#Designated Marksman Rifles (General) - Feedback
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I mean a few sidearms are overtunned yes
??
whats the point of that
how does that apply to sidearms vs sniper rifles but not sidearms vs DMRs?
stop trying to use the M110 like a battle rifle lol
it isnt one. Oki could not make that more clear with the changes
if thats what you want, you have numerous guns that do play like that
The M110 seems very balanced to me rn
The recoil is nice, the velocity is great, the damage is stellar... it's exactly what a good mid to long range DMR should feel like
Oki making weird balancing decisions is seperate
use g3...
or the fuckin Fal lol
The gun was already bad in CQC, but the whole point of DMRs as a weapon class is they are functional at closer ranges as well as good at longer ranges.
If the guns are bad at close ranges literally just use a sniper
as someone with 4000 kills on the MSR, i absolutely would not want to run into a M110 at 100m
In the DMR vs sniper fight, the sniper wins 9/10 times.
can everyone spell "pulling statistics out of your ass"
I even put the long barrel on the m110 because dang if I can do it I'll do it and make the 2 shot even more consistent
M110 has ~3x the rate of fire of a sniper, but takes 2-3x as many hits to kill. ÂŻ_(ă)_/ÂŻ
yes it was but we got smg medics complaining and people doing flanks with it and putting it on yt calling it op (it never was)
if you get a flank with the usp and get a bunch of kills is it op? fuck no but w/e
@brazen spire has earned the Tier II Member role!
I mean if you are getting flanked by an M110 that is on you. It has an LMG level speed modifier and TERRIBLE ads speeds
oh god i have assended into an even cringer form đ
Look If it was up to me I wouldn't even have snipers in the game since DMRs are so much easier to balance and make diverse, but they are here to stay and they have to be worth it as a pick for the sake of balance
I'd also agree with no snipers. 0TTK guns are inherently a nightmare to balance
hence why there are no shotguns
Still, the 110 is fine if you use it as intended
All the changes do is encourage me to sit in one place and use it like a sniper. At which point why am I not just using an M200 ÂŻ_(ă)_/ÂŻ
And I'd rather the 2 shot potential not be tied to attachments
Because you can still do well at 100m, can get multiple kills with a lot more ease, can still do decently in a surprise encounter...
this, a sniper is best at that point
g3 or a sniper, current state of dmrs, we were so close yet oki yeeted us away from it again
a 0-ttk shotgun is a very different thing from the 0-ttk snipers we currently have. even trying to compare them is disingenuous at best
Your ideal TTK is just okay, and if ANYTHING goes wrong you hit insane TTK levels that let anything turn on you. The difference between 400ms and 600ms ttk when you need 3 shots is just so huge
I mean shotguns and snipers are two sides of the same coin. They always belong in a conversation together due to how 0TTK warp games in general
I'd personally even argue shotguns are often less warping since they are more limited in many cases
the way you say "yeah but ideal TTK cant be relied on" but in the same breath call snipers "0-ttk" is funny
Because one is in context of CQC and one is not
0TTK potential is the danger in snipers, not that they are always 0TTK
same for shotguns
except at the ranges where a shotgun would be 0ttk, you have to hit a headshot on a sniper to get 0-ttk
if you miss, your ttk goes from 0 to nonexistent
I mean yes... they are different weapons... also not really important
They have the same core issues in that 0TTK is not very fun or interactive to play against
how they achive 0TTK is differnt yes, but also not on topic
snipers are effectively not 0ttk in this game. very, VERY few people run irons on their sniper for CQC use
it simply is not something you will see
to the point its not worth discussing
O.o Snipers are 0TTK in this game in most cases. I am NOT talking about snipers at 10m... I am taking about the weapon class in general
no ideal what you are on about
then what are you talking about
DMRs...
Snipers got mentioned in passing and then you exploded on the topic
because youre trying to compare the games current "0-ttk" sniper rifles to fucking shotguns lmao
no... I said Snipers and Shotguns are both problematic weapon classes to balance because they both represent 0TTK weapons.
Well, I don't know about y'all but I can hold my own pretty well with the M110
I've gotten many clutches at close range with no issue, and at range that thing slaps
It may seem redundant since it already deals above 50, but I'd recommend trying out the long barrel on it, both for that extra 100 velocity, and extra damage that makes it even more consistent at 2 shot kills
okay, thats a significantly more clear way of putting it. and i think oki made the absolute right choice of inverting the damage drop-off for snipers as a way of balancing them
I don't think long barrel really changes any 2 shot kill break points
with the way bandaging works, it sorta does? kinda?
It probably doesn't at full health, but idk it ends up feeling more consistent at range
Plus the recoil increase doesn't matter much, so you're not losing a whole lot
you often dont have the time in the middle of a firefight to bandage a second time
And that extra velocity ontop of a already super fast projectile is godly
meaning plenty of people are stuck in the mid-50s health for a bit. the higher the damage, the more of those poor suckers you can pick off with a single shot
I mean I agree with everything else youâre saying but the whole point of a Semi Automatic Sniper System is to give you a higher rate of fire compared to a manually operated sniper system. Again, I agree with you, Iâm just being pedantic because frankly I enjoy it.
HB M110 = kill count everytime when u land an Headshot (80dmg), even if he heal full, when killed, you get the kill
bob droppin the S.A.S.S. bombs
The rate of fire nerf also means that best case rate of fire is now about the worst case rate of fire before, where you were shooting at 351 rpm and missing every timingand needing to wait twice as long to shoot followup shots (so ~175 actual rate of fire).
So the input buffer changes don't actually do much of anything now
And if you were not messing up every single input before you just shoot slower
250 or 225 rpm would be perfect for m110
it was over nerfed
Even just 225 would be good
42 damage mk14 when?
M110 is still good. it was unbalanced and it was brought back down to earth. it still fulfills a niche of being a DMR that kills someone in 2 shots when you can only see their feet
it still has a better TTK than most other DMRs (exceptions being G3, which really isn't a DMR let's be honest it's a battle rifle, and the SVD, which has a lot more recoil, so it's harder to take advantage of its full ROF)
while also outranging anything short of a sniper rifle. you can hit 2 bodyshots on someone who has no chance at fighting back and just outright kill them. 300 rpm was stupid, 200 rpm is far more reasonable
G3 is what the mk14 wishes it was like
nuh uh
yuh uh
it still feels good to use, and it doesn't feel nearly as shitty to get killed by. you have to consider both sides of the interaction, and frankly having the 2nd shot connect before you can physically react to the 1st shot was not fun
i abused it plenty and it was really, really stupid
i don't have good or bad enough internet for that to work 
either kill me or piss of with that piece of junk
it feels veeeerrryyyyyy slow now...
so yes, nuh uh
lol unbalance. I rather have it back to 49 damage than this friggin nerf
Even if you hit no armour, the TTK is worse than every other DMR.
