if they have a helmet) 2 shot body (3 or 4 depending on type of body armor) and they would keep the slower bullet speed as a balance. As it is hitting anyone at this distance rn in game with a DMR is practically worthless because with how most DMRs do around 40 body damage or less then 100 head shot the person can literally just start jumping and spinning in place and basically bandage up to full health with little to no chance of you hitting them and then they are basically back up to 90ish or 70ish health then needs to be a way for this gun to be usable at the ranges in needs to be. but if it does the same at anything under 400m (maybe more like 500m) it would be way to strong with the faster firing DMRs
I agree that it would be much too strong with the faster firing DMRs. That's why I suggested it for the M110 specifically, and noted reducing the fire rate and removing access to unmagnified optics to mitigate the issue.
the thing is the faster firing DMRs have really bad bullet speed (for long ranges) that at 400m to 500m its actually really hard to hit a moving target in the head so i think the damage increase over distance wouldn't be that strong on them.
steal leaving bolt actions plenty of room to keep as the meta at those ranges with there really fast velocities of bullets
I don't think DMRs should get inverse damage falloff at all. It makes sense on a sniper rifle so you can still kill at 2000 meters without needing to aim for a head you can barely see, but it wouldn't do much for DMRs. A sniper rifle can still be used in close range, it's just difficult and unforgiving. It should be the same with a DMR; and if the buffs are only in effect at long range, then DMRs will be relegated to use only at those longer ranges, where they lose to sniper rifles anyway.
The problem with that logic tho is if DMRs aren't for long ranges where are they for then? Medium ranges are taken up completely be assault rifles and LMGs. Short range is assault riffles and SMGs. Long range is only for Bolt actions. There is no where for it to really go that isn't already full of other weapon classes. It should be buffed to be used at long ranges where it makes the most scence and requires the least amount of altering of other weopons.
and it would give a weopon to face off againt people using bolt actions other then other bolt actions making long range engagements have more verity.
since i havent used the DMRs as much, can someone here tell me roughly how many shots it takes to kill a single enemy
3 to body or 2 if you get a headshot
2-4 depending which DMR and what the opponent is wearing.
hmm
the problem with the DMRs from my short playtime (1-2 hrs of using it) is that the recoil is too high, and firing it feels jank if you spam m1
go ahead and try firing the dmrs or the m9 pistol by spamming left click as humanly possible and then try slowing it down a bit and see the difference
id guarantee you if theres an input buffer (would be a big QoL change for semi auto weapons), the DMRs would feel slightly better to use
DMRs are for long range use. They aren't a mid point between assault rifles and sniper rifles, they are a subset of sniper rifles focused on higher volume of fire at the expense of damage and range. Higher volume of fire provides an advantage at closer range and against groups of enemies, but that doesn't mean they are good at closer range, it just means they are better at closer range than bolt actions are. If the buffs to DMRs are only in effect at long range, then they will suffer from the exact same problem they do now: feeling nearly useless at any range under 200 meters, and always losing to sniper rifles beyond that.
the damage is fine but playing it feels like shit, imo
The problem is that unless DMRs see a genuinely fundamental change in the way they are designed in game, any buffs aimed at them are going to either do nothing or make them incredibly overpowered.
that's why I said one shot to head if no helmet after 500m so they have a chance at long range engagements against recon. Up close the are ok and that's really what it needs to be maybe it can have less recol or a faster fire rate to help with this but as it is they need to be better at longer ranges first where they should be getting used at
Because rn the only place to really use them to good effect is <200m from people and that really isn't how it should be
500 meters is approaching the end of DMR effective range. Besides, if they keep their current rate of fire (or see an increase) and are able to one shot at that kind of range, they will be straight up better than sniper rifles when they are fighting against them. Recoil reduction alone will cause the exact same issue.
most affective rangers for DMRs are like up to 600m to 700m
An increase in damage and a decrease in fire rate for the M110 will allow it to find a niche it fits in. Remember I'm not suggesting those changes for every DMR; only the M110. I am writing a list of changes for the other guns that are all completely separate from each other.
In real life, not in the game. Most modern DMRs in real life are equipped with a variable power scope somewhere in the range of 3-20x or so. That's not what we have here, where most people cap out using a 4x scope on their DMR. The situations are not comparable.
