#Sub Machine Guns (General) - Feedback

1 messages · Page 2 of 1

vague goblet
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it's been weird. i went from consistent 60-80 kill games to being on pace for 100+ kill games and i haven't changed anything?

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like i think i played 7 games in a row where nobody was using mines/claymores in a useful way

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like just putting one down in the middle of the room in full view of a door?

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it's disturbing

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the vector salt was back in full swing though so that was nice

silver sail
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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

vague goblet
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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

silver sail
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and even playing the objectives was impossible with medics not doing shit and people walking around like headless chickens

vague goblet
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and then suddenly i got a lucky break and sat between a/b/c and farmed like 5 or 6 8+ multi's?

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it was fucking bizarre

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while my team was still stuck between d and b????

silver sail
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and someone just managed to get the humvee stuck on the first objective a freaking joke

vague goblet
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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

wicked spire
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smgs function better than 50% of the ars, would like to see a buff to ars and a range dropoff to smgs

analog cloak
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That statement implies that SMGs and ARs are exactly equal in balance

warm ingot
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i still dont know why we just give smgs more horizontal so theyre harder to hit in the same spot at long ranges

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and fix horizontal recoil being reduced by lean

vague goblet
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Also that’d be a bigger nerf to ar’s. Why would you want that?

strong dove
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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.

warm ingot
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i dont think any of them are in a bad spot, just that smgs are way too effective at all ranges

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like, i just unlocked P90, i dont care if it says "pDw", technically its an smg, and that gun is disgusting

strong dove
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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.

warm ingot
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no recoil, good damage, good firerate, fast reload, big big mags

warm ingot
strong dove
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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.

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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

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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

daring tinsel
analog cloak
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The sg550 has way more recoil than the aug

daring tinsel
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It actually has better recoil than the aug

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Basically no vertical recoil still, with lower horizontal recoil

analog cloak
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And I would say at range horizontal recoil will harm you more than vertical, and SG550 has more horizontal than the AUG

daring tinsel
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Oops I got the numbers mixed

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Ah I remember why now

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I run flash hider on sg550

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Mandatory for the gun imo

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As far as I'm concerned, both guns have no recoil

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Except the Aug has something like 33% worse ttk

analog cloak
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SG550 is a fairly slow killer itself

warm ingot
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sg ttk is low because it has like 27 damage and a meh rate of fire

daring tinsel
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I'm seeing closer to 30% for normal armor

daring tinsel
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But gets above average damage drop-off characteristics

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The ttk is by no means bad

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Unlike the Aug which is dead last, by far

analog cloak
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SSG ranks poorly in ttk against enemies whether they’re armoured or not

daring tinsel
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🗿

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I'm going off oxigens sheet

daring tinsel
analog cloak
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Nah

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ARs are fairly good in ttk generally

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I think on average PDWs and carbines beat them though

daring tinsel
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Average ar ttk is 331

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Sg is 343

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Pretty god damn average to me

analog cloak
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For ARs against intact opponents it’s about 245ms with SG550 being about 334ms

daring tinsel
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And coupled with the fact that it has bettter damage drop-off than most ARs

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Yeah in practice it's also just avg

daring tinsel
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No armor?

analog cloak
daring tinsel
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Lmao

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No point in taking then

analog cloak
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wdym

daring tinsel
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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

analog cloak
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I can give you the source code used to generate them if you like?

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It’s a large scale simulation based thing

daring tinsel
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If anything the SG on ttk sheets is even less theoretical than most guns due to less recoil

analog cloak
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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

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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

daring tinsel
analog cloak
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ttk still matters as a baseline ¯_(ツ)_/¯

daring tinsel
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I agree, but we're disagreeing on what ttk numbers to use as the baseline to begin with

analog cloak
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Well, the most realistic ones we can get

weak quartz
solemn oasis
daring tinsel
weak quartz
daring tinsel
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less horizontal recoil = more accuracy anyway

analog cloak
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they nerfed the smgs I guess

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except maybe UMP that one is just baffling

silver sedge
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Inb4 gamer tantrums

analog cloak
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As far as I am concerned

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The MP5 has now gone from this

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To this

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In its usefulness

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Though the UMP

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it now kills faster than a Groza

daring tinsel
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oof that mp5 nerf

analog cloak
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👀

daring tinsel
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and i don't get why mp7 has the same dropoff as the pp19

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it should have less if pp19 is going to be the "long-range" smg option

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also the mp5 now has both worse ttk and worse dropoff than mp7

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rip lol

analog cloak
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Low recoil does also imply that there isn’t a lot of force behind the bullet so… it makes sense I guess?

daring tinsel
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i'm just talking purely from a game balance perspective

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ig mp7 is prob going be a better option than the mp5 now

analog cloak
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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.