The M110 also still has pretty high recoil for a DMR
MK20 is 0.343
M110 is 0.300
MK14 EBR is 0.300 and requires 3 shots
G3 is 0.240 but it's a battle rifle moreso than a DMR
SVD is 0.273 but it's harder to use
M110 is fine. it's still really good at what it does, and the only reasonable explanation for why someone would want to revert the nerf is that they miss abusing the weapon when it was blatantly unbalanced
I assume headshots are an existing factor, which in the case of the MK20 reduces the STK by 1 if a single headshot is hit. Apparently this likely happens often enough for most people to push the ttk to lower than that of the M110
it wasn't and using it as a br on cqc flanks is the enemies fault for letting that slow ass dude into their territory
and remember, a dmr is a sniper rifle that is capable of closer range tangos
i was killed by more mk20 with a 2 tap then m110, even before the nerf into irrelevance
i don't care about using the M110 up close. it was annoying but it was especially annoying when you could 2 tap someone's body out of their effective range, without them being able to physically react to the second shot
fun fact, getting a headshot is harder than getting a bodyshot. and if you have a helmet, they basically still need 3 shots, afaik
Up close was what seemed to be the reasoning behind the nerf
yes but with armor the m110 still is a 3sk
Even if we assume armour doesnât exist again, its point blank ttk was only⊠decent
armor is frankly irrelevant
If you do hit armour it went down the drain
play support and see how many times exo armor saves you in an engagement
If only the game told you
Armour has a very real and measurable impact on the ttk of weapons
And everyone wears it
if exo armor is that useless, consider how insignificant normal armor is most of the time
It is significant.
i stopped playing it for that exact reason...
Most guns loose ~30% of their ttk speed from the existence of armour
it is not and it is honest to goodness a skill issue if you aim at armor instead of their limbs/neck
A gun like the M110 has it much worse
yeah, as support you'll often die to someone without them even touching your exo armor or exo helmet. and that covers so much more of your player model than normal armor
You have to pretty much always hit limb shots to avoid the implications of armour. Which often isnât even possible considering sight lines and recoil
With a DMR it is more possible
But even so. Itâs a factor
anyways the m110 feels overnerfed, just like bipod
oh and why don't we have the scorpion on assault?
now that's something i can get behind
it is the only instance of a class having access to a weapon type but not a specific weapon of that type. so fucking dumb
yessir and oki told me straight up the reason
nah just kidding he just said "it's intended"
yeah amazing...
Man I miss my 49 damage m110 time
need to make sure medic has the coolest toys. It is a rule
ah yes, shift the blame on the evil medic boogeyman for an unbalanced weapon getting toned down my bad, thought you meant the M110
but that's what happened with this gun 
the old recoil was so much better the veloc buff is not really matter much for me
I mean... was talking about Assault not getting the Scorpion
I'd also heavily argue the M110 was not unbalanced but /shrug
okis smg medic bias đ€·
The fact PDWs exist as their own category, having 2 carbines and a PDW in it, while the only other PDW in the game is classified as an SMG will forever be incredibly frustrating for my passable-at-best-gun-knowledge self
Idk about the groza but Iâm pretty sure the og honey badger was marketed as a pdw.
Itâs a crime the mp7 isnât though.
Well it was marketed as a gun for home defense, not a PDW
The honey badger is extremely similar to the AS Val, both of them firing a heavier than average subsonic rifle caliber round for the purposes of quieter than average short and medium range operation
PDWs(currently only the MP7 and the P90) were actual smgs and not carbines, and understood to be SMGs, just with the caviat that the smaller than rifle sized projectiles they fired were slightly more capable of piercing paratrooper armor at close range, they weren't made for personal defense in the sense of home defense, but explicitly made for military use for backline and logistics users to protect against aereal assaults
The groza is a shortened prototype AK, made in bulpulp configuration to be easier to use in close quarters situations and fill a role similar to the shorter M4s, which are also carbines
I am very well aware of the history of the NATO pdw program. I also know what the honey badger and the groza are and what the history of them is.
Minor correction though, neither the MP7 or P90 were ever capable of nor intended to pierce the Russian âparatrooper armor.â They were designed to be more effective against armor than pistol cartridges, but not intended to be effective against rifle rated armor. They were intended to defeat CRISAT armor.
the weapon types are all over the place, it's wack. AK5C and G36C literally have "carbine" in their names, yet aren't carbines
||why is always the military-pals who have the worst takes on gun balance? dffdsdffsdaa||
Which take is that?
oh, nice, i must have gotten my facts about the armor wrong, thanks for the heads up
because theres not enough vehicles in this game to leak classified documents of
aswell as
m4 (carbine)
g36 COC-uhm carbine
ak5 carbine
honeybadger
as val
all those would be fit for "carbine"
reeeeeeeee the gun designation
No worries, itâs one of those weird pervasive mini myths you often find in military history. 9hole reviews has a really interesting YouTube video on pdws though if you havenât seen it.
Oh, i need to get back into gun stuff, generally i'm not all that much into it unless the hyperfocus kicks in lol
seeing all these people abuse the m110 now when they didnt even go through the 340 kill grind before 2 shot breakpoint pain 
honestly, i wouldn't call most of the takes bad, it's just that when you know just enough about guns, the weird dissonant shit starts to really show and trust me, it can become really annoying when you realize how horribly mutated they start to get
it's like seing a fucked up looking ferrari as a car nerd, it just hurts your soul
thats gonna be me when they release the AN-94 and its another "hold left click full auto only" AR
id be so pissed the 2 shot burst is cool
or weird vehicle combat many games do where they inflate the vehicles' HP pool to hell and back while nerfing their offensive capabilities
if you have any knowledge on tanks whatsoever and it takes the other tank 6 sideshots to down you, you'll feel like running your nails through sandpaper
yeah but, again, as i said before a lot, its a videogame, compromises need to be made and making something feel "good" "balanced" "right" comes before realism... when giving feedback, trowing back to how irl works doesnt help a bit
meanwhile 1 of the 2 carbines in the game is actually an SMG
that's true, but i'm not exactly sure on how removing the PDW category and moving some of the lighter close range guns on the ar category would really mess balancing
the P90 could do with losing the headshot multiplier for instance
It's weird to the point of comedy
The assault rifle category is ludicrously bloated, when half the guns that are a part of it should be on the category that has almost no guns
Another thing i see is while sure, some gun folks do completely disregard balance, most don't, they've played enough games with guns in them to know some things work and some don't really
and expecially when it's a game like battlebit, a game that was structurally built with many aspects of milsim games, that has only recently taken a turn to more arcade-style gameplay, it's more than reasonable to expect people to chime in with their balancing ideas that revolve around the more realistic aspects of the game
aswell as not having the other "carbine"
oki "intended" isn't reason ffs
I mean knowing guns just makes you realize how none of the guns really resemble the real guns at all in these games
everything is just cosmetic, very little is taken from real world function if anything
and even outside of specific guns, the gunplay mechanics are also nonsense. Ballistics in this game basically do not exist
And sights are just cosmetic and non functional
I mean, we also don't look like steve minecraft irl
Id rather the guns be balanced than realistic
I'd rather we have both but /shrug
we can have both but its shown to be harder than it seems with how some ppl say a certain gun is good and others say its shit
harder than it seems to balance *
And you can still do damage and such tweaks with reasonable ballistics
and working sights :P
Really not sure what you mean by this part
Sights like holos and Acogs are setup and matched to specific caliber and barrel lengths. The markings then correspond to specific ranges of dropoff for that round at a sighted distance. This is known as a BDC (Bullet Drop Compensating) sight and is very common in service rifles. Then on snipes the marking instead correspond to fixed angular distances to allow you adjust to shooting conditions as needed with known measuruements, they also often including visual ranging tools for this purpose.