One thing all of the DMRs could really benefit from is increasing bullet velocity. Right now they are very slow for the range you would use it at (between 200 and 800)
800m tbh is pushing it because you have to get 3 hits if no head shot 2 hits if you do hit head (excluding the m110) and with the velocity after like 400m it becomes kinda hard to hit people more then once because after getting hit they start running in more unpredictable ways (normally)
if I kill anyone out to 800m its ether do to them being a really bad recon player or its from me getting lucky and hitting someone standing still (or really lucky if they are moving) when there close to 40 hp or like 60 hp if its a headshot
I agree that the damage is subpar, all DMRs are basically hit-marker machines.
At shorter range you are better off with AR at longer range there is no reason to run anything other than bolt-action.
I feel like increased bullet velocity, slightly higher damage and boost to head multiplier would make them better.
Without touching the rest, the recoil is good, kick is good, falloff is good
Just make them competitive in medium range (200-800 meters)
With damage increase they could lower the 0-200m falloff
I really got 3 different way I think they can be fixed without making them to op (one focusing more on longer range engaments, one on how they are mostly used now, and one that just gives them a really special purpose over other rifles)
+like I said at anything over 500m its 1 shot or 2 shot head depending on if its exo helmet and 2 or 3 body depending on armor
+make them have a higher fire rate with lower recoil to make them be able to face the SCAR-H
+let them use a 6x scope with no glint
note this are different choices not add them all to the gun but pick one or the other
again, problems with these:
- Nobody wants to use a DMR at 500 meters anyway because a sniper rifle will do everything it does at that range better. The only thing this will do is make life awful for snipers.
- Higher fire rate and lower recoil just make them assault rifles with better range, so the Scar gets pushed out of its place and DMRs are too dominant in close range
- No point using a 6x scope with a DMR because at the ranges that kind of magnification is useful, you will struggle to land enough shots to kill them anyway.
Ad first point.
I actually use DMRs for medium range (as I said 200-800m) and I (personally) think they should fill that niche. Snipers excel at long ranges (1km+)
And I don't need the DMR to make snipers life awful, I can do that right now with AK15 or other AR even though they have MASSIVE damage drop-off.
I don't think just because it will make the snipers life bit harder they shouldn't do what they were designed for. Snipers are already a specific niche of long range combat with one-shot potential on the trade-off of being super squishy
I'm interested in your idea for other DMRs though, they definitely need some work to at least make them usable
You can harass or kill a sniper with an AK15 but that is extremely different from any assault or engineer being able to one-shot them whenever they feel like it. That’s why while I think some DMRs should be able to one shot, it should be done very very carefully. The armor mechanic in this game is a really useful way to make that work.
As for the other write ups, I’ll post them tomorrow but it’s late right now so it’s sleepy time
I agree with the one-shot, I'm not saying that we should make them one-shot at those ranges, just buff them enough to make them 2-3 tap.
Have a good rest now!
B4 LB unlock, gun is trash. After LB unlock, gun is great until you hit armor, then you are back to trash.
The supposed recon helmet just makes the dmr back to base then and if it was implemented every sniper would run it as 9/10 they are camping and don’t need the aim speed over it
How does that put the M110 back to base? It’s still much much stronger than it was initially.
2 shots to body or head
Not if you hit them in the face, that’s the whole point.
Are you aware that the game considers what part of the head the helmet covers? The exo helmet is the only one which covers the face. All of the other helmets don’t do anything if you are hit where it isn’t covering.
learn something everyday
It’s okay lol it happens
i despise that this dmr is balanced around unlocking a damage barrel as one of the FINAL UNLOCKS (270 and 340 kills?) to be good
Yeah it’s rough ngl
I don't think 2 shot DMR is where DMR's should go. Every DMR should be 3 hits and is balanced around its ROF. This will give people more counter play than "what just hi- dead" and will give room to remove the atrocious kickback and velocity DMR's have. You shouldn't need to lead shots so much at its intended range than you do now
except most hard hitting ars 3 shot with almost double the rof (fal 650 m110 350)
That's fine, DMR's aren't supposed to be AR's but better. It has an entirely different role
AR's arent supposed to be dmrs but better
I mean sure, but everyone knows the only reason DMRs can't fulfill their role is because of the horrific kickback and lack of good velocity, not because of its damage
M110 can two shot and it's still bad
Tbf they would be alright with input queueing as already mentioned
This is one of my favorite weapons in the game, with the 2-tap barrels and proper trigger timing to get the shortest burst (please input queueing when), this kills fast. I like to use it with patience. I can't give a good critical analysis because I'm positively biased for this gun. I guess what I can say is the bullet speed of this and all other marksman rifles should be increased.
