#Assault Rifles (General) - Feedback
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i think most of the rifles just needs some tweaking here and there so far as ive seen individual feedback. tho we can see which rifles are actually being used less and being used often.
Whoa, feedback posts have been reset.
My one complaint with ARs is that burst fire is basically useless - I can't find a range between full auto and single shot where burst fire actually improves performance
This. Reduce the delay between bursts and no first shot multiplier for follow up bursts in reasonable time window
I believe my beloved AUG should have it's 600 RPM like it's real life counterpart to at least make it somewhat more viable in closer ranges
Too many times have I been absolutely shredded before I could even get 5 shots off
ar currently lack a real identity to some degree.
fal scar and ak15 are all okay besides minor things like the walkspeed on the scar ( i swear it feels like beeing rooted ).
g36, m4, sg, acr, famas and the hk419 are wierd though. they might as well stop existing and it would change nothing. i get it theyre commonly used but none of those guns really fills a purpose. theyre all in the same role with minor differences
i left the ak5 out as i dont have nearly enough mags dumped to tell stories about it
wdym g36, m4, sg, acr, famas and hk419 is wierd? and wdym buy stope existing?
they wierd in the way that they all do the same more or less and scince theres still other weapons wich semi fill their role while doing other things better they feel off
if that makes any sense
for me they just lack a identity
scar is accurate ah, the fal kills extremely well on short and medium range and the ak15 is a headshot monster. the others dont feel the same
i mean all the rifles are accurate tho
like scar,ak15 and fal dont spray at long ranges
meanwhile the other gun you mentioned can
if a gun cant keep at least a major part of its dps on longer range i dont consider it accurate at that range
and the fal has more than enough recoil to be only used effectively at med range doesnt mean you cannot singlefire
scar and the ak both have way less of that
the scar can doubletap people over huge distances way quicker than the fal can and if im not mistaken it has much higher velocity to back that up
but as said im also perfectly fine with the heavy hitters. they do have a purpose. all of the other guns i mentioned lack that kind of identity and are just mostly average
i mean ak15 scar and fal are literally the same tho they are heavy hitter with big recoils the only difference are their rate of fire and some minor damage difference if you think about it
lmao
probably the gun with identity right now is acr and aug
point still stands that most ar simply become obsolete compared to the groza if you can work arround the muzzle velocity and thats just one example
acr still isnt there yet and the aug really only works on med range unless you want to be at a severe disadvantage and under pressure to hit every shot perfectly
but i didnt mention the aug for good reason as one of the guns that feel the same.
grab a m4,hk419,sg,acr. they pretty much feel the same with minor differences that set them apart but nothing that makes any of them fill a different role
acr is a middle ground between an smg and a rifle tho
fast reload, fast movement speed
and outdamages smg and pdw beyond 100m+
100+ m is sth you dont encounter often and a scar or aug would do a better job at it
100m dont encounter often what
the engagements ranges that are the most often are 10-50 maybe 75 at max
if you dont encounter that on maps like wakistan, valley, basra then idk
about you
you can probably enocunter fight like that on the new district too
i didnt say you cant shoot people on longer distances cuz the map doesnt allow it. im saying that most encounters between you and an enemy are within said distance
and 100+ is extremely rare fora engagement believe it or not wth
get a rangefinder on the gun and see for yourself how far away things are. you would be surprised how close most encounters rly are
i know how close 50m is and how far 100m mate
then youre obv playing a different game cuz for me those super longrange engagements happen once every 3 matches and im far from beeing bad at the game
even in valley you rarely fight at 100+
thats neither mag efficient nor smart in any way
its not but if it works it works and does it job
100+ still isnt a realistic often seen engagement range for this game period
thats like saying a realistic engagement range in battlefield is 100m. its simply not
its not but it happens
if the guy isnt in the open youre most likely not even killing him as normal people wont stand still and a acr wont beam you on that distance quick enough to make sure you dont move. so wheres the point to shoot
its not a realistic engagement range
as said
its not but it really happens lmao
my highest range kill with the p90 is 342m. clearly the p90 is a sniper rifle by that logic
and its clearly a range i expect to hit people at
how did you even conclude that lmao
im just saying it happens
hey you got 342m kill it happend tho
doesnt make the gun a sniper
did i say the acr becomes a sniper at 100m+?
no
im just saying the gun can out gun pdw and smg at that range
not trying to be mean or anything just doesnt make any sense to me im sorry.
100+ just happens so rarely and higher ranges even less so...
342m kill was on valley when i sprayed at some guy that shot at me while i was closing the distance. lucky shot and only option to survive in that moment
thus giving the gun a identity as a middle ground of being a rifle and smg
gun feels like an smg but its not
you see the thing is if your gun is good at range but ranged engagements rarely happen then your gun has a slight problem. the scar can still fill the sniper role up to a big distance same with the aug. the acr doesnt have the stats to back that up
so in those rare cases where your damage acually would be higher you get outclassed by other ar anyway.
you dont have a big mag nor does it kill really fast. it also has no special low recoil in comparison to the others
do you even read what i say or just spit out stuff to keep me busy typing ?
in comparison to others
its not in any way or form better than the rest of the "laserbeam" assault rifles
they more or less all feel the same i listed the guns a while ago
im tired of relisting
doesnt need to be special recoil
the recoil is good enough
to be actualyl spray 100m+
oof you dont understand a word of what im saying but its alright. point stands : if you look at all the non heavy hitting ars :
faster ttk weapons screw you over in cq, high engagement distances rarely are a thing so you cant really play out that advantage too often if you want to be anywhere near mag efficient and impact the game.
the bigger mags ruin any of those guns so you cant really compare them to sth like the p90 either. theyre just average filler guns rn
i mean the point was identity of the gun no the ttk tho but ok
at this point im pretty sure youre trolling
arent we talking about the identity of the gun?
or are we talking about how fast the gun kills?
at cqc
I don’t understand the weapon identity argument. I vibe with the g36c and the acr but do worse with the ak74 and the m4. I do really good with the ak15 and the FAL but can’t use the scar to save my life. Despite these weapons being incredibly similar there’s still a noticeable performance difference for me between them. It’s fine to have guns like that. There don’t need to be 3 ars that are just generic all rounder, generic not quite smg, generic not quite dmr…
Some people are out there fragging with the aug and I spawned in, fired it at a wall and instantly killed myself to switch to a different gun
nah i get him where he wants every gun to be unique
but like he is saying something where m4 g36 etc he mentioned feels similar when
literally scar, ak15 and fal literally are similar guns too
I get what he’s saying but I disagree that it’s a problem
Any talks about the FAL? I feel like it's default vertical recoil should get brought down to 1.40 and the horizontal should be an even 2.00
there individual guns you know check the whole feedback
im such a fucking idiot xDDDDDDDD
and nah its fine
the gun is very good at cqc
that recoil really doesnt amtter
Okay, Idk how reasonable this would be to implement but could we get the ballistic arc for any gun firing 5.56x45mm NATO rounds to intersect both at 100 meters and 300 meters like actual 5.56 rounds do in real life.