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They should at least be made to generally beat ARs in CQC now, since their low recoil matters so much less than it did

patent dome
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Time to grind ACR and sg550 soon

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Maybe Famas

vague goblet
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it's fine, the FAL was already the superior SMG, now it's just significantly ahead instead of being a little bit close

queen spruce
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Why do some smgs deal more damage than ARs?

unreal cairn
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no clue to be blunt beside balancing

gleaming lake
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Honestly no clue, the mp5 is still king after the latest patch

wet violet
# queen spruce Why do some smgs deal more damage than ARs?

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

analog cloak
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SMGs having high recoil just doesn’t really make sense though

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If you shoot a bullet with less force there is less recoil force to deal with

wet violet
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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

analog cloak
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SMGs are currently bad though as far as I’m concerned so I will oppose any ideas that would make them weaker.

unreal cairn
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the range hit was that bad sausage?

wet violet
vague goblet
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I mean, they really weren’t much better than ars in their intended range (pretty much just ads speed and move speed advantage)

wet violet
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The MP5 still slaps, and I feel less dirty using it so that's a plus

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The UMP now has 3 shot potential

vague goblet
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And it still feels like shit to use

wet violet
vague goblet
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Also, figured out why the mp7 feels good but my score lines are always worse with it

wet violet
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What? Are we thinking of the same ump?

vague goblet
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The mp7 is very consistent at getting the 75 damage assist, where it doesn’t give you the assist counts as kill

solemn oasis
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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"

vague goblet
wet violet
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Eh, they are fine rn imo

vague goblet
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Where you’d expect 3 to kill I’m waiting on bullet 6 to actually deal damage server side

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Makes no fucking sense

wet violet
vague goblet
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I tried it and didn’t like it, what can you do

wet violet
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Actually, now that the dmrs are way better, it would be cool to revisit those 2's horizontal recoil or movespeed

vague goblet
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Got my vector back though woooo

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Prestiging a second time was arguably a mistake

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But I’m gonna do atleast 3 (:

wet violet
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That seems like AR thread discussion tho, not SMG

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Darn you flow of consciousness

vague goblet
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Facts, I’m following it though. I see how you got from A to D here

unreal cairn
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suppose a question of what the average TTK is supposed to be is to be asked

warm ingot
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a gun that heavy with a bipod wouldnt even move

warm ingot
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i swear id land like 8 hits and theyd be walkin just fine

vague goblet
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It’s just weirdness with hitreg. I’ve had the FAL land 3 non-armor hit markers and the enemy lived

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Shits fucking weird

warm ingot
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yeah happened to me with m110, fal

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just today i was using the svd and i landed 3 shots on someones head and none counted as a headshot

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not even the killing one

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distance was like 50-100 meters, they didnt move an inch and the only visible part was their head

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so there would be no way to hit their body

vague goblet
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Wooo hitbox jank

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My fucking favorite

warm ingot
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i suspect it might be the servers refresh rate and ping problems too

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so many times i go prone behind cover and die a second later

analog cloak
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server refresh rate will effectively add ~6ms of ping compared to a 240hz server

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which is a fairly minor factor

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your connection is far more likely to be the bigger contributor

warm ingot
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would be funny if its somehow my connection considering i have no problem in any other game

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1gb upload/download

vague goblet
unreal cairn
analog cloak
vague goblet
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nah there's a very noticable difference. like extremely

analog cloak
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a 0-12ms reduction in enemy latency is literally the only thing it does

vague goblet
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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?

