30 Jun 14, 04:31PM
I agree the guns got buffs. I'm also not saying to make a drastic change.
if we consider a player playing smg at mid range. Maybe a player gets 43% acc with some good aim and also some good luck. I agree weapons need to be played intelligently as well, so an smger shouldnt engage from longer than mid-range unless against another smg or shotgun. even with 43% it is still possible for the enemy to disengage and regenerate.
If its too high, then yes the game becomes similar to CS or CoD. However, too low, and you've just drastically reduced the skill cap. The term is balance, taking into account game speed. At the moment, the time to kill allows far too many mistakes to go unpunished simply from disengaging.
I'd like to see aim rewarded and I don't see how that particular element slows the game down. "we dont want AR sniper rifles waffles." my retort would be tracking at distance is difficult and there is still the player physics of strafe running to contend with. Less spread (read: less random spread) would give players an edge.
Also, I'd like someone to explain to me how balancing pubs is fine for everybody. My counter would be that if you balance the game to the highest caliber play possible at the time, those who have less "skill" would taper in skill, but the guns themselves would maintain relative balance. Balancing to pubs does not have the same effect.
Consider this (as I'm sure the devs have). A sniper, lets call him a good sniper, who hits 1 bullet and then 1 pistol gets a kill. Range is not an object except for the pistol shot. The sniper at least gets 84 damage. 400ms switch and can get pistol shots off which has a decent rate of fire.
contrast, smg player at same range as sniper. gets far more bullets off, range is a huge issue. "dont engage a sniper at range". still, in a 1 shot scenario that sniper still does heaps of damage in less time than dealing an equivalent amount with a hitscan weapon. makes the game interesting. However, a sniper hitting a decent accuracy of lets say 61%, is going to do more damage at a similar skill to a smg player.
I'm not saying sniper is OP. It probably is the only gun with a decent enough time to kill potential. In terms of raw stats, it probably is the best gun because we cant assume 100% with a hitscan weapon.
whats the solution? 1)reward aim with lower spread, recoil or both.
2)for the buff in accuracy, reduce kickback speed for rushing but not eliminate it.
also, "It's not impossible to own in public games so why would it be impossible to own in matches?" is completely off the mark. No offense intended, but the average quality of pubs are vastly inferior to the average clan match or even inter.
if we consider a player playing smg at mid range. Maybe a player gets 43% acc with some good aim and also some good luck. I agree weapons need to be played intelligently as well, so an smger shouldnt engage from longer than mid-range unless against another smg or shotgun. even with 43% it is still possible for the enemy to disengage and regenerate.
If its too high, then yes the game becomes similar to CS or CoD. However, too low, and you've just drastically reduced the skill cap. The term is balance, taking into account game speed. At the moment, the time to kill allows far too many mistakes to go unpunished simply from disengaging.
I'd like to see aim rewarded and I don't see how that particular element slows the game down. "we dont want AR sniper rifles waffles." my retort would be tracking at distance is difficult and there is still the player physics of strafe running to contend with. Less spread (read: less random spread) would give players an edge.
Also, I'd like someone to explain to me how balancing pubs is fine for everybody. My counter would be that if you balance the game to the highest caliber play possible at the time, those who have less "skill" would taper in skill, but the guns themselves would maintain relative balance. Balancing to pubs does not have the same effect.
Consider this (as I'm sure the devs have). A sniper, lets call him a good sniper, who hits 1 bullet and then 1 pistol gets a kill. Range is not an object except for the pistol shot. The sniper at least gets 84 damage. 400ms switch and can get pistol shots off which has a decent rate of fire.
contrast, smg player at same range as sniper. gets far more bullets off, range is a huge issue. "dont engage a sniper at range". still, in a 1 shot scenario that sniper still does heaps of damage in less time than dealing an equivalent amount with a hitscan weapon. makes the game interesting. However, a sniper hitting a decent accuracy of lets say 61%, is going to do more damage at a similar skill to a smg player.
I'm not saying sniper is OP. It probably is the only gun with a decent enough time to kill potential. In terms of raw stats, it probably is the best gun because we cant assume 100% with a hitscan weapon.
whats the solution? 1)reward aim with lower spread, recoil or both.
2)for the buff in accuracy, reduce kickback speed for rushing but not eliminate it.
also, "It's not impossible to own in public games so why would it be impossible to own in matches?" is completely off the mark. No offense intended, but the average quality of pubs are vastly inferior to the average clan match or even inter.