Shotgun 90 hp -> 100 hp , Shotgun Impulse 0.09 -> 0.095
Famas drop off 5 -> 9 (nerf) , Famas bullets 30 -> 24
LMG HP 180 -> 170 , LMG drop off 10 -> 6 (buff)
Deagle HS Multiplier 1.2 -> 1.4
Semi Firerate from 150 -> 135
AK bullets 28 -> 30
SMG 90 hp -> 100 hp SMG drop off 12 -> 9 (buff)
Uzi drop off 13 -> 6 Uzi headshot multiplier 1 -> 1.5
#Krunker Balancing Changes with explanations
1 messages · Page 1 of 1 (latest)
I will explain each single change in how it is a net positive for Krunker competitve, pubs, and overall aspect of movement in this thread.
Shotgun Changes:
Pubs: Revolver has been the most prevalent gun in public lobbies on maps such as citadel, evacuation, lagoon, and the list goes on with longer range maps. This makes it where a shotgun player has no chance with the movement to take advantage of fights with just 1 headshot for a kill, giving shotgun 100 hp and a very small movement buff(very miniscule) shotugn will be enabled to thrive with the other classes. Shotgun is already disadvantaged by long-range maps, and most of the new maps being released since all the shotgun nerfs have been longer ranged maps. It is best to welcome shotgun back into discussion as a gun viable to get high kill streaks with.
Comp: Shotgun has seen nearly a 0% pick rate since 2019 and small 2-3% pick rate on maps such as Undergrowth(lots of corners). Revolver being an essential class to counter LMG doesn't help shotguns case since it can be 1 shot. Giving shotgun 10 more hp can enable the pick rate to go up just slightly and potentially be a high value high risk gun in the competitive metas. In comp there isn't much diversity so shotugn will bring that diversity in meta selections on certain maps. Enables 2 more rat spots on comp maps with the movement addition.
Movement: Shotgun has always been known for the iconic movement and giving it a small movement buff with the hp will feature more highlights/unique movement clips with the pick rate going up.
Famas Changes:
Pubs: Famas has been the premiere class in public lobbies for the past 2 years, with famas being as strong as revolver(can 1 shot 5 classes) in getting nukes and farming high kill streaks. With Krunker shifting towards longer-range maps in the past few years, famas has been able to showcase their dominance in the drop off damage that they have at longer range. With the drop off damage being adjusted, they will need to prioritize more headshots and precision at longer range for kills. This damage drop off number is also the same as AK's drop off, which is considered the most fair gun in Krunker by a large margin. The reduce in bullets will also lead players to take more conservative fights and be more mindful of their bursts. Famas in other shooter games is a strong mid range gun with less bullets than a traditional AK, these changes push for that.
Comp: Famas has been in the competitive meta since 2023, and it looks like it won't leave the meta until gun changes will come through. With how weak Famas makes guns such as AK and Revolver, these changes will reduce that gap and enable even other classes such as semi into the meta. Famas's versatility and hero potential is too much for a competitive 4v4 hardpoint and has no lose condition unless extreme movement or perfect double peaks are used. These changes will contribute to a more diverse comp meta which is always a net positive for viewers and players. Famas has seen a full 100% pickrate past round 2 in tournaments.
Movement: Nothing for movement for this class
LMG Changes:
Pubs: LMG has primarily been a weak gun in public lobbies due to the longer-range maps in the games, these changes will help bridge the gap slightly while still favoring more "fun" classes such as sniper. These changes are more primarily targeted for comp meta uses, and I believe these changes will still keep lmg pick rates in public lobbies low.
Comp: LMG has been a staple meta class for the last 5 years and has not seen an invitation out at all. This change plans on keeping LMG's pick rate slightly lower than where it is and enabling LMG to be used more on specific maps than being always picked. The LMG drop off changes will primarily be to help LMG thrive in mid range situations while also not being too strong in mid range situations with the hp decrease.
Movement: LMG players will now need to prioritize stronger movement techniques with less hp and prioritize routes that focus on medium range fights.
Deagle Changes:
Pubs: Deagle has been very weak compared to the Tech-9 and this uneven mismatch enables sniper players to thrive as there is no 1 shot tradability. This change will enable headshot instant kills on snipers for deagle users.
Comp: Mainly the same as the tech-9 and the loss of cool moments of the deagle being used a revolver in clutch moments.
Movement: Nothing for movement for this class
Semi Changes:
Pubs: Semi's pick rate has fallen out of pubs regardless of maps favoring the style due to the power creep from famas and revolver, the fire rate changes should make it more viable against all classes in general except revolver and sniper. An increase in semi in pubs will lead to more diverse class selection when choosing for high kill streaks and nukes.
**Comps:**Semi was a staple gun from 2019-2022 but really fell out of meta with deagle nerfs and semi fire rate nerfs. The nerf being very drastic from a firerate of 120 -> 150 really enabled classes such as famas into the meta. The new semi fire rate of 135 will just enable semi to be back into the meta without fully power creeping other weaopons. Semi is still weaker on maps with numerous corners since the works primarily with slow peeking more than movement, this change will just enable semi to be stronger around long angles like it has always been with giving it an introduction back into the comp meta.