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because that's what official servers feel like

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go behind cover and have time to pull a bandage or medkit out before dying from bullets around the corner

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it was fucking unreal

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playing community 240hz server with same 60ms feels like playing an official server at 30ms

analog cloak
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that would be from something other than 240hz

vague goblet
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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

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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

violet geyser
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The MP5 reload animation is wrong in the game

violet geyser
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you don't pull the gun cocking handle when there's round in the chamber, just change mags

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in the game it does that anyways and the gun doesn't eject the round in the chamber despite pulling the cocking handle

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or is this possibly some of the devs way to make the reload animation longer?

daring tinsel
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it's prob wrong just because it's wrong

unreal cairn
violet geyser
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yeah charging handle, didnt know what it was in english

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having used that gun irl it just stuck out

strong dove
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I thought you always had to do that w/ the MP5? Maybe an older version or something?

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maybe it was another gun I was thinking of

wet violet
subtle oyster
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decrease accuracy by 50% on all SMGs

queen spruce
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Mpx whefe

unreal cairn
ember forge
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UMP needs a nerf back, 35 damage is just simply too much and it currently fucks every other weapon in CQB

analog cloak
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Mmm nah

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It’s weaker than the Groza still

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And only useful in CQC

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It is not one of the most powerful guns for sure.

silver sail
# analog cloak It’s weaker than the Groza still

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

analog cloak
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Damage is worse in general from headshot mult

silver sail
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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

proud pewter
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both the UMP and groza are blatantly overtuned. just because groza is even more cancer does not mean UMP is fine

analog cloak
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yeah, I just don't support a UMP nerf unless the Groza was nerfed first

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Groza has gone untouched for far too long

ember forge
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groza just needs horizontal recoil

gleaming lake
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Therefore we shouldn't touch it??

analog cloak
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basically yeah
I can't support nerfing guns if there are better guns that are not being nerfed

silver sail
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nerf 'em both ffs

queen spruce
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Groza is fine. 3.15 first shot multiple balances it.

silver sail
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fsk does nothing, just pull down and pouf

daring tinsel
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at longer ranges it does increase the effective ttk

proud pewter
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but in the ranges where velocity isn't a problem, it's actually braindead

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one of the fastest TTKs in the whole game, for 1.20/0.60 recoil

maiden spindle
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[GrozaAce] Dev0s here, don't nerf the Groza! Only ace gunners can use it properly.

queen spruce
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Groza is balanced but keep on complaining.

daring tinsel
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groza is hardly unique in that regard

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and if anything, the long-ass reload even on a mag drop is a pretty significant weakness in 128/254 gamemodes

daring tinsel
proud pewter
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AS VAL is the only one with a faster TTK. it only has 20 bullets and quite a lot of recoil

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so yeah, you're talking out of your ass

silver sail
proud pewter
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actually

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AS VAL is only faster with LB

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without it, it has a slower TTK than the groza

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it's impressive how wrong you are

daring tinsel
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and no, all the guns have faster ttk

proud pewter
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source: your ass

silver sail
daring tinsel
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unless you're claiming oxigen's spreadsheet is incorrect

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i literally have the numbers in front of me

maiden spindle
daring tinsel
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clueless mfers HyperXD

silver sail
proud pewter
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according to eleanor's spreadsheet, groza has 0.092 TTK, HB has 0.136, AS VAL has 0.150, FAMAS has 0.133

daring tinsel
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no gun in the game has .092 ttk

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idk where this eleanor is pulling their numbers from, but it's definitely wrong

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i don't think the server tick rate would even be able to handle automatic weapons with that sort of ttk HyperXD

silver sail
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ye not even hs ttk reaches those levels of "bzzttt you're ded"

proud pewter
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ah, i was looking at the headshot table

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with bodyshots groza has 0.185, HB has 0.205, AS VAL has 0.225, FAMAS has 0.200

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so yeah, you're still blatantly wrong, just not nearly as much

daring tinsel
daring tinsel
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which is what most people are running

proud pewter
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no, that's going off 100 HP

daring tinsel
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yes, the numbers you are quoting assumes no armor

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the numbers i'm referencing assume medium armor

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in this sort of test, i would never assume the guy is damaged

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kinda defeats the point

proud pewter
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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)

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cherrypicking sure is a wonderful thing, isn't it

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in regards to them being "very easy to use", literally all of them have both higher vertical and horizontal recoil

daring tinsel
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dude, you were literally going off body shots earlier yourself HyperXD

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and what covers the body? armor.

daring tinsel
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i never claimed they had statistically better recoil, because quite frankly, it doesn't matter

proud pewter
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it doesn't cover even all of your chest, let alone your arms and legs

proud pewter
daring tinsel
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at the ranges where these sort of weapons are effective, the recoil on any of those guns don't matter

