#Sub Machine Guns (General) - Feedback
1 messages · Page 2 of 1
like i think i played 7 games in a row where nobody was using mines/claymores in a useful way
like just putting one down in the middle of the room in full view of a door?
it's disturbing
the vector salt was back in full swing though so that was nice
idk i just had absolute bots in my team, it was impossible to do any sort of flanking because the team just couldn't hold a point for a minute and got steamrolled leaving me with no distractions whatsoever
i had those yesterday as well. dustydew game where my team spent the first 5 minutes stuck in the buildings between d and b unable to push
and even playing the objectives was impossible with medics not doing shit and people walking around like headless chickens
and then suddenly i got a lucky break and sat between a/b/c and farmed like 5 or 6 8+ multi's?
it was fucking bizarre
while my team was still stuck between d and b????
and someone just managed to get the humvee stuck on the first objective a freaking joke
tbh the shit i was seeing yesterday was so sad lol. so many games where i get like a huge solo push, kill like 9-10 people by myself, die. team still stuck in the same spot, nobody has moved forward at all. then have to respawn even further back because team is all stuck in combat
smgs function better than 50% of the ars, would like to see a buff to ars and a range dropoff to smgs
That statement implies that SMGs and ARs are exactly equal in balance
i still dont know why we just give smgs more horizontal so theyre harder to hit in the same spot at long ranges
and fix horizontal recoil being reduced by lean
It’s not reduced it’s that horizontal is typically more annoying to account for and correct and leaning causes the horizontal recoil to be applied more vertically
Also that’d be a bigger nerf to ar’s. Why would you want that?
I'd prefer less horizontal on all guns tbh horizontal kind of boring to play with. It's not the biggest deal, you can counter it with reactive tracking, but it requires a ton more concentration and that causes fatigue more quickly
At most, smgs can have their drop off changed a bit. Slightly more vertical recoil would be fine but I don't think smgs/ars are in as bad of a spot as most players seem to think.
i dont think any of them are in a bad spot, just that smgs are way too effective at all ranges
like, i just unlocked P90, i dont care if it says "pDw", technically its an smg, and that gun is disgusting
Maybe some ARs have to much horizontal recoil. Pp19, mp5, and ump all have low h recoil, but some ars have around 1-1.5 which could be reduced imo.
no recoil, good damage, good firerate, fast reload, big big mags
SG550 is a worse Mp5 but with higher horizontall
P90 my fav gun in the game, but I don't really think it's OP. It's the gun I use to out skill the lobby, but if I'm running into a lot of good players I'll usually swap to something else like fal or scorpion with the faster and more reliable ttk.
Sg550 is better than Mp5 at range, and has the fastest ads speed in the game so it's still good at cqc, I wouldn't say it's a worse Mp5 at all. I think mp5 and some of the other smgs are just easy to get value out of because of how easy they are to use(low recoil). But if you have really good recoil control there are better options
The vector and Mp5 sort of feel like crutch weapons to me. I guess for some players p90 can feel like one, too, though I don't think it needs changing personally
Like walk said, sg550 is a beast at range lmao. It's what the Aug wished it was.
The sg550 has way more recoil than the aug
It actually has better recoil than the aug
Basically no vertical recoil still, with lower horizontal recoil
It has a higher fire rate, which amplifies it.
And I would say at range horizontal recoil will harm you more than vertical, and SG550 has more horizontal than the AUG
Oops I got the numbers mixed
Ah I remember why now
I run flash hider on sg550
Mandatory for the gun imo
As far as I'm concerned, both guns have no recoil
Except the Aug has something like 33% worse ttk
It’s about 15%
SG550 is a fairly slow killer itself
sg ttk is low because it has like 27 damage and a meh rate of fire
Where are you looking?
I'm seeing closer to 30% for normal armor
It's actually very average
But gets above average damage drop-off characteristics
The ttk is by no means bad
Unlike the Aug which is dead last, by far
My spreadsheet :D
SSG ranks poorly in ttk against enemies whether they’re armoured or not
It's just average in the ar category
Nah
ARs are fairly good in ttk generally
I think on average PDWs and carbines beat them though
For ARs against intact opponents it’s about 245ms with SG550 being about 334ms
And coupled with the fact that it has bettter damage drop-off than most ARs
Yeah in practice it's also just avg
Where the hell are you getting 245 from
No armor?
Mm. I’ve had to explain the method several times before
I will just say it takes into account varying hit locations and considers a realistic distribution of armour
wdym
All this just means I have no clue how you arrive at your numbers, which means any discussion about what is already highly theoretical becomes completely and utterly pointless
I can give you the source code used to generate them if you like?
