#Increasing the headshot damage multiplier is an extremely effective way to balance the issue of over

1 messages · Page 1 of 1 (latest)

plush patio
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Let me break down the reasoning:
Landing a headshot is inherently a high-risk, low-probability maneuver. Additionally, the game features a peek mechanic bound to the Q and E keys, and many players frequently strafe left and right while shooting to avoid headshots. From a statistical perspective based on mathematical expectation, the overall payoff of landing headshots is actually quite low. For this reason, increasing the headshot multiplier would not upset balance. Instead, it would greatly enhance the diversity of in-game strategies while addressing the problems caused by prolonged TTK—such as the difficulty of securing multiple kills when flanking enemies, running out of ammunition mid-fight, and the resulting lack of exciting, highlight-worthy moments in matches.

My specific proposal is as follows:

Raise the headshot multiplier for pistols to 2.0x
Set the multiplier for submachine guns and assault rifles to 1.75x
Increase the multiplier for machine guns to 2.0x
For sniper rifles, the current dynamic is fine—one-shot kills on headshots are sufficient

pure verge
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I wouldn't be suggesting any headshot mutliplier changes, given that playtest TTK will be changed again due to the poor reception.
Also these values are way too jacked up even with the playtest balancing in mind. The live patch multipliers are probably the way to go honestly (1.5x for majority of weapons, 1.2x for SMGs and semi/machine pistols and 1.9x for sniper rifles). They just work shrug

pure verge
royal hill
pure verge
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And heavy ones assuming they arent completely butchered can one tap to head (assuming no helmet, and probably will be more prominent in the overhaul if they unfuck the damage)

royal hill
# pure verge I mean semis shoot pretty darn fast as long as you have a decent trigger finger ...

Yeh you can shoot fast
But the damage is low on body, you almost never shooting to the head, especially with pistols & on close ranges
Increasing headshot damage multiplier will force you to aim more precisely and wisely, which will give you more chances to kill somebody with the pistol. Right now you hardly can kill someone with those (except glock ofc) and I prersonally dont feel too much of the satisfaction when killing with pistols, but if headshot damage multiplier was higher..

pure verge
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Thats usually 4-5 shots

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Just shoot fast

royal hill
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ARs and submachine guns will always be faster

pure verge
bitter kindle
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pistols are just in a weak state rn

pure verge
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Except the glock

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I mean they are side arms and they work fine

bitter kindle
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i dont like the pistol = peashooter mindset many games have

tiny summit
royal hill
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interesting

tiny summit
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Pistols should act as a last resort or finishing weapon not your primary

bitter kindle
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na

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it should totally be a useable weapon close range

tiny summit
# bitter kindle it should totally be a useable weapon close range

Pocket unica scrollwheel is the most brain off shit and I will stand by it, I have it leveled for that reason.

Glock is basically just a pocket vector

443 can be effective by scroll wheeling.

Those are pretty usable and even without scroll wheel the first two are what most use for that reason

royal hill
tiny summit
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Glock more so because it’s generally more reliable than mag dumping than unica

tiny summit
bitter kindle
tiny summit
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Compared to everything else

royal hill
bitter kindle
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same way you dont balance helis for ppl with 360 degree pilot setup but for ppl with mouse and keyboard

tiny summit
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Again, not counting playtest

bitter kindle
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except for glock i dont think any of them are properly useable rn

tiny summit
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Cause the only useful one was glock due to everything else getting butchered because…. Reasons

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RSH has the most consistent one shot potential

Glock is just pocket SMG so reliable by default

443 works but requires scroll wheel jank

Unica, same thing. Good but way better if you scroll wheel

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So.. 4 out of 7. 3 if we exclude scroll wheel jank

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All of which being single fire pistols or the deagle after it was nerfed to the ground

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Now if we wanna involve playtest factors then yes one being better than all others due to botched balancing is objectively bad

bitter kindle
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RSH and deagle are lottery. One hits dont feel nice for the enemy and if you dont one hit you are dead. Unica and m9 are okayish but too little ammo + long reload while still being at a disadvantage against most primaries. Other two pistols are just worse m9.
(everything without scroll wheel)

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glock is good and for whatever reason the only pistol with mag upgrades

tiny summit
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Oki balancing

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But not like extended is worth it tbh

bitter kindle
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i think it is

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for mains no but for pistols yes

tiny summit
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I mean yeah if you’re going pistol only

bitter kindle
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i think i would run every pistol with extended if i had the option

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except heavy

tiny summit
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I mean I would say surely playtest will account for that

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But.. nothing changed iirc

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Either way its the same old balancing act thing and either it creates a “must use” weapon if done wrong

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Assuming playtest values are unchanged, we are currently at that point.

tiny summit
bitter kindle
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didnt test any pistols during the playtest. Have to do that next year when we get the second test

tiny summit
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Glock still had a fast fire rate and alright damage. Could even secure kills on full health enemies.

So yeah it just beat everything else

pure verge
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Playtest RSH and Deagle

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Oki balancing

unkempt holly