For context if you think of the zero on a scope or sights as a straight line through space that intersects the arc of the bullet at 1 or 2 points then I think the 100m and 300m of the zero line should intersect as the (basically) do in real life for (basically) anything firing 5.56mm NATO.
Also while I'm here, could the notches on the scopes change depending on your zero and/(or) the round being shot?
this feels like more of a milsim than the arcadey since you want realism
normally I like Arcady stuff, I like arma but only with friends. To me battle bit feels like Battlefield 3 on the xbone.
Sights that are supposed to have real range markers and range estimation should at least have those (eg acog)
Should be 100, 200, 300 on the ^, then 100 each line with the line matching the width of a standing person
Some of the dmrs can hit like 900m within the ^ right now 😄
You sure about that claim?
Yeah, i've tested it
Without zeroing?
Aiming as high as possible to still hit on the falldown targets in the test range
Yep
Care to take a video?
I think it was the EBR?
Yeah take a video show it
Cuz the m200 has the highesr velocity in game
Cant even do that
I think your perception of distance is far off
in real live the Acog's zero starts at 300m. then goes out by 100m every tick.
I do know that
Sorry, misremembered it was the 400m marker on the scope
400m seems more realistic
No? the first line under the chevron is marked with a 4 for a reason
that's right, the zero (the chevron) is 300
well never mind then
The bottom of the chevron is, yes
I knew the first tick was 400
I didn't know it was that effecient
that's really cool
Thank you for showing me that I learned something new!
Are you unable to read the rangefinder?
What's your zero at
Shown in the video, 0
And then I corrected myself and said the first line, which is still 400m
I misremembered
Point is, scope's wrong, by like 2.5x
(also, til the last target is at 950, which is why I never could find a farther one
you can see i had to raise my scope little higher at 250m
tested 400m
ebr if you shoot at the head your bullet drops around the leg part
so no ebr cant shoot straight on 400m at the middle
this gun can shoot straight upto 200m tho
Anyway, point is, scopes that should allow for accurate range finding and distance adjustment, don't
(Just looked the line widths are way off too - though that might be because BB dudes are WIDE)
meh range finding is fine
i know this is for assault rifles but have you checked the leaders class binoculars lmao
kek
Hello, all i thinks Scorpion EVO need a little buff for it's playable. Technically is an Special AR and not a PM so why this range is so close ? i thinks a little upgrade of range can be good and a little decreased of the kick or juste can possible to use a canon attachement.
it's a carbine yes but the version in game is an smg the range is justified looking at how fast this thing kills
a little recoil reduction could help with usability tho
Remove any gun after the M4A1
needs a tad more damage at range and reach capability (all of them)
Some mix of improved handling and velocity is needed. That orr player movement speed has to be nerfed across the board.
Many ARs aren't that threatening even before damage falloff kicks in due to how easy it is to just zoom around dodging bullets at longer distances.
I feel like the SMGs in this game kinda smack everything within 50-75 meters. That 100-250 meter range should really be an AR's strong suit, but the visual kick seems a little high, combined with the bullet velocity being a tad low. The movement feels way too fast and sometimes jumping around like a madman works to not get hit.
Edit: I felt almost a similar feeling in the new COD MW2. Some people went insane on movement tech in that game, and it can absolutely work better than having more gun skill. Seems a little counter intuitive, but it's an opinion!
also agree that the recoil could be nerfed a bit too
Nerf m4
buff hk419 
It's a better but worse M4
so buff 
Just give it a not shitty quick mag
and buffs 
And buffs
yes 
I'm begging you just make the starter rifles not total laserbeams at 300 meters
they aren't, not in any way, even 100m with slip, vert grip, tac barrel is not optimal, buff the others if they need it, nerfing guns that are the starting point for balance is uhhhm unoptimal
the acr has the lowest vertical recoil of every ar and it kicks enough to not laser consistently at 150m, i don't understand where you get 300m laser from on guns with more recoil
No single assault rifle can laser beyond 80m. At that range it takes skill to hit your shots
Especially whenever a sane person gets shot they will start pogoing around
I'm gonna be honest, but it's not that hard to stay on target at 125+ meters with an M4
Especially with the meta attachments
I wouldn't have a 200+ meter longest range kill with the M4 if it was hard to do
Youre full of shit if youre trying to tell me you regularly get 200m+ kills on the m4
Those happen but are rare as fuck
i have a 127m kill with the vector, where i just sprayed and hit a recon who was on 1 hp, does that mean the vector destroys at 100+ meters?
This is complete apples to oranges, the damage model isn't comparable
On a still target? Sure. But if someone is running 120m from you youre not gonna hit him with your m4 easily. Youll need to lead your shots
If your aim is good thats good for you, that doesnt mean the m4 needs a nerf
If people aren't leading shots at range, I'm not sure why they play the game
You have to lead shots at like 50 meters
but that's what you literally just did. regardless of the damage model. i have a 143m kill on the fal, i tap fired for that. 150m on the ak15 same thing. the rest of my ar's are under 100m because that's both where the majority of engagements occur, but also because i don't like wasting ammo on someone across the map from me
Im saying youre good for hitting those long range shots, 99% of the playerbase dont have remotey as good aim and thats why the m4 is perfectly fine
Noobs need a gun like the m4 thats accurate, because their low skill would otherwise make it impossible for them to hit any shots at all
I'm just saying that the M4 could do with a little more kick and it would still be incredibly good
I'm trying to achieve some degree of parity with pretty much every other assault rifle, even the comparably good ones
G36c just got a buff for example that will probably make it a direct upgrade to the m4
if you nerf the m4, which is available at level 0 and has direct competition with the ak74 also available at level 0, then why would anyone ever use the m4?
when the ak74 would just be outright better
That's why I said the starter ARs both needed a bit of a nerf
This would be really discouraging for new players who already feel outgunned by experienced players
The moment you get the best in slot attachments, they're just insane performers with next to no competition
they don't though
Newer players are already outgunned by experienced players who have best in slot
The guns are already good, but the best in slot attachments are insane
Whats your point? You wanna make it worse? For what gain?