This update has rendered the M110 useless up close because of the slower firerate (and i mean it useless) and the second issue on top is the new horizontal recoil that moves you off targets completely and has transformed the gun from high ceiling skill to use properly to completely unfair to fight with
also nerf vertical, it barely kicks up
Much easier to grind kills on now and not reliant on LB attachement. But nerf to RPM was unnecessary.
I don’t want to just say skill issue but I don’t see how you could possibly find it that different. The rate of fire change is not significant. It’s 0.029 seconds more between shots. Plus, the gun isn’t supposed to be good up close anyway. It’s a DMR.
As for the horizontal recoil, it’s a little more difficult to use, but it is by no means making the gun hard to use.
(9.000+ kills)
You should be fine then tbh.
XD its useless now, been trying it for a while rn trying to find the right balance
I’m rocking it with long barrel and either the se-5 or the gunfighter. Feels good to me but that varies person to person.
Long barrel gives you 80.35 damage which is assist counts as kill on a headshot lol
i tried so hard to make it work, i use 1x only and man ive had a hard day today XD
even with bcm and flash hider (best horizontal combo) its just too much, but i do believe the firerate is the biggest nerf cuz i cant win a single cqb fight unless they are looking back or missing every single shot on me
lack of input queueing ig but u cant really shoot fast enough for it to affect u past 200m
So just to preface and put what i feel is the biggest stat change, MK20- Horizontal recoil increased, from 1 to 1.5, (50% increase) M110- Horizontal recoil increased, from 1 to 2.5, (250% INCREASE), EBR- Horizontal recoil increased from 1 to 1.20 (20% increase), SVD Horizontal recoil reduced, from 1.3 to 1.1 (~17% decrease)
M110 before the changes with a heavy barrel- M110 AFTER the changes
51 dmg 51 dmg
3.08 vertical 1.58 vertical
1.25 horizontal 2.5 horizonal
900 velocity 1000 velocity
350 firerate 300 firerate
3.33 s reload 4s reload
5 magazines 3 magazines
the only good change here is the vertical recoil, which is the easier to control of the 2. it also gained 100 bullet velocity which is nice but mostly irrelevant
horizontal recoil means your gun either goes to the left or the right, making it much more difficult to control compared to just pulling down on the mouse for vertical recoil
So the gun got a slight QOL upgrade with the vertical recoil, but got nerfed in basically every other category
it already felt terrible to shoot with the low firerate, and how input in the game is taken (if you shoot too fast your input may just not be registered) and now it has 3 magazines, takes almost 25% longer to reload, and is damn near impossible to track with, with that crazy horizontal recoil
This gun got nerfed into the ground when it already sucked. The horizontal recoil and firerate nerf make it useless. Up close it's outclassed by most other primaries. As soon as it starts doing better than assault rifles, you may as well use a sniper for the one tap headshot and better accuracy. Having only 92.5% accuracy means you're going to miss a lot more than you'd expect at the ranges where this gun is intended to be used.
DMRs as a whole are punished by their low magazine capacity, low firerate, slow reloads, high recoil, poor handing, and poor running speed. It seems like the devs are trying to make DMRs into semi auto snipers, which is not what they are intended for. The idea of a designated marksman rifle is versatility at all ranges and the ability to pick off opponents at longer ranges while still being viable at close to medium range.
To fix DMRs, I propose a large increase to firerate, lowered recoil, and an increase to magazine capacity. This will make them fit their real-world niche more closely while distinguishing them from both assault rifles and snipers. In this case, you're sacrificing speed, fully automatic fire, and magazine capacity for a gun that can engage targets at all ranges and deal high damage.
Stop trying to use it up close you dingus, it's a marksman rifle.
if smgs can melt me at 50m+ shooting full auto marksman rifles should be somewhat viable close range
They are “somewhat” viable
And marksman rifles are just semi automatic rifles with more powerful rounds that are tuned for long range accuracy. They should be usable up close as well as at range because that's what they're meant for. DMRs are my favorite weapon category, so I hate to see them neutered. They behave more like semi-auto snipers than DMRs, so either change the category and give us real DMRs or balance them to their strengths
It's like if we had a category for shotguns but they all used slugs. Sure, it's fine gameplay-wise, but why not replace them with more appropriate guns for that specific role and give shotguns their own place, rather than cramming them into a role they aren't meant to fill.