The only functional sights we have are for RPGs, and those are missing thier visual ranging indicators.
See the bottom right which is a visual range finder
yeah I agree
also flir needs more work
specifically the reticle is way too fuzzy
if it was as good as other sights it wouldn't be op since its still like 30fps. You would have to be shooting at a completely stationary target to get a kill consistently.
Please donât try to explain all of that to me because I already have a very good understanding of how it works. I donât mean to sound rude, but you have a fundamental misunderstanding of how that stuff actually works. It is not common for weapon sights to have bdc reticles. Itâs certainly far rarer than the alternative, which is mil or moa markings. You have things like the TA31 ACOG which do have bdc reticles, but that only works when you know everyone using that specific model of scope is going to be firing the same projectile at the same speed out of the same gun.
Much more common is for scopes to feature mil or moa markings, which are hash marks spaced at a regular distance on the reticle. Those hash marks will have always have a certain distance between them, which allows them to be used to calculate ranges based off of the size of the target in the reticle, and also lets them be used to compensate for drop.
The eotech holographic reticle youâre thinking of is also specifically calibrated for specific loads with specific guns.
You cannot adjust either of those reticles. They are manufactured for a very specific weapon system firing a specific cartridge.
The reason bdc reticles arenât very common in real life is the same reason theyâre not in the game: it would be very complicated, difficult to implement, and it isnât necessary.
I am aware of this but we have multiple sights with BDC setups that not functional
And they are extreamly common in real life on military weapons
Functional for what?
As in the sights inducate nothing.
The military bought a bunch of acogs for their guns that had the same barrel length and were firing the same cartridge. This isnât an argument that makes sense for the game unless you want to bdc to work for the stock m4 and nothing else.
You can still use the marks on the scope to adjust for drop and to range.
You just have to figure it out yourself.
I mean it does though, we fire the same rounds out of the same barrel length on a ton of in game rifles. And calibrated sights exist for the others.
Being a game we also do not need to care nearly as much about the details of logistics and they are essier to implement here than real life
It would still be very complicated to have the scope adjust the reticle depending on the gun and the attachments. Just use the hash marks. Itâs really not worth it. I donât know of any games that do that.
Besides maybe arma or Tarkov or something
Not really, ballistics are static and trival to calculate for such markings
Most games don't bother, but not because it is hard to do so on a technical level
Even the mil markings are wrong which again is not a technically hard thing to get right
Instead they just did magic zeroing to remove range concerns
That and they made guns fire incredibly flat
The mil markings might not be actual mils but you can still use them. The scopes work just fine for that.
They are SOOO far apart
Yeah, thatâs true. You can still use them for drop though. I do, genuinely all the time.
Wish the acog reticle was smaller though, itâs huge.
Though Iâm gonna stop for now because this belongs in #1152897198267314246
I just to me is something that is very doable in this sort of game without really affecting balance, but doing a lot to make the guns feel more real ÂŻ_(ă)_/ÂŻ
using a 4x with no canted or top sight (and refusing to hip fire apparently) is just asking for this
literally, also a dmr? on salhan, a cqb map, what do you expect?
I dmr on salhan
Itâs not bad either, you just have to move carefully and be intentional about what fights you take.
this is why you use ACOG + top red dot
love that sight but no top sight is a dealbreaker
Counterpoint: that clip is really funny
contagious laughter fr
counter-counterpoint; yeah i got none, that clip is a blast. Its frustrating when that sort of thing happens, but your "all-vibes, no angry" attitude is what all players should try to emulate
Iâve never used a topsight đ«Ł
so you've used canted sights... right??
who here doesn't have a secondary sight on there dmr
Me. Switching is such a hassle and it adds like 10-40 ms to aim time. Hate that default switches back to main scope on respawn. Kinda a skill issue tbh lollers
tentatively raises hand 4k kills on MK20, I'll never use a top or canted sight. If I miss while they are taking up 98% of the scope then that's my problem. And if it's CQC I think the foot steps are enough to know where enemies are going to come from. My secondary scope is my C4 đ
Do people prefer the MK14 or the G3
Gewehr 3 weil deutsch
(G3 cuz german)
G3 cause chunky sound and feel good
G3 got that slap
got that funky magic german engineering for the reload aswell
MK20
i prefer the G3 over the Mk14. its less of a handful in my experience
I prefer the MK14 suppressed sound
cant beat the SVD suppressed sound in that regard. sometimes even you cant hear your own suppressed SVD
Only ways MK14 really beats G3 are lower recoil and faster reloads
If mk14 was 42 base damage than mk14 but atm the g3 is so much better
mk14 suffers from awful sound so regardless of anything else I will not use it
Add suppressor đ„°
I kinda wish the G3 had a bipod
I've found that its fairly nice to have a bipod if you're gonna camp
bipod is dogshit wym
It's worse than some grip even when in bipod
Bipod just makes the gun worse
Just use BCM if you want no horizontal and vertical if you want no vertical
Bipod actually have advantage that is when deployed it give both horizontal and vertical but I don't think it needed
an urk gives more than the bipod deployed, think about that
they should honestly buff bipod and make it support and sniper rifle exclusive
buff? FIX.
bipod a grip smh...
true
like make it a gadget or something, slow to activate and put away but very good in use
mf has to stand still to use it, easiest target ever
no part of the guns that have one irl
im saying as one for only support and recon on snipers, so basicly that
Bipod should be uhh 0.001 recoil
and the Scorpion EVO
G3 is awesome balanced gun. BTW its the only gun that CANNOT hit same point 3 times in a row. All guns should be like G3.
But in current balance G3 is useless trash.
what makes the g3 better than the mk14
ppl: the sound đ”
i prestiged again and ive been using the mk20, its pretty damn tight
when i hit 40 you jus know im gonna go back to the m110
It's green and loud
camo:
But by default
42 base damage mk14 when?
Imagine having less damage than an AR, oh wait
Imagine that EBR can full auto very far when you've peppega recoil with SCAR or FAL
Imagine not using the Mk20 at that range instead
MK14 is borderline unusable full auto
you're better off using the G3, SCAR, or FAL
Whyâs that? It has very low recoil.
