#feedback-discussion
1 messages ¡ Page 281 of 1
shooting range, mentor system, proper tutorial, better server performance
Mentor system?
Dont even mention the servers to me bruh. Im gonna REEEEE
And also Ping abuse
like if vets want, they can sign up to be a "mentor" where in that if a newb wishes, they can request for a vet to queue up with and play with them
Oh make it like Sherpa program in tarky
But that takes away from my fiverr coach money đ
XDDD
lmao
Well Tarkov still have Fiverr coaches đ
Saw that general sam vid? Shit was gold
He used to play hunt too. His white shirt genocide video had me rolling. But then tarkov swept him away. Damn shame
he hops on occasionally
normally when tarkov is late wipe
think one of his videos he was like "hunt is the game that I have the most consistent fun with" "tarkov is like a bell curve, at the start of a wipe its good, and towards the end it hits rock bottom"
Wish he was higher elo so I could smack him around a bit lmao. Probably a 3 star. đ
I enjoyed the back and forth. Some good points made here. Im gonna pass out now tired af, yall have a good night and happy hunting!
Yup night guys
đ
Any ETA. At ALL. On skill-based matchmaking for Quickplay? It's the only mode that actually needs it and it's the only one that doesn't have it.
no way that QP gets it as long as there are barely enough players to fill a lobby
The only ETA ever given from Crytek is. Vague at best . plus QP would need not MMR and Skill based MM but not affect BH MMR at all just be a Free for all with no ratings
QP is so RNG that it does not matter

(Me finding an uppercut and crown in first compound) whatever do you mean 
I have my doubts that you found an CK5 in a compound
as far i know only shows up on carts
Any weapon can show up anywhere in my experience. It's just the likelihood at carts is higher for stronger weapons.
I'll believe he found a clown & cringe because I've found a nitro in a compound.
First wagon right outside of first compound lol
Won a spawn fight at Goddard picked it up right outside, killed a camper at golden and won the game at salters with it.
@keen bolt people hated the dolch for the whole package. high damage with a near instant follow up, plus 8 more after that. get caught more than three steps from cover and you get two tapped before you can even turn around. get aimpunched and you're dead before you get a second shot. plus it's a one slot weapon, so you know it isn't even their MAIN weapon. I would be fine with a price reduction, but if i was going to fix the dolch i would keep it's damage where it is, but give it a crazy HS multiplier, like 7-8x so people can't just spam someone down from range, but can make skilled headshots, while having a good gun for close range.
Nitro dolch ftw tho
Or the classic Vetterli dolch (well it doesn't stack ammo nowadays)
if the dolch only had 2 shots i would maybe be ok with it, but like i said, 8 more to come after you miss the first one or two. yeah the sway does nerf it a bit, but a player with lots of practice will just fight the sway and two tap you like they always used to. right now people don't take the dolch because it's no longer a reliable 2 tap.
And that's why I want the thing back (wink wink) @opaque reef XD
In all seriousness they can keep the stats but the price should not be that high
It make sense to have a powerful gun be ... powerful
@warm zephyr used to be like that pre dual wielding, but reserves got nerfed across the board cause crytek "did not want dualies to have so much ammo" (It's not like they can change the multiplier to be 1.5 instead of the 2 times its at rn)
yep i know
but i think at some point medium ammo needs to be more plentiful
duals well⌠at some point you have to realise that you ARE using 2 slots and are sacrificing the ability to ads so itâs just fine ig
i just donât agree with people crying about random headshots by dualies. it is an unreasonable whine because there is more of a chance to not headshot.
crytek dug themselves into a hole by implementing the current duals system which is similar to arcade games
it should be alternating between the 2 to have a sizeable increase in fire rate in exchange of worse sway instead
yea . . . and manage to piss off both sides of the community
the current ability to double tap should be locked behind ambi tbh
agreed, cuz in its current form, dualies is just a noob addition for them to use up to mid range to compensate for their lack of game knowledge against vets and are an rng cannon, which is not great
duals shouldâve been quickswap in 2 slots
Remove dual wield
simple fix
Or vets who basically use dual and rekt everyone
for the simple minded, yeah its the only fix
yep
don't know why they thought this was a great way to implement dual wielding oh wait
Okay then let me draft an idea here and you guys tell me if this is a good rework or no
it'd also fix the fmj spam that's so prevelant in certain pairs cough conversion
i get the charm. but they went the EASY way
tin foil theory is also cuz they wanted to get more new players hooked and they thought that adding an easy to use option was the way to go
its not
they didnât think it through
I mean, if you go back and read the 1.4.1 patch notes, it sure sounds like they intend dual wielding to be designed for noobs
I donât see any reasonable way to balance dual wielding in this game
fr
we just suggested
you just canât read
anything constructive besides just calling it "horrible"
ignore the trolls
Not trolling
Doesnât really fit what the game could be in my opinion
Which is better
Let's not insult each other. If you can't have a discussion without insults then see yourself out of it or I'll see you out of it
Honestly your logic for why duals is fine is bad to begin with
agree to disagree
So I know your balancing isn't entirely bad
@warm zephyr and you too
Also have good idea
he could at least say something constructive
So eh maybe think of a rework first before insulting eachother
im fine with a price reduction to like 250-300. make it competitive with the uppercut. that said, calling something that is broken or incredibly unfun to play against balanced just cause it's expensive is not a good way to balance a game.
bit rude just saying it's "horrible" and could extrapolate more why you think dual wielding doesn't fit
literally discussing a possible rework and someone got upset
The main issue people have with dual wielding is RNG right
which is a big problem with them
EASY way out
Feels bad to get killed by stray bullet spam
and they don't get into the nitty gritty of why something is an issue until its too late or they just kill it in the crib and ignore it
Stay with me
yeah lessen the rng and make people aim with duals
They made the issue even worse with the dual wield nerf
You are with me
yea, that's crytek being dumb
that was the whole point of our discussed rework
But I donât see that happening
cuz they lazy af xd
Then people complain about accurate spam
But I think it would be infinitely better
Cause actual aim is required and rewarded
Lessen the RNG parameters to something much smaller
Thatâs my opinion on trying to balance dual wield
imo, it would be fine if it was a long delay between the two shots switching or Idk, make it so that switching between both pistols while adsing is slower than firing a single one
thank you for the input, better than being rude
this is so much better than saying âremove duals simple fixâ
I agree better than being rude to someone for no reason over a simple statement
Yup we're all on the same page here
Bottom line is that I wanna tag crytek dev on dual wield ads rework
Maybe somebody can say something even slightly jokingly but also serious given the current state of things đ
But that's impossible
make duals a quickswap. solves people complaining about random headshots,spam, and people that complains about quickswapping.