It’s a large scale simulation based thing
If anything the SG on ttk sheets is even less theoretical than most guns due to less recoil
yeah, I don’t have an objective way of taking recoil into account for ttk. I consider it sufficient to just consider what affect it will have for the weapon in general
I have tried to compile H recoil, V recoil, fsk and fire rate to make a single value for recoil but the formula is subjective
Nobody does really
Yeah that's why I was saying there wouldn't be much point in discussing this
ttk still matters as a baseline ¯_(ツ)_/¯
I agree, but we're disagreeing on what ttk numbers to use as the baseline to begin with
Well, the most realistic ones we can get
Tried playing with it, switched to long barrel and it's just too good switch back. Muzzle flash is not that bad.
i've stuck to FH on the SG550 for the horizontal lol
lb on it doesn't really hit any important breakpoints tho
More accuracy is always welcome
less horizontal recoil = more accuracy anyway
Inb4 gamer tantrums
As far as I am concerned
The MP5 has now gone from this
To this
In its usefulness
Though the UMP
it now kills faster than a Groza
oof that mp5 nerf
👀
and i don't get why mp7 has the same dropoff as the pp19
it should have less if pp19 is going to be the "long-range" smg option
also the mp5 now has both worse ttk and worse dropoff than mp7
rip lol
Low recoil does also imply that there isn’t a lot of force behind the bullet so… it makes sense I guess?
i'm just talking purely from a game balance perspective
ig mp7 is prob going be a better option than the mp5 now
My opinion of SMGs after the next patch is that they have gone from ok to bad. I know people don’t like them being able to fight in a wide variety of ranges but they really needed it
Though the MP7 nerf wasn’t that major.
They should at least be made to generally beat ARs in CQC now, since their low recoil matters so much less than it did
it's fine, the FAL was already the superior SMG, now it's just significantly ahead instead of being a little bit close
Why do some smgs deal more damage than ARs?
no clue to be blunt beside balancing
Honestly no clue, the mp5 is still king after the latest patch
I don't think that's really an issue as long as the drop-off is bigger
The thing that annoys me is less the damage and more the recoil characteristics
Smgs should be better at killing people at their range, with higher recoil limiting how far they can be used at, and ARs being more consistent across all ranges with less recoil to allow better mid range bursts and taps imo
Unless recoil is absurd, it's never really a problem up close, but always becomes more of a factor the farther away you are
SMGs having high recoil just doesn’t really make sense though
If you shoot a bullet with less force there is less recoil force to deal with
Actually, it does make sense
Most SMGs irl are less controllable than longer and heavier guns
They generally are smaller, have high cyclic rates and low weight, you can be precise and hit targets from far away with a .22 lr, but good luck being accurate with a mp7 in full, especially if compared to say a m4, an Aug or a L86
This isn't a "ooh it's like real life so it should be like this" argument though
It's more so that it's weird to have more recoil on the guns that are supposed to work better farther away, instead of any balancing factor that actually hits their performance up close instead
Yeah the weight and size thing is important, though it seems in the battlebit universe having a heavier gun gives you worse recoil which is a little odd
SMGs are currently bad though as far as I’m concerned so I will oppose any ideas that would make them weaker.
the range hit was that bad sausage?
Eh, they seem fine from what I've tested
I don't think they need more nerfing, just find the recoil setup weird
I mean, they really weren’t much better than ars in their intended range (pretty much just ads speed and move speed advantage)
The MP5 still slaps, and I feel less dirty using it so that's a plus
The UMP now has 3 shot potential
And it still feels like shit to use
And that makes it a funny smg cannon up close
Also, figured out why the mp7 feels good but my score lines are always worse with it
What? Are we thinking of the same ump?