A bit better than G3 imo and tap firing with a scar or FAL will be much less consistent
actually you're right, i forgot oki brought down the vertical recoil from 2.2 (lol) to 1.3
nah it's great, I destroyed 4 guys on Azagor with a full mag on full auto at 70m
Sounds like a skill issue
I've to say that it's true G3 is more consistent, low recoil and almost same RoF
G3 just kills a little faster in exchange for a little worse recoil
Yeah but you've the 1st shot kick for a DMR pretty problematic because you often burst, with attachments you'll have less feeling of recoil with G3 than EBR also because it's smoother with that 500 RoF make you more able to drop the mouse bit by bit that doing more heavy movement
I do take 1st shot kick into account but how important it is is kinda subjective
It makes high variation compared to lower in general because you swap target to target
And nerfed horizontal recoil. So itâs a win/lose.
It should have retained its 1.0 horizontal imo
horizontal and vertical recoils dont happen on quite the same scales
so an increase from, for example, 1.0 -> 2.0 horizontal recoil and a reduction from 2.0 -> 1.0 vertical recoil is actually a net-reduction of overall recoil
so take that how you will
i also only really care about hori recoil on full-auto guns. it has to be pretty absurdly high on a semi-auto to actually be intrusive in a way i cant counteract
If the mk14 had 42 base damage (same for svd) itâd be a much better gun. Atm itâs just a worse scar tbh.
I think you never tried to full auto with the scar at 100m and try the same with ebr

Basically you

Let's do some maths
SCAR-H : 1.6/2.1/1.0 500RoF, fall off dmg = 150 to 280~
EBR : 1.3/1.2/1.5 400RoF, fall off dmg = it's a DMR
Farkin telling us : bUt gUyS itS a w0rSe Sc4R
Me telling him : Try to full auto at 100m+ with 500RoF 1.6/2.1 with high dmg fall of, compared to EBR no recoil, no dmg fall off
Thank you guys
I'm just gonna drop this here, you should prlly stop talking or you'll look like more of a clown. Also, who full auto's at 100m? Are you stupid?
because you've 2.5k kills it changes the weapon?
you can do it with EBR because it has 0 recoil but thing is you did 2.5 kills and you're saying that EBR is a worse SCAR
under the fall off dmg breakpoint you can tapfire way faster with EBR (actually max speed almost) when on SCAR you'll never be able because of the recoil
and then at 300m you loose all of your dmg with SCAR, so yeah, it's way weaker than SCAR 70m less fight ~, but the weapon being full auto slow RoF 0 recoil make it full laser after the 1st bullet with 1st recoill
It is, I have more experience using it than you do. When you use the mk14 at or past 100m full autoing is useless. And you won't get the majority of your kills past 100m either. It's best used around 70m-80m but because its a dmr you have the option to engage snipers with it. So compared to the scar, which does everything it does at the range you should be using it, but better, it's lacking. If the mk14 had less horizontal recoil and base 42 damage this would make it much easier to full auto with at the range its best used at.
Why it'd be actual much easier to full auto if it's 42dmg at 100m when you actually still 3sk (100hp) people with it?
You're just talking about hrecoil?
I think it's fine as it is
The solution is actually the reverse maybe we should nerf big AR guns making the fall off drop to 250m like that DMR will be more viable on shorter range (not a lot but still)
Then buff other thing on SCAR like recoil because actually FAL is overaul better for close and mid fights
Yeah thats what I'm saying, give mk14 42 base damage so it can three shot bodyshot and give it back its original horizontal value of 1.0
It's still going to be inferior to any AR because of the mag size and rate of fire but at least you'll be able to full auto at longer ranges.
It's already 3sk
Makes it more of a precision based weapon when you lower horizontal recoil.
40 x 3 is 120, standard body armor is 125
So you need a fourth shot
Atm all I use is the long barrel because it lets me do that
Alongside the accuracy and velocity buff but thats another thing entirely
yeah if you shoot on armor, I don't have that problem on most EBR kills because I often land a shoot in head most of the time (I don't play EBR aggro I prefer using SVD for that)
and on prone target you'll mostly only it uncovered hitboxes
If you play LB I can understand more your though about the SCAR but still it's vertical recoil when on SCAR you'll go FH (at least I'm doing that)
yeah but accuracy only matter for "very" long range so I think it's still debatable without taking that into account
but I don't think it obviously has to be better than SCAR, why not playing G3 if you want lower recoil and higher RoF?
Imo the problem is still that the SCAR and others "heavy AR" have too little dmg fall off, actually competing with LMG and DMR (so putting a problem in those two categories)
Yeah idk, my issue with the mk14 is that it plays like a more accurate but slower scar-h. And you end up engaging opponents at basically the same range you would if you had used a scar, and you would even be able to do cqc if you had just used a scar to begin with.
For me it's the big problem of : you can use it like that, but it's not "made" to
Unironically the ak74 is probably the best guns to full auto at longer ranges, and its because of their low horizontal recoil
yeah
Yeah exactly
Fr, the base problem is imo the best guns right now, they're driving the balance of least used weapons, and force the balacing around them, the problem is because of that it'll also put balance problems on guns that can do the same job
ending up by having EBR in a kind of weird spot, SCAR same
my lukewarm take is all DMRs other then the g3 cause its weird should disregard normal and below armor atleast
because in reality even SCAR-H is not that good, it's great when you master hit it with 1hs1bs but others AR are way easier to use (even now AUG)
that reminds me M16A4 BF3, jacks of all trades but master at everything on big players
Man really posted his mk14 kills brah
AUG is a totally different specialisation to SCAR
SCAR is really more of a CQC rifle unless you try to use it like a DMR, where, surprise, a DMR does better
Its better midrange than CQC because of low ttk and way easier to aim for head with low rof, also FAL does its job but better on cqc to midrange
It has high recoil. That by itself makes it quite unsuitable there
High recoil + quick ttk = close range
Wtf is this thread
Scar?
Cqc?
No
Just no
SCAR .2 ads goes kinda hard
Imagine a sniper with .2 ads speed
I mean when you're rushing with sniper rifle in "cqc" (more midrange) you're often preaiming
but yeah it could be something if they decide to rework all snipers and give some a funny gameplay, like fast reload, fast ADS but no 1sk in heal if helmet
not DMR feedback tho
Snipers only have fast close range ttk if youâre really good at headshots and only fighting one person at a time
So not really
They also have pretty low recoil by my metrics, just because of a slow fire rate
the game is too fast to allow that in a very meta maneer I assume it'll never be something real because of how powerfull some ARs, SMG and more => Assault/Medic compared to Recon
because you 1sk HS you don't really care about recoil, basically Sniper rifle has 0 recoil (you can't shoot anyway you're chambering a new bullet)
Yeah, it was just brought up because it was relevant to how I defined the scar as a CQC weapon
Snipers and full auto weapons are not comparable
Whack them over the head

tbf, among all the guns in the game, the sniper rifles would be by far the most lethal when use as a melee weapon. theyre not light but theyre not heavy, and theyre long as fuck, so you can really give someone a good whack by holding the end of the barrel and just swinging it real hard. that sounds fun as hell
Quick Melee 
nah itd be the slow melee. one-hit kill, but if you miss youre fucked
Halo Announcer: NNNNINJA!