so many birds with one stone
also it'd look cooler cuz we know how much crytek cares about aesthetics, better than the dumb pose hunters strike when using dualies ingame
idt theyâd want to put in the work tbh
Idk who is in charge of balancing the weapons rn but they need to take a good once over on everything again
Oh I TiGhTen My PiStoLs ToGeThEr aNd NoW I Am MoRe AcCurAte ThAn A SiNglE PisTol
yeah ikr. thereâs just no âreadyâ stance for dw because you donât aim
Probably scared to mess something up
come to think of it, the only "rework" they've ever done was with the avto (and even then all they did was change the burst, and not the core mechanics of something)
avto should have worse mv and damage and pen
I have experience fighting avto boss lair campers
like 90 dmg 400mv and medium pen
Sitting still for sound advantage and spraying for wall bangs when you approach
Not very fun to go against lol
err
6 star avtos
oppressive is the only word
too much pen
spray down the boss lair and weâre dead
Forreal though Iâd be happy to see avto and dual wield just gone
could even cite lore reason as "the gas system being too weak to handle rifle calibers" or something, and be more in line with their ethos of "end of wild west, and beginning of ww1 tech"
Not to say dual wield couldnât be executed better than it is now
i understand your rationale. you want it to stay as a game that rewards aim
Yes I think itâs more fun that way
the problem with rng is that it isn't fun to play against.
but i think if those weapons are reworked, it can be fun for everyone
^
plus aesthetically, I think everyone can agree that it 100% fits
With or against. Especially as a player that can hit shots itâs unrewarding to use and feels horrible to die to.
the chambers arenât sealed enough so less energy behind the shots
Crytek's bad habits lmao
"oH We ThInK ThE PrObLem WiTh DuAl WiEldIng Is AmBuSh ScENAriOs, AnD oNly AmBush SceNaRios"
I believe it. I love levering on Winfield and fanning on a few guns.
I swear, when I heard that, I physically cringed
I didnât know they came out with that
winnie levering FMJ is super balanced imo. it is very effective at its niche
and then they also went ahead and slapped the same nerf on levering and fanning when they were in a fine state (killing variety in those categories)
only gripe i have about winnie fmj is the time it takes to unlock it
I donât crouch when doing either lol
i do though. especially with uppercut fanning
For sure unlock stuff needs to be looked at again.
lemme go back to the dev stream and time stamp when they said what they thought dual wielding was being labeled as "too good" for
itâs alright i think. we believe you
lmao like centy marksman is âtoo goodâ
debateable actually
You tap fire mostly Iâm guessing?
I heard that and the fact they even went "oh, but you may ask, why no deadeye or marksman? well . . ."
personally, i just love the looks of the centy marksman.
When using uppercut fanning
yeah
especially since i was noob baited into winnie c marksman when i first played
Now we have Vetterli marksman HV 
vetterli shouldnât have marksman imo
unless itâs with the longer variant
vetterli KARABINER have no business being a marksman variant
special ammo was a mistake
in it's entirety
the game was way better before special, and nothing will change my mind. better before dualies too
I like special ammo but I also think the weapons and ammo types all need a total rebalance once over lol
agreed, its certain combinations and mechanics that make some ammo types so oppressive
ahem fmj dualies
every shotgun shouldn't have slugs.
only the slow firing ones like romero or specter.
whoever was the guy that decided every shotgun should get slugs needs to be strung up
Hunt is pretty buggy and broken in many ways but the weapon balancing beside some extra range for medium ammo is good
it was fine when they were careful about which guns got which ammo types
i honestly can't believe slate/slugs got past testing.
now its just throw everything at the wall, and see if it sticks
Special ammo is great imo. Different playstyles are always fun
(or just listen to the redditors for balancing decisions but we don't talk about that)
it's great in theory.
You mean why it didn't get the new army treatment? From ok gun to hot garbage after nerf?
I do agree that ck don't deserve slugs
in practice its pretty shit
the gun was fine, they just needed to take slugs off it
give it flechette
Hear hear
I personally say it serves its role, just need to reign in what guns get certain ammo types and rework mechanics that downplay the downsides of an ammo type
With that rof people would cry even about flechette
people cry about anything
Make flechette good and remove slugs from most shotguns
Probably lol
they cried about the new army for it to get nerfed
it got nerfed
and now they want its velocity back XD
Problem with test is that those 30 dudes who play it cry op about anything and crytek nerfs it to the ground therefore im happy about any gun that don't get destroyed after test players crying
Remember when bow was op? Beside some memers nobody plays it anymore
doesn't help that youtubers all had an echo chamber of the same thing, even though no one was on test playing nor is it in a live environment where people will play normally
When you listen to test players or reddit you're doomed
I swear, crytek sometimes just needs to tell the community to stuff it and ignore them
I wish they would
I mean I get that you balance for low elo because most players are in 3 or 4 stars but this leads to things like bow or new army are useless in high. But I don't get who in his right mind thought the new army pre nerf would be op? Beside the fact of course that anything is op at release, then it gets nerfed and then nobody plays it anymore
New army just needs the sway
The new army is such an extreme case of the "anything is op at release" - fucking Rachta Z and all the "sweat" hunt tubers were claiming that it would kill the officer and that an fmj double action would be the end times (least it certaintly felt like it)
Velocity was fine
yep, and yet crytek went above and beyond, and slapped dolch level ads spam sway onto everything including the bornheim for some reason
And now it's almost an achievement when you get a kill with it past 20m
Officer and new army are built to be different. Both are perfect for level 1 hunters. New army could be the traitless fmj gun you can use for accurate repeating wall banging ; and the officer for head tapping at range
the thing that ticks me off so bad, is those exact same people are now saying it should get buffs (the exact same stats that were fine on test
)
Listening to the community is a tricky thing.
I've learned that from the insurgency community
Too many voices, too much echoing
also slate slightly got affected by the "anything is op at release" syndrome, at least in terms of buckshot ammo (why'd they reduce the reserve ammo, when slugs were, and still are, the main issue?)
I'm of the opinion that terminus should be more accurate but slower compared to the slate
well yea, its in such a weird spot rn
without levering, it just is an awful shotgun
I think flechette should be reworked in a way that encourages aiming down sights
levering, it becomes viable, but its like "why would I bring a terminus, when I can bring a slate that doesn't need traits to be functional?"
well then, they could've added that colt lightning everyone's been clamoring for
Levering on terminus upsets me
honestly nerfs shouldn't happen on the test server. it should only exist to ensure functionality.
but that would be too much brain power for Crytek so, let's add the slate instead lol
Makes you so immobile
theres not enough people playing test to accurately determine if something is balanced. you need real data.
don't get me wrong, I'm happy the slate's ingame, but it wasn't the right moment to add it imo
Like if you need to move fast and lever which becomes your only hip fire option you are fâd lol
Please.
i wanted it really badly, but then it became all slugs all the time cause it's buckshot is kinda ass
and the buckshot got nerfed cuz Crytek couldn't even spend 5 seconds into seeing what everyone was so upset about 
like it feels like it can kill at 12 meters, but its REALLY unreliable.
plus, listening to the crybabies who thought it would kill every other shotgun in the game (the same people who forget c&k exists)
Slate getting price reduced was pretty weird
it got dropped back down to its test server price
its fine
but slugs arent
they should've gotten a price increase on that ammo type specifically
or hell replace it with something else
Slugs could cost more on some guns and would probably stay a very common pick still
Title: Dual wielding rework concept
â˘Interlude
In a game of skill dual wield has no place in many player opinion - it feels unfulfilling to kill people with and even worse when you dies to headshot. It's one thing to know you got killed by skilled shot and another when you know you got killed by random chances.