**Movement:**Nothing for movement for this class
AK Changes:
**Pubs: **Not much changes in pubs, 2 bullets just even out with most fps games.
**Comp:**Same reasoning as above, just looks nicer and doesn't make sense why AK has 2 less bullets.
**Movement:**Nothing for movement for this class
SMG Changes:
Pubs: Prioritizes SMG on closer range fights while giving it freedom against revolver players as it currently has no breahting room. It is also very easy to kill an SMG with famas at the moment unless good movement tricks are being used. Krunker maps favoring longer range maps since time have always reduced smg's pick rate until smg wall jumps were added for the first time. SMG nowadays is not commonly used as if you start picking up a streak with the class, players switch to revolver.
Comp: SMG has lots of potential on many maps with the ability of wall jumping to unique spots that cannot be normally achieved by other classes, currently with the rev and lmg meta. SMG has seen 0 room to be included into the meta and revolver being the main reason of it. The hp and damage drop off buff will give SMG a strong chance on close range maps such as undergrowth and give it a much stronger fighting chance on maps such as sandstorm or site.
**Movement:**Nothing for movement for this class
__Uzi Changes: __
Pubs: Uzi is known for just being a class lower level players choose or newer players, these changes will enable Uzi to be a decently viable class in pubs(not good enough for long streaks yets due to the nature of the maps). This is to just have 1 more class in pubs that will give revs a tough fight with the fast strafes that you can do with the class and wall jumping potential.
**Comps:**Uzi has never been used in comp and this would be an introduction into competitive metas, being strong on maps such as undergrowth. Uzi will also give rev a challenge with strafes as mentioned above, the current vibes of a buffed uzi in comp is that it is more like a "nerfed smg" which makes it a niche class but also high risk high reward class.
Movements: With Uzi's having interesting a/d strafes, it is unique to see what movement tricks Uzi can do. I don't have much info or have seen any Uzi movement highlights but would like to see them, and would like to see an undervalued class being at least decent.
Charge Rifle Changes: HP 90 → 110, reload 1400 → 1100, disable slowdown mechanic when holding the fire button during the reload animation
Pubs: Charge rifle is widely regarded as the single weakest class in the game despite being very difficult to play. Even for those who noscope for the high SPK and know how to precharge most of the bar before peeking, this is still a painful reality. Yes, the beam is a guaranteed kill against every class even through walls, but in a game as fast-paced as Krunker, surviving for 2.1 seconds between beams with only 90 HP, no damage output, and reduced speed from the slowdown mechanic while charging is brutal, especially against revolvers. On top of this, charge rifle does not have instant actuation even with precharging, as a wiggle room of about 100-300 milliseconds is needed to aim unless one knows people’s exact positions ahead of time. This allows for many classes to easily fry an infiltrator mid-peek, especially since the slowdown mechanic will have reduced the infiltrator’s speed by then.
These changes aim to provide charge rifle with more survivability and a few more niches other than countering LMG and making it easier to kill walljumping classes, but not render the class annoyingly powerful and easy to play like sniper. The 110 HP gives infiltrator more facetank to survive both during peeks and while burning the 2 seconds between kills. It will also help cut down on the rev meta by not only removing a 90 HP class from the roster, but also allowing charge rifle to counter rev in single combat, since the 100-300 milliseconds of exposure is not enough time for a revolver to land the necessary 2 shots to kill. The 300 millisecond firerate reduction will reduce the TTK below 2 seconds and thereby allow the benefits of double/triple/quad/multi/etc. kills to be reaped. This will allow charge rifle to overtake sniper as the uncontested highest SPK weapon excluding knife.
Comp: Charge rifle is, again, widely regarded as the single weakest gun allowed in the comp preset, so much so that most comp servers ban it on the basis that players will purely use it to throw matches. The 90 HP, a TTK that is over twice as long as sniper, and the charging noise giving one’s position away and severely limiting infiltrator’s offsite options far outweighs its long-range damage output, the ability to kill LMG in one hit, and the near-instant uptime after peeking due to the positions of opponents being easier to predict in hardpoint.
The 110 HP will improve several of these downsides. Firstly, TDMing single enemies (with the exceptions of sniper and shotgun) or picking one member off of a group before dying will be much more consistently doable. Secondly, one can now survive while exposed for slightly longer, giving more time to find and target the other team’s LMG. Thirdly, she can properly bait fire offsite with the extra 20 health, allowing niche opportunities where the charge rifle’s noise can be beneficially used for mind games.
Movement: Due to the inability of the custom match settings to adjust the slowdown mechanic while charging, it is unknown how much of an effect a less intrusive slowdown amount would affect class balancing. Disabling the slowdown mechanic while holding the fire button during the reload animation is both more intuitive and easier on the player, as precisely releasing the fire button is not a skill required anywhere else in the game.
everything except for the shotty is cool
I see ppl use shotty on all of kinds of maps including even Bazaar
uzi movement tech is super fun, the jump height is super high (which can be a bad thing) allowing you to perform normally knife-only jumps while holding your primary
More about the strafing potential tbh
I agree, strafing is the more dominant aspect of uzis
The shotty one was more for comp but I understand it’s controversial
Yeh makes them annoying
if you've played shotgun for more than 30 minutes you'd know that 100hp would make the class actually good
All these changes have been tested to some degree in the past 2 years I’d like to mention.