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if you have problem controlling the recoil... then, well

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i'll do my best not to judge

proud pewter
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i don't think you're in any position to judge anyone considering how blatantly wrong you are defending the groza

daring tinsel
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says the guy who was looking at the wrong fucking spreadsheet and making a fool of himself

proud pewter
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"b-but one of these guns has a faster TTK in one very specific circumstance! (with two thirds of the bullets and higher recoil)"

daring tinsel
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now that i think about it

daring tinsel
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this entire conversation started off with you looking at the wrong ttk numbers

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and then you doubled down on them

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of all the hills to die on lol

proud pewter
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they're literally the same thing whether you look at bodyshot or headshot numbers

silver sail
daring tinsel
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but you do you mate, have a nice day

proud pewter
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you don't have an argument so you have to nitpick at shit like that so you don't look braindead

silver sail
unreal cairn
daring tinsel
daring tinsel
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and leg shots only work against people out in the open

unreal cairn
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than you got tarkaov and so on

unreal cairn
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which do effect if you aim near torso

daring tinsel
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except center mass, where the armor is, still has the greatest surface area

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rather than the arms

daring tinsel
unreal cairn
proud pewter
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wonder where the arms are

unreal cairn
# proud pewter

well aimming around neck/shoulder level seems good place to target

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also some armor discussion ideas I had

proud pewter
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it's too bad that you are, purely hypothetically, forced to discard that kind of information when it goes against your only real argument

unreal cairn
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arms or legs

proud pewter
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yup

unreal cairn
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and based on looking at that image

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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

daring tinsel
# proud pewter

so you picked an example where the enemy is in your face looking directly at you. what was that about cherrypicking earlier?

proud pewter
daring tinsel
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it doesn't change the fact that armor still covers more of the top half of the body than either the head or arms

proud pewter
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whatever helps you sleep at night, sunshine

daring tinsel
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your ability to kill before they react depends entirely on your effective TTK

daring tinsel
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but now that you've finally figured it out

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maybe you'll sleep better too

unreal cairn
unreal cairn
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Thus it is actually to your benefit some in this case

proud pewter
daring tinsel
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hence the useage of medium armor as the baseline

unreal cairn
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I will make a mention considering the wide spread use of light medics

daring tinsel
unreal cairn
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it makes sense to consider unarmored

daring tinsel
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light armor is common, so i think that might serve as a baseline too

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but i don't think it makes sense to assume you're up against damaged opponents

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because if their armor is gone, there's a good chance a chunk of their HP will be gone too

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and that's just impossible to account for

unreal cairn
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to use a baseline of light medics

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they will 9/10 have survived a fight & lost some armor (generally helmet)

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and be at full HP

daring tinsel
unreal cairn
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Helmet only has 12 HP afterall

daring tinsel
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most people probably only get one kill and die right afterwards lol

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so a lot of your opponents will be fresh with armor intact too

unreal cairn
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Equally it is a case of revives exists

daring tinsel
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maybe, maybe not

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none of us have the tools to know for sure

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so this is just pure speculation

unreal cairn
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I simply find unarmored is a good starting point

daring tinsel
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agree to disagree, guns are balanced around armor existing

unreal cairn
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since those reasons assume the worse & we can assume the best later

daring tinsel
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rather than everyone having exactly 100 hp

unreal cairn
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equally it makes the ability to bypass body armor far easier to argue as a headsup

proud pewter
daring tinsel
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but it's aight, this convo is all wildly off topic

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none of the guns we're talking about are SMGs HyperXD

silver sedge
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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

daring tinsel
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so i'm calling it a day here before the mods nuke this thread like the vehicles thread

daring tinsel
mighty moss
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hot idea to balance SMGs: reduce movement speed to something reasonable

vague goblet
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they are reasonable

patent dome
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reasonable being what? AR guns are at 1.0. With attachments for AR, its like 0.97-0.99.

silver sail
# vague goblet they are reasonable

40+km/h with the right equipment HyperXD
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

proud pewter
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gameplay takes precedent over realism, and being able to go fast is fun (and necessary to be able to close the gap)

silver sail
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only said it's ridiculous
especially when compared to the slower side of the spectrum...

proud pewter
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that's a support issue, not an smg issue

silver sail
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yes, obviously...