their recoil is already higher than every other ar (except the scar, the ak15, the fal, and for some reason the ak5c)
Maybe this is more of an attachment balance issue
even the famas has less
They also just buffed the famas
G36 sg550 and famas will look like really good competitors next update
i haven't had a chance to use the ak5c post-buff, idk if it's decent or not
M4 is completely fine
If they buff every gun to be just as good, I guess that's one way to fix it
it was cheeks before though
It's just kinda jarring how punchy most other guns feel and then switching over to the M4 and AK74 is like playing CoD
as far as i can tell most guns are very close in ttk, there's obvious outliers (looking at you fal) but they're MOSTLY compensated for in other ways (low mag size, higher recoil, long reload, etc etc) i switch between most ar's pretty indiscriminately just depending on my mood
(never the aug though)
someone keeps saying it's not that bad, i will let them have their opinion while i never touch it again
I picked it up for about 10 minutes and got like 5 kills because it's so inconsistent
i shot at a wall with it after spawning in with it and immediately hit respawn and swapped off it
Immediately dropped
You underestimate the complete lack of skill in the general battlebit population
to an earlier point you mentioned, i do think attachments need a lot of work
i'd really like to see more options (stocks and ammo types for example)
let me have my 9mm m4
I guess so, usually I find people to be at least competent in the gunfighting department even if they utterly fail in their utility roles
Say what you will about medics not doing their job, but they know how to fight
a lot of the people playing medic are the... sweatier variety
myself included, i just want to do well and not feel reliant on a squad/team that is totally random
That's why I'm somewhat skeptical of labeling the majority of people who play the game as needing a crutch of some sort
The player count has dissipated a lot and the dedicated players are most of who's left
Us being those people
i think there was a discussion on this in another thread, apparently the population drop is actually within expectations compared to a lot of other games (including the big call of duty)
I'd say most players are average to good at general infantry duties
so i'm not too worried about it, especially with more updates coming
Yeah it's not catastrophic or anything, but the quality of players is proportionately more experienced than before
Which is good imo, but at the same time, it means newbie guns end up becoming crutches for meta slaves and sweats
yeah, it also depends what lobby size you play. 127 is absolute chaos (but 127 frontline is where the adderal kids are at), 64 feels like a good mix, and 32 also felt sweaty before
well, the ak74 and the m4 are both solid weapons until you get levels and at 15 you get the ak15, one of the a+/s tier weapons
I would describe the AK-15 as acquired taste, being my most used gun
I just hate using the ak15
It's absolutely not for everyone
oh for sure, but i dig it sometimes. i can play the ak15, the scar, or the fal just depending on my mood
I can click heads all day with the m4 tho
You almost have to play it slower and more like a tactical shooter to get the most out of it
or just put an smg on and brain off try to out-mechanics people
I will say, I had a ton of fun on night mode sunset while using the FLIR
It feels like using a real gun if you just tapfire it
So it activates my lizard brain
yeah and the people not doing that think the weapons suck. the people who are doing it tho... i tend to remember the people who can beat me with consistency
i make it a point to just, stay off their side of the map and we both have good games
I think the AK-15 could use way less side to side recoil
Side recoil just kills ARs
If it's supposed to be a more punchy rifle that can reach out and touch people, side recoil kind of defeats the purpose
So it's a bit of an inconsistent mid-range rifle, but very good up close if you play it slow and steady
losing some of it's horizontal wouldn't be too bad but i really wouldn't want to bring it down by much. it's a 3 hit kill out to ~150m and i'd be loathe to make that consistent
Yeah that would be a bit much
I'd probably hate dealing with it more than the M4
Just having it be consistent at mid-range would be ideal
if you haven't yet try it with the bcm-gun fighter grip, goes a long way to tame that side-to-side
I exclusively use that grip for the AK-15
i use it for all 3 of the big ar's, their vertical movement isn't very much
I'd argue the game needs some parts that are much more dedicated toward toning down side recoil
the se-5 is nice if you're a better aimer than me though
You could avoid over-buffing weapons just by giving parts a purpose
1/2 to 2/3 of the grips are useless
Even worse for muzzle devices
There's maybe three good ones
i just really want to make a scar-h with collapsed stock, extended mag, and something to push it's ads speed up so i can have a max recoil smg-h
Dude is probably meaning a random spray that just so happens to kill a dude almost dead
Nah, you can absolutely magdump stationary guys at that range at full health (probably was a recon with no armor to be fair)
It's why parts probably need a rebalance moreso than the gun
yeah, 3 good barrels (long, tactical, osprey on the guns that have it), like 4 good grips (bcm for side-to-side, se-5 for general reduction, vertical for up/down control, b-25 for reload speed)
Who is going to stay stationary when getting shot at? I need to go against those guys in my lobbies...
As I cannot recall when or how I got that kill, I can only assume so much
People don't listen when I say 80% of the attachments are useless LMAO
You would be surprised by some players in 127vs lobbies
I think I question life at least once or twice a match just because of player behavior
I thought AUG was at least good for vehicle DPS
also, another tip for the heavy ar's (Scar, fal, ak15), use lean, i find it easier to stay on target while doing so
Or at least not as bad as other ARs.
I've noticed this as well, not sure what's up with that
Might be a weird code thing to do with camera angle and recoil mechanics
It's why I say going slow with the AK-15 is the way
my best guess is it's the horizontal recoil being the stronger of the 2 so leaning causes the motion to be more up/down than left/right
The more you lean corners and don't draw attention to yourself with rapid movement, you get away with so much
and the vertical being mostly upwards is just gonna be a slight pull up-left or up-right
That would be incredibly odd, but I have a lot of questions about weapon balance at launch as it is
the aug used to be really good for killing heli-pilots
i dont think it's good after the change the heli glass reducing bullet damage
It was much better in pre-release betas
Not sure why or how it was changed, but it sucks
The AUG Para is such a neat gun
Last I played was in the playtests, waiting to see how early balance settles before I buy.
Could be why I remember AUG being alright on some vehicles.
recoil seems mostly random based on the recoil values, doing the same mouse movements and getting different results while testing
A lot of guns that used to be goated in the playtests suck now, but most of them are getting buffed again
but leaning definitely ups my consistency
Like the AS VAL
Used to main that all the time, but now it's bad until the update
It was almost the same role as how I use the AK-15 now
M16a4 where
i'm down
make burst actually good tho plz
my toxic trait is thinking i could actually control a mag dump at 150m with the ak15
I'm built different (I can't actually do this either)
Or an94
I think the AN-94 is slated to be in the game
Gonna shit my pants when it's more of a laser than the M4
If it's not, then they're actually doing the gun wrong
i'm def looking forward to new guns. much more excited for new maps
AUG
M4 for sure beams. Barely any recoil with the attachments. Essentially a SMG in the AR category.
i wish there wasnt such a level gap for the scar
What if instead of one gun per 5 level, people get to choose between two guns. AK15 or Scar, M4 or ak74, etc. Just throwing the idea there.
i'm just praying we'll get tokens to perma unlock weapons with each prestige
that would be awesome
I take back what I said about the acr
ACR isn’t that bad but I don’t think I’d ever use it
SG550 if it reloaded and aimed slower but moved slightly faster
this is so deranged
like only the honey badger and kh416 on that list could be considered truly bad
like you really gonna call mp5, g36c, and groza bad? what kind of crack is this guy smoking
HB isn’t very good but HK isn’t exactly bad
But I’m assuming his copy paste thing was a joke
yeah, HK416 is very serviceable, just not as good as its contemporaries
i really do hope that's a copypasta
That entire list only the aug is bad imo.
And the prebuff ak5c, haven’t used it since the update, hopefully it’s decent
even the AUG is situationally really good. you have to treat it like a full auto DMR; it doesn't do well up close, but excels at mid to long ranges
I like it
dope. i'll try it when i unlock it again
I can't seen what he wrote since discord block feature is actually doing what it's supposed to. If its what I wrote then it's just pasta to get replies
like 4 people here have blocked me now lol
this doesn't happen in other game communities
needs buff 
Not sure why I had you blocked -- anyways that's the meme post. Just to get replies.