The mp7 is very consistent at getting the 75 damage assist, where it doesn’t give you the assist counts as kill
or just have smgs less accurate, but there's always people going "if you have enough skill you should be able to kill with the smg at ridiculous aim"
It has the same issue I have with the ak15/scar where sometimes the last bullet just never seems to connect
Eh, they are fine rn imo
Where you’d expect 3 to kill I’m waiting on bullet 6 to actually deal damage server side
Makes no fucking sense
Heh, I feel like that's more an issue with the AK and the Scar tbh
From 10 to 60m the ump slaps, at least from my experience
I tried it and didn’t like it, what can you do
Actually, now that the dmrs are way better, it would be cool to revisit those 2's horizontal recoil or movespeed
Got my vector back though woooo
Prestiging a second time was arguably a mistake
But I’m gonna do atleast 3 (:
They aren't bad per se, but they do feel outclassed by pretty much everything else
You can run a 2x scope on a MK20 and have a scar but better
That seems like AR thread discussion tho, not SMG
Darn you flow of consciousness
Facts, I’m following it though. I see how you got from A to D here
suppose a question of what the average TTK is supposed to be is to be asked
m249 weighting like 10kg, on the ground, with a bipod having more recoil than a hipfired mp7
a gun that heavy with a bipod wouldnt even move
is it the last bullet or some bullets dont connect? i feel like i had this issue with the SG550 where i fired at people a ton and looked away thinking theyd die but they just didnt
i swear id land like 8 hits and theyd be walkin just fine
It’s just weirdness with hitreg. I’ve had the FAL land 3 non-armor hit markers and the enemy lived
Shits fucking weird
yeah happened to me with m110, fal
just today i was using the svd and i landed 3 shots on someones head and none counted as a headshot
not even the killing one
distance was like 50-100 meters, they didnt move an inch and the only visible part was their head
so there would be no way to hit their body
i suspect it might be the servers refresh rate and ping problems too
so many times i go prone behind cover and die a second later
server refresh rate will effectively add ~6ms of ping compared to a 240hz server
which is a fairly minor factor
your connection is far more likely to be the bigger contributor
would be funny if its somehow my connection considering i have no problem in any other game
1gb upload/download
Playing on a 240hz server with the same 60 ping I’ve had to official servers and it’s night and day. Even still there’s hitreg issues but I really can’t do anything until someone hosts a central 240 server
that or desync
it is going to be more or less imperceptible. A percieved difference is likely mostly just that.
nah there's a very noticable difference. like extremely
a 0-12ms reduction in enemy latency is literally the only thing it does
playing official servers with 60 ms feels like playing wow classic before they removed batching (the server was handling all actions on a 400ms timer, 0ms tick start you press button at 200 ms enemy press button at 300 ms, both actions occur at 400ms) imagine feeling that kind of delay in every gun fight?
because that's what official servers feel like
go behind cover and have time to pull a bandage or medkit out before dying from bullets around the corner
it was fucking unreal
playing community 240hz server with same 60ms feels like playing an official server at 30ms
that would be from something other than 240hz
doesn't really change the reality that there is a clear consistent difference between any official server where i've had 60 ms vs playing on a community server with the same ping
someday someone will host a 240hz central us server and you'll never hear from me again because i'll finally get to pinglord people
The MP5 reload animation is wrong in the game
you don't pull the gun cocking handle when there's round in the chamber, just change mags
in the game it does that anyways and the gun doesn't eject the round in the chamber despite pulling the cocking handle
or is this possibly some of the devs way to make the reload animation longer?
it's prob wrong just because it's wrong
charging handle & it is closed bolt to my knowledge (the Mp5)
yeah charging handle, didnt know what it was in english
having used that gun irl it just stuck out
I thought you always had to do that w/ the MP5? Maybe an older version or something?
maybe it was another gun I was thinking of
The MP5 is interesting for being literally just a downscaled G-3
They were like "well we could have a properly compact and cheap gun but our soldiers are already well trained on the G-3, just make that smaller"

decrease accuracy by 50% on all SMGs
Mpx whefe
(Support in corner going "Spare change? Spare change please?" when it comes to weapons)
UMP needs a nerf back, 35 damage is just simply too much and it currently fucks every other weapon in CQB
Mmm nah
It’s weaker than the Groza still
And only useful in CQC
It is not one of the most powerful guns for sure.
on range maybe and magsize, but the recoil isn't bad, the damage is better, the reload's faster and pretty sure the movement speed aswell idk, the ump is another op crutch gun just like the groza turning it into what it is now was kinda tone deaf
Damage is worse in general from headshot mult
shut your theoretical brain up for once pls even tho the headshot might not be as great the recoil + movement and the good reload make the ump busted
meanwhile the fal has some of the most atrocious recoil ever
both the UMP and groza are blatantly overtuned. just because groza is even more cancer does not mean UMP is fine
yeah, I just don't support a UMP nerf unless the Groza was nerfed first
Groza has gone untouched for far too long
groza just needs horizontal recoil
"it's weaker than the most untouched, OP gun in the game"
Therefore we shouldn't touch it??
basically yeah
I can't support nerfing guns if there are better guns that are not being nerfed
nerf 'em both ffs
Groza is fine. 3.15 first shot multiple balances it.
fsk does nothing, just pull down and pouf
at longer ranges it does increase the effective ttk
no❤️
groza isn't really viable super far out to begin with because of 390 velocity
but in the ranges where velocity isn't a problem, it's actually braindead
one of the fastest TTKs in the whole game, for 1.20/0.60 recoil
[GrozaAce] Dev0s here, don't nerf the Groza! Only ace gunners can use it properly.