analog cloak
vague goblet
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Some of the ar’s reach 1.05/1.1 move speed as is. Same as most smgs

silver sail
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which ars reach 1.1ms?

wet violet
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Sadly the fal

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It should not do that

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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

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Anything below 0.95 is faster and Anything above is slower

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So 1.1 would turn to be about 1.025

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And 1.05 would go to 1

silver sail
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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

wet violet
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Actually, I dont think I'd apply to anything below 0.95, just the stuff above

silver sail
# wet violet 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?

vague goblet
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I thought the attachment bug was fixed

silver sail
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nope it's effect only got halfed after effectively killing lsws

vague goblet
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Ah of course

silver sail
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oh yeah and snipers aswell

vague goblet
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Snipers can kick rocks. Support needs help

silver sail
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yeah def

unreal cairn
silver sail
unreal cairn
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interesting

eternal bolt
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Damage drop-off start needs to be tripled. Balancing weapons by making them straight useless is just bad design.

analog cloak
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It’s literally 20m for most of them

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SMGs are terrible at mid range

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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.

leaden heath
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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

silver sail
vague goblet
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UMP should probably just be disabled till it can be fixed

patent dome
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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.

silver sail
#

wow you realized what an smg is, i'm proud of you
and yeah fix that ar with erectile disfunction known as the ump

eternal bolt
#

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.

silver sail
#

average ar ttk vs average smg ttk...

silver sedge
#

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.

vague goblet
#

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

silver sail
#

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

vague goblet
#

Yeah that’s my point. And people wanna nerf them all further

silver sail
#

didn't see anyone saying that hmm

vague goblet
#

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

silver sail
#

oh yeah that guy HyperXD

vague goblet
#

These people are delusional

silver sail
#

ye we need good balance

#

but well ump and groza

vague goblet
#

Ye

#

Ump groza, support, scope glint

silver sail
#

and also m110 got its ass fucked a little to hard

vague goblet
#

The fuckin

#

Server desync

#

60 ms is definitely closer to 100-150

silver sail
#

yes

vague goblet
#

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?

silver sedge
silver sail
#

and dump an entire mag for only the last 5 bullets to do something

silver sedge
#

and do literally zero damage if it hits the torso of a player wearing any armor at all

vague goblet
#

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

eternal bolt
#

Wrong thread.

vague goblet
#

True, still salty

#

Actually hol up I got this

#

I get 1 framed by the ump

#

There wrapped around to on topic

eternal bolt
#

Lol

vague goblet
#

😛

silver sedge
#

just up your framerate then 4head

#

ez fix

vague goblet
#

Shiiiiiiiiiiiiiiiittttt u right dawg

#

That a lot harder to do on mobile

silver sail
#

pov battletits on steam deck HyperXD

silver sedge
#

i play on my apple watch and get 300fps easy

vague goblet
#

I get 180 on my toaster but it goes down to 30 when I’m tryna make waffles

#

It’s a real problem

unreal cairn
eternal bolt
queen spruce
#

deleted

solemn oasis
#

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

wet violet
#

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"

solemn oasis
#

Fr. Being able to spin on a dime and the sprint prone nonsense gives some whack af hitboxes

vague goblet
#

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

silver sail
#

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

wet violet
#

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

solemn oasis
#

Yeah being "one-shot" by piss weak guns like the f2k.

#

Server shenanigans 😂

vague goblet
#

I just assume I haven’t hit someone at this point. The hit markers are a lie

solemn oasis
#

I mag dump until I get score.

vague goblet
#

4-5 hits then die for an assist 25

#

0 packet loss

solemn oasis
#

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.

silver sail
#

an entire scorpion mag and it took the last 5 bullets, 150ms to 1.75s ttk 💀

vague goblet
#

I’m starting to suspect there’s some lag comp fuckery as well

solemn oasis
#

😂 All I know is high rof win game.

vague goblet
#

People from Europe playing on the same eastern us server with double my ping having fewer issues

silver sail
#

tell that to my scorpion ._.

analog cloak
silver sail
vague goblet
#

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

analog cloak
#

yeah that would be hits being denied because you were dead

vague goblet
#

Yeah I have 60 ms bro

#

Explain how I die like it’s 250?

analog cloak
#

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

patent dome
#

Mp5: starting drop off starts at 35m instead of 20m 😓

leaden heath
#

MP5 is fine. it has virtually no recoil, 20m serves it well

#

what is not fine is MP7 not starting at 20m

icy prism
#

ump needs dmg nerfs

vague goblet
#

facts

daring tinsel
#

Damage to 34, RPM to 1200 HyperXD

vague goblet
#

new vector?