Oh yeah for sure
But I feel like rn it’s only good for really good players
even then though those players would be much more effective with other classes that don't have a range limit
Well yes but with how maps have been structured
There’s a lot of counter play for 100hp shotguns
I do understand tho that good players will become even more annoying
But I like rewarding good players
Even if it is tilting
So basically we are just nerfing rev and famas to shit and giving some fair balance changes across the board
I vibe with it
What do you propose the answer is to fix the fact that shotgun ruins the core mechanic of the game? A high skilled player moving very fast through the map should not be able to die to someone who just started because they pressed a single button with zero aiming while the high skill player rounds a corner? Compounding speed is the heart of what made krunker unique. And with shotgun, you can basically undermine people who have mastered this skill on your first day. In my opinion, a player should “earn” a kill through skill and practice. The meta for high streak pub gameplay currently, is to stay in one area and let people come to you. Meaning most movement is not even the best option if you’re going for nukes. While at higher level, sure shotgun does seem weak based on the attributes of the class, but the actual gameplay has to be taken into account. TLDR: Shotgun makes high speed movement obsolete and rewards shitty players for being able to left click without aiming.
tbh seems like krunker is trending on a path where there will be weapons or secondaries that remove the need for most skill.
Charge rifle is fine at 90 hp btw
Amd im not reading all that
You can avoid this just simply by playstyle
for me I enjoy it when I have shotguns in the lobbies until I get one of the demons in my games, I am a high skilled pub player with a 6 kdr, I can't speak for everyone
Thats the issue. To avoid this, the best way to play now is stand in a corner/camp
in what way is that rewarding compared to learning high speed movement gameplay?
There's a lot of playstyle counters to shotgun but for noob players currently it makes way more sense to pick up other classes anyways
but time and time again we watch newer players default to shotgun
It's not more about camping corners(which are already being done regardless if there is a shotgun or not), it's more about understanding the risks of just zooming past everyone.
Shotgun's pick rate has only went down which I think FRVR can attest to with every nerf
And removing it for guest players
Thats simply not true. Maybe for your regions, but my regions it is still a very commonly picked class.
The games thing that doesnt make it just some random pixel gun looking clone, is the movement.
No other gun/class makes it as apparent as vince that you just shouldnt move anymore
Am i saying vince should be nerfed into the ground? No
But something needs to change. Maybe a rework?
It feels like you have a bias against shotgun, let's look at games which shotguns thrive in to understand why no rework will help.
Fortnite and Valorant are 2 games which are consistent in your face than slow clearing and camping angles, shotguns are very prevalent in those games regardless of the numerous nerfs given
CS2 is a game which is consistent with always disciplined play, this means that shotguns have 0 room to thrive because an smg is way more versatile. Shotguns as a gun are very op as well in CS2
Valo is not holding angles at higher level???
nope
it is still very chaotic
there are players who have done judge only to radiant
my point being is how the maps favor the guns
maps in Krunker currently do not favor shotgun unless you decide to go head first with a shotgun
which if you go head first with a sniper you lose as well
right but krunker SHOULD favour its movement mechanic but it just isnt worth doing with guns like shotgun around.
Now I understand that pubs are a lot more relaxxing and you don't think as much, which means shotguns come in and ruin your streak
Yes but my point is that, running around and zooming infront of people aren't good play and shouldn't be considered krunker's core mechanic
it should be getting to spots and timings very fast using the movement to help
that's how every single high level pub player plays also ^
I can send you an xCirno video of him playing exactly like this
We're shifting into another debate with how Krunker is structured
Pubs have always been about using your movement to your advantage at all costs, not just going in front of people's faces.
If you want to tackle that conversation that will be something with spawn logic and such
I am not saying we should be allowed to jump in front of peoples faces and not be punished for it. However we both have to admit that the movement is what sets this game apart from other games. But when the game trends towards the best tactic being stay in one area and let people move towards you, that completely ruins this movement.
This is the core issue for pubs and shotgun plays a massive part into why this is meta to begin with.
Yes but you can remove shotguns and this problem would still occur
maybe more actually
there's no class that can shift that, it's just rationally a good decision with how krunker's mechanic is set up alongside the maps to constantly move around
on undergrowth u are forced to play less campy compared to maybe sandstorm for example where you are only in elbow
Shotgun is the only weapon that can consistently kill people that round a corner no matter what speed the way i explained. Shotgun literally punishes faster movement. On top of that, with the lag issues where you will get killed after passing the vince, it just compounds.
To round a corner i should reduce all my speed and slowly peek the angle?