Groza is balanced but keep on complaining.
it's good for sure, but i don't see why everybody is hyperfocused on the groza when there are quite a few guns with faster ttk while still being very easy to use
groza is hardly unique in that regard
and if anything, the long-ass reload even on a mag drop is a pretty significant weakness in 128/254 gamemodes
care to give an example? 🙂
VAL, HB, FAMAS, etc. 🙂
AS VAL is the only one with a faster TTK. it only has 20 bullets and quite a lot of recoil
so yeah, you're talking out of your ass
Val and hb are good but not op like the groza and famas is a worse mp7 if you will
stop talking bs
actually
AS VAL is only faster with LB
without it, it has a slower TTK than the groza
it's impressive how wrong you are
huh? it's so easy to control. if you have problems controlling the val, idk what to say
and no, all the guns have faster ttk
source: your ass
what lb? that thing can't attach anything on the barrel, double suppressor XD
unless you're claiming oxigen's spreadsheet is incorrect
i literally have the numbers in front of me
clueless mfers 
groza is still faster with less recoil
according to eleanor's spreadsheet, groza has 0.092 TTK, HB has 0.136, AS VAL has 0.150, FAMAS has 0.133
.092 ttk wut?
no gun in the game has .092 ttk
idk where this eleanor is pulling their numbers from, but it's definitely wrong
i don't think the server tick rate would even be able to handle automatic weapons with that sort of ttk 
ye not even hs ttk reaches those levels of "bzzttt you're ded"
ah, i was looking at the headshot table
with bodyshots groza has 0.185, HB has 0.205, AS VAL has 0.225, FAMAS has 0.200
so yeah, you're still blatantly wrong, just not nearly as much
lmfao, where's all the bravado from earlier
this is going off normal armor
which is what most people are running
no, that's going off 100 HP
yes, the numbers you are quoting assumes no armor
the numbers i'm referencing assume medium armor
in this sort of test, i would never assume the guy is damaged
kinda defeats the point
armor covers a very small portion of your player model, and hardly ever affects the outcome in a firefight. but sure, in like 1 case scenario the AS VAL has slightly faster TTK (with two thirds of the bullets and far more recoil)
cherrypicking sure is a wonderful thing, isn't it
in regards to them being "very easy to use", literally all of them have both higher vertical and horizontal recoil
dude, you were literally going off body shots earlier yourself 
and what covers the body? armor.
that's right, all of the guns i listed are very easy to use
i never claimed they had statistically better recoil, because quite frankly, it doesn't matter
it doesn't cover even all of your chest, let alone your arms and legs
it doesn't matter because it kinda makes you look like you're talking out of your ass, don't it
at the ranges where these sort of weapons are effective, the recoil on any of those guns don't matter
if you have problem controlling the recoil... then, well
i'll do my best not to judge
i don't think you're in any position to judge anyone considering how blatantly wrong you are defending the groza
says the guy who was looking at the wrong fucking spreadsheet and making a fool of himself

"b-but one of these guns has a faster TTK in one very specific circumstance! (with two thirds of the bullets and higher recoil)"
now that i think about it
someone's projecting
this entire conversation started off with you looking at the wrong ttk numbers
and then you doubled down on them
of all the hills to die on lol
they're literally the same thing whether you look at bodyshot or headshot numbers
"oh yeah the val isn't as overtuned and bs as the groza"
but you do you mate, have a nice day
you don't have an argument so you have to nitpick at shit like that so you don't look braindead
he didn't double down on the ttk stats buddy
(Aims low to hit legs)
just the entire first half of this conversation 
yeah, except willing to bet most people go for the head/upper torso because muscle memory from every other shooter
and leg shots only work against people out in the open
than you got tarkaov and so on
also arm shots
which do effect if you aim near torso
except center mass, where the armor is, still has the greatest surface area
rather than the arms
prob the only other fps i can think of in that regard
to my knowledge most other FPS games also do asimplified version of armor at best (AKA just a protection bar that either helps in damage reduction (AKA half life & such) or takes the hit for your health)
upper torso huh? that's interesting
wonder where the arms are
well aimming around neck/shoulder level seems good place to target
also some armor discussion ideas I had
yeah, you kinda get to bypass armor completely if you shoot the arms, don't you?
it's too bad that you are, purely hypothetically, forced to discard that kind of information when it goes against your only real argument
arms or legs
yup
and based on looking at that image
in a 1v1 gunfight with the other guy ADS, head/neck level seem like a good place to aim ,even with the legs behind cover due to how big the arms take up space along the shoulders mixed with being so close to the head
so you picked an example where the enemy is in your face looking directly at you. what was that about cherrypicking earlier?