â˘Purposed rework
- Make dual wielding actually aim down sight
- reduced rate of fire to 50ish
- alternate between two pistol in the animation
- Sway should be like the quick swap sway when you switch between primary and secondary (ie have it apply when you rotate to the other pistol)
- Make hipfire very inaccurate just like real life. What double action dual hipfire was like make it the accuracy of Single action (dual gets even worse).
â˘The effects
- lose Rng spam ability (capped at 50ish rpm - and has to ADS)
- actually has to aim (and benefits player who actually ran 2 medium loadout)
- dual wield becomes ranged option instead
- no more short range dominance by duals (it is a shotgun job really)
â˘Overall - it should performs like quick swap 2 pistol loadout
What do you guys think
I think a lot of the perceived problem with dual wield is that many people don't respect them enough when playing against them. Think about the following:
You peek into a dual wield at a medium range.
If their first shot kills you, it didn't matter that ist was a dual wield. They could have had the same result with a single pistol, if we assume a low skill player probably even with ADS since their point finding will be almost random.
In fact, you never know if you have been killed by hipfire as the game does not tell you.
Of course, if you stay in your peek, a dual wield will have more opportunities to hit then a single pistol in the same timeframe. But I think it's here people commonly misplay, a lot of people stay in their peek, because they believe "dual wield is gonna miss"
in general, slugs should get the same treatment as they attempted with the c&k, where it nerfs the gun and price only when you run the ammo type, so that buckshot doesnt get indirectly nerfed due to slug problems
Or Atleast some guns stats with slugs could get changed too
What do you guys think
I think the whole thing needs work itâs hard to talk about one part for me lol
actually now that I think about, the sway should be like the quick swap sway when you switch between primary and secondary (ie have it apply when you rotate to the other pistol)
yea . . . slugs will need to be almost a case by case balance thing if they insist on keeping it on every gun
I donât really like sway personally
Edited it now
Atleast increased sway after shots on some guns feels really weird
Like they did for âhigh fire rateâ stuff like officer and dolch
the increased sway after shots is weird as hell
Or itâs like the random sway
sway as a balance mechanic isn't (it actually helped in preventing long ammo from being crazy af as it is now)
50 is too slow. That's winnie rpm
I donât even know what they refer to it as rn
That's the point
I'll have to look back for specifically the higher rof stuff
Unless you mean ads
but sway in general has a pattern to it, specific to each weapon
Itâs like random recoil
quick swap also has a pattern
Then i think it should be at least on par with spitfire
On some of the fast fire rate stuff
No really 50 is plenty when it comes to 12 shot
@half stag @dense fjord so what do you guys think on dual wield ideas
Either way isnât a huge hang up for me
On the fire rate
But its a good starting point suggestion.
Should it be faster or slower
50 is fine for ads, maybe have it be 70ish for hipfire (but that's just me)
I think 50 is the good spot
I think the current dual wielding fire rate can be locked behind ambi, upping it to 6 points
that's a good one (tho I dont really want it to be as high as it is rn)
Yeah it's like fanning
Fire rate well... I think it really needs testing
For now nothing we can say is reflective of the results
So I just checked in. And read up about the latest discussion on dualwield. And you all will be happy to know this discussion took 5 whole hours and counting
Iâd have to take a look at some game mechanics again like the added sway on repeated shots and random recoil or whatever I think it is
I love dual wielding because it's kind of the old west quirky things that can exist in this game
I get it I was very excited for dual wielding when it was fresh but as itâs currently balanced it feels very out of place for me.
Someone tag crytek so they know we discussed it like civilised gentlemen and not a reddit echo chamber
@keen bolt i think the hipfire should be slightly better than the duals we have now. Considering you can't spam
Same ...
Maybe but it became ranged option instead
So it would likely be in shotgun/2 medium loaodut
Which should compensate
And the concensus thus far is too high RoF and people calling it out as a mistake that has no place in the game.
I think it does have a place in the game, just not with FMJ (because I got beef with fmj on low caliber weapons if anyone wants to discuss that) and its current RoF.
okay, the 2nd part I think you are getting it a bit misinterpreted
I think winfield fmj is balanced
dual wielding can fit, but not in its current state
What realistically dualwielding did was simply having 2 guns that you could fore before having to reload. It did NOT increase fire rate of individual pistols.... which they currently do
Exactly that
And holding 2 gun should not be the reason you can't AIM
True because the rate of fire is high enough to be good but not oppressive.
it goes against the entire design of hunt being, accurate shooting and good game sense, with your only deaths and misses being your aim or misplays, not due to rng
The call out by stag Prince to take 2 pistols out on a range and fire like hunters do at 40 meters is something I think I'll comfortably hit 9 of the 12 shots.
fmj is fine, just not on the current iteration of dualies imo
They can be accurate. Even when held side by side.
Just makes no sense that they fire that quickly
What if the duals can spam fmj, but requires a 6 point trait?
too specific
If they used quartermaster as well, it tallies to 12 just to soam fmj
"Can lead a thirsty horse to water, but can't force it to drink from it"
What the!?
also saw you downvote, I do partially agree with your thinking, but imo, the big thing with dualies is just the fact that it's rng
at least with a single pistol
you know they had to line up their sights to that specific point to your head
I remember VERY vividly of someone posting a clip here years ago side by side shooting a single CCP and dualwielded CCP.
You can test this yourself.
Load 3 rounds into a single CCP and empty the gum. Time how long that takes.
Now take dualwield CCP and load 6 rounds (3 in each gun). Now empty both pistols as fast you can. Now time how long it takes for the first pistol to empty all of its rounds.
with dualies, its 50/50 what's going to happen
You'll magically see that dualwielding makes you cock the pistol faster compared to singlehandedly them.
And THAT is bullshit and why the RoF is so damn high
Go test it out. You empty your right handed pistol faster dualwielding it than when you single wield it.
Hunt right now: Oh you take buckshot shotgun? Too bad you got sniped by long ammo - now you're somehow not dead and close the gap!? Oh no get spammed by dualies - oh not dead still? GET FUCKED BY SLUG - Now he's dead
Tldr, dw makes you cock the hammer before the the recoil resets
That's one a joke btw if you could not tell XD
Now that I think about it - I should just pick up dual fmj. Didn't play with it for a day already
I love pairing it with Vetterli for spamming in compounds
That's a really odd way to apply balancing...
- you gut a special ammo type from a weapon system just because the ammo type is too powerful
- you reallow it through a perk. Why? Feels like a bandaid fix only accepting that FMJ would be OP
- you spend double points on the perk because you have quartermaster. What? Why?
It makes you cock the hammer faster. Period. Has nothing to do with recoil resetting.
