Well, they've missed a few things in terms of just the weapon sandbox, let me get into it;
[b][i][u]140 Hand Cannons[/u][/i][/b]
I agree with folding 140/150s into the same archetype, but at the same time, I feel that with the reduced raw TTK, 140s should be allowed a bodyshot for the 3 bullet kill.
[b][i][u]180 Hand Cannons[/u][/i][/b]
I like the changes, but the changes don't address the primary issue of 180 RPM guns in general: the comical lack of lethality/TTK. They need to be buffed to 190 or 200 RPM, plain and simple
[b][i][u] ARs[/u][/i][/b]
The 600 RPM nerf is neither severe or completely unwarranted, but it doesn't fix that 450s and 360s DESPERATELY need lethality buffs, and 720s need buffs to range or mobility.
As it stands, some might be pushed to 720s for more serious play, but there simply isn't a reason to not use a 600 in terms of ARs, even after the change.
[b][i][u]Snipers[/u][/i][/b]
Good start, but I think they're getting off too easy.
Flinch still needs an overhaul, and bodyshot damage is too forgiving on the higher impacts archetypes.
[b][i][u]Rockets[/u][/i][/b]
You buffed the wrong thing, they didn't need more ammo reserves, they needed 2 in the tube and more damage. Rockets still do basically nothing for damage beyond maybe the Coil
[b][i][u]Shotguns[/u][/i][/b]
No mention of sight alignment fixes *glares at Felwinter's Lie* or removing Quickdraw from the perk pool, I think those need to be done.
[b][i][u]Servers/Netcode/whatever[/u][/i][/b]
No mention of tickrate being bumped that I saw, the tickrate needs to be increased to 30+ at the VERY LEAST
[b][i][u]Pulses[/u][/i][/b]
They need a range buff, that's the big issue that people have with 600s being too long range; the pulses outside of 540s have too little of it.
[b][i][u]Fusions[/u][/i][/b]
These still need a buff, and no, I will not shut up about it.
[quote]Well, they've missed a few things in terms of just the weapon sandbox, let me get into it;
[b][i][u]140 Hand Cannons[/u][/i][/b]
I agree with folding 140/150s into the same archetype, but at the same time, I feel that with the reduced raw TTK, 140s should be allowed a bodyshot for the 3 bullet kill.
[b][i][u]180 Hand Cannons[/u][/i][/b]
I like the changes, but the changes don't address the primary issue of 180 RPM guns in general: the comical lack of lethality/TTK. They need to be buffed to 190 or 200 RPM, plain and simple
[b][i][u] ARs[/u][/i][/b]
The 600 RPM nerf is neither severe or completely unwarranted, but it doesn't fix that 450s and 360s DESPERATELY need lethality buffs, and 720s need buffs to range or mobility.
As it stands, some might be pushed to 720s for more serious play, but there simply isn't a reason to not use a 600 in terms of ARs, even after the change.
[b][i][u]Snipers[/u][/i][/b]
Good start, but I think they're getting off too easy.
Flinch still needs an overhaul, and bodyshot damage is too forgiving on the higher impacts archetypes.
[b][i][u]Rockets[/u][/i][/b]
You buffed the wrong thing, they didn't need more ammo reserves, they needed 2 in the tube and more damage. Rockets still do basically nothing for damage beyond maybe the Coil
[b][i][u]Shotguns[/u][/i][/b]
No mention of sight alignment fixes *glares at Felwinter's Lie* or removing Quickdraw from the perk pool, I think those need to be done.
[b][i][u]Servers/Netcode/whatever[/u][/i][/b]
No mention of tickrate being bumped that I saw, the tickrate needs to be increased to 30+ at the VERY LEAST
[b][i][u]Pulses[/u][/i][/b]
They need a range buff, that's the big issue that people have with 600s being too long range; the pulses outside of 540s have too little of it.
[b][i][u]Fusions[/u][/i][/b]
These still need a buff, and no, I will not shut up about it.[/quote]
LOL
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