if your enemy isn't pointing back at you, then TTK kinda doesn't matter, does it? you'll just kill him before he has the chance to turn around
it doesn't change the fact that armor still covers more of the top half of the body than either the head or arms
whatever helps you sleep at night, sunshine
how would it not matter lol
your ability to kill before they react depends entirely on your effective TTK
i sleep well at night, thanks. it's helped by the fact that i'm not whining about the groza thinking that it has a 0.092 ttk 🙂
but now that you've finally figured it out
maybe you'll sleep better too
I will say it makes sense to account for people who have when through a fight & lost their helmet (looks at medics running low armor and healing themselves)
in fairiness this is a case of a 1v1 where the enemy has full armor in exo and is aimmed at you (Fairly commmon to see all but the full exo part, which other armors offer less)
Thus it is actually to your benefit some in this case
it does if you hit only headshots! but i guess you can't really expect that from someone who thought famas has a better TTK than the groza...
unless we have some pretty thorough statistical analysis, it's impossible to determine how much armor the average enemy has left in any given engagement
hence the useage of medium armor as the baseline
I will make a mention considering the wide spread use of light medics
1v1, no cover, and at point blank range. hence my remark about it being a cherrypicked example.
it makes sense to consider unarmored
yes, i agree
light armor is common, so i think that might serve as a baseline too
but i don't think it makes sense to assume you're up against damaged opponents
because if their armor is gone, there's a good chance a chunk of their HP will be gone too
and that's just impossible to account for
to use a baseline of light medics
they will 9/10 have survived a fight & lost some armor (generally helmet)
and be at full HP
rich coming from a guy complaining about as val recoil lol
Helmet only has 12 HP afterall
and you know this how
most people probably only get one kill and die right afterwards lol
so a lot of your opponents will be fresh with armor intact too
Equally it is a case of revives exists
maybe, maybe not
none of us have the tools to know for sure
so this is just pure speculation
I simply find unarmored is a good starting point
agree to disagree, guns are balanced around armor existing
since those reasons assume the worse & we can assume the best later
rather than everyone having exactly 100 hp
equally it makes the ability to bypass body armor far easier to argue as a headsup
speaking from experience?
sounds more applicable to someone who can't even handle the as val tbh 🤔
but it's aight, this convo is all wildly off topic
none of the guns we're talking about are SMGs 
And people wonder why they don’t read everything in the feedback threads.
It seems like over half of all the messages in here are just insults and pointless arguments instead of usable feedback
so i'm calling it a day here before the mods nuke this thread like the vehicles thread
i can only assume they thought the groza was a smg 🤷
hot idea to balance SMGs: reduce movement speed to something reasonable
they are reasonable
reasonable being what? AR guns are at 1.0. With attachments for AR, its like 0.97-0.99.
40+km/h with the right equipment 
usain bolt reached like 44 as his fastest speed ever, and that was only for a small part of his world record run his average speed was smth between 38-40 so um yes constant 40km/h with 15kg of gear seems kind of insane xD
this is a videogame
gameplay takes precedent over realism, and being able to go fast is fun (and necessary to be able to close the gap)
i am very well aware thank you
only said it's ridiculous
especially when compared to the slower side of the spectrum...
that's a support issue, not an smg issue
yes, obviously...
Reasonable meaning if they didn’t have this advantage then they’d be useless weapons
Some of the ar’s reach 1.05/1.1 move speed as is. Same as most smgs
which ars reach 1.1ms?
Sadly the fal
It should not do that
Honestly if I could change the movement, what I'd do is
Get the current movement, subtract 0.95, cut the remaining value in half, then readd the 0.95
Anything below 0.95 is faster and Anything above is slower
So 1.1 would turn to be about 1.025
And 1.05 would go to 1
the fal doesn't reach those speeds, stat wise maybe but in actuality it's like 0.03
there's some funky thing going on with movement speed mutlipliers on attachments only doing 1/5 of the advertised speed loss/gain
Actually, I dont think I'd apply to anything below 0.95, just the stuff above
Oh, thank God then
someone found that out a while back pls don't ask me who, where and when cuz i have no fucking idea dementia 'n shit (a joke obviously)
wait what was the joke again?
I thought the attachment bug was fixed
nope it's effect only got halfed after effectively killing lsws
Ah of course
oh yeah and snipers aswell
Snipers can kick rocks. Support needs help
yeah def
fal with short mag to my knowledge
nope it's actually 1.03, movement adjustments via attachments only do 1/5 of what is advertised in the stats
interesting
Damage drop-off start needs to be tripled. Balancing weapons by making them straight useless is just bad design.
It’s literally 20m for most of them
SMGs are terrible at mid range
Loosing frequently to an MP5 at mid-range doesn’t make it OP, it means either the weapon is just popular or you have a… significant limitation when it comes to skill.
honestly i feel like SMG damage drop-off should start at 10m like with the kriss (with the exception of the PP19). it makes no sense that something like the MP7 shreds in CQC but also deals full damage at 40 meters out
remember, recoil + 25dmg breakpoint, it's not that effective even at like 35m, i think it's ok, what isn't ok is the ump and groza...