M110 feels fantastic at range when it was already alright but worse up close which is to be expected
Mid range is good if you abuse good positions e.g pickaxe/sandbags/windows or just hit your shots
Are people getting battle rifles and designated marksman rifles mixed up again?
Whats a battle rifle?
From the absolute jungle that is the discussion of what it is, it’s a assault rifle tuned for longer ranges
So scar?
Yip
On the line between AR and sniper, it sits closer to AR
And it’s arbitrary and somehow not at the same time ~(.-.)/~
Well past 150 meters dmrs always win i find unless u hit a crazy headshot
Against scar/fal
Et within you win cause automatic
Battle rifles are guns more like the M14, FAL, and HK91. They're usually no more accurate than any other infantry rifle but instead fire a larger caliber with lower capacity. They are usually fully automatic but used semi-auto due to the harsh recoil. They did the FAL pretty well, although the armor pen could be increased. The SVD plays more like a battle rifle as well. The M110 is in a good spot for long range, but should still fire faster, being a semi-auto gun
M110 post buff needs its velocity lowered. 2-shot kills are far too easy to achieve right now. I have almost 1000 kills on it far quicker than other guns. Prestige 1, Rank 198
Nah it’s fine
You should watch the Tono [Mr Wong] "The M110 is OP" video on youtube, i think he sells it pretty well as being pretty broken. Kind of reminds me of RainbowSixSeige though when the Pros would complain about a gun and then the Devs would provide a nerf while the general player population was okay with it. But it feels silly to use and theres some close quarters combat in his video that really drive home that this dmr is kind of unmatched at the moment. Just wanted to say my piece somewhere though, Ill go back to stomping with M110 now 🙂
the enemys mostly didn't see him ofc he's gonna stomp them, this gun went from absolute garbage to usable with a hb/lb and now people want it to be a worse mk20 with potentially better htk again, baffling
did u use the m110 before it got buffed 💀
why should he use an overpowered crutch weapon?
its not op - impossible to hit max firerate cuz of lack of input queueing and the ttk is pretty good but the scope in time makes you get destroyed if someone has the jump on you
we're getting action queueing in the next update, but yeah people saying "it's op" are just coping, it's supposed to be effective at medium-long range while not sucking big doo doo in close range
tbf after input queueing it might need a nerf but rn its A teir
It’s a solid A but it definitely doesn’t need a nerf
Hey! Reminder to everyone here that i had 9.000 kills on the M110 pre nerf and now it feels very unusable with 1x, better for scoped fights though, i still stand by the firerate back and maybe less horizontal, bit of vertical to compensate since it feels like it has no vertical now
(just my opinion though XD)
Your opinion would have a miligram of weight if u weren’t a vtuber 💀
I keep reading that as 9 kills instead of 9k kills lol.
im not sure u wrote that properly XD
Yeah, m110 could use a little more recoil so it required a little more skill. Using it makes me feel dirty, kinda like pre-nerf vector but not quite as bad
yeah m110 is busted atm, i loved it pre nerf even if that meant it was worse technically, but felt more smooth and dmr ish, i think they could fix the miss fire and maybe lower the firerate?? then again it would automatically eventually make everyone way more accurate with it so i dunno
There are just too many times when I use the M110 where I can "pow pow" dead "pow pow" dead "pow pow" dead, three guys who weren't looking in my direction and think about how I can't do that with other guns in the game in the span of a few seconds. As well as times when I push a corner where an smg player is hiding and two tap them at point blank range and still survive, sometimes even if they fire before I do. The skill curve seems kind of wonky to be able to do that with sub par aim.
If they’re shooting before you and you kill then that’s on them lol it’s not because your gun is op
Maybe they are missing the rest of their shots but it usually feels like they are hitting me. It'd be too difficult to track the variability of time to kill with how weird accuracies can be from player to player. It's just my own experience in close quarters. But individual player skill is a valid point here as well. I guess I more so worry about its mid range domination if it really is my own skill making it good at close quarters. not so humble brag :)
It definitely varies player to player but mid to long range is where a DMR is supposed to be strong. If they were eclipsing other options completely I’d be worried, but it seems to me like they’re just strong, not overpowered. Time will tell though, I can’t say for certain yet.
Yeah, I hear less dmr shots now so I think less players are using them. I did have one notable match where I a made a friend who was using the M110 and we focused the same areas and wandered around in a pair and simply decimated the enemy team. Its great fun.