You should use your game sense and know when to expect shotguns
That is not the issue
ok im not gonna argue anymore
if you want shotgun to be buffed to so you cant even counter it then you do you
It can still be countered with 10 more hp
The best pub players have never used shotgun
This isn't constructive when you speak like that
You're arguing for something greater than the point of my thread
Respectfully
my issue is that it isnt good for best pub players. and it isnt good for bad players however it does give worse players free kill for little to no skill
thanks for describing sniper
I don't really see an issue with rewarding players for a few lucky kills every now and again. The game shouldn't be balanced around Mr. Shitlord who plays 16 hours a day going on 40 killstreaks every other game
Besides, it rewards map knowledge and enemy prediction
sniper has similar issues but at least it has the least amount of health in the game, requires some amount of aim plus ADS and isnt a one tap if you dont hit upper body.
And is krunker a casino or is it an FPS? Luck should not be a factor baked directly into the game. Sure we will all have lucky moments but its based on player behaviour, NOT the game rolling the dice (except for lag shenanigans which we all agree is an issue).
As for your statement about Mr. Shitlord, I don’t want the game made for people like you described. I want a shotgun that is fun and rewarding to use with a minimal barrier to entry and considered at higher level. But not just a crutch or lucky class that isnt useful for high level play and doesnt teach the mechanics of the game for newer players.
No amount of debuffs or buffs will change the issues with shotgun. It needs a rework
I think a rework worth considering is to buff the movement speed of the shotgun and make its impulse mechanic more forgiving/easier to use or learn. Walljumps too? also lower individual bullet damage but tighten the spread for higher accuracy (promotes players to learn to aim too). Maybe make each bullet hit the same amount of damage anywhere on the body too and increase the range with less damage falloff. I would also increase ammo size to allow for shots for movement and for damaging players.
With the increased movement, 90 health doesnt seem that bad. As its naturally going to be harder to hit a vince.
This approach now has shotgun gameplay look much more fun in my opinion. It gives the class unique opportunities with its movement while not being too strong or too weak to go up against the rest of the classes.
I think this is a false syllogism.
take a game like counter strike, where literally every shot has 'spread' which is influenced by RNG. You would be hard pressed to find a person that thinks counter strike is a luck based game. Just because there are random elements doesn't mean that it's completely luck based. Things like taking wide angles or going far around corners greatly decrease your chances of getting destroyed by shotgun. Personally, I think having the chance of being killed randomly makes things a little more exciting. Don't get me wrong, I really don't appreciate dying to OHKOs but if they're avoidable (like shotgun usually is) then I don't really have a problem with it. In my opinion, sniper and throwing knife are significantly more frustrating to play against because of their accessibility/large hitbox
In csgo and cs2 most guns have a set spray patter with deviations so small that it wouldnt matter. the movement to counter recoil is the same every spray.
To compare slight deviations in a set recoil pattern to shotgun is not really the fairest imo.
Shotgun is avoidable, but its counter playstyle doesnt seem to align with the playstyle krunker seems to be pushing.
I have no problem with shotgun’s future being a OHKO, but I think it needs to be more skill based. (see my ideas for rework).
I agree with you that knife throws are horrible (crossbows automatically too).
Sniper is overpowered once someone gets even half decent and i dont know what could be changed to make it more balanced while still being viable.
I agree that shotgun countering usually needing an antithetical strategy is strange and sometimes destructive, but it can be argued that switching between these strategies is a skill itself. I agree that crossbow is extremely oppressive. I think recoil patterns are a fair comparison; learning shotgun counterplay and learning movement/recoil control are both skills
Was more talking about luck with how shotguns work and pseudorandom deviations in a set recoil pattern
And yeah tactics changing mid game is a skill but it just seems too disruptive as to guarantee safety would mean needing to approach every 90 degree angle differently but only against shotgun and maybe cbow and sniper
Can we agree that one shot throwable melees is ass?
yes however i do enjoy the ads for movement. would be weird but also fun if they got rid of knife throws and kept ads
make deagle usable again 🔥
Would be fire if deagle could one tap sniper again
I dont believe deagle should be buffed as it is arguably the second best secondary in the game behind tec9
of course alien blaster exists but it is beyond busted, even being banned in comp
we should also refrain from buffing classes to avoid powercreep, which creates a situation where the shiny new thing is great until everything catches up
every other game prioritizes nerfing
the lmg changes are more of a buff than a nerf, 10 hp will not prioritize people to move more, instead, they will be more focused on shooting people with their now increased damage
also semi just plain needs something else, the time to kill is already painfully low
perhaps an increased legshot multiplier, as i would say thats the most majour weakness
yeah up for the debate, an all-across lowering of ttk is not it thought
We tested this change it was a buff on some maps and a nerf on others, really made lmg have to choose their fights. 10 less hp in a game where you kill instantly does wonders. If the class have 20 or 30 less hp it’s nuked as a class
A deagle buff prevents snipers in a lot of cases
The damage is just adjusted for sniper
It’s not a 75 dmg hs from deagle
Semi buff puts it back in meta on some maps
It won’t be as op as pre 2022 with 120 ms but it will stall and punish tdm play really well
It’s solid at anchoring too with off angles which means players don’t need to take weird routes every 5 seconds to have decent defense holds
Semi kills almost every class in 150 milliseconds, it's one of the most powerful guns in the game
I love the idea of semi tho. It is extremely powerful but only in the right hands. Very skillful class imo.
time to kill is low enough imo
Time to kill 1 person is low enough but 2 people is very high
good changes
semi auto reload time should be buffed aswell
to compensate for a counter class being buffed
I like these ideas
bring ak back to 30 mag
like what's the point of reducing 2 bullets?