If anything dualwielding should make cocking the hammers on your dualwielded pistols slower because of the mental gymnastics you need to do firing those things smoothly and not pull the trigger on an uncocked gun
Keeping track of which pistol you just fired. You try airfiring (like playing air guitar) a set of dual pistols... see if you don't make mistakes with finger and thumb movement
This ^
I've dual wield a revolver before...well
A double action atleast
And still fire the wrong side
Lol
I fired 2 shots off my dominant hand
And that's why I just stopped trying to do that for the cool points
Im actually ambidextrous but don't live in America so i can't test it
Spamming dualies should be locked behind ambidextrous is my opinion
you do not need to be ambidextrous to dual wield revolves it just takes allot of training with your off hand
That makes it so that you have to invest
I think they mean that to fully utilize fmj to the effectiveness it is at rn, you need to invest in ambi and quarter, totalling 12 trait points
Depending on country in Asia you could get guns đ
depends
Yup it is frowned upon by most gun ranges
My first point was about how you can get the same random hipfire headshot effect on single pistols if you use them with hipfire. On their first shot in a peek both have the same chance to kill.
If you take consecutive shots then dual wield will get more attempts to hit, but again you shouldn't stay in a peek against dual wields, especially with a rifle.
Shoot, cycle your weapon in cover then repeek, ideally from a different angle.
Dual wields kinda work as a threat through potential weapon in higher medium range. Which punishes overextending and greedyness.
As a sidenote, we are talking about PC balance here, right?
When playing against dual wield you always need to take their variance in account and you should always play around the best possible rng for your opponent to play safe.
In lack of a better example, let's say you were doing a challenge run on an old pokemon game where you try to go deathless, you will always play around a potential critical hit of your opponent. The same mindset applies here
But if you're the regular usually they are ok with it (for a video or stuff)
hmmmm
Yes what you say here is also true - but it's RNG with lot less skill involved
That's the main problem
Next problem is that they are too dominant as what they do
i still think the only way to fix DW is completly rework it
They basically own medium range - now lack of pen might be ok so can fight around cover but fmj also nullify it
ADS would actually aim down sights on guns and and hip fire would be same % as some loot box legendary drop
I already suggested a rework
Which apparently pisses off even a moderator lol (no problem he's probably dual wield fmj too - jk I also do)
Exactly I use it so I know it's bad as in no skill
I tried everything before calling it op
I have no say for avto because I never tried it so no comment on said topic that's my principle
I agree with your points and yes, we are talking about PC. Your points even line up with what the devs intended for dual wielding, being a short-mid range option for suppression and ai clearing. As Vetterli Lover 71 has said however, they are too good at their job, eeking out any chance of fighting back if caught out (placed in uncomfortable terrain with no option to switch to a different angle) or even turning the tide for you even if the initiating team opens fire first, with a down, depending on terrain. The goal of a potential rework is to keep that ability, but not making it as RNG reliant or overbearing when adsing
This... is basically how I imagine it being used at the time.
You dont fire faster, you just have 2 guns ready to use... instead of reloading halfway through.
Nah DW rework that was less limiting was suggest in the past year multiple times and Said mod was always first on the trigger to downvote .
I once spammed an Avto to death by literally shooting at sound - that poor fuck didn't even stand a chance
kinda sad ngl
@keen bolt why allways hate akimbos, akimbos like every other weapon class has its own strenght and weaknesses its like a mosin spammer would blame a shotgun spammer just because it counters the mosin in close engagment same for the other site, imo the weapons are as balanced as never before yet
Just saying: That's the strenght of the weapon. Thats what you use it for. You can do even better with it, but that needs a lot of practise.
I'd be totally fine with DW in it's current implementation if they fixed the inconsistency of being able to cock the hammer faster when holding 2 pistols... compared to holding only 1 pistol.
ROFL ,
It's a little too strong for the little investment
that's . . . not even what we said
the deringer is 40 bucks you can wipe the whole server with it if you have the skill
what... that.... came out of left field.
huh? same energy as "git gud" or "just headshot them LMAO"
That's the last thing that bothers me about dualis but tbh:
It's even okay without that. They are good up to ~30m. After that it's just luck and if luck hits, then there is nothing you can do against that.
Evidence
And dual wield use skill?
It's pure rng
In its finest form
isnt hipfire in generall rng ?
And they are 100+ rpm?
levering winfield swift...
And that's 3 slot investment + 3 point trait investment?
It's not pure rng. Ofc it's a lot of rng but not just rng. You still have to aim center or head to increase the chance to hit what you want to hit.
Still rng but not full rng
dualies are so easy to counter imo just stay at range and youre good, random headshots are a thing of the game, even myself i had a shit ton of lucky headshots where i thought shit that looked sketchy ashell
people complain about geting nailed in the head over 50 meters by DW.. however someone levering his gun at you doing the exact same thing has for some reason less levels of outrage than when dualwielding does it.
There's a ratio of corpse to water that human will swim in - this is the same principle
Yes I am rifle main I do that all the time
imo, its prob due to the fact that levering requires trait investment and the ads doesn't play hard af into the hipfire
Just because you see more DW instead of levering action. Thats normal.
becasue people count levering headshot beyond 50m on one hand while DW headshot beyond 50m you need a rolodex
Lol honestly... I can't IMAGINE that being the reasoning.. I'm sorry, nothing against you, but that is seeking for an explanation that's not a common reason at all.
see, ofc dualies have a lot of rng, but cmon you cant shit on a gun just because the people playing it uses theyre strenght,i mean who would not try to close the gap when you got close range weapons
Its not even a gun , its literally two guns and completly change the whole logic of the game
I mean, you can argue the same point you are making with fanning, no?
it doesnt.
If aim reticles are the same at 50 meters, than yes
.
we'll agree to disagree then
The main problem isn't the counter of it - bur the fact that you literally put no traits and almost no skill into it and it dominate other gun that use more skill to master and also had the same range that it's supposed to work
Like Winfield vandal / Precision pistols and hell even full size Winfield
I mean you do agree with me that if the hipfire reticles aren't the same size between different guns you get different %changes of hitting that head with your spray no?
let me rephrase .
Dual wielding is not a gun . its a mechanic that goes against the core of the game play .
While any other mechanic requires some effort to hit the target .
Dualwielding relies solely on having the body of the enemy to some sort inside of the recticle and send bullets as fast as possible at the target and pray RNG god will give you 2 or 3 hits
If Fanning has the same size as levering and DW 50 meters out then yes. You can argue the point holds true for fanning as well.
This was another hilarious suggestion I didn't like in the suggestions channel. Increasing ammo capacity for precision weapons because teh vandal does have more ammo.. comparing pistol characteristics with stock to a rifle characteristic without stock... and suddenly that means you have more ammo on your person when using the pistol.
yea, I do. but I don't agree with how you think levering can equate to the same scenario as dw, when it has way more chances to hit and requires less investment into accessing that ability. (Also levering has actual bounce/recoil when full autoing so you can't use it to equate to dw imo)
Yes that's my suggestion actually about the precision
It's just poor balancing choice by crytek nothing much really
Just pointing that one discrepancy
Oh. my bad then. Let me rephrase. I dont think it's... neccesary? I mean if you wanted more ammo then pick the rifle over the pistol?
and if you want the pistol then that's your drawback for picking the pistol?
Yup but it's just kinda Weird tbh đ
I just dont believe we should compare pistol conversions to rifle conversions.
I just suggest it if it ever get noticed (low priority)
Ok. fine. Maybe levering is the bad example, but then take a winfield without levering and hipfire it. You just wont know it was hipfired unless you have eagle eyes seeing he shot from a hipfired position.