Which weapon would be best as melee tho... snipers would be too heavy as staffs or blunt weapons (Historical mace and staff are not that heavy)
sniper rifles arent heavy either lol
theyre just heavier than, say, an AR. but ARs heavy in the first place (and there are plenty of sniper rifles that are lighter than most ARs too)
A zweihander is lighter than a remington 700 fyi, and zweihanders are the big ass double handed swords
They are heavy as fuck in sword standard
but why are you measuring them by sword standards. they aint swords
a) theyre guns, 2) measure them by blunt weapon standards if anything
meh
Shotguns are lighter, thiccer, and more ergonomic
Also pistol would be better at blunting, acting like a 1 handed club
why are we talking about shotguns now??
also a pistol has like, zero reach. with a rifle, you can really swing that sucker, and theres gonna be a LOT of energy at the edge of the swing
and the longer the rifle, the higher the angular velocity at the end of it
Yea, and if you miss they can reach you before you can stop the swing lol
wait why are we even debating this at all lol
do a twirl
its never too late for RifleNado
whacking people with an rpg
give this man an award
idk might make the 69 kill SSG skin op
đŻ
a ZweihÀnder has a blade.
does your gun have a blade?
we obviously don't have bayonetts floating in this conversation, why not tho?
triangular bayonett or too scared of battling the bits when remastering.
hwat
sorry don't mind my degenerate crazy talk
What is bro cooking
i guess we will never know
uhh i never cooked anything
i just lost more braincells than i had
negative braincells, can only recommend 10/10
DMR QUESTION !
What DMR do you want added to the game ?
give me some of the good ol bullpup boys to really differentiate the category. RFB, Type 88,
VSS Vintorez
And a SKS with tactical stock ( maybe wood stock with a premium skin đđ» )
I would have said VSS but I have no idea where to put it.
Plus we kind of already have it with the twitch skin for the val
not to mention, pretty much literally the only difference between a vintorez and an AS val is the wood stock. ballistically theyre practically identical
vss vintorez and modernized sks
I want a bullpup DMR of some sort to be added. Ideally one of the shiny new ones chambered in some sort of 6.8 cartridge.
~60 damage, 150 rpm, relatively high recoil, high handling.
youre gonna hate me for this....
QBU-88
Disgusting and not in a good way.
Fucking 5.8x42
No
lmao
but
its not anime, its a video game
Not the ugliest bullpup Iâve ever seen to be fair, because frankly bullpups either look great or theyâre disgusting.
But itâs ugly
Iâm excited for SHOT 2024 because we finally get to find out if the black rain commando is trendy vaporware bullshit or if itâs actually gonna be any good.
Iâm hoping for the latter but I have no idea
enlighten me
become my google
my... Gungle?
Basically thereâs a dude whoâs apparently a former seal and he and his buddy have been trying to design a marksman/sniper rifle for like 8 years. They finally found a company whoâs working with them to prototype and itâs apparently gonna be available q1 2024.
Itâs a bullpup semiautomatic precision rifle designed to be chambered in a number of different cartridges including the new 6.8x51mm
The thing is, we still donât know a lot about it besides the marketing schpiel the guy gave at SHOT last year. And if any of itâs true itâs gonna be a really interesting and exciting gun but we just donât know
And also quite frankly the guy is a bit of a nut job so itâs even more uncertain
well, hopefully theres someone from the Corps of Engineers mixed in with that project, not sure a seal could engineer a gun lol
Looks cool as shit though lol lemme find a picture
His buddy is an engineer I think, he basically went âthis is my dream rifleâ and worked with engineers to make it.
damn, might actually bear fruit then
Fingers crossed
holy shit
Yeah
i still want QBU 88 tho
đĄ
look, your guns choose you, you dont choose your guns
Unchoose yourself
if only i could
Terminal velocity should help with that
i tried. then a medic crushed my dreams by reviving me
please seperate into Marksman rifles and Battle Rifles.
DMR squad !
I'm pretty sure half of dmr squad is just the misrepresented battle rifle squad
so when we get m16, does slapping a scope on make it a DMR like it does IRL?
thats the question
Semi auto AK as DMR 
No
slap a scope on it and it would be a DMR lol
l129a1 sharpshooter, we need an AR-10 platform
I mean, we technically kinda already do with the M110.
sort of. If you want to force more difference do the L129A2 in 6.5mm ÂŻ_(ă)_/ÂŻ
if you ask me, that would be awesome as a magazine(ammo) attachment for, say, the M110, as opposed adding a rifle thats pretty similar to one we already have
id like a bullpup DMR personally. SVU or MDRx maybe
I mean there are a lot of differences between the M110 and the l129 /shrug. Just like there are differences between the AKs we have
40x when
The M110 was designed by the same guy who made the AR-10, His Holiness Eugene Stoner.
40x scope on deagle when?
anything is a long range weapon if you try long enough
Don't know if it's a bug, but the MK20 feels like it sucks again, the stats feel unmodified regardless of what attachments are used
specifically accuravy and velocity
mk20 should have higher velocity than M110 but feels faaar less
If its any consolation I have 5.7k kills on it and it feels the same to me even after this last update. It definitely could be a server thing though. I've had some really weird couple of minutes were the hit reg seems off.
Heâs doing it fellas
have you tried it with the suppressor recently? it seems like there's no actual effect change for at least muzzle and sound blast.
verified with a friend on a live server.
yea, I have a feeling attchments aren't working properly for Mk20
40x when
shut the fuck up when?
Monkeys paw: 40x but scope glint is 4x as big
400x scope with 40x the glint. ADS for a flashbang
a portable lighthouse
Wouldn't mind giving the 8x/15x magnified optic for DMRs, as long as both optics only are available to the Recon Class. Everybody else with access to DMRs only get the current 6x.
They still need 2 headshots to kill anyways.
Hardly anyone uses the 6x since all long-range scopes have the sniper glint effect.
I use 6x sometimes for midrange DMR because scope glint doesnt matter at that distance and it's funny a f
anyone think these are op with a bipod đ
Honestly no. You are a much, much easier target for proper sniper fire, bipod ultimaxes, etc in exchange for easier recoil management
Feels balanced to me from a night of trying it out
I feel like you could have some basic movespeed penalty to pull it down a slight bit BUT I do agree having to think more carefully about when and where to position yourself and need to commit to it at least a slight bit is already a big penalty in a game like BBR
I see bipods a bit more often now, but I wouldn't say they are super far from balanced now
DMrs were overbuffed
They just were
stop baiting bro they released the dmr buff like 2 months ago
"It is because I say so!"
- @cyan swallow
seriously though, I don't see it.