#

sounds good to me, ship it

leaden heath
#

you say it as a joke but at this point anything is possible with oki balancing

silver sail
#

mg3 with tons of recoil and 800rpm HyperXD

wet violet
#

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

opaque latch
#

no

#

smgs use pistol cartridges, while pdws use cartridges intermediate between pistol and rifle to try and balance smg advantages while having more penetration

silver sedge
opaque latch
#

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

silver sedge
#

Yeah I’m aware of what a pdw is. You can still technically refer to them as submachine guns, though

silver sedge
# opaque latch

I already know all about 4.6x30 and 5.7x28 and the pdw trials lol you don’t need to explain

opaque latch
#

On the left is a .22 pistol cartridge
Middle 5.57 used by p90
right 5m56 used by m16

silver sedge
#

And what an intermediate cartridge is

opaque latch
#

just found a good image is all

silver sedge
#

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.

opaque latch
#

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)

silver sedge
#

Yeah I know

#

I don’t really understand what the point is though, sorry.

eternal bolt
#

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.

analog cloak
#

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

silver sail
#

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 HyperXD

eternal bolt
#

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.

eternal bolt
# silver sail smg doesn't work at range "suprised pikachu" bad positioning leads to death "sup...

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.

silver sail
analog cloak
#

AR good everywhere 😎

eternal bolt
silver sail
eternal bolt
#

Peak, headshot. Peak, headshot. Peak, headshot.

#

Easiest k/d of my life.

silver sail
eternal bolt
#

It involved cover in a <50m engagement.

#

Weapons with high damage / low RoF benefit from cover in general more than low damage / High RoF.

silver sail
#

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

eternal bolt
#

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.

eternal bolt
eternal bolt
# silver sail with an smg you run in a sniper takes a good spot to be effective idk what you'r...

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.

analog cloak
#

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.

eternal bolt
# analog cloak Gun balance is extremely important in a game with ttks like this

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.

analog cloak
#

Are you saying you’d rather all guns share the same damage dropoff profile? Because that’s what it looks like

eternal bolt
# analog cloak Positioning is only a factor for a well designed game if the game is designed ar...

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.

analog cloak
#

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

eternal bolt
analog cloak
#

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

eternal bolt
#

What about bullet velocity?

#

Snipers have to lead less with 1000m/s at distance.

analog cloak
#

Snipers don’t tend to be running around in circles while shooting

eternal bolt
#

SMGs generally have 300-450 m/s.

analog cloak
#

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

leaden heath
#

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

eternal bolt
# analog cloak Snipers don’t tend to be running around in circles while shooting

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.

eternal bolt
analog cloak
#

Honestly, I would have been fine with old SMG balancing, just maybe turning down the strongest ones a bit

sly epoch
#

Still trying wrap my head around how an mp7 has a longer falloff range than a p90

eternal bolt
#

The real question is how a P90 has a shorter falloff range than an mp7.

#

That thing needs its range buffed.

weak quartz
#

it's good as it is because before it was another problematic weapon same way as vector was

vague goblet
#

you mean like how the groza has been?

eternal bolt
#

It doesn't even have a 1.10 run speed.

eternal bolt
#

Well, I can't link complete ttk charts.

unreal cairn
#

do it in offtopic

#

you can simply link the message afterwards in here

silver sail
#

it should be 225ms on flesh and light armor, that is faster than a bunch of ars HyperXD

analog cloak
#

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

eternal bolt
#

What isn't fine is the unnecessary nerf to fall-off damage it got.

weak quartz
#

Considering 50 round mag that reloads in 3 seconds the fall off nerf was needed

rancid dirge
#

something about mp7 seems off lately, ttk got an increase (nerf) ?

leaden heath
#

MP7 hasn't had any changes other than damage fall off starting from 40m instead of 50m (which is nothing)

unreal cairn
patent dome
#

I've had supports tank shots beyond 50m as expected.

rancid dirge
#

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

analog cloak
#

It wouldn't affect different guns differently.