High priority ones should be
Addressing
- Server (but no fast fix on that)
- Slugs
- DW
People in general are underestimating how accurate hipfire is in this game.
fair play
hipfire is underutilized
Yup hip firing Cent is what I use
winnie hipfire is scary af
people rage at dualwielding hipfiring them to death is because that's basically what the pistol only can do.
you can't precision aim. You got hipfired to death and you know you did because you cant ADS over the barrel.
with a winfield you just dont know
though it is quite sad when people still ads when they get melee rushed and proceed to get shanked
I'm guilty of that fault though... until i'm consciously aware of it and then I hipfire someone to death with a vetterli.
in pure reflex I ads..
Dude that made post in #game-ideas about duals do not understand anything in games. IMO.
But to come to the point of shotgun buckshot hate I've also read about in the past 6 hours of posts in this channel... I honestly dont understand the issue.
lmao, that one suggestion is absolute meme material
ROFL
Make a point.
there is no point man does not like losing and uses the only thing they can comprehend gun go brrr
cant aford avto
I admit... not gonna lie... I did the same thing... I'm sorry for that.
You like dual wield as it is?
He did make a point. it's in the first line of interlude of the suggestion he posted.
It allows player to rng their way into Victory that's the point
And that's kinda cheap
"no more short range dominance by duals (it is a shotgun job really)"
one simple question - why?
shotgun simp?
Why does dual wielding always somehow make people devolve into spewing vitriol and insults, without acting mature, christ, it's like their mothers were insulted or something.
Sir you came inside here and in 3 times you've decided to speak you insult me each time - maybe you're not into being adult sir?
look who speaking
Thatâs unnecessary fat in his suggestion but attacking it is equally as pointless.
I wish I had popcorn
probably because we're not in a political courthouse... though that's not saying much nowadays.
Lmao
one of us, one of us, one of us XD
I thought it was unga bunga unga bunga
Itâs not
You have no point
He could remove that from his suggestion and it would be the same
@ember fulcrum
It's for a lot of things. Crossbow / Bow / shotguns / pistols / hipfire in general
Fanning and levering
"no more short range dominance by duals (it is a shotgun job really)"
You're making it seem like he actually read the full thing and actually wants to talk about dualies
Which is a whole separate topic but not as big of a problem as dual wield is clearly
The bad part of dual wield is the fact that it requires less skill to have same/greater effect as gun that requires actual time and traits investment @ember fulcrum
That's the only bad part of it
And cannot be fixed without rework
shotgun require much more skill?
This is funny to me too
slugs much bigger problem then duals
yes
Actually read my name and tell me am I a Shotgun or a Rifle main and you probably could get my take on it
Shotgun requires no fking skill I'm saying this controversial take
You somehow become more adept at operating a gun when operating two of them at the same time
shotguns only kill at 15 meters or less.
slugs
Not really
so yeah, you have to have the skills to actually get into shotgun range, which is a skill in itself
15m body, 25 head, but yeah, they need to be nerfed.
That's a movement skill which I can respect - being spammed by fmj or bleeding from 20-30m isn not
That is my take on duals
someone never heard about chain pistol with fanning
and mainly due to the fact that it kills the other shotgun ammo types and a bit one note within a 20m distance, not whatever you're dreaming of
Trait investment
Huge trait investment and mostly horrible pick lol
With duals you put the damn thing together and bam
im fine with really close RNG like buckshot or fanning cause it's risk vs reward. but dually spam is just unfun to play against, cause it's ALL luck
yep because you can control spray, with duals rng is bigger so its free
Thatâs a whole separate thing to balance and shouldnât keep dual wield from being improved though
Is he ever actually going to say anything about dw, or is he just going to keep talking about random stuff lmao
slugs should have less OHK for sure, but maybe a bit more HS range.
like 3-5m OHK and like 60-80HS
just make shotguns bad rifles.
This
I disagree
all i heard dual should this duals should that but i see no point behind it
Ever going to actually explain why? Or do you see no point in that either?
You have to hard aim slugs if you want to do well with them reliably. So youâve already made them weaker than buckshot in itâs applicable range. I would hate for the OHK to chest on slugs to be neutered to sub buckshot range.
people are discussing why dual wielding is bad
Point taken
Then it means you already have a solidify opinion and no amount of debate - save for your own experience could change your mind.
nah, man. i use slugs and can confidently say you can hipfire them at point blank and suceed.
Iâve seen otherwise
they are a direct upgrade to buckshot.
I can pull up a clip on YouTube rn lol
there's a reason they're meta
yeah, misses happen, but buckshot lets you down too sometimes.
They mostly should be for the price bump they are
You wonât catch me shooting slugs hip fire unless Iâm in kissing range
what gun?
Iâd rather have security aiming than RNG single projectile slug going wide
cause rival/termi/crown yeah
but specter/romero/slate can hipfire slugs 3-5m and get hits all day
I'd say only give slug to shotgun slower than 45 rpm and it would have been fine
and btw rng would be a point if shotguns were not same
anything further and you have time to aim
Kissing range
Lemat buckshot kills to 5m
They feel pretty different from each other to me
unless you are constantly rounding corners without knowing someone is there, buckshot has almost no advantage.
shotguns all have pretty different stats my dude.
Shotgun are shotgun - they are rng weapon by design and there's nothing to do to change it.
It's basically Floor is made out of Floor meme
CEO of adding nothing to the conversation
This is the guy that thinks shotguns take no skill so . . .
Oh lol
Slugs
Hard aim reward
Yes ... That's seperate issue we're Talking about XD
i don't having guilty with such words when someone saying obvious things
Fair
you literally said that all shotguns were the same
where?
it's really not that hard to hit with slugs.
Buckshot could be more consistent
"and btw rng would be a point if shotguns were not same"
and?
Less RNG value range would be better on a lot of things in my opinion
True ...when you're that close.
But Slug are one thing I'm more neutral to as of late
i just really wish that all shotguns didn't get them
As long as the c&k and rival has slugs it doesn't matter.
if they don't want to change them, then at least limit which guns can use them. slow ROF only.
I held the same opinion in that regard but many people love the rival slug - (psst I like them actually)
romero and specter.
you mean the $300 nitro with usable sights?
That's exactly why I like it xd
C&K should not have slugs imo
correct, but it's less of a problem than the slate.
Make them cost differently on different guns and maybe also change stats on each like Romero slug is a bit more effective damage or range wise than rival slug for example
CnK is still expensive late unlock gun but slate getting slug is what sparks the controversy right now
For some reason I have a neutral opinion on slugs and I rarely run shotguns, I don't share the same hatred like most others đ
THIS
just different stats for each gun would be nice
like when they first came out
I feel like slugs are mostly fine but couldnât hurt to tune them some probably
They're annoying to die too, but fighting them in the open you almost feel pity
Low velocity at-least
Just decrease the OTK to chest for slugs to 12m
Increase headshot-range to ~45m
decrease double tap to chest to 25m
Only the romero should OHK to chest up to 15m
And mostly low ammo if your someone who fights/shoots a lot
That would be a fine nerf in my book
i wish the slate buckshot wasn't so bad.
Well if ain't the complainers and streamers
Idk how to feel about 25m two tap
btw are servers on technical works? or is down again?