If the m110 was still a 2 shot at 350 rpm with the new bipods, maybe
But at this point a bipod DMR is just an m200 with extra steps
Slower, clunkier, etc
i think they're in a good spot right now. M110 was really overtuned but it got brought down to earth. now DMRs are very viable mid to long range options
they're also like, really good for countersniping. you can lean spam to make sure you don't get headshot, and at that point you have the upper hand since you'll kill them before they can shoot again
Bipods are even better too
kinda weird the m14 has a higher base accuracy than the mk20 tho
well the mk.14 was fucking accurate as shit off the assembly line. and would immediately lose that once the armorers got to it and disassembled it.
Both the MK14 and MK 20 can be very accurate rifles IRL.
Itâs just that the SCAR MK 20, being a more modern design, was able to keep that accuracy better which is why SOCOM still uses the MK 20.
the mk.14 is from like 10 years before. pretty modern design all things considered
its problem was less how accurate it was, it was one of the most accurate rifles ever used by the military, it was how complex it was. meaning you needed to be specially trained in its functions to keep it as accurate as it was of the assembly line. most armorers were not specially trained.
Mk 14 is basically M14 in a new stock, if memory serves me right.
The M14 can be made to be very accurate, but disassembly could cause it to lose accuracy.
mk.14 was designed very separately. the entire body is different.
Can anyone direct me to the forum where you suggest weapons
Tfw i can autoclick uwu
damn you're so good at cheating!
I'd love to see the proper clipsizes for DMRs. Mk20 with 12 shot clip just feels wrong. Same for most of the others.
those are magazines
good enough
MK 20 has a 16-round capacity.
M110 has 12.
Realistically, all DMRs except the SVD should have 20 rounds in the mag. SVD would the outlier with only 10 rounds in the mag. MK 20 could have 20, but the model for the default mag is the 10-round mag.
As far as I care, appropriate mag capacity is a matter of game balance.
Nah that would be dumb for balance
I'm fine with proper magazine capacity as long as that equates to lower bullet velocity.
roughly 700-ish
Not cheating im just on steam deck. I dont even have a mouse and autoclicking is only good on pistols and dmrs.
And I cant aim so i dont use drms 
I already get absolutely buttfucked in every game i play so the fact that i could autoclick doesnt do much
700miles per second yes
that was the issue with dmrs pre buff đ
you couldnt hit shit cause the velocity was so bad
Considering most people just full auto even at mid range if dmrs didnt have the velocity they have now theyâd be pointless
honestly, it ain't that bad imo.
most everybody having access to something that can 3-tap kill up to 350m out just reduces the purpose of recons.
limiting DMRs to only recons will have other classes play more like their intended playstyles, while also increasing the viability of DMR recons as a whole, since they also gave med scopes a (comparatively smaller to the high scopes) glint for sniper rifles.
now, just let the DMRs have access to the 8x and 15x. it'll be perfect then.
its pretty bad being removed from assault, the ads. reload and swaps speed are borderline required to play them even slightly aggro
to be clear im not talking using it like an smg i mean just actually pushing and suporting your team from like 100m
thank god oki revised the list
Oki heard our despair
is there anything as satisfying as that range sweet spot
I don't mind a massive overhaul every couple of weeks to change things up and keep it interesting. Buff pistol dmg to 90 for a week. Lower it next week. XD
i'm still waiting for the P90 to do 21 dmg instead of 28
Why
in connection to what Google said above regarding overhauls.
P90 is way too strong currently imo. it wouldn't be a P90 if it didn't have a high RoF and 50 round mags. that's it's most prominent feature.
but 28 damage along with it? that's too much imo.
knock down the damage to 21, but also reduce hori/vert recoil, to balance it out.
not connected to DMR feedback though, so yeah.
a lot of people are arguing it's not very good already, but knocking down damage to 21??? It would certainly become the worst primary in the game, though pp-19 might still be a contender :p
did the p90 get buffed or something?
p90 is fine
sometimes, it sure does feel like it.
that's just cause its ammo capacity, cause unless it got buffed alot recently it was pretty average.
just my opinion. 24 would be fine too, as long as there's a reduced recoil along with it to balance.
anyways, this is the wrong chat for it.
Mk.20 suppressors aren't working properly recently. no audio change between suppressed and non-suppressed.
5sk at 800rpm just naw, also wtf are you doing in the dmr feedback, just search for pdws or p90 ffs
We could just take their lowest
clipsizes as default and leave the 20 rounders to extended
might be a decent tweak
10 rounds, 15 rounds, and suchsoforth
6sk at 900 rpm
:-)
that's worse than the glock đ
its 5,7mm ammo
did... did you expect high performance lmao
but in all seriousness 5sk at 900rpm sounds decent enough
give it good stability and slightly extended effective range maybe
yeah it kill about average, but the mag size and how controllable it is makes up for it(also 5.7 would do alot better than a 9mm glock v anything even slightly armored)
i am aware, the ump fires .45acp, f2k fires 5.56, the mg36 fires 5.56, the g36c fires 5.56 and so on, damage isn't consistant what so ever
and nerfing a fine gun is just dumb
No game is gonna be 100% consistent to damage based on calibers. Tho i agree its pretty funny to see an UMP out damage most rifles
45ACP>556 confirmed
Remember, 9mm may kill the body, but .45 ACP kills the soul
So like, what's the practical difference between DMRs and Battle Rifles after the split?
A lot. Dmrs consistently have higher velocity. Kill in 2-3 shots at medium-long range. Arenât usually full auto, if they are then lower firerate
Just use em and youâll see
dmrs are semi auto snipers and battle rifles are higher caliber assault rifles with more range
the G3 still has the DMR damage range model, while the others have the standard Rifle damage range model
seems like a really dumb oversight yeah
personally the low fire rate stable recoil and lower damage is pretty comfy
yeah sometimes stability is underrated. like how the AK can laserbeam out to ~150m
Partially why i struggled with the AK15 so much. I treated it like i would any other gun and thought I could full auto at mid range. But you really canât.
Its better to not engage at all if youâre not in a good range for your gun
Can burst fire alright though. A lot of people have guns like SMGs and they will loose to that.
I mean. Kind of? Depending on the range you can only really tap fire, while other weapons like (every AR) can just full auto and probably kill you before you get them
Tho that issue doesnât happen as much with the range and damage changes for weapons
If you see them first itâs quite hard for them to kill you even with a more appropriate weapon assuming you arenât too far away
For me and my dumbass aim 200 metres is too far 
This, and I hope the devs make it clearer with more updates
Its in the battle rifle category now. Makes it a bit clearer but still, itâll just depend on recoil
Help guys, remind me a bit.
Recon Class + DMR + Medium Scopes = w/ Glint?
No Glint 
tbh i think battle rifles would be better off being lower damage and more stable
give them extended range profiles
ah yes the 7.62 caliber guns having low recoil
even if its a 6x scope now
they do if they are heavy as fuck
you sure?