Ye ikr
Sg isn't broken it just needs to be pared with a good side arm. Auto pistol is amazing, crazy accurate at long range, and pretty much the same fire rate as smg. If there to far away just whip put the ap and blast then as you would with smg. Not saying don't buff sg (i wouldn't complain) but tbh it's pretty broken with its air jump, one tap, and already crazy movement.
it falls apart when playing against a better player
you can only take advantage of it on a few maps, ive played crazy good sg players and they all struggle as soon as the maps get bigger
we should reward people for being good more than anything
because most shotugn players are free kills in my pubs
compared to famas, sniper, etc
nerf the shit outta famas buff the shi outta smg plz
yes
smg is still good though. could take slight buffing but not much more than that, it doesnt need to be broken again
what we need is 100hp and that's enough
^
semi 100hp 10 bullets ong
bring back deagler class ngl
as a sniper player i can tell you that snipe shuts down fast movement way better than shotgun
i can nail your ass with krunkers huge hitboxes if youre far or close
contrary to shotgun where its only for close up
but it takes more skill than shotgun
yes it does
give a new player a sniper and see them do what they can do on a shotgun
9 times out of 10
they will be lost
i personally agreee with waht asokra said before wher you should be punished for running into the face of other players
this doesnt support camping, it just keeeps you on your toes and forces you to use your brain more
--> equivilant to needing a higher skill req
if you want to smash players js play an aim trainer or zombiees or smth
it does support a shotgun main standing still or moving at very low speed
are we rewarding that now?
due to a shotgun's high damage drop-off, if a player wants to get streaks and/or nukes they will need to play extremely fast with movement.
but you are look at this from a high level
frvr needs to consider balancing changes across the whole level
your "shotgun main" that moves minimally does not have the requisite skill or aim to force you to camp, and increases thee difficulty to get streaks, making the game more enjoyable
oh low level player to low lvel playr interaction?
still
sure from high level sg isnt that bad
forces you to use your brain, think about what you do instead of mindlessly slide hopping around
but im looking at how shotgun is for every skilll level player
this applies to low level players
but in turn thats how 80 percent of low level shotgun mains play and it consistently gives them kills
I wanna play sg in raids lil bro keep it as that
more realistic shotgun change: range +500, damage falloff /50, spread -30%, damage +60, ammo now 12, ammo clip now 6
LOL
also wallbangs with no damage falloff
Shotgun was so overpowered in real life that when the Americans first introduced shotguns to modern warfare in World War I, the Germans were so scared of them that they tried to get them banned on the basis that they were weapons of mass destruction. In response, the Americans calmly pointed out that the Germans invented poison gas. That was the end of the argument.
sg is buffed this improves sg in raids pubs and comp
And then nukes got invented 
Japaneze on the next morning:
Here comes the sun...
They really saw the red sun
I wanted to add, shotgun is the most debatble change in this whole list. It's very frustrating in pubs but near useless in comp, it needs something as a solid middle ground. These changes are what I personally alongside comp thought was good. The argument for pubs being the longer corridor maps prove to make it harder for shotgun, and only higher level shotgun players can take advantage of this change to a serious degree (who are already doing a great job with the nerfs).
make smg 100hp
@atomic kestrel
I haven't personally tried any of the changes to semi, but I'm not too sure about the 150->140 / 1500->1200 model (for comp at least).
I think a quicker fire rate on semi (130/135) would be far more beneficial for the competitive scene with only an incremental if any change to reload speed.
One of the reason semi players used to be so engaging to watch (apart from the gun being very strong DPS-wise) was because the long reloads forced a smarter playstyle. I think lowering reload to 1200 would take away from this aspect where semi players have to be thinking three steps ahead to avoid getting punished for their mistakes.
Shotgun is useless on sandstorm 2nd site 😂
If it’s completely unplayable on 1/4 of the most popular comp map and near unviable in most other comp sites, it should be reworked
I think reducing spread but increasing range would be interesting to look at
Makes shotgun able to kill at midrange if you aim perfectly, otherwise your shot misses completely
That sounds overpowered as hell, but worth a shot just in case.