I think the only true 'bad' guns are - Any pistol not the G18/Deagle, DMRs, SG550 (before the coming up buff), any sniper not the M200, honey badger, and AUG.
bring back the heavy barrel's old damage(3 points of dmg) to make some assault rifles great again. Some will get the 3 shot kill ability and it will kinda prevent people to abuse smgs maybe
I think that’d be a bit unbalanced
Just add a super heavy barrel that adds 42 damage but requires bipod to use and has a very slow turn rate, boom!
Unica is really good
I also think sg550 is better than HK for example
Think the balances are going in the right direction but i think a lot of the guns here still need a lot of love. Smg's late game and PD's are still the better option of 90% of the assault rifles. i would like to see some the less used guns getting love like the HK.
The ACR needs another buff imo.
i think the acr is fine at is but i wouldnt mind another buff
Still an underwhelming gun
Deagle is a better unica. Sg is getting a lower muzzle flash so it'll be fine now
I've honestly been doing well at getting headshots with it
deagle is a better unica except it makes you run slower
which is pretty significant
Personally the running speed makes the deagle not worth it to me. I only use my secondary rarely anyway
ill still never get why AR's have so little bullets. You compare them to smg's in a meta where move speed lets us run and gun and spray down multiple enemies with fast reload. AR's slow reload can't move fast, less bullets then smg's? Med-long range isnt' an argument when majority of the maps favor cqc cause half the people will hide in buildings.
You can use the extendo mag. Although admittedly the downsides are terrible and not worth it
its pointless cause of how they handle recoil and movespeed in this game
they have to hard buff extend mags or just give AR's all 5-10 more in the natural mag. till then ill prob just keepign holding w with smg's and farm kills <shurg>
Wdym by that? They can generally kill more per mag than SMGs
With the exception of the PP2000 post-upcoming-buff, I think
your thinking perfect world where people stand still
cause gameplay differes from "math says per/mag"
Then the smgs get even worse mag economy
If you’re talking about how many kills you can get in a mag then it doesn’t.
If a gun has twice the ammo capacity it will on average be able to kill twice as many people before reloading, that applies in game as much as it does on paper.
ARs on average have a kill/mag potential of something like 6.5, I think for SMGs it’s more like 5.75
its the combo of move speed and smg/pdw allow me to just full clear with drop mags. ar's outside of the FAl nope
With an SMG you get a couple % more movement, but you trade longer range capability and mag size. I think it’s a fair trade.
And the ars are still strong up close you just won’t win if you get caught sprinting
this is like saying a player can shoot 90% from FT in practice, then in a actual game he's Dwight Howard can't hit 55% form the line
I have no idea what that’s even supposed to mean
If you can kill more in a mag you will be able to kill more in a mag
There is nothing more to it
Have you considered that this game occurs in a computer
It’s quite applicable
M4 with 35 or 40 bullets would be kinda crazy strong though
and again teh current game play favors heavy flanking style fast pace, with smgs for a reason. AR's can't even remortly clear at the same pace bceause it has 6.7/per a mag
you keep acting like people have aimbot
the avg player prob can't aim even 50% on target ingame
Irrelevant.
I think the ACR is fine ngl. It’s kind of in the same boat as the UMP where the damage isn’t great but it’s super consistent which is a benefit.
It doesn’t affect how the guns perform in comparison to each other
that the most illogical thing you could say
performance in game doesn't matter?
you high?
SMGs I would argue are generally worse options than ARs for a fast paced playstyle, but with the upcoming PP2000 buffs that might change
what you smoke get me some
What?
That is nothing to do with what I said
dude that's all your saying
The game is deterministic.
do you play the game?
If one gun can kill up to 10 people in a mag, and another 5.
I would like you to explain exactly how it’s possible that gun #2 is going to be able to kill more than gun #1
Yes.
you're talking in a perfect would where the avg person could hit 100% of their shots lmao. Even competive server majority use mp7 for a reason. You multi kill and claer rooms faster and easier. AR's do not unless you slap on ex-mag on Fal and hope no one shoots back at you.
w/e 0 objective standpoint this guy. ignores actual gameplay lol. blocked. burning brain cells
Honestly, this again?
The hit ratio you have is irrelevant.
You can have 1% accuracy and it will still be directly applicable for gun comparisons.
just searching this guy name so many people call him out on the bs lmao wtf long barrel on AK5c cause Math guys
wtf
guy prob doesn't have 1kdr
-_-
can't argue the original point just types 6.5 vs 5 clearly im right
doesn't even know what Free throws practice vs ingame means
That debate in particular was mainly just Eleanor being toxic because I guess they don’t know that much about statistics
You’re the one ignoring actual gameplay. Smgs will typically use more ammo on a kill due to the fire rate. In 4.5k kills with vector I’m averaging 2-3 kills per mag despite an expected ttk of 5 shots equaling 7 kills
True. I run g18 now because of this
and read my original point
where in a meta of movespeed and smg's ttk. you just clear faster then an AR can
You still have totally dodged the question, will I have to ask it again
Can you explain why a theoretical kills per mag stat would not be directly applicable to the game?
and map design
Dude, I read the whole thing. AR’s are fine. The smg move speed diff isn’t that high, stop getting caught sprinting and wondering how you lose the duel
I don’t even understand what the argument is. What are you each trying to convey?
? im not losing duels
Also extended FAL kekw, short mag FAL is the way
Getting that 2% faster movement will help but it won’t make a huge difference on its own. Consider all factors rather than focusing on only one.
i nver use extend mag on fal only quick
“Come use the short mag, short mag FAL is the best!”
I hate reloading! I hate reloading! You’ll never take me alive!
I get 70-80 kills games with any ar. I did it with the hk416 and the pre buff acr when I didn’t even have attachments
It’s easy
I should really just find the average stats for ARs and SMGs just to show the differences between them in a clearer manner
True ARs are completely viable. M4 is goated as fuck
I mean i wouldn’t say it’s easy, but it’s certainly not much harder to do than it is with an SMG.
Fair. I mean I’m not that good at shooters anymore, age catching up with me and all that. But like, if I can do it damn near anyone can
I do worse with smgs typically because my slowing reflexes let me down
I can’t lol, most kills I’ve had in a match was 69 and that was a Basra match where I used the suicide c4 exclusively
I had a 98-35 with prenerf vector, prolly the closest I’ll get to 100
the effort and ez with smg's vs ar's is not even the same level right now.
i did 113-21 vector prenerf cause why use any other gun
p90 just did 83-17
meanhile ak-15 either oyu sit there and even if you rush
its woopie
AR’s are actually easier because you can just sit there and let people run into your crosshairs
So free
AK-15 will kill faster :3
people shoot back bruh waiting is death setence in any game mode otuside onf conquest
Damn you guys it’s almost like different options are viable for different play styles or something, and it all comes down to what you personally prefer.