My initial reaction is thatâs low
Right now you can OHK a guy to chest with 125hp up to 25m.
That's insane for just a shotgun with slugs.
Vetterli FMJ can do it at 44m lol
I like slugs having range
balance changes should never take place on the test server. ever.
Yes, but you can tap tap way faster with the rival slug. It's basicly a mosin up to 50m.
You can push people at greater distances more reliably
Just 2 body taps and someone is dead.
Gives some incentive to be aggressive in situations you might otherwise be on defense in/back away from
which is why the fast shooting shotguns shouldn't get slugs.
Mosin has 5 and reloads them all way faster and way more velocity and damage retention over range
Theyâre not comparable at all
did you guys really get tricked to redirect the convo away from DW ?
More ammo and slugs are special
It just goes I think
They are. Not sure how you use that slug but I don't mind taking these shots. Just a QS between sidearm and rival is enough to kill someone.
2 slug shots isnât exactly oppressive out of rival either even though it is good.
What we should discuss have been said
And 10 bullets for the rival is more then enough
You play rival slug like mosin okay lol
that guy the whole time of the convo wanted to move the focus away from dw being the problem pointing towards other guns and see what sticks
After 15m like a mosin. Under 15m like better shotgun.
Lol this is true
Now the hard part is getting the message to Crytek (like even the mods are downvoting it)
To be fair that guy was total crap at debate
He didn't bring insight nor info in
And also insults
Doesnât track with me at all.
That one is a no-go in any civilised debate
in general the best way is for it to get traction behind it and get as many people converted towards a rework
cain rework got downvoted all the time
I just could have used the upper but for what reason? It's much easier with slugs.
Just like a 'better' mosin at that range. Even 425 m/s is totaly fine.
Nerfing is not an answer to dw because no matter how you look at it it will remain rng only load out with more bullets than any other . quad ccp are 96 bullets
cccp is 30 bullets before reload
You two tapped a guy who was slow walking sideways
Slugs should be able to do that
It isn't realy a big deal while running. You do it with a upper all the time and the upper has even less m/s then slugs and it's not even that fast between two shots.
@deep kernel deleted your suggestion as it was just trolling.
Mosin would have been a easier gun to headshot that guy with anyway
my point is duals shoud be close range becuase its adds variability for that range and i cannot imagine they not being rng since its how they are in real life
Better handling, sharp sights, higher velocity
As it should be.
But hitting chest two times is easier then just headshot a guy.
Upper is a 1 slot weapon
Dual wielding is not in real life omfg not a single person who ever used a gun to defend their life with one would have picked two guns and shoot them and pray
hitting chest is easier in general then headshot
Nice now a point I can work with
- yes it's rng and that is the reason of people displeasure
Akimbo as it is a Movie trope and game trope glorified by actors that hire others to protect their life
For how it works it could be tweaked as shooting dual wield in ads (aim one gun - shoot and swap to another side)
Would still be badass cowboy
i dont think this would work out
Why not?
because its bot John rambo stile
because of such animation would take much more time to shoot second bullet
Idk arms can get in the way of chest sometimes, you had a really easy clear shot in your example. Even though aiming for center of mass and getting a hit somewhere is easier than always hitting head.
It could of clocked in around 50 rpm
you figured it out the point is nerfing the damn ROF
Which is ...not terrible
50 rpm + ads + 12 bullets seems fair as a rework
And by changing it to ads it means less used pairs could shine - something like Pax pair
@keen bolt took me a bit to fully wrap my brain around your suggestion but I love it man.
The whole taking turns ads to shoot faster than 1 pistol thing
i dont know man, i like how fast they shooting now much slower would be less fun and no different then shooting two times with PAX for example dont even talk about nagant officer
you know why guns have sights so you can hit the god damn thing trying to kill you .
You have much higher capacity without reloading and much higher reserve ammo
yeah but down side is medium slot and rng
So you admitted you like the rate of fire it brings - tbh It's hard to argue because high rof weapon is fun đĽ
It could be good if implemented correctly
not sure if you ever held a gun but i can tell you even with modern guns at 10 meters you hit one lucky shot with out using the sights
I could hit center mass with double action point fire - but eh it's kinda hard for the untrained still
Way less RNG cause you actually ads, only RNG would be sway but thatâs a separate thing.
size of target and distance ?
and position of gun
Competition target - 25m - Smith and Wesson model 10 - ofc the classic 2 handed
im gettin really hard time imagining such change with duals and they still being valuable
from the hip 6 shots center mass
Nope! Ofc I whiffed 2 of them
Like ... I got to score 1 point on 1 of them and the other flies to god knows where
and you fired the gun from the hip thus when the barrel cleares the holster 90 turn up shoot
or was it from low ready
Low ready
Iâd actually try them and probably use them with the suggestion he made if it was implemented well
Just standard practicing
well from low ready that is not hipfire
XD yeah point fire
but would it be implemented well thats a question
that is different
It has to be better than what we got currently lol
It's not the same thing as hipfire but kinda similar as a reference
As I miss 2 out of 6
Thatâs my opinion atleast
I feel that theyâre horribly unbalanced especially after crytek nerfed them
Well not really i tried draw hip fire shooting and 25 m target us just to far away pointing gun shooting is different
Everyone has their own opinion and that's okay but if you might wish to see the change consider the thinking option đ¤
I love that you discuss it with actual point this time around
while your gun is pointing at the target your eyes anker on gun parts to align with the target
since im fine with them now i do not wish changes
while from hip you are looking at the target but the gun is on your side even inhaling trows you of target
I know what hipfire is yes ...
Most of the times in game tho what we call "hipfire" is actually point firing
see ya
Can you explain what this patch is, I'm relatively new to the game
That patch was the dooms day when they introduced dual weilding
Damn, I wish my view of the game state was as drama filled and exciting as yours
Rofl
was wondering when you show up
I've been reading the convo on and off
Just finding it funny how dual wield was one of the most hyped features to come since it was shown in the earliest trailers already, and when it's finally out it's apparently the doomsday
I don't disagree that there could be some changes to it, but nothing as extreme as you people are suggesting
I just use poetic language
I'd just start off with making the rof actually match double the fire rate of a single pistol instead of being slightly higher as it currently is
in general what i was hoping for at the time was actually exactly hip fire bad ads gun cycling
Not drastic changes like ADS and stuff like that
even more rof? nah not will be anything good
No?
I think the words he used match the ROf of DW to what a single gun has not double
The current rof is higher than double of a single pistol
I'm saying to reduce it to be consistent
Id say DW should no where near be 200% rof of single gun
reduce rof? idk maybe but not dramatic
Being able to ADS dual guns individually was ruled out by the devs from the very beginning, stating that it would be far too powerful.
Also devs green lighted Cain and that was a mistake too
Thatâs funny
Also thing that was more an excuse because no game ever did it and it was way to complicated to pull of and actually keep it with in reasonable balance
every game ever using DW always uses Hip fire and Boobie squeeze
cause for some magical reason if you squeeze your boobies together your shooting gets more accurate
I'm back from work now btw
It might be true - but hunt dev despite being good dev tends to underbalance things : 92 NA, Terminus, Centennial
All perform at sub-standard when it was dropped
Due to Dev afriad of something being too op
Balancing in any competitive game is a constantly ongoing effort. It never ends and whenever new guns are added, things may need to be shifted.