UMP should probably just be disabled till it can be fixed
Mp5 does <23 dmg after 60m and it's a sharp decline from there so bullets to kill increases to 6 and higher. 7 bullets (17dmg) at 80m for 125 hp. At full armor/hp, MP5 loses pretty much to anything outside of CQC range, even to F2000s. UMP does MP5 dmg at 60m then it drops off.
wow you realized what an smg is, i'm proud of you
and yeah fix that ar with erectile disfunction known as the ump
Yes, because SMG bullets magically lose all their kinetic energy 50m in on virtue of being an SMG. However, it's fine that ARs, DMRs, and Snipers can perform just as well up close within the SMG range as they can perform in their actual niche ranges.
average ar ttk vs average smg ttk...
I mean, irl a 9mm will have about 70% of muzzle energy at ~50m
And at 100m it’ll have about 53% of muzzle energy.
If we wanna talk about realism I want the ultra laser vector like irl
Otherwise shush, stop using it as a shitty arguing point for why smgs need to not be viable in the game
i mean they are, just not fucking with ars that hard anymore, but ye trying to grind to lvl200 again really only leaves the mp7 or a crutch that should just auto ban you XD
didn't see anyone saying that hmm
Don’t make me scroll up to find the guy literally in the last 48 hours saying to push all smg fall off start down to 10m
oh yeah that guy 
These people are delusional
and also m110 got its ass fucked a little to hard
yes
Imagine getting a scorpion mag dump on a guy with 5+ hit markers, dying, teammate gets the trade, assist 26…….
Aintnoway
That’s at 60ms
Where are my bullets oki?
it's also gotta have a stoppage every mag and a half then lol
and dump an entire mag for only the last 5 bullets to do something
and do literally zero damage if it hits the torso of a player wearing any armor at all
The thing that bothers me, is there’s basically 0 central us servers as far as I can tell. I can spend hours joining leaving looking for 1 server where I get 30 ms
So I either don’t play battlebit, or I play on this whack ping
Wrong thread.
True, still salty
Actually hol up I got this
I get 1 framed by the ump
There wrapped around to on topic
Lol
😛
pov battletits on steam deck 
i play on my apple watch and get 300fps easy
I get 180 on my toaster but it goes down to 30 when I’m tryna make waffles
It’s a real problem
so to start off, make them have 60m Range compared to their 50m prior to nerf (So outranging most ARs)
Is tripling it only 60m? Shit. Let's quintuple it. I want no less than 100m.
deleted
I'm fine with realistic fall off if there's realistic movement speed and map sizes. The full Mil sim experience 😂
Walk 5km just to die
I mean we do have pretty good bullet speed and falloff
The issue is the movement is all fucked, the map sizes are okay and whatnot, the issue is you literally cannot reliably hit people changing directions if they're not super close and your gun isn't a railcannon rn
It's not even a 'get gud' thing, there is no amount of skill to reliably lead a shot on someone that might as well be vibrating in and out of this realm of existance
And it takes significantly less skill to do it than the difficulty to hit shots it create
Most systems in this game would work much better with each other if we had a minimal amount of inertia
Not even necessarily like speed reductions, just "doing a 785° spin does not maintain your entire inertia"
Fr. Being able to spin on a dime and the sprint prone nonsense gives some whack af hitboxes
I’m not even sure it’s hitboxes. At 60 ms I’ve been 1 framed by a support who swung me where he came around the corner at sprint speed then proned and shot. On my screen I was dead before he went prone
same for everything really, even tho i already had like 5 shots up their ass they just kill me... server connection at its best...
but a support doing that is actually funny to hear as yk they're so thiccc
You know a thing that helps mitigate issues with server connection?
Movement inertia and movement tech balance taming
Not even joking but besides everything I talked about, it Improves the the reliability of hits and the consistency of gameplay dramatically across multiple latency ranges
I just assume I haven’t hit someone at this point. The hit markers are a lie
I mag dump until I get score.
Too many times I've dumped enough bullets but somehow no kill or even the right amounts of hits registered. Really rustles my jimmies when I rewatch in slo mo on shadowplay.
Yeah no packet loss too, like wtf even.
an entire scorpion mag and it took the last 5 bullets, 150ms to 1.75s ttk 💀
I’m starting to suspect there’s some lag comp fuckery as well
😂 All I know is high rof win game.