Would be biased towards later unlocks
Would need to show it at a specific level
Even then would be biased against less popular weapons as less popular ones will be less likely to be kitted out
So you’d have to only consider fully progressed guns at a specific level
fyi i don't think solar reads cause i see is,
cause just searching his name 100 of post of people calling him dense lol the fk
anyway enjoy the game hfhf
People just seem to have some disdain for mathematics here
kid prob has negative kpm, BUT MATH
ad hominem yet again
can't beleive someone doesnt' understand 90% FT in practice, vs 55% in game means. delusional
irrelevant :D
Okay so anyway, what kind of optics do you guys like to run on ARs? I used to use the slip a lot but now I prefer to use the tube red dot, not the aimpoint but the other one. I can’t remember the name.
Red dot always
yeah I use slip on just about everything
My aim isn’t the greatest so I feel like dot reticles work better for me because I can see more of the target tbh, ring/dot reticles make it harder for me to see what I’m shooting at
Yep that’s why I use the basic red dot on everything
I like the tube sights because it helps me get the reticle centered faster
Yeah rds is pretty much goated
Like I said about attachments most of the assault weapons need a pass. There isn't enough identity or justication for them to be so mediocre.
Take the ACR for example. You unlock the weapon at 110 but it is LITERALLY IN EVERY STAT a worse m4.
The acr has less damage, less armor pen, more recoil, less velocity, slower reload, slower draw speed (I think my point is made)
The ACR (like the M4) was designed to be an upgrade to the m16 in most ways. It shoots the same caliber (5.56) as the m4, has a 2inch longer barrel (which should help with velocity), has a higher weight (which should help with recoil).
I just genuinely don't understand why a weapon that you unlock after 110 levels is literally worse in every way to a base gun. It's the same case for many of the AR's
the acr does actually have less recoil. it has more horizontal sure, not enough total for it to matter. it's reload is also faster than the m4. the acr also has a very nice 1.05 move speed to the m4a1's 1.00 and a faster ads speed with an identical draw time
do you people actually look at the stats before you type these massive posts?
in fact if you want to talk about attachments on the 2 weapons, the quick B mag on the acr puts it to a neat 35 round mag giving it 5 more rounds than the base and quick mag m4. if you use the extended mag on the m4 then it's worse than the acr in nearly every way (with nearly a 2 second longer reload and almost double the aim down time, oh and a speed penalty bringing the m4 down from 1.00 to .75 to the acr's 1.03 comparing fully kitted weapons) for 5 more rounds.
ACR has a 2.5s reload speed which I think is one of the fastest
The long barrel also makes a very big difference to the ACR
I dont use it
I tried hb with hk419 and the horizontal was too much for my liking. Tactical always
accurate
another day of saying hk419 should be buff
Just give it fast mags that don't suck
yes and buff 
no it needs buff 
Maybe 1 damage 
maybe more rof 
Ehhh maybe 700 to match M4?
yes max of 700 i think any more of that its op
Yeah would be fine with this tbh
got my first long distance 399m on my scar. travel time on the bullet felt like 2 seconds.
Quick mag without recoil penalties would be nice
Can the ak74 short mag be buffed to be more in line with how short mags work for other guns(mp7, FAL, mk20, m110, etc)
Or at least so that it doesn't increase the ads time almost as much as the extended does.
got a question, just me that feels like the SG550 could use a tiny tiny bit more damage?
out of all the guns, this is the one that people just soak up its bullets
idk if it just has high damage drop off or something but i just need so many bullets to take out people
i havent tried it, but it seems like it goes with teh AUG. high accuracy, drop off by 250m, can full auto with low recoil.
if i was to compare the recoil id compare it to an M4
SG has the fastest sight-up time.
At least to me it feels like it
indeed
I think one simple way to buff AR's as a whole would be simply to give them a slightly bigger mag option so that smgs are not as big of a threat to them in every instance.
they have bigger mag options, the bigger mag options suck because attachments are all trash
i think they should just introduce damage reduction on different level of armor like exo armor would take way less damage when getting hit by an smg rounds compared to AR rounds ( ar still reducd but not as much as smg rounds since its exo armor). each level of armor would have different intereaction with different bullet rounds which are sperated in 3 category to simplify it by smg rounds, rifle rounds and sniper rounds). idk just finding ways to make people actually use different armor and different guns.
like light/ranger armor would take 5% damage reduction on all round type then normal armor would take 7% damage reduction on all smg rounds but 5% damage reduction on AR and Sniper. then heavy armor like 10% on smg then 7% on rifle 5% on snipers. idk just throwing out ideas.
you want to make support even more frustrating to deal with?
i already am so sick of support players being walking tanks
buff aug
ive never had problems with support players 💀
most of the time i just shoot them in the chest and they drop
and isnt that the whole point of the armor? the whole point of the support class moving at the speed of a grandma? so that they can tank? that use is being as slow as a snail if you cant take a couple shots from an SMG
yeah its just wierd you get like shredded with smgs even if you have exo/heavy armor
i also find it funny how mp9 has such high damage compared to other ARs like famas and SG
famas is understandable because it shreds
but SG550 even has a slower firerate than mp5
with higher recoil
Armor is awful, the implementation is trash and is the exact reason we’re shooting legs instead of chests when possible
So no I don’t want to buff it
Also, ar’s are more than competitive at smg ranges I get my shit rocked regularly point blank by ak15s, scars, g36s etc
idk man, unless im completely looking the other way, i rarely get rocked by ARs at any range
I think you guys are just poisoned by sbmm gaming and don’t realize how large the skill gap really is
tf is sbmm gaming
Skill based matchmaking/engagement optimized matchmaking that has become increasingly prevalent in modern games
idk what to tell you dude, i dont die to ARs in close range nearly as much as i die to smgs. or just die to ars as much as i die to smgs in general
I barely die to smgs. It’s almost always ak15/scar/fal.
Actually more accurately I think a majority of my deaths are recons, claymores, or ap mines ruining my flank or an ar
Occasionally a groza, pretty much never an smg
ive seen a lot of mp5 and pp2000 my previous games this week idk must be luck meeting a lot of them i guess 🤷
Pp2000 just got buffed, people trying it but I don’t die to them
also what modern game uses this kind of armor system beside pubg and csgo
doesnt apex and fortnite like uses armor system like bbr like its only hp and no damage reduction?
what does warzone use? never played the game
checking warzone it says they use extra health style armor
Yes but they don’t have 2 separate hit boxes with 2 separate health pools on their armor
The implementation fails because aiming for chest shots can result in recoil/flinch hit headshots and now you’ve “wasted” a bullet (particularly when dealing with supports this causes situations where they actually have closer to 210 hp) which typically means you auto lose to anyone capable of aiming
yeah idk i still dont make sense if its just hp on that body and your exo armor still get shredded by smgs because it just adds hp.
if its like damage reduction it could make support classes more durable
as that what they should be
Speaking as an smg player, we really don’t. There’s a huge difference in how much damage supports take and it’s already annoying
Fighting a fresh support player I’ve just resigned myself to spending whole mags killing them
This
Armor should reduce a flat %. And affect smgs harder than ARs
support is so dummy thiccc that by the time you readied your gun and started shooting your armor is gone
and remember we don't have high ttk - apart from l86 lb - guns, making us able to kill maybe one person if we're in a bad spot, but then we also can't easily reposition so the armor is absoluty stupid
Supports already take nearly twice as long to kill as everyone else. How much more hp do you need? Do you need juggernog or smth?