Somewhere between a 2-shot sniper with and a 2-shot rev with no long range capability
the shotgun is balanced as is
it really isnt
if you know how to play it is
Absolutely not
Have you tried shotgun in comp
It’s unplayable unless you are against far worse players
Let's say 2 players have the same skill level on their respective gun, one goes shotgun and the other one goes ak or smg or rev or any other " meta " classes, shotgun won't win a single 1v1 unless it happens in very close spaces
undergrowth site 1? sure sg is strong
the rest of the map? nah
sandstorm site 1 is viable with market jumping and sg boosting
site 2 is completely impossible to push
site 3 is somewhat okay, site 4 is pretty bad
any maps with open space reduce the viability of sg in comp by a LOT
sg also gets completely counterpicked by rev, which isn’t going below 90 damage headshots as far as we know
🤷 the gun def needs a small buff atleast
I agree that the issues it has are bc it’s underpowered but also more so that the gun is inherently bad like you’d have to buff it crazy to adjust for the fact that u gotta stick it up their ass to get a kill
it had better not
The only times it’s viable is when you’re off site and disrupting rotations and pushes but you can do that with anything
Some shotgun mains have proved that they can dominate some lobbies with shotgun, so giving it a **small but noticeable ** buff would probably give motivation to some players to grind the gun too
I’m talking about t1 pugs and tourneys nobody has dominated with shotgun afaik
i'm sure there are alot of comp metas no one knows yet because of the lack of shotgun players in comp, we just need a small push to make the numbers go up
some comp maps will literally never see a shotgun meta, but i'm sure some will and i'm all for it
There are no people playing it bc simply the gun gets inherently outperformed by every other gun
Like the low range is a killer in point capture
That's why i'm suggesting a small yet noticeable buff to the weapon so that players can try to figure out some metas or strategies with the gun
I agree ppl but ppl will just look at the new sgun, see that it’s still bad, and then go back to famas
Need insane buffs and map reworks to even think ab it getting picked in pugs let alone tourneys
Ouh, like removing the movement speed cap from shotgun, or Only making it so the impulses can break that limit?
Giving it full pub movement settings
Although it might not be that feasible depending on how comp setup is programmed
That could honestly work, maybe even make it overpowered, it would need some testing
but that's a cool idea
This works in pubs because ppl are not good just being real
Not gonna be op because any half decent rev will snipe it out of the air 75% of the time
True i guess but there could be some strategies to kill the rev first and then have the shotgun rush in and finish the job
Not even accounting for tdmers who can get a free kill while sgun is prepping
I think you could make sg viable, but you could never make it op in comp
Famas, ak, even semi will always be stronger
Unless you make sg completely broken ofc
Like you could give it 100 hp and it survives rev, sure
Any decent famas or ak player still shreds it though, simply due to range
Semi too
They can buff it as much as they want it’ll probably never be played in tourneys
It would take years for ppl to get comfortable with sgun over any of the meta guns
Just add a movement-based map with no long corridors
Where you can sg jump over half the map
Makes it viable to play sg for that map only
ig so
Sounds like a nightmare
Actually that sounds like 80% of Industry/under
Which is a nightmare 🤣
Our next map we plan on adding to comp will be even more anti-shotgun
interesting..
hey! will i need to file a formal client to ram ji about your lying or will krunker ranked be coming soon?
coming from xwater klap and araf
your biggest fans
:3
this is site mostly
how about a 4 mag sg so we can boost
still same damage tho
but ppl can actually move instead of relading all the time
I think that’s too much
Honestly it’s a complex class
Smg and semi changes went through because they are no brainer and even now famas is still oppressive
@stone merlin I saw u made comments abt me refusing to need famas firerate, I think tech 9 has slower firerate than famas
I might see if an adjustment to that firerate would be good
My main worry is killing a class
Famas should be meta on ug and sand to an extent still
Yeah, if FAMAS firerate gets nerfed, tec will need to follow
I think tec is slower than famas?
By 100 ms, yes
Interesting then
We could swap their fire rates
Because deagle firerate is faster than revolver
Which should make sense
Rev afaik is 500 ms
Didn’t even put it in patch notes
I think I’ll do a comp testing with just changing the firerate and maybe damage drop off
ye I was mistaken
Especially with a deagle buff, tehchy-9 firerate nerf wouldn't be too bad. The main reason people use it is for the alpha volley, and nerfing firerate doesn't affect that.
If you want DPS, you go pistol or deagle
Interestingly enough, if FAMAS firerate goes higher than 300 ms, it's theoretically faster to then fire a burst with tehchy-9 (swap time + ads speed = 300 ms) than wait for another burst on FAMAS. It would likely be a miniscule difference, but if it ends up being problematic, removing the secondary or increasing the swap time for FAMAS should fix it.
And it would be a skill that would take a while to master
Actually no, it'll probably just get macroed
Easily fixable, though
I just hate firerate nerfs, but I think famas's concept is like chamber
It's like if I go too hard with the tweaks
the class becomes just a weaker ak
@stone merlin i think if u got any creative ideas
just throw them here
I feel like we can fix the entire class if we make the bullet count 18
or we can do 24 with damage changes
Might genuinely try 18 bullets but I'm not going to hard sell it if FRVR objects
just depends
in a future comp testing
6 bullets take it or leave it
why do you hate firerate nerfs? muscle memory?