People from Europe playing on the same eastern us server with double my ping having fewer issues
tell that to my scorpion ._.
you die or they die?
loki ded 
I die
4-5 hits with an mp7 or skorpion and I get an assist as if only 1 hit landed
Same issues with FAL/ump/ak15/scar. Enough hits to kill and then an assist that isn’t even a “counts as kill” because half my shots never registered server side
yeah that would be hits being denied because you were dead
I'm not sure. I have noticed it being more pronounced recently as well but I can't be sure if that's real or imagined
with the ping I get it should be impossible for more than one hit to be denied before I die
Mp5: starting drop off starts at 35m instead of 20m 😓
MP5 is fine. it has virtually no recoil, 20m serves it well
what is not fine is MP7 not starting at 20m
ump needs dmg nerfs
facts
Damage to 34, RPM to 1200 
you say it as a joke but at this point anything is possible with oki balancing
mg3 with tons of recoil and 800rpm 
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
PDWs are literally a subcategory of SMGs
no
smgs use pistol cartridges, while pdws use cartridges intermediate between pistol and rifle to try and balance smg advantages while having more penetration
So you’re saying a pdw is some sort of sub-caliber machine gun? I wish there was a word for that.
it's an smg like firearm that uses rounds higher in power than pistol, but less powerful than AR rounds
(which themselves are "intermediate" rounds between pistol and proper rifle rounds like the lsws use)
here we go @silver sedge
Yeah I’m aware of what a pdw is. You can still technically refer to them as submachine guns, though
I already know all about 4.6x30 and 5.7x28 and the pdw trials lol you don’t need to explain
On the left is a .22 pistol cartridge
Middle 5.57 used by p90
right 5m56 used by m16
And what an intermediate cartridge is
just found a good image is all
Yeah the image is fine, I already do know all of that though.
I was just pointing out that you can technically call the MP7 and the P90 submachine guns
Both Fabrique Nationale and Heckler and Koch refer to their PDWs as submachine guns anyway.
Or at least some of their marketing materials do.
And the m4 is a carbine
But it's in ARs, and we don't have an m16
(it's official name is literally Carbine, Caliber 5.56 mm, M4)
I'm typing this because my friend doesn't want to give Discord their phone number, and as a result, they are unverified and cannot post here. For reference, they got on BattleBit for the first time in weeks. They're around level 50ish. They quickly took note of how bad the PP2000 felt at most ranges. They were initially going negative, taking note of the majority of their deaths were from ARs and then Snipers some. They proceeded to switch to the F2000 and started wrecking. They went from something like 3-8 to something like 27-11 that match. Then they went 2.0+ the following match. They asked me what the point of that SMG 10% speed buff was when players could just camp with ARs and shoot you from a corner of the room or at a distance. They commented on how busted the F2000 was, how it had low recoil, how they could kill regardless of distance. Basically, they felt that ARs and SMGs just switched places. They felt that if the developers insist on really making SMGs do shit damage at anything not immediately in arm's reach, then the speed bonus either needs to be upped by a lot (like 50% bonus) or be reworked to allow shooting while sprinting to actually give the mobility purpose.
Some people still say SMGs are meta so they can’t be that bad. I do agree they generally should be a little stronger rn though, aside from perhaps UMP
smg doesn't work at range "suprised pikachu"
bad positioning leads to death
"suprised pikachu"
ars are good allrounders
"suprised pikachu"
truly the argument for smgs of all time 
Personally, I still hold the controversial opinion that balancing through damage fall-off is just bad design, and should only ever be used on hitscan weapons: #1138742525440565258 message
It just doesn't feel good being denied the same allrounder potential that ARs, DMRs, and Sniper have through damage fall-off, and nothing else to really show for it. It just punishes players that take the risk to engage in high risk engagements through an arbitrary means.
Dawg, I literally picked recon last night on one of those sandy maps. I was on a cylindrical structure, and I headshotted 3 people in a row on the opposite cylindrical structure that was definitely sub 50 meters. With your logic for how weapons work, that should be impossible, and until you become consistent in your ideas for how weapons should be balanced, you are really in no place to speak or criticize.
nuh uh, smg no good at range but good close up, a sniper is more difficult to use smh 
AR good everywhere 😎
Those three kills were fucking easy.
dmrs and snipers suck up close my guy stop smoking shit my guy
*positioning
Positioning in this case didn't involve range, and snipers are long ranged weapons.
It involved cover in a <50m engagement.
Weapons with high damage / low RoF benefit from cover in general more than low damage / High RoF.
with an smg you run in
a sniper takes a good spot to be effective
idk what you're taking to come to the conclusion positioning shouldn't be an important factor...
anyways byeeeeee
According to chatGPT, P90's effective range is 200m lmao.
If we're going for realism, as so many have claimed, it would lose 50% muzzle velocity at 200-250 meters.
But that's a PDW in this game.
Always has been.