It's busted now. As far as bodyshots go, this is pretty much equivalent to a sniper rifle except it has a much higher firerate. This makes it superior to snipers at any range in situations where you can only see a small part of the enemy's body which in turn opens up an immense range of camping possibilities that snipers simply can't have.
Snipers kill instantly.
- You're wrong. Read the message.
- Not debating this. It will get nerfed.
Okay lol
Idk how to explain this but 1 shot from a sniper rifle is faster than 2 shots from a dmr
You kind of need to know higher level math to really understand why
At least knowledge of differential equations
What part of bodyshots is so hard to get tho. Snipers trade in their ability to OHK people for the need to be either accurate or extremely far away. Any hit against someone that isn't a bodyshot has a big chance of being a wasted shot because you rarely get a follow up. So a DMR is superior at bodyshotting, which opens up far more possibilities because you no longer need to care about the enemy's head being exposed.
Specifically, angles from which you could see a couple of pixels from an enemy's feet are far more exploitable now than they ever were.
lmao stabill short mag with tactical is 1.08 move speed (yes ik its not meta but funny)
Told ya :) #dev-wip message
Good stuff
Still not better than a sniper rifle. That’s the ridiculous part.
ROF adjustment is probably warranted though, I haven’t played with it since the newest update
nooo my precious m110 dont reduce the firerate by 33% nooo
its still the m110 its fine
probably. after i play ill return here to post into the void again
Ok ,now regrettably, i must admit the original m110 was better
Yep
always was
but the M110 rn i feel is at the best state it ever has, pre nerf was technically the worst its ever been, but it personally was my favorite because of how freaking good it felt to shoot, then they nerfed it and it felt like crap, then buffed it and it felt even worse but somehow was a whole lot better i was destroying matches with it, now its i feel at its most stable its ever been, still miss OG M110 but right as it is, balanced, so i wouldnt touch anything besides that little "bug?" where it you shoot fast enough itll pull an extra bullet off of the mag without you clicking, all in all, my wife is back, and i love her very much
i would say maybe 10 or 20 more firerate would make it perfect but thats just very biased and exquisite i believe, so no
after using it all day today, im confident in saying that it's still a good weapon. 200 firerate really isn't that bad, and it's just enough for the recoil to settle. still a strong gun, just not stupid overtuned like it was before the patch
its just slow enough to be noticeable, and feel bad
its slow enough to push the ideal range of this gun from 100m-300m down to like 250m-300m. ttk was awful aganst armor before and its extremely noticeable now especially at like 150m. bad change.
i think it's perfectly usable, and a reasonable trade-off for being able to 2 tap someone's feet across the map
it was straight up aids before the change
2tap 1 kill need to be rpm more low
nah they already nearly halved the RPM
I dont know how this dmr compares to the others but I notice it 2shotting full exo really often. Feels a bit much
Idk if other DMRs can do that but this one sticks out
its because EXO doesn't protect your arms or legs
it's a problem with every gun and EXO armor unfortunately, they can just aim low and ignore the super heavy armor you're sacrificing your mobility for
so a dmr 2 shots to the body? thats OP
it's a slower kill than the three tap DMRs
especially since those can headshot+body for a 2 tap
if armor provided even 5 points of arm/leg protection the M110 would be the slowest killing gun in the game
gun feels like the only usable DMR for casuals in a lot of situations because imagine you only have a chance to get about 4-5 shots off on a target; with every other DMR you can only miss a single shot, but with this you can whiff twice and still get a kill super easily despite the low fire rate. very very strong gun and the only DMR I am regularly killed by. it has set a precedent for DMRs and nerfing it would make a lot of people extremely angry
i feel like this gun needs its original recoil with the longe barrel if its going to 2 shot
its original, lower recoil?
Revert to the super low recoil 49 damage days
give it a +2 damage barrel for DMRs only
ez
it had more recoil then XD
and no that would be dumb
just give old higher recoil and keep 2 shot
i would say old fire rate but then it be used more as a op cqc weapon so prob not
M110 shouldnt 2tap the body. Really removes some of the skill of what should be a higher accuracy weapon. 1head 1 body would feel more fair
1 head 1 body makes it just worse than the other DMRs, who all also kill in 1h/1b
but with less recoil and higher rates of fire
SVD kills you over twice as fast
well you shouldnt get a kill 2tapping the torso
wear literally any armor and they dont 🙂
limbs.
they harder to hit than heads lmfao
thats an issue with the armor system, not the gun