FAMAS can still oneburst and have higher alpha volley than AK
Right now, it's basically a stronger rev
in english
i just think they nuke classes
like it's hard to make a perfect firerate nerf
like deciding on the value is difficult?
yeh
10 ms nuked AK
50 ms nuked rev's ability to ever perform at an exceptional level consistently
in the post 2020 era
hitbox padding worsened that as well
I see, I feel that by keeping famas' 1 burst identity it just be less forgiving for missing, which is why I feel firerate nerf is better. However you could shift the headshot multi up and reduce bodyshot damage if you wanted to keep firerate the same
also depends if 1 bursts at range want to be kept
FAMAS, even with a lower firerate, has the ability to one burst people and initially does more damage in a shorter period of time than AK.
to correct you about shotgun never being picked in comp, its bc its banned
currently unbanned in nack and kpc
it's considered a troll pick such as uzi
which is why it is banned in some servers
"troll pick" meaning that it will throw your game automatically
you do know a shotgun buff to 100hp means on maps like site shotgun is practically unkillable to rev
depends how you take ur fights
shotgun will get reworked, it's got a terrible pick rate in pubs rn too
never see anybody nuke with shotgun
even in the past as well with 100 hp and insane damage drop off
last thing krunker needs rn is a controversial update with lots of negativity considering how often they update
Yeah, I agree that shotgun would be better the way Asokra's trying to do it, but the playerbase reaction would make it a terrible decision
"forcing players to play against a stronger shotgun is controversial" yet we have had a busted famas for 3 years or so
It’s kinda dumb because shotgun makes these players think abt their fights
And they don’t want it
If you send me a video in this day and age of shotgun players dropping nukes consistently I’ll rethink my opinion
^
^
the highest complaint is that it is a power projection for lower level players which bla bla bla (im restating asokra bc i love echo chambers)
^
Not saying you're wrong, but one can make that argument for throwing knife as well, technically
Throwing knife gets one shot and requires charging
Shotgun can kill instantly if you walk into someone’s face + has 2 shots
If you walk into someone with a knife out they have to charge it still
☕
That’s why when you play you got to be mindful of your fights sometimes. I think it’s amazing that in this state of the game with how complex settings, movement, and game sense have gotten that a person on Chromebook can still punish mistakes of a level 100+. The more we nerf that gun the lower chance that player keeps playing.
My first 5-10 levels in krunker was shotgun before I kind of understood some of the spawns and then went to AK
I think throwing knives are stupid personally compared to shotgun on a fundamental fps basis but I understand why it’s there
The point is though my reasoning for throwing knives being stupid is not when I did to it, it’s just the concept of the whole thing
There’s only one thing I’ve done on throwing knife that’s hard to do on other classes
Killing a cheating guest who’s moving around
Like yea you can technically prefire cbow but throwing knife is easier imo
Oh yeah true
It’s a mini shotgun in some ways
Most people don’t know it’s throwable tho I swear
Or how to use it
I do think the concept gets ridiculous in the team based modes
Even in ffa it’s kinda stupid, in theory people shouldn’t use their class for the first fight and just their knives
Agreed
precharging
LMG has a slower Slidehop than before?
lmg was faster before
Yes I acknowledge that
Is it the same speed as before or reduced?
shotgun is actually p skill required gun it's just that in pubs there would be some lucky ones that just happens to be nearer to us At that time it'd just who sees first
its*
Id say 100hp for comp specifically then surely
True... even i hate being thrown knives at like cmon it's peak disrespect 😤 😂
yep
yea
shotgun requires you to path pretty perfectly
which isnt hard in krunker
but that means noobs have absolutely no chance
especially the ones who cant slidehop
yeah
like demise once said "shotguns, i own you"
😂
upvoted
most reddit stylee convo on discord
isn't it supposed to be like that
Shotgun eww
fax
wanted to add this here
nvm
i cant send message links
ill copy and send
cuz some people have been dming me abt buffing smg more
SMG is weak for great reason, most the maps arbiter's team have rolled out are super long range since 2021. Forcing smg to be stronger is like literally trying to change the game, either way if SMG does end up as too much of a meta. A 6 bullet decrease would help substantially which is the ultimate controlled nerf of smg.
cant turn them into uzis tho
😭 have u seen uzis in pubs bro
like if u buff smg...there wont be any fairness like, thats my stand on this suggestion
buffing smg more would be awful icl
It’s not that good
They're not that hard to shoot
buff blaster reload :3 🙏🙏
ffs buff the bullet speed first 😭😭
somethings strange about them its like theyre playing kranked
I think it’s like shotgun
haw-
^
wonderful feature abt shotty and uzis are that you dont need to ads to be ok-ish accurate and kill ppl
doesnt it make it always worse than ak tho
also do u mean bullet travel speed or firerate
blaster is only good for being a consistent 35 damage anywhere, which is decent when you're close enough to feel the other player's warmth
(although ak can still 3 shot you at close range, blaster at least doesn't need accuracy I guess)
imo I'd say move blaster damage to 40, or give it a secondary
viabiliy as a gun
secondary would be dope but idk how thatd play with walljumps
the whole game would shatter in millions of pieces
yep
will have an insane impact on the bosnian economy
Walljumps with compressor, boulder, and alien blaster would be unbearable to play against
why compressor or.. boulder?