How about fixing the core issues with support instead of bandaid more hp?
I really just don’t understand support complaints. You list all these problems (slow movement, slow ads speed, slow reload, weapons being weak or awkward to use), and then your grand solution to all these problems is to just give support more health. Stupid.
Should be 100 hp.. armor gives flat %
that could work, maybe. but we have an armor system in place they could just fuckin fix it, tune down support total health with armor and buff all their unnecessarily slow everything to compensate, throw in a fucking qol fix where when the armor is gone they get back the lost movement speed from equipping that armor
congrats, support isn't awful to play
and doesn't nuke a weapon type from orbit
the % would have to be ungodly to equal or beat current ttk with a 100 hp base and armor giving a % damage reduction. even throwing 10% at smg's takes the vector from 22 needing 5 bullets to deal 100 damage down to 19.8 needing 6 bullets to deal 100 damage. which would be even faster than current ttk vs support with the vector
current vector needs 8 bullets to kill on exo armor
so actually yeah sure go for it, throw a 10% damage reduction on armor vs smg's and cap hp at 100. vector back on top baby
never said more hp, just throwing stuff out there, anyways smgs will always and should always suck against such a heavy thick armor
they feel awful vs thick armor rn and yet apparently it's not enough
probably because of all the other problems support has
that should be fixed
yeah and i feel like i'm fucked after 1 fight, but anyways this is not the thread for that
idk my idea is just making it AR can deal more damage but would still have reduction but not as much as smg since they are more armor penetrating power than smgs.
Or just go full milsim mode and each different weapon caliber changes the amount they do to armor
Currently how well any given weapon does against armour is basically just luck depending on its damage
For example MP7 happens to suffer much worse than the Vector from armour for no particular reason (vector goes from 16th to 13th while mp7 goes from 8th to 25th)
Which is fine as long as it’s balanced in consideration of this, but… it is a bit weird
Yeah idk ttk feels so off sometimes. Even the FAL is losing in some fights. You wouldn't think that.
ttk feels off because of armor 90% of the time
hmmmm... maybe
hitting multiple body shots then a headshot or vice-versa is the same as missing, due to armor
I never miss
I've also had weird issues where I know I shoot their head but it's not a headshot
I disagree. I am 2000+ kills in on the AUG. I must say that in close quarters it certainly lacks but I win every single ranged firefight with it.
I'd like to see it's rate of fire buffed to 600 and its recoil increased a little so cqb becomes a little easier and skilled players can still utilize it's long range performance.
other than that it's a great gun.
i feel bad for aug players, "it's not bad, it's not!"
I don't see why their opinion isn't valid. A gun that sucks for you doesn't mean it sucks for the other person. I acknowledge I suck with the AUG, but I'm glad it works out for another.
I tried out the sg550 yesterday and I like it over the aug, feels quicker.
i'm over 6000 kills into the vector (the majority of that is post-nerf) and i'm not sitting in the smg thread telling people to keep using it over the mp7 or the mp5. it's usable, i'm comfortable with it thanks to over a hundred hours of use. it's not good though. it's good overall by extension of still being an smg but it's not the smg to use. the aug is much the same. it's fine, usable sure. but don't pretend it's good when the ak15, the scar, or the fal all do it's job and then some without needing a "but".
aug needs some help
yeah but why use any of those over M4
why use the m4 when the g36c, the fal, the ak15, or the scarh all exist?
m4 is more accurate full auto at range
sg550 and aug had better damage drop off and controllable recoil, but weaker in CQC. M4 is in the middle imo. Scar/AK15/FAL for medium/long range with capable CQC defense.
scar/ak15/FAL are basically the primary CQC rifles
No reason to use any others if you’re gonna be in heavily CQC oriented fighting
Famas?
Famas is more in the middle.
It doesn’t kill as fast as the high damage ARs
Isn’t far off though
G36C with heavy/long is pretty good. Same ttk as scar on 100-125 with less annoying recoil.
Too bad the game ttk is honestly trash sometimes and even a dude with a handgun can sneeze and kill you
Starter m4 and ak74 are still good. Once fully upgraded the recoil is basically non existent
I disagree with that assertion. They’re fairly low recoil guns but not exactly laser beams from longer ranges.
Sg550 in that case, much more distance before fall off start. It's only weakness would be that slightly less damage which affects its ttk.
I’m personally a fan of the acr, actual laser beam that was good before the buffs.
Acr is a nice replacement for MP5 to me. While M4 has the point break with long barrel, I prefer higher movement speed to zip across buildings. If it has slightly higher fire rate as I suggested in the #1138200536039051314 it would be even better.
ACR with quick-b and urk gives it 35 rounds and 2.89s normal reload
Now that the DMRs are more viable and competitive to use, it would be nice to have some buffs given to the AK15 and the Scar, which used to be the stopgap for that niche before the update are just kinda dead in the water now
I'd propose upping the standard AK15 movespeed to about 98, and reducing the Scar's horizontal recoil from 2.1 to 1.6
This would separate them a bit more and cement the AK15 as the more aggressive of the two, while the Scar gets a bit more controlability to help out in slightly farther ranges
(I don't have the current stats at hand so that current horizontal might not be 100% accurate but I think I got it right)
Cool idea but I think the FAL already fills the aggressive role of the trio. With short mag it hits 1.1 move speed (matching smgs)
Jesus, that seems like it's a bit overtuned
15 round mag and worse recoil than the other 2. Also why I’m not worried about more smg nerfs. The true smg was the FAL all along
I don’t really think the AK-15 needs any buffs
Speaking as someone that does use it
And I thought I was crazy with my 6k vector kills
Jesus
I guess I’ll hit 10k with it this prestige though. I suppose I could grind it out since I did 3.5k on the p90
AK-15 is goat’d in my opinion, thought I’d try using it and only it between prestige 1 and 2 and just kinda kept using it
Oh big agree. I just prefer the FAL. Fits my style better
But i keep prestiging so I never get to use it
I'd like to see tweaks to make burst fire actually useful
One thought - delay first shot kick until after the burst
Possibly apply it once per bullet in the burst for an extra big kick
So for 3rb - NoFSK, NoFSK, 3xFSK
That seems pretty cool, I like it
Could see it for an94 or m16..
HK419 now outclasses the AK15, I believe
beats it in everything except base mag capacity (slightly)
Recoil will be very manageable with attachments imo. 1.3 isn't terrible
absolutely blessed change
All it needs is a 30rd quick mag
Assuming both the F2000 and the G3 are ARs, I’m curious to see what niche they fit into.
AR is already the most populated category so it won’t be easy to avoid just making a worse/better version of another AR
Thoughts on what the stats might be for the new weapons.?
