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originally posted in: Weapons have a huge identity crisis.
Edited by SirEman80: 7/17/2022 10:33:48 PM
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Ehhh… I just think primary weapon range profiles overlap too much without clear pro/con play style implications. Hand cannons do everything short mid to long mid with basically no downsides. Pulses the same except they handle poorly and reach a little longer range. SMGs are short to mid but have reached out their range so much that Autos don’t have anything going for them anymore. (Autos should have lower body shot ttk imo to give them something to offset how exposed you have to stay to use them effectively) Side arms are short to mid and strong as they can be without being oppressive. Scouts are hard to balance because they can get too strong very quickly and most engagements are mid range. In other words, I just think that each weapon type should have a clear idea of pros and cons for play style (and every weapon needs a tradeoff *cough cough HC)
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  • Yes, absolutely. Part of this would require maps designed with this all in mind too, and our current stuff is really all just 3 open lanes with almost nothing but corners between, so anything but close range and snipers really don't perform well, so I could even say, its possible the weapons aren't as much to blame as the physical layout of the PvP experience. I know that's a part of the factor at least.

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