I've been seeing more countersnipers when I use the 6x on the M110
meaning it's likely there's a glint on it
The patch notes say glint is only for sniper rifles
g3 with 4.5kg vs mg3 with 13kg (the mg3 still has some serious kick)
i'm asking if "no glint on 6x scope DMRs" is verified true in a match.
because unfortunately, we can't verify it ourselves or with friends without going on a live match
its the mg3 and if it fires a single round there is no kick to the user. mg3 has kick because of its firerate.
long scopes all have glint, but its greatly reduced from what it was
m60?
but anyways i just wanted to show that even an mg3 has kick and it weighs a lot more than a fal or g3, regarding your "more weight less recoil" which is true but doesn't really apply to the brs in bbr
Snipers(bolts) have it on medium scopes. both medium and long have glint be much more focused and not far beyond where you are looking and can actually see
that goes directly against @tulip warren's statement then.
I understand the glint reduction, but I just want to know verifiably if what Farkin said is true or not.
I'm leaning on not, since it IS a 6x high scope, but a man can dream of having a no glint 6x on a DMR.
m60, also doesn't kick all that much beyond shaking in place and jumping side to side, depending if you are shoulder firing or prone
yeah no it still a long scope so it still has glint
its just greatly reduced
well it shoots slower đ€·
but again, a lot of kick with brs, no point denying that
in fact, they were practically useless in f/a unless really close
by greatly reduced, what do you mean?
- glint size
- glint "angle"
I know both are true, but that's for bolt guns. I'm talking about DMRs.
There should be zero glint on DMR + med, but what's the glint situation on DMR + high?
Is it the same as a bolt + high? or bolt + med?
a long range scope is a long range scope
mediums on snipers ar ethe only big change
ah. so right now long range scopes are still set to 20 degree glint angle.
next update it will be lowered to a degree or two from what you can actually see with your scope
đ€·ââïž
thats not what it says in the patch notes
what you posted literally says nothing about long range scopes
6x is a long range scope
Ah right, yeah youre right then
Rip
just saw the changes for Basra. I hope I can still do my 1600m kills there. Just need someone to stay still for 3 seconds for new longest DMR kill with it.
Im sure you can find a sleepy recon
recoil can be somewhat significant but they're pretty slow firing
humans are great at controlling recoil up to like 500rpm and above 1000, apparently
the problem with this game is that ranges are so short
ĂŠ
Someone watched forgotten weapons
What?
Ian mentions the same. Humans are usually good at 500Rpm 1000rpm
I don't get why put any first shot kick multiplier on simi-auto DMRs. And why having that kick on mk14ebr?
I also don't get why mk14 and SVD have so little damage. They literally can't 1 head shot + 1 body shot past 400-500. That the point of them then?
I don't get why smaller mag size reduces weapon accuracy
If youâre gonna have DMRs with a higher fire rate than the others they need a downside.
And if youâre not, then you just have a lot less variety in the class
yeah some of the DMRs are meant for closer ranges, like picking people off in the 100-200m bracket and they do that extremely well
MK20 chads can double-tap M110s/snipers out to ~500m if they can hit their headshot
EBR loses its two-tap by 200m but is much better suited to close combat
At this point AUG just slaps them all. More ammo, more DPS, more accurate, way more pleasant too shoot
maybe, but that's an AUG problem not a "DMRs need megabuffs" problem imo
DMR currently need no buffs, they all great aside from mk14.
maaaaaybe SVD a bit underpowered, but still ok
The only buff I'd like to see is taking the first shot kick off the EBR
bc that just makes its full auto feel bad
That's only buff it needs ttbh
SVD is extremely high potential, saw someone with really good aim go to fucking town and got pilled on it, especially back when the meta was no armor, no helmet lol
SVD is the DMR with the best ttk so I'd say it's in a good place
Okay, fair enough
Just throw a 2x optic on it and go to town
Yep, imo same for svd maybe. Have them as 1.00 first shot kick
i could see it
but 1.2 feels like it's pretty mitigatable with the new attachments so it offers genuine choices
we need more dmrs the ones in the game right now are stale and feel aweful to use.
Imagine how it felt before they got buffed
i dont have to i played in the playtest they were practically useless
every single one of them is like grinding your junk on sandpaper while listening to nails on a chalkboard
dude if your just gonna be a twat stfu
skill issue
SVD is the only DMR IMO that can seriously compete with the M110.
MK 20 to me feels stuck between two worlds.
at what range? m110 can be outshot with other dmrs pretty easily if your fast on the trigger and can control it.
even m110 vs mk20 is a pretty easy mk20 W, just gotta land a headshot
m110 leans so far towards sniper it becomes prey for the other DMRs imo
Close up, the SVD is extremely dominant. The M110 isnât as usable up close but has serious legs.
MK 20 needs a headshot to compete with M110. Otherwise itâs game over,
Running DMRs that arenât the M110, I find the M110 to be the second biggest threat, after snipers.
is it the second biggest threat or just he more common one?
you can push alot of the DMRs out pretty far with 1k and above muzzle velocity, and alot of them have much better recoil and firerates.
If the M110 is more common, the reason for the prevalence is probably the same reasons why it would be such a threat.
ok so 40x on DMRs when?
When deagle gets 8x
so when 40x on DMRs?
When deagle gets 8x
DMR's are a lil too strong imo. They are so viable that they are used in CQB which shouldn't really be the case.
They are not viable in CQB.
If youâre within AR range theyâre just worse than ARs
Worse ttk, worse mag sizes, worse reload times, worse move speeds, worse aimdown times. If you arenât taking advantage of their range and recoil they have no advantage
Obviosuly not been playing CQB enough have ya
Thatâs where a majority of fights take place.
Do you have an argument other than a ânuh uhâ type thing
They are absolutly viable in CQB, The MK14 alone can be Full-Auto, meanwhile the MK20 and SVD are seing a lot of use in Close Range. No one mentioned run and gun to which all your stats are based as if you are constantly on the run. The queue was that they are a little too strong. I didn't say they are OP.
Maybe hop into a game. You will maybe see that they are absolutely being used as a substitute instead of AR / SMG's .
Then maybe you can come back with the "Nuh Huh" DS mentality
Full auto is not the be-all and end-all of CQB combat. Every other gun already has that, itâs not even a counterargument
Literally all the stats I mentioned are vital for close range engagements
âRun and gunâ or not, theyâre distinct disadvantages and unless there is some factor I havenât accounted for (in which case I encourage you to bring it up) it is proof of the point.
I have plenty enough experience in the game to know how it plays.
unless you drop headshots, you will lose a straight fight everytime with a DMR up close
Uhm akshially mk14 is a batulriful
Cept svd that one has a competitive ttk and easy recoil
will still lose in a straight fight without headshots.
course that if skill is the same and no bullets miss.
they really arent
the svd kinda
But only if you spam full firerate and even then it loses to pretty much every AR and all the smgs
and the svd is bad at long range compared to the other dmrs so it balances out anyways
yeah old 350 rpm was great, still miss it
DMRs need to be less available.