Yup this
Dual wield need to change somehow
While still being viable
One way or another
This works but could kill their popularity entirely
On some pairs atleast
Honestly I think it's fine except for some minor changes. Like the rate of fire Diiba mentioned.
Beyond 10-20m. dual wielding is so inaccurate whether you hit or not is down to pure luck
I think low rof would be the end of it. (As in terms of usability)
But of course people remember the one random headshot and not the twenty missed shots before that
I like the concept of dualies but not how most game do it tbh
When under 20m dualies totally dominate other stuff there's also that - and fmj through walls without trait investment
I get it's supposed to be strong there actually
As a person who dual wield I just like most aspects except how cheap it is in terms of skill used
Thatâs part of the problem
How? Dual pistols is a short-range loadout so it being random as hell beyond that range is what makes it balanced.
As in a person could train himself over and over with shotgun/crossbow till they dominate said range but dualies being rng weapon it's just aim and pray
This is probably the part most people didn't like it I assume
Itâs just a worse interaction all around for people using it and having it used against them
Those headshots or even hits feel less deserved by the recipient and less earned by the shooter
If anything I would think the better balance attempt would be to minimize the RNG value range so that more accurate aim is required and rewarded.
I disagree, having RNG aspects is perfectly fine. What would you want Crytek to do, have dual wielding bullets despawn past 20m?
RNG is not fine . if i want to play against RNG i go to a casino
Could make them ADS with lower rof...
That would eliminate rng element
And focus more on user's precision
In that case, duals would be useless for close-range, which is what they were designed for.
(that's the whole idea behind mine atleast)
Yes that's what I was going for
Sadly
That has nothing to do with what I said?
Thatâs a weird deflection

whats the practical difference between someone using dualies RNG to hit vs someone thatâs just bad at aiming and fires in a general direction?
Basically it was to make dualies medium range option - and close range only in a pinch
Dualies are the most weird in terms of guns Crytek ever added in - as in core design of it
Not really
Except one gets better at aiming said rifle
While the other relies on a coin flip
right, sure. but in the moment and in terms of gameplay thereâs no difference.
I'm not a new player who just joined so I went through the pain of spamming Vetterli Hoping to get a hit before and it's not a fun experience
reduce the ROF to what it should be, and reduce the spread to make up for it.
Another one being the rof
That doesnât excuse poor dual wield balancing in any way.
But yes I agree that it has no difference
well rof is just another way of saying higher chance to hit, which can be compared to someone with better aim.

and rof doesnt matter in a peeking war which, you should be getting into with a dualies user anyway
Yup that's the exact concept but the concept itself is flawed that's what I'm saying
how is the concept itself flawed?
Shooting dual pistols past 20m is not a viable tactic. It depends on pure luck and is usually a measure of desperation.
It's not something someone would plan on using to kill another player.
Allowing faster firing gun for less skilled player to compete with higher skill player without trait investment
And also fmj wall spam
Sometimes they don't have to initiate peeking war
They just headshot you through wall
Or metal you're hiding behind
putting aside fmj, which i think breaks the concept of dualies for several reasons, what is exactly the problem with letting a lesser skilled layer beat a more skilled player?
that already happens with stuff like lucky headshots, no?
and the concept of a low skill ceiling, low barrier to entry option is not a novel one
It works till 30-40m if we're counting in fmj suppressing fire
But that's the part I like
something like Garen in League of Legends is intentionally designed to be simple and straightforward, easy to get decent value out of but binary and can be outplayed.
Uh I don't play league so I'd skip on that debate
eh Iâm using it as an example. Something like idk.. ganondorf in smash?
the point is, its not exactly a novel concept.
It could be reliable and more balanced in my opinion if the range of RNG(not bullets maybe this confused you earlier) was reduced/tightened to something fairly accurate which would require good centering of the crosshair over what you would like to hit.
There's a case of dualies domination within 20m still (and rapid wallbangs without trait investment).
And we're going in circles
For the first time... We have hit D. Johnson's ass
(Hit Rock bottom)
? you were talking about dualies as a concept was flawed.
and like I said, fmj is a separate thing. Dualies conveniently sidestep any downsides of FMJ by design which is problematic.
i donât know if Iâd call dualies domination in 20m but sure.
They do have rof, ammo, and hit punch going for them
Yup even as a concept it was weird as in - it allows player who, without skill investment to do what player with it (fan/lever) do
- which is quite bad
(just as the Dolch used to be hated due to the same reason)
But when combined it with special ammo (which is a fine concept) it got massively f.
the dolch was hated because it was too strong lol. bad players were made good with it, and good players were made great with it.
dualies make bad players good and good players.. still good.
fmj is again a separate issue that I do agree is a problem.
And yes bad players becomes good
And good player ...equips the fmj
dude I already said fmj is a problem
well then weâre done here cuz i cant have an objective discussion with someone that just wants to defend something they like to use.
not with dualies it isnt.
not in duallies
youâre blaming dualies for a problem that both dualies and fmj contribute to equally..
If fmj contribute so greatly then why it ain't a problem on Vetterli/centennial and any other myriads of weapons
But when it mix with dualies and ONLY dualies it's a problem
Makes you think which one is a problem
Same reason why Slugs is better on C&K than romero đ
actual dogshit take lol.
Yes and I want it removed
lol yours maybe
if fmj did not exist, dualies would not be a problem.
the core concept of dualies is not an issue.
itâs the combination of the two thatâs a problem
Well ok I rethink about it there's a point in that.
But like
If they would fix one of them
Why would it be fmj and not dualies
If you donât recognize an issue with dual wield thatâs a skill issue
Fmj used to be bullshit till it was buffed to what it is
Is that really your opinion?
This confuses me a bit when ppl say "dualies requires no skill." & "dualies is all rng."
We are being trolled rn
I explained the concept of dualies already. a low-skillcap, low barrier of entry option.
Well yes thatâs exactly my point
Maybe it was lost in my writing
if anything i think if you really believe dualies are a problem its cuz you cant beat them, ergo you have the skill issue?
Donât project your issues on to me buddy
I see what is going on here
Don't listen to people here too much đ this discord is full of people that prefer talking about a game over playing it
im not the one that has a problem with dualies lol
The fact that you cannot, tells me all I need to know
tf am i not telling you
and I would say it's a bad concept - because no skill gun should not be a thing! Like this is Hunt showdown not Call of duty single player
Even Winfield 'spam' has to hit the head
Low skill gun? I'm fine with it - the pre nerf dolch that is
But duals is literally pure rng
weâre talking about prenerf dolch again when it wasnt low skill it was just OP.
It was low skill - aka op
no its separate things.
When a gun requires less skill to use than other
the difference is the benefit at different levels of play
exactly. no matter how fast a gun fires, if you aim using ironsight, sure you still need to do the work. any hipfire "bullets end up somewhere in the crosshair" high rate of fire mechanics should never have been in the game. but then again: if you bought this game the last year, you don't know how the game used to be and how crytek completely threw the gunplay concept out the door in order to cater to newbie players.
