02 Mar 15, 03:54PM
(This post was last modified: 02 Mar 15, 03:59PM by G1gantuan.
Edit Reason: k
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(01 Mar 15, 03:29PM)stef Wrote:(01 Mar 15, 11:23AM)G1gantuan Wrote: TOP 5 weaponz in ASSAULT CUBE listThe fact, that you think, such a ranking could be done, shows, that you have absolutely no clue about weapons balance.
There is no "best weapon". There may be a "best weapon for a specific map & mode". Asserting, that there is a single weapon, that bests every other weapon under all circumstances, just shows, that you still have not learned to think before to post. This is why weapon balance discussions usually lead nowhere.
I didn't actually disregard the continuous factor, that is, the limitations set by a limited map - I suppose I didn't word my second sentence carefully enough. I also didn't disregard the other game modes, it's just that I didn't want to make my post too long, so here we are. I also didn't assert that "there is a single weapon that bests every other weapon under all circumstances", that's just your inability to carefully comprehend the implications of my ranking list. While it was specifically targeted towards CTF, the other game modes are still played in the same maps anyway, so what drastic differences are you actually referring to? From what competitive experiences do you infer that my ranking list is ABSOLUTELY invalid? Oh wait, do you even play competitively? So many questions. But I'll address the prioritization of my ranking list:
1. Weapon Versatility (the weapon's consistent effectivity in tackling all kinds of situations under all ranges of shooting)
2. Aiming Intensity (the raw ability needed to aim a weapon in its proper method consistently)
3. Weapon Technicalities (the actual capabilities of the weapon; built-in game mechanics, damage output, reloading speed, capacity of ammunition)
4. Dynamic Environment Interaction (the best strategic and tactical courses of action in handling a specific weapon in a specific map under specific circumstances)
After having played at least 20-30 inters against varyin- I mean, SMG users who didn't have any distinctive characteristics, these four factors are what I believe to have been most abundant throughout my competitive AC career.
Weapon balance discussions won't go anywhere when the leading developer is just an extremist who assumes that everything he knows and thinks must be correct without actually undergoing what his players are actually undergoing.
I also just wanted a discussion, not an aggressive debate. But of course your inability to properly comprehend my sentences would lead to your formulation of arguments without substance, and a sneaky implementation of ad hominem. All the while completely disregarding my points, well done. You're exactly like Mr. Floppy, repeating the same useless statements over and over while attacking the character and credibility of the person he's arguing with when his conceptions differ/he can't understand the arguments he's given.
(01 Mar 15, 03:29PM)stef Wrote:(01 Mar 15, 11:23AM)G1gantuan Wrote: TOP 5 weaponz in ASSAULT CUBE listI repeat: at this time, we don't have a dominant weapon, that has too much advantage over others independent of map & mode. Of course, on a wide, open map, a sniper has the advantage. In close tunnels, the shotgun may be best.
Congratulations, you have successfully demonstrated your inexperience in a subject that you so confidently barged in with apparently divine knowledge.
(01 Mar 15, 03:29PM)stef Wrote:(01 Mar 15, 11:23AM)G1gantuan Wrote: TOP 5 weaponz in ASSAULT CUBE listMost players who complain about balance simply think, it would be enough, to learn a single weapon - and then just bitch at the devs, if it isn't the best for every map & mode. Guess what... that's not how it works.
I don't know where you pulled this fact from, but it's not really relevant to properly balancing the weapons.
(01 Mar 15, 03:29PM)stef Wrote:(01 Mar 15, 11:23AM)G1gantuan Wrote: TOP 5 weaponz in ASSAULT CUBE listI'm not saying, that the weapon balance is perfect and should never be changed again. I just say, that it's good enough, that we can give it a rest for one release - especially, keeping in mind the endless and repeated "tweaking" of the past.
If you're not convinced: try to remember the outcome of past weapon tweak cycles. After every iteration, the bitching would start new. If we should learn one thing from the past, it is "there is no such thing as a weapons balance that pleases everyone". If the current one mostly annoys G1gantuan, I am fine with that.
Still doesn't change the fact that the weapon balance has currently gravitated the competitive scene to SMG only plays.
"I'm not saying, that the weapon balance is perfect and should never be changed again."
"there is no such thing as a weapons balance that pleases everyone"
Lol.
Rational minds don't care about not being able to get easy headshots in this game while aiming at targets that move at 500 mph, they care about proper weapon balance. That shouldn't be too difficult to understand. It's actually quite an accurate statement, but it should be "there is no such thing as everyone isn't stupid", then it's correct.
(01 Mar 15, 03:42PM)Vanquish Wrote:(01 Mar 15, 03:29PM)stef Wrote: There is no "best weapon".The only place the AR can outshine the smg is if you're baiting an angle with it. While the weapon balance is mostly fine atm, the AR should have some kind of damage increase, or perhaps return to the way it was in 1.1 to keep it on par with the smg.
No, the AR doesn't need to be changed, only the SMG does, and that's by decreasing the push-back of the weapon, eliminating its viability as a "flagging weapon".
(01 Mar 15, 03:42PM)Vanquish Wrote:(01 Mar 15, 03:29PM)stef Wrote: There is no "best weapon".sniper and carbine are fine, it's quite easy to aim with either of them at whatever distance, and if you're hedging your bets on a weapon that has the potential to output such high damage in one go, you deserve to die to an auto weapon if you miss your shot - there shouldn't be any second chance for you if you fuck up something that simple. contrary to what most people might suggest, a good sniper nowadays should be hitting at least 55-60% a game (I hit at least this percentage every game and even higher sometimes, and I don't consider myself a good sniper, I'm sure someone like sanzo could hit 70% consistently if he played often) [EDIT: talking about competitive games, anyone can hit literally 100% in pubs] and if he's not hitting his shots then he doesn't deserve a shit ton of kills. I don't get why people bitched so much about this in the past but it's fixed now so whatever.
No, they're underpowered (lol at carbine, the most underpowered weapon, being fine). They're harder to aim with consistently than either of the automatic weapons (which are equally or even more effective in most circumstances), and if we want to reduce our arguments to simplistic statistics, then we probably shouldn't be arguing anyways. The sniper is theoretically the best weapon, but that's assuming that there's a human being out there that can play an entire game against highly competent players without ever missing a single headshot, or any shot for that matter.
Yes, everyone knows that there are higher standards of skill for a weapon to be successfully utilized against inferior players who use an overpowered automatic gun. Your point? Also, percentages don't mean anything. Anyone with above average aim can hit 50% LG consistently against a nub who doesn't even strafe (quake reference). Your argument surprises me
(01 Mar 15, 03:42PM)Vanquish Wrote:(01 Mar 15, 03:29PM)stef Wrote: There is no "best weapon".The shotgun is currently underpowered, but you can still use it situationally in some maps, which is good. I don't really see a way it could be balanced any better than it is atm without overpowering it or making it even more useless.
It should be reverted back to the 1.04 shotgun. A shotgun should be a shotgun
(01 Mar 15, 03:42PM)Vanquish Wrote:(01 Mar 15, 03:29PM)stef Wrote: There is no "best weapon".tl;dr: give AR a boost of some sort to keep it up to par with smg, everything else is fine
k. but no k. go play quake live CA with lg only if you like, but pls don't reduce this potentially complex game into hitscan drooling madness.
If the weapons were properly balanced then DYNAMIC WEAPON UTILIZATION would be introduced, meaning that no player will solely use the SMG for the entire game. I would give this concept at least three paragraphs of detail but I will finish my post k.