I still think its fucking dumb that the SVD takes such a large hit to its viability at longer ranges as a DMR, to gain an advantage that it cant really make much use of anyway. The SVD was the one DMR i was really looking forward to in my 0th prestige, and i was shattered when i discovered its basically a battle rifle that isnt even full auto. WHY
No wait that's not the rant i came here to make
Wdym "less available"?
I think DMRs are in an ok spot, they generally get outclassed at medium/close range by anything full auto.
Unless you're a rube and telegraph that you're just about to walk around this rock point-blank, and subsequently get blasted in the face by a waiting Mk20
In that case, it's a skill issue and not the weapon
Nuh uh. Everyone should be required to constantly tell me via "hot/cold" where they are relative to me. I want 127 voices screamin in my ear at all times
"I played Assault Groza and all I got was shot in the face"
The story of my life
some of these weaknesses are mitigated by assault having dmrs for some reason. assault absolutely does not need dmrs, the ads speed and reload speed is pushing them over the top in situations where they really shouldn't be. much like supports with battle rifles.
also reminder that the passive playstyles are currently map favored on the majority of maps (given that most of them are borderline open fields), it's a recipe for lobbies to be full of dmr users being annoying with a weapon that's a touch too strong inside it's ideal ranges (this is more feels based considering how even recons are preferring dmrs in most of my games)
do you really see that many DMR users? per match I can count each death to a DMR user on my hands, and each user on one.
lobbies are like 90% dmr's/br's rn, what lobbies are you in where people aren't using them? i mean sure there's still people using rpg's as a shotgun but that's never gonna stop either but the overwhelming majority of my deaths are dmrs and the rest are usually someone sitting in a corner/holding angles with a br
man I see the occasional FAL, maybe a recon rocking a m110 or svd, I've seen like 4-5 g3s in the past month.
I really only play on BOB though. so maybe that's why, its usually against the same people.
Assault and dmr are good
Doesnt need to be changed
assault doesnt need dmrs. it's been problematic for months
it really hasn't lol
your opinions really dont mean much, i've seen the things you support
no, the maps hard cater to passive play (aka dmr/recon/support) and assault pushes dmrs over the edge. the fact that the overwhelming majority of my dmr deaths are to assaults should tell you that's a problem. the maps are the biggest issue this game has, and will continue to have. look at new basra, there's a literal lane wider than 2-3 tanks fully snipeable from the northern safe zone. how do you people not play these maps and see these as issues?
until maps get fixed weapons need to be tuned around the maps we're playing on
dmrs replacing bolt-actions in the safe zone should tell you exactly what all the sniper nerfs did
You somehow die to alot of dmrs
you somehow know every dmr you die from is an assault
you somehow know dmrs have replaced bolts when that is not even close to the case lol
my brother in christ i have played 500 hours of this awful game. you can tell by silhoutte 90% of the time
if you can't tell classes apart at a glance at this point i'm not sure how you even think your opinion matters. you don't play enough to know what happens in a game
not like univeral exists
not like you can customize your characters armor.
not like armor dissapears after being broken
still decernable (except for maybe supports running medium)
and yes dmr assaults are aids
they are quite common
not even sure why assault kept those when it was transformed into a close-medium range fragger
The perks assault has arenât really related to any specific range
so you somehow know how people look despite having numerous types of armor shared between classes? yeah buddy stop talking out your ass.
yes, i have eyes
what part of "they have the same armor and helmets" do you not understand lol
like I said, talking out your ass to cover you sucking at the game.
The only 2 classes hard to tell apart at a glance are medic and assault. And even thatâs not that hard
Medics either seem to have a medkit in hand or donât have a helmet on and are shitting on everyone else
Medics are pretty identifiable imo
They have those red bits
Engineer and assault can just look the same
Ye, can be missed in a stack but yeah
Engineers have the rpg changing their silhouette
easy to miss, imo
Only if theyâre holding it. Speaking of rpgs idk why people keep asking for shotguns when the rpg is already a shotgun
I think if we did have shotguns theyâd play very differently to them
Probably closer to how heavy pistols work now, just accommodated to have some spread
that doesn't mean much when most other people have more hours lol
Just 4-6 shot burst at a time
what's your point? you gonna tell me you've played 1k hours and still can't tell the classes apart by silhouette?
Nah, just that you're wrong lol
excellent argument. very compelling. almost strong enough to change my opinion. almost
Cube the dmr headshot multiplier
3.375x headshot multiplier sounds very balanced
your argument is "I suck and keep dying to one of the less used weapon classes, so they need to be nerfed and removed from a class I can somehow always identify from any distance"
less used? bro they're everywhere what do you mean... and yes they should be removing dmrs from assault. weren't you one of the ones up in arms that assault needed to be assaulting and medics needed to be healing people? how is sitting in the back of the map/hiding in windows assaulting anything?
I was talking about c4 then idiot. I never spoke of guns or armor.
as usual, take shit out of context to prove your shit views
and yes, they are less used. for every 10 dmr users the other 100+ players are not using dmrs. becuase they are a middle ground. recon will use bolts. Assault will use AR's. BRs are more popular across all classes. an high speed abusers are using SMGs still.
you will see the same people killing your dumbass and not dozens of different people
I member when they tried to make DMRS recon only
i dont even remember who all had dmrs before they reworked them, engi and recon?
anyways Loki is right keeping DMRs on assault is stupid, all the downsides of DMRs are the ones that assault nullifies
nothing changed
Engi, recon and assault
oh right, it's just nobody played assault for ages because medic was better, and then even when assault became better nobody swapped. then dmrs got buffed and we got another bandage buff and people went assault
this game hasn't been out long enough for me to be forgetting shit
and yet
Hmm. I don't remember a significant gap between DMR reworks and them being handed to classes other than recon
but perhaps my memory is just not good at remembering the passage of time
But they were always on non recon classes
I feel certain they were only on recon when the game released
pretty sure engy and assualt already had them.
Assault should have access to more guns than other classes because without that they arent unique enough to have only a couple gun types. Medic is fine with the gun selection it has because it can self heal easily and heal other players. Engineer is fine with the gun selection because they have acess to rpgs. All assault has that differentiates it from other classes atm is a few changes to how the class plays. They don't have much in the way of special equipment so more guns fills the gap. If assault had specialty items then idc if you remove dmrs but removing dmrs or any other gun type and not adding in anything to make it unique is just not fun
assault has passive buffs (reload speed and ads speed, not sure what else you could give the class given that it's already the meta class for aggressive play and a strong option for passive play), dmrs don't fit an assault role to begin with but the weapon type is balanced around those 2 specific stats being limited (well, those 2 and fire rate). it really just ends up taking a balanced if slightly undertuned weapon type over the line.
Assault has everything except snipers, what more do you want from it
Oh yeah and support exclusives
Did DMRs receive a huge buff in the last few weeks that im not aware of or something?
engi had DMRs during play tests, assault got them some time after they got the ads reload swap speed buffs
was right before or at EA release when that happened if i remember right
oh squad leader also had them
nope
DMRs received buffs last year