That could account for that I don't doubt that point
This
Crytek threw the core gunplay of hunt away
indeed. but again: if people joined the last year or so, they don't know "any better"
so i can understand they don't see the issue
cause they jumped into a game where this was already a thing
Okay maybe I'm just being elitist gate keeper or something but I don't really think it should exist in its current form
i agree with you, i think it's bullcrap
And because I too want to be badass cowboy who dual wield it I don't want it removed
just putting it into perspective
dualies are literally not even that strong. all Iâm hearing is ânoobs shouldnt have any viable options except get meat grinded until they git gudâ
they are?
well, that's the kind of game crytek put on the market. and it attracted fans of no-hand-holding kind of games, that require you to put work in.
By using their aim? Or some Rng?
or if they dont, they reach a cap to how good they can be
Okay this one makes sense
and you're a bit of a naive person if you don't think dualies are strong đ come on now. we can discuss all you want, but you have to stay a bit serious to be taken serious too
we all know those spammy mechanics (dual wielding being one of those) were added to give new players an easier time because they were crying on reddit that they were getting hammered by veterans
same with the QS nerf, that was done to make it harder on veterans
If you are given an option of no skill just spam as your first thing you can do you will never pick up anything else as a new player while it gives new players a viable way to play they will never become any better
didn't help in the end, same players still get smacked by experienced players
all they did is take a lot of the enjoyment and skill-based gunplay out
dualies are not a problem unless they have fmj on them. and dualies with fmj sidestep the downsides which is a problem in emergent design
i rarely see duallies in 5-6 star
you said that. i don't agree, it makes no sense, but if you believe that, sure. we can disagree that's fine
Maybe don't let dualies have special ammo?
most good players don't want that much rng
what about it doesnt make sense?
this is fine.
i didn't say there were, never even mentioned the stars
Could keep it as noob gun
But doesn't let the vet abuse it
This actually could work
i can see how they would be dominant in lower elo and on console.
I'll post it as seperate idea
i mean imo fmj should have different levels of pen for different sizes of ammo
that would make sense
but thatâs kinda a separate point
Before nerf youâd see good players with dual conversion FMJ with mosin or something like it even in 6 star. Now even more good players have moved even farther away from dual wield and itâs firmly cemented as a no skill slot machine
I like first idea more.
And yeah ofc I didn't expect anything less than dislike piles for both
i think it slightly misrepresents dualies, since being a low skill floor/cap gun is a side effect of its one-dimensional nature, but it solves the issue of fmj with dualies.
youâre going to get a lot of disagreement from people who think dualies are just bad game design
but yeah you knew that
Honestly, I feel like OG days amounts of sway on them would make it much better.
Like, back before release
Sway now is so toned down in comparison.
Ofc This is the issue of being the moderate
It would slow your rate of fire down naturally rather than hard capping it too.
At least at further distance.
i think if you framed it as âfmj with dualies is a problem, fix thatâ instead of âthis is how to fix dualiesâ youâd have gotten more agreement.
Yeah fixed up a bit
I wouldnt say that. Their main effectiveness in terms of being able to compensate against someone (a bit) better is in medium skill matches.
For low skill players it mostly makes no difference, because aiming in itself will be almost random, and in high skill they simply are not reliable enough, when people can just reliably headshot and dont need to rely on the rng
Generally comparing the skill curve (weapon efficiency in dependence of player skill) of dualies with something like the mosin one would propably find that dualies rise steeper but plateu on a lower efficiency level. Whereas a mosin requires more skill input for the same effect, but can get a higher efficiency.
i would argue that the lower the skill level the more work dualies do.
That's what he say tho
At the last part
@rigid basalt that's a good trait
thanks
If anything give it variable reload time depending on guns
yeah that was my thought too
Man ...8-9 hours of Dual wield debate is wild XD
meh if you just keep checking back on it someones always gonna have something to say.
and also it would have to be a something like 40% relaodspeedboost all in all was my thought i dont write numbers in suggestions though causr that would only cause massive amoutns of dislikes
40% on something like slug Shotgun is gonna be wild yes XD
I'd gladly take Speedy reload on my Vetterli and Specter compact tho
my idea is like 40% faster but it would be like a 4 point-trait
i am also planing to risk my head and i ll suggest a slamfire perk later on today but holy f the diskussion about duallys today is wild
You're there?
Maybe I didnât communicate my point effectively. Dual wielding is worse for all involved both on giving and receiving end. I donât even care to mention the difference as they are now between lower and higher elo but I feel like they have no place as they are implemented currently.
@keen bolt 50 Rpm, high sway and medium slot with faster inaccrute hipfire is a vandal winnie
All I meant to say in my last post about good players using them is that itâs even farther removed from something someone with good aim would want to use but is reinforced in its role as a low elo/ low skill/low effort/low investment RNG reward mechanic. @little carbon
And that thing sucks pretty bad
With 12 shots - comes in all configuration from uppercut to puny nagant
Atleast 12 ...
Yeah still gonna suck with most pistols
With no trait investment
Vandals downfall is not the 7 round mag
And so you're saying that if it reliably hipfire it will be great?
If so I could buff it
And replace it with a bad and slow hipfire
Well to be exact DW CCP should be 44rpm
It either needs a better Rof or no added sway imo to work
Great input
Yup better sway it is
Now I'm gonna finish the sandwich first xd
You mean the bugged for no extrasway vandal?
Thatâs the one 
Because the last nerfs, while undeserved didnt really change much
Yeah then i fully agree tbh
basically a ranged option still but could self defense - but quite unreliably
I swear dual wield is 2nd most controversial thing other than slug lol
or is it about a Nitro/Avto?
@rigid basalt point cost on that trait?
I hate avto lol
As much as dual wield
Nitro I am on the fence about
Iâd have to think about it more and I canât spare the brain power rn
@timid flameTitle : New Tool
Des : Make a new tool which is OIL .
That's "permanent fire at all entrances to the boss lair + the boss killing itself in flames I lit in the middle of its lair". As of now, you can lure lantern grunts to the entrance you want to set on fire (having sliced the grunt's legs with a knife to make them walk slower and become more manageable) and that's already a lot.
@proud helm I don't think it would make sense to have it swapping how it melees. I also think the biggest issue is that people would hate it for using chokes, so maybe if they made the coughing less intense that could work. "Weak" to explosives may be a bad idea, but if sticky bombs wouldn't work on it then I can see the reasoning. Beyond all that, really good idea, I bet the dev team could work the rest of the kinks out.
@proud helm high velocity caldwell conversion
The conversion pistol doesn't get high velocity, it gets FMJ and Dumdum, so it was probably FMJ and that makes sense.
Thanks for the feedback! Weak to explosives is probably unnecessary
The fmj should make it do more damage through a layer of wood, not just magically penetrate all the layers 
@north onyx "improved penetration power over regular ammo"
A bullet can go through multiple layers of wood with ease, FMJ make that wood like sheet paper
@drifting quartz I get what it says, I'm just saying it's wrong
Why is it wrong? Like you don't it or it should do something else?
it's small ammo from a handgun, it's basically 3 wooden walls and a slanted wood roof, it would not just cut through it like paper.