In well-designed games, positioning naturally becomes an important factor. No need for shoe-horned "balance". But if the devs really want to go this route, they need to up the damage of SMGs at close range to that of the UMP, so that they have higher potential than ARs within their own niche, and then they can make it fall off to oblivion afterwards. Right now, they're just glorified popcorn shooters.
you're a funny fella
Gun balance is extremely important in a game with ttks like this
Positioning is only a factor for a well designed game if the game is designed around positioning, which it definitely doesn’t have to be
I so think SMGs need to kill a little faster generally though.
When I say shoe-horned, I mean balance that doesn't come naturally. Damage, RoF, Bullet Velocity alone can balance an entire roster. Changes in damage over distance, especially steep ones, just make the game feel less skill-full and more arbitrary. Nerfing damage over distance on slower bullets just kills the skill ceiling in favor of streamlining how weapons are used.
Are you saying you’d rather all guns share the same damage dropoff profile? Because that’s what it looks like
Yeah, as many pointed out, BattleBit has a bit of an identity crisis which plays a large part in the divide of the community. One group wants a largely agile and individual-oriented experience, where the purpose of classes is to excel at a particular niche. Another wants a grounded team-oriented experience, where each class exists to serve a distinct role and only fulfill that role. I think this bleeds into weapon design philosophy as well. I want weapons to excel at a particular niche, but to still be usable in another.
Agreed on that point
People were previously complaining that ARs didn’t have a place as SMGs could for the most part match them in their usable ranges
Which by this point is totally untrue of course
Tbh, I'd rather there be no damage drop-off at all, but that might require re-examining weapon balance as a whole. SMGs and ARs already have similar perfect TTKs pre-nerf, some ARs even beat some SMGs. Weapons like the vector were more of a niche case and could have been dealt with accordingly.
Lack of damage dropoff just doesn’t make sense. It would make the usable range of a gun purely dependant on its recoil. Snipers would be hit hard by this
Snipers don’t tend to be running around in circles while shooting
SMGs generally have 300-450 m/s.
As far as my own experience tells me, recoil is far more important than velocity for landing shots in this game. Even with much lower velocities, SMGs would genuinely outrange ARs if their damage didn’t dropoff
idk, i think it's more of a matter of SMGs having a higher skill ceiling and being harder to make the most of, as well as some maps just being really bad for them (like multu islands)
you need a lot of map knowledge to know where you can and cannot go, and you also need to use your speed to pick your fights
it's much easier for a new player to camp a window with an AR instead
but also, PP2000 is just kinda straight up bad
This is true. Players are generally not mobile especially when in ADS. However, when shooting at moving targets, the difference between using an AR vs an SMG are night and day. I think removing drop-off all together would make it so that if a player insists on being stationary, they will need to be positioned well because they will no longer be able to rely on the arbitrarily-induced ineffectiveness of enemies' weapons to win fights.
That said, the developers will never go that route. There is also some "realism" with the muzzle velocity loss. However, the current damage drop-off is just criminal, especially when there really isn't much else to compensate for it balance wise. They felt like they were in an intuitive sweet spot before where enemies that can be easily aimed at with the reflex sight usually took the brunt of the damage. If the developers insist on the current damage-drop off profile, I don't want SMG base damage to be buffed such that they automatically win all engagements in CQC. I would rather them get a unique utility, such as the ability to simultaneously sprint and shoot. This would play into their high mobility and set them apart from the other weapon classes in terms of playstyle.
It's a straight travesty is what it is!
Honestly, I would have been fine with old SMG balancing, just maybe turning down the strongest ones a bit
Still trying wrap my head around how an mp7 has a longer falloff range than a p90
The real question is how a P90 has a shorter falloff range than an mp7.
That thing needs its range buffed.
no it doesnt
it's good as it is because before it was another problematic weapon same way as vector was
you mean like how the groza has been?
No it's not. It has a lower TTK than a lot of ARs lol.
It doesn't even have a 1.10 run speed.
P90 or?
it should be 225ms on flesh and light armor, that is faster than a bunch of ars 
Yeah P90 has pretty decent point blank ttk
It beats the mid-level ttk ARs but looses to the ttk-oriented ones
Which I think is fine
What isn't fine is the unnecessary nerf to fall-off damage it got.
Considering 50 round mag that reloads in 3 seconds the fall off nerf was needed
something about mp7 seems off lately, ttk got an increase (nerf) ?
MP7 hasn't had any changes other than damage fall off starting from 40m instead of 50m (which is nothing)
best guess is more supports & you are hitting their armor (which most seem to use a mix of exo &/or heavy)
I've had supports tank shots beyond 50m as expected.
Seems it was the short range hitreg bug. This must have affected the mp7 high fire rate. Cus I was mowing down people with UMP45
Will be fixed in next update according to Oki
It wouldn't affect different guns differently.