F2000 typical firerate is a bout 900 in most games
Some numbers that a third of us will say are perfectly fine, a third will say makes them useless, and a third insist makes them OP
More seriously, I'm excited for a scope that is between 1 and 3x
(f2k's stock scope is 1.6x)
Slip
Maybe f2000 with 850 fire rate, low damage will make it a good alternative for people that don't want recoil like Famas. 🤔. 23 Dmg is next to vector 22 dmg
Low recoil high fire rate would be a good addition to the assault rifles
That's not really a niche that has been covered in that category yet
Not as fast as the F2000
The acr rpm is 700 and has similar recoil to the sg550
It doesn't really have a niche other than being a little more mobile than the other ar's
850 is a larger number than 700
I've gotten melted in the face by SMG with ACR due to fire rate
M4 is average. ACR has speed/ mag/reload, SG550/AUG for mid range. G36c slightly faster RoF at 750.
Hk419 seems to be with Famas/f2000/fal(?) for CQC with higher recoil.
And more damage
I went to 400 kills with ACR before I went back to MP5 for the better RoF for fights <70m even with the damage drop off
I tried hk419 yesterday and the rof sucked imo
Yeah, m4 is more geared for cqc than the hk.
The 650 RoF is a downer. But straight bump to 825 is big
Yeah, I guess the update will make the hk a lot better
825 puts at or above SMG speed I think except for vector.
MP7 and PP2000 are both faster as well
Slightly salty hk419 has more RoF than MP5 with better dmg drop off, but recoil keeps it in check. I'm looking forward to it
What does?
hk419
Yeah the update for hk419
Ahh gotcha. The damage drop off makes sense because it’s an AR but I guess I see what you’re saying about the rpm. Mp5 should still have better handling and reload and such, though.
Yeah the handling is the trade off, but attachments might bring the 1.3 recoil to close to 1 I think
I think hk419 could have settled for 800 instead of 825 but we'll see
F2k probably gonna be
27 damage
1.5V
1.3H
850+ rpm
30rd no mag option
F2 needs a bit more damage, but otherwise good
literally 1-2 more damage would feel better
Would that make it too similar to famas?
you give it that and then it gains the abiliy to cross the 25 threshold with a damage barrel.
i guess they didn't want people to have access to a 4 shot kill with the f2k's negative recoil bc despite still needing more shots against any target with armor, at 850 this thing will easily be better than a lot of the other ~700/~30 ARs
Maybe it's just how recent the update is, it just feels a little weird
I haven't tried in game, but with attachments, it's negligible recoil like MP5.
F2k now seems fairly solid.
if people convinced themselves that the SG550 was good then I think they'll enjoy this one
though thanks to AUG buff, it may be sort of outclassed now.
AUG is just good now, even though it's been pushed out of its niche a little.
Fal scar g3 and maybe even ebr should not be in seperate classifications why are all battle rifles split apart class wise and what seems to be randomized stats regardless of the aforementioned systems actual uses
is there a reason that battle rifles are balanced this way?>
obviously the status quo of gunfights in bb are marksman for any non cqc work and ar for ~25m but how does it hurt to commit to intermediate range battlerifles as a class rather than have them overperform as marksman weapons such as g3 and under perform such as fal
especially when they can be ranged similarly to other ars as some seem to be but lack the damage that is needed to perform on par with ars in their given niche
I like your post but if you think the FAL is underperforming I’m concerned you’re playing a different game
Very rarely does an sg or Aug kill me
Gonna say I just played a match where I had an Aug lit 4 diff ppl up first hit all shots and still died then I re equiped my m4 and went back to handling my business.
So either later unlocked weapons need to be improved upon ooorrrr attachments need to do more
Or both
I'd support that as well.
Don't get me wrong I like rocking the m4 but I want a reason to level up other than prestige and start again
yeah there's little reason to use any gun that isn't the m4
except, all the guns that are better than the m4
Not many assault rifles that are better though
ak15/scar/fal/g36c/acr(for a more aggro style)/f2k is pretty good
shit the ak74 is like, directly competitive with the m4
over half the ar's are equal or better than it
I think the higher level AR each have their own play style
I think the f2k is my favorite ar in games generally, the stock 1.6 scope just instantly gives it a niche and flavor
M4/g36c/ak74 are general purpose. AK15/Ak15/FAL are DMR/aggro.
Famas/f2000 are pseudo SMGs short/mid range.
SG550/AUG/f2000 are long range.
Why use the famas/f2k when the hk419 is literally better
Famas has low recoil with higher RoF.
and f2k has a usable zoom scope for full auto
I went back to MP5 after 260 kills on hk419 and I get more consistent results with MP5 🤷♂️.
Still trying to get better with hk419 but mid range tapping isn't my thing.
Past 70m, hk419 h recoil messes it up for me.
(I wish we had more 1.5-2.5 scopes in general, but that might be actually a complaint about the recoil making 3+x useless for anything but single shot)
Unless I was using Scar with m125, everything else is red dot
Shamelessly copying my own post but
Mobility reduction imo is key, if they aren't going tonhyper lean into class restrictions like battlefield
Various examples: long guns reduce sprint, crouch, prone, lean, clamber, and vehicle entry/exit speeds
Yeah, using solely recoil control to 'balance' things at close range is bizarre
am engy humping a tank all game should benefit from rocking a pp2000 and no rpg, for example
quick in, quick out
holster/draw speed is another good area
(like, ignoring their other effects, silencers should massively reduce the above since they make the guns so long and heavy)
Yeah and hk419 does 31 damage
I'm not even sure how you're supposed to quickly draw a hand cannon with a silencer quickly
things are bigger than most smgs 😄
From what I've seen, I can do consistent low dmg at mid range and if the 31 dmg misses due to recoil, they're still going to die. Hk419 is great at CQC, but beyond close/mid range, it's eh.
imo i think we are going to have constant balancing problems with everything past 50m
I mean if we keep on using recoil as a balancing factor and basing what counts as good recoil on how easy it is to hit a guy at 15m then yeah
it seems to be combination of a few things. The 4x scopes are too harsh when it comes to multiple shots, they dont feel like intermediate sights and the visual recoil is just crazy when you get 3 tapped by a guy using a red dot smg. Player movement is a little apex like with the whole air strafing, mantle hopping sort of thing and idk theres just too many variable for it too be any kind of consistent
i do think the movement engine is a big part of it. its almost impossible to track someone hopping about if every gun isnt an actual laser
Because you have two issues
-
"This gun should be great at close ranges", gives gun a 5 sk and 700 rpm, then makes it have very low recoil to compensate
-
result is a gun that you can reliably put a 3x scope in and still kill people from far away, as well as being ok from upclose
-
"This gun should be great at medium ranges", gives gun a 3 sk and 600 rpm, then makes it have very high recoil to compensate
-
End up with a gun that you can't really use at range because of the recoil, but that you can take advantage of the good TTK upclose
their intended niche gets swapped
If you would like an intermediate sight you can just use slip (2x)
I use the 4x scopes sometimes with red dot top sight, works well
Also, this is very much a pain
There is no inertia at all for changing direction, and it makes it so you are paradoxically more survivable with no armor at medium range
There is no reliable way to hit a snappy target changing directions instantly and erratically with a gun that takes time to hit the target, it's not even a skill thing
i just dont know how you would go about solving it because i love the game it just feels a little bit samey like im grinding for the same high rof/low recoil meta all the time. damage is kinda meh i can deal with having to put 1 more bullet in if controlling spray is that much easier
Does mean velocity is a significant stat to consider though, which is cool I guess
For me at least, there are a few things
- Most guns should not be balanced around being hard to control, expecially guns that are supposed to be mid range, instead, controlability, ADS speed, and movespeed should be the most important close range effectiveness reduction
- There needs to be a slight bit of inertia, akin to something like CS:GO, so exploiting movement to dodge bullets isn't as easy (literally the only people that would even notice a difference are those that are used to do 360s with their camera the moment they get shot at)
- Armor can't be a one use only thing, nerf it's effectiveness if you need, but make it permanent
too be honest i do use the slip a lot, its a good sight but then its a case of 'oh i have to grind however many kills to get the slip before i enjoy it' you get me 
Fair
It still is important when people have SOME semblance of IRL inertia
You still need to lead shots, and guns with more or less velocity behave differently
As it stands tho, it's past being a skill thing when you cannot even do the 'calculate the players trajectory' part
100% the movement thing needs to be adjusting. i feel like there's very little punishment being caught in the open when i can just look at the floor and wiggle my wrist like ive got no control. i suppose it very much depends on what kind of end product Doki has in mind
i still think movement is fine, the low end needs to come up and tighten the window where you can jump again (because climbing is annoying a lot of the time)
You know that thing where people complain about "they took an arcade game and tried to mash the settings into being a milsim and now it sucks"?