Then you can walljump at really high speeds and combine their untrackability with an awkward push angle
I think you're thinking too hard about the 0.00001% who would even try this
id rather get a shorter reload still
1.45 for 16 ammo is wild when u look at famas semi or smg reloads
rpg = perfectly balanced as all things should be
make compressor have 5 ammo ✅
Or up the reload time to 4.5 seconds so you can effectively only use it once
limiting the use by such a drastic amount probably says more about the item being problematic.
however I'd be fine with like a 10 second reload, but reloads while not equipped
I totally agree that it's problematic, but I also feel like there would be an overwhelmingly negative response from outright removing it. Your idea but increased to like 20 seconds would work quite nicely.
sure on the latter, 20 seconds may be a bit tough considering the pace of matches but I'd be willing to see that change.
just a general question about "problematic", where does this rank versus the boulder?
Boulder is harder to use, but definitely worse
worse as in more problematic, or worse in effectiveness
old ass message i know but can the throwing knife also be removed
can you tell i hate the throwing knife
😭
Honestly, I personally don't think we require throwable knife.
Or make a specific knife throwable
Like Shuriken
I think crossbow can be 90hp, but faster charge time
💀
stop playing honestly
I think smg should have 120 hp and double damage
smg 100 was pretty justified
but thats still 3 hit to kill most 100 hp classes
Yes, the point was to not leave runner and uzis on a sliver of hp. Either this or give blaster a secondary for the same purpose (obv secondary is much more impactful though)
I believe it loses to ak headshots at close range, and I'd be surprised if close range smg doesnt win
Yes and yes, however if you're not nearly barrel stuffing its very inconsistent
Just pointing to comp, no one uses blaster as its effective range and low skill expression doesnt really allow for any standout stats or reasons to play it. In its current state its more of a gimmick class
nah we will be happy with 4 walljumps
120hp isnt needed
120 hp is very much needed
U guys realize smg isn’t supposed to be good in longer range maps right
I was very prepared to remove 6 less bullets from smh if the drop off damage got too strong
But it just makes it a bit more useful on some maps
I forgot to mention the dropoff, the dropoff should be set to 0 and these changes should also happen
Joking aside the damage dropoff is a good thing, since the bullets would do no damage at long range, but together with the hp buff it is a little too strong imo
i do believe smg is on the stronger side as of now
but we should wait for the hitbox changes before making any additional changes
as its strongest quirk will be greatly affected by them
Buff ak fire rate and give back the 6 famas bullets ong
nah stick to trading bro
famas was perfectly balanced when ak smg wasnt nerfed

Thats why you guys dont decide on nerfs
Nf
nah fax nah fax

Devil is just mad he can't shit on guests with op weapons
i was still averaging 45-50 kpg games before the changes and after the changes

farming the shit out of pubs doesnt stop
infact its more now than before as we gonna compensate for the cw farm aswell which they removed

its still easy
bro who cares about pubs
a lot of people
Most of the playerbase, in fact
who cares about pub results against guests in the discussion of weapon balancing *
a lot people
considering it is the most played part of krunekr
read it again i believe in you
idk the exact number but its defo like atleast 10-20x of people who care about ranked
😂
So ure gonna ignore the corrected statement
yea coz its wrong " discussion of weapon balancing " he said smth to which i replied with that ss it wasnt related to balancing in the first place
im pretty sure the term "op" refers to weapon balancing though
im sure the pub players that are getting stomped wants to keep seeing famas buffs
let's cater to the level 300s of the game
@upbeat prism
🥀
gonna bump this
close this
LMG needs to be changed
It hasn’t even been used in a tourney since this nerf
The damage should be reverted
When famas gets buffed it’ll be comp again
Even though rn it’s somewhat viable
I think damage 17 —> 18 would give lmg a bit more of an edge to fights than what it has rn, it wouldn’t even win a single 1v1 unless you outplay the other player with movement
You suck
it should JUST be a tank
nothing else
literally NOTHING
10hp boost and damage nerf would be goated
Yea good one
its true
😇
was my suggestion good though
that way all 7 comp guns will be viable
and we can see different comps
so every team isnt going to run the exact same thing
Damn that sucks
Teams will learn it’s good again soon
Either way lmg has been in meta for 5 years
just say you don't want it in the comp
its just not though?
its not viable enough since semi rev ak and smg just overpower it by far (the current comp)
Idk abt smg
Same with rev
It can chill with 170hp for a couple more months
Devs originally wanted it at that much hp anyways
Oce people always pushed for lmg buffs when the gun has had a 100% tourney pick rate since 2020
Now people complain the pickrate is at 30-40%
better than his
yeah well he doesn't have much experience in comp
i can't even call his suggestions hot takes
he thinks hes right
bro i can never post a gif
yeah same
@south copper
slight buff to change the meta
since we know famas buff is going to happen
I love playing LMG and leaving everyone I shoot at on 3hp because the falloff + damage nerf :D
this
-30 hp and reverting those 2 nerfs
Would be fair
a non lmg meta atm is fine for a couple more months
it's either lmg 100% pickrate or not
True
Ranked is much more fun too
yes
increase uzi strafe speed
more AD AD spam for npcs
all your guns are getting buffed
Just not though with this slight buff
we already said lmg was the reasons teams were winning
now wit this famas buff famas is probably going to be meta
It really is impossible to balance lmg
If you give it a slight buff it’s just good enough where you can play it and not have to worry abt another fun
Gun
The damage is a slight buff
