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Edited by Blue_Catanist: 10/6/2024 10:36:18 AM
9

PvP long distance weapon

No hate but scouts and pulses feels too strong on long distance. Especially when its TTK now is the same (or lower) than medium range(HC, Auto). Maybe you should try another method to balance this out.
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  • 340 pulses need their intrinsic aim assist bonus adjusted for sure.

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  • Handcannons ARE the most popular option for high-skill players. Handcannons are also one of the most effective weapons in the game. 140s are so strong they are getting a minor range nerf with the next update. Pulses, in particular High-Impact pulses, are also strong and popular choices. High Impacts are also getting a minor nerf in the form of a damage reduction (they will now require all crits regardless of Resiliance). Scouts don't really belong in the conversation. They are consistently one of the least used weapon types in the game. The exceptions might be some outliers, like Box Breathing scouts and maybe high impact scouts with good stats (like Jade Rabbit). EVERY WEAPON HAS AN IDEAL RANGE. IF YOU ARE LOSING TO SCOUTS OR PULSES AT LONG RANGE, THEN YOU ARE OUT OF POSITION.

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    • Long range weapons should be good at longer ranges. Plenty of maps allow other weapons to shine…

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    • I definitely agree with pulses but I honestly think scouts are kinda bad imo.

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    • Well they're rifles. They should have more range than a hand cannon?

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    • Edited by BUTTERZ: 10/6/2024 6:27:41 PM
      I think you need to be more stationary when using them, they could use more flinch, just like snipers they have constant range advantages and flinch is a great way to improve the feeling of other shorter range weapons in engagements, that way even if your out ranged you can still effect the other player to some extent, leaving more opportunities for getting closer or getting away without completely ruining the playstyle, of course if a player is good with them they will succeed at what there doing regardless but I do agree long range weapons have far to many lanes and spots there safe in and there should be some type of penalty, there to easy to use unless challenged by another scout or pulse.

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    • I agree with pulses. They are low risk and easy to use and have few downsides while having a good ttk and ability to peek shoot. I partly agree with scouts but not many maps are that large. Eternity and multiplex comes to mind - both incredibly bad maps. On most other maps choosing a scout is pretty restrictive since you can only really be effective if maybe you float or you play on the outskirts of the map where there are long angles. The caveat is that box breathing wcouts exist and they are somewhat useable on more maps. And I have hate towards pulses and scouts

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      • Doesnt help that this weekends trials maps favor both

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        • Ok i totaly understand the pulses part, but the scouts, really, they are mini snipers, they are designed for long range fight

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