This feels like the opposite. It doesn't need to be a milsim, but it was built from the ground up with tactical and slower paced mechanics in mind, with individual mag counting, teamate healing and squad systems, with big battles with vehicles...
And then the movement speed cranked up to 11, the inertia completely removed, every class supplied with gadgets that are better at disposing of vehicles and fortifications than RPGs..
The movement just doesn't fit the rest of the game at all.
couldnt have said it better myself
I feel the opposite, the low end feels more than fine, and pretty alright. I can get to points in time, defend stuff, attack alright, have time to coordinate.
It's the high end that feels dissonant with the rest of the game.
as far as i know the jump and mantle are 2 seperate keybinds. but i get what you're saying
so for example i have jump bound to scroll wheel down (apex habit) and mantle on space bar
you'd be leaning into exactly what causes dissonance in the game's mechanics
you'd be making every tactical aspect of this game less important, and overall making the fact that they were even added kind of irrelevant
okay well the armor system is irrelevant because limbs don't have a damage reduction and i have to shoot supports in the legs to avoid interacting with a dogshit implementation of the mechanic
it's not FUN to interact with supports and their armor
and the dissonance you're complaining about (specifically in the case of support) is that they, and their weapons, are balanced around having a second health pool
so they handle like shit
they move slowly
because dear god imagine if fucking supports with 162 MINIMUM effective hp had ads/move speeds of the smg's/ar's
There is already armor talk going on a thread and people seem really keen on making it permanent(good), and honestly what i want is EXO the same gunfire protection as heavy armor, but with blast resistance so it's less of a tank and more of a nade spam resistance utility
hell no, that's not what i want, nor what i ever said i wanted, what i want is for this game to actually lean into the mechanics it has set out for itself, even if it changes them along the way
Titanfall wouldn't be a cool game with slow-ass movement, but not because titanfall's mechanics are bad or because slow movement is bad, it's because they were fundamentally not made for eachother
You can't just plop on a movement paradigm in a game it wasn't meant for
Not when most of the mechanics were made with something else in mind
okay well the armor system fails in it's design because you can't have a fundamental basis of a game designed with milsim in mind being fast ttk's and then randomly say "this guy gets to double that number"
Givvus the Tavor and MDR 😄 i would be so stoked to fondle an MDR in game
Mormon cult rifle
...What?
Oh, right, the "fundamentalists." Trust me, the rest of us don't approve.
I’ve met enough LDS people in my life to know most of them are fine. Or at least the ones I’ve met.
Glad to hear it!
I think HK419 is slightly overpowered in term of ttk and recoil. It's the perfect mix of a famas and M4, the hrecoil being more high is actually not enough to make it balanced imo.
It has more recoil and faster ttk than the famas
That comparison doesn’t really make sense
But yeah it’s outclassed a fair few other guns now
it's not a comparison more of "mix" like good damage and good RoF but still my point was on : better ttk and good recoil. And I didn't even count the magsize.
I liked it before the insane rof buff
Basically
The long barrel changes are funny
Without the old lb the ttk is increased by 25% for some ars
And the recoil changed so little that it can't be even felt
Not even talking about other specs
None of them are that severe
Generally speaking, discounting the possibility of enemies having lost their armour, it never goes over ~10% for any guns
For example HK419. It had a ttk of 291ms with lb for normal armor shooting at body. Now its ttk is 363ms. 363/100*100-100=24.7%
One specific scenario having a 25% reduction does not apply to a general case.
Typically, not all shots hit the same body part and most players wear something other than medium chestplates
Fal-33.6%
Ak15-33.3%
Aug-25%
G36C-25%
Ak74-24.8%
As you can see its even more than 25% in general case
80% of players wear a normal body armor
I know what I'm talking about and those 25% are actually significant unlike the recoil changes
I can send you a link of an excel sheet with all the ttks and btks
Unfortunately can't do that here
According to my last poll, it’s 29.7%
Yeah experience really does not tell you much about how good guns are in a game like this. People are not precise enough by a long way to judge that meaningfully
It likely omits a majority of the damage breakpoints by assuming every shot hits one spot. Personally I don’t do that.
But I can say with confidence that for an average player shooting at the average undamaged target, if poll feedback from the community is accurate, the TTKs for those guns was shortened by this much by a long barrel:
FAL: 9.4%
AK15: 9.5%
AUG: 10.4%
G36C: 8.8%
AK74: 10.2%
HK419: 10.2%
When I say general case I mean the average outcome of all possible cases, weighted for how likely each of these cases is to occur. Not a modal case, that would be useless.
Still a lot
And still a lot
But in thoses cases when you are shooting at body with normal armor
It is feelable
Yes, it is significant
You just exaggerated it by about 2.5x which is extremely misleading
But less than half of what you assumed, which is critical.
No I didn't
I was initially talking about that case
And that's the actual ttk change for that case
And I'm talking about that one case
Not about average
When you must hit 5 times instead of 4 in chest with normal armor
Initially you didn’t specify any case
You just said it boosts it by 25% for some ARs
Yeah I said it does boost ttk
And I did specify that it is when shooting at body with normal armor
.
I can say that everyone was playing with those guns because you can get that 25% ttk boost sometimes
You said this
Which is what I then responded to
As you didn’t retract the original statement at any point it is still valid to say that that was misleading.
That's nice
Add the sig spear 🙂
AR max damage range is too low. Making it like that was a HUGE design mistake.
Most ARs need a buff to be on the level of others. The majority of ARs are below average or just bad, when guns like the HK, ACR, and M4 exist there really is no need for any of the others.
M4 is not a good gun any more
AK74 and ACR are both just its superior
AUG, FAL, G36C are also generally agreed to be viable.
imo the ones that could use minor buffs are sg550, f2000, famas and ak5c
Famas update with the slight decrease h recoil made it a lot better. It's basically a SMG with AR range.

