Jump to content

Noob_Guardian

Members
  • Content Count

    9989
  • Joined

  • Last visited

Everything posted by Noob_Guardian

  1. @LO Max health damage per shot for the strife imo would be best "at minimum" 850 if you're going to nerf it to prevent death to fragile users. If you decrease damage further then I suggest a TTK to decrease as well. Without cover it suffers in CQC drastically and easily gets melted waiting for its next shot, and as others pointed out, other shotguns simply out ttk it and can manage 3 shots almost by the time the strife can fire 2, and can fire 4 by the time strife fires 3x. This is excluding the amount of free time OCA,PMG and every other weapon has to fire to kill the strife user. The strife is the "HVR" of short range with high damage, slow ttk, and high risk. I can understand being weary of reducing its ttk and wanting to make it feel less powerful, however it's TTK is what balanced its high damage, and it's also what causes the biggest risk while in cqc. With less damage, the TTK should decrease, even slightly. People do not use fragile in general because clotting agent is generally better, not because of strife. I think out of these several years since strife came around, I may have seen one person switch off of Fragile while I'm using strife. So I don't feel that using the fragile as a backdrop for the strife nerf is really a good argument.
  2. I'm not lying lol, i don't do very well with the ISSR-B, but I pull out an LCR and do much better. I almost regret buying my ISSR-B honestly
  3. eeeh, i disagree it "feels" like the LCR in MM, thats what I mean. Honestly though ISSRB and ISSRA feel bleh to use, the LCR feels way better lol
  4. don't get me wrong, i absolutely love the new glory and think its a ntec star lcr varient, and want it. But i find it somewhat debatable on whether it should be worth more than the URSUS, the URSUS is better in a lot more situations imo if anything they should be the same price if not glory lower. However, that also ignores that every new JB weapon has been 5 mill every time it comes out.
  5. The irony of the new glory being more expensive than the Ursus but being said to be worse than it is very telling.
  6. Everyone goes shotgun, they get their shotgun statistics, and everyone else has fun doing it.
  7. No, the NTEC rework wasn't why the community left, to be absolutely honest, roughly half the community in Joker server had left during gold lock, and declined slowly ever since even after the merge with Colby. Ironically a portion of G1's original team went "bye bye" after gold locks failure. We can probably imagine why. The NTEC change came faaaar later than that, and had very little to no effect on the already small community population. Also, assault rifles are meant for close - mid, not mid to long. So you have that wrong. Damage drop starts at 50m for NTEC and other AR's. It's simply that a certain one doesn't have a harsh enough damage drop after its range drop hits. The only weapons that are really for Mid to long is essentially the obeya,obir, and snipers.
  8. MMOS are fun and not very toxic, but yeah anything where you have a team can be very toxic. Especially like OW where you HAVE to have teamates pull their own.
  9. @PvE Okay so here's my "short version" analysis and suggestions. Some I would say do in "waves" if the first change isn't nearly enough. This means a lesser change to the weapon at first for a time, BEFORE the harsher version of the nerf/buff. First wave or suggestion (*) Second wave (^). While this seems complicated it is done to prevent a potential over buff/nerf. Others I will agree with. Current stats for weapons will look like this. Assault Rifle Ammo in general - I'm not really for it, however, I can understand the reason behind it. I do agree it could be done without effecting game play too much. As such i'll ignore discussing AR ammo changes later in as i'll take an impartial stance to it. Weapons: N-TEC: While the NTEC is somewhat dominant in CQC and Mid-Long rang, and the jump modifier can be seen as likely the primary issue issue in cqc, the weapon also performs extremely and potentially too well, past 50-57m. - Increase Shot Cap - 2.0* then 2.4^ - Increase jump Modifier 20 -------------------------------------------- - Reduce Bloom Recovery to 4.0^ - 4.25* from 5.0 - This puts it a little bit more in line with Star/far without making it as slow to recover as they are. - Further Harshen the Damage Drop Off at starting at 57m without IR3 64m with. While I understand the need for a mid-range AR that is effective IN it's range, i'd suggest these changes in "addition" to the the suggested ones in the list. This is in hopes that it can further allow the Obeya and other mid-long range weapons to be more effective in their "further" ranges, while giving Star and Far a "little" more breathing room. Star: Good Ursus: Good Not a bad change and one I can get behind. Puts it in similar TTK as the Star while still dealing good damage, and still being 5 HTK. Misery: Good Cobra: - ROF Decrease: .160 Decrease Shot Modifier Cap: Read Below I feel that going to .25 may be a bit too much, its already got fairly low bloom so putting a cap that low would end up making it into a laser. While I agree that it was meant to be somewhat like a full auto carbine, i’d rather not make it into a psuedo carbine that everyone will complain about due to how effective it is, but I do feel it may bloom a little too much. So: - Per shot modifier: .375 - Shot modifier Cap: .300* or .275^ LCR: We have to worry about how this change can effect the old glory as well, as that is generally the “best” version of the lcr and most used, also I do currently enjoy the LCR old glory as-is, but i can see why you’d want to change it, so I’d suggest a different set of changes than the one to you suggested which would make it more mid-range oriented. Not to “Say absolutely no” to your suggestion, however I do also currently like the weapon’s range and niche. This change could be considered an “alternate” change to make it a little more effective in its current range. (generally we have test A and test B districts, as such I feel this could be the alternate to your suggestion) Remain in Current Niche: - Increase ROF to: .290* or .285^ instead of .300 - The CJ3 Varient makes it .285 currently, it feels fine with old glory ROF. CJ3 would further decrease this. - Accuracy at 10m: 12 cm from 13cm - Make it a little more accurate. - Decrease Marksman Modifier to .6* then .575^ - No Range Nerf - This is to allow it to be better in its current niche, rather than work it into closer ranged version. I would be weary of how “effective” this change would make it if changing the base spread at range, if too great then instead. - Decrease Marksman Modifier to .575* then .55^ Carbine: -No change- This weapon is well disliked already by many because of how effective it is regardless of if you consider it an “RNG” cannon. I would keep the current stats on it as is without changing the weapon because of its current ease and effectiveness. Bullshark: Adjust it’s TTK to be more in line with other “mid range” weapons. - Time to Kill: .9^ or 1.0* from 1.2 - Slightly lower ROF of shots of subsequent busts. It’s a unique weapon and likely will be hard to rebalance to be more usable. Obir: Good I have no issues with this change, it lessens the slightly excessive overkill while it remains effective. Shredder: Hard to balance for its range and TTK as known from previous weapon reworks due to ray scaling. It’s not terrible in cqc combat, however it’s definitely better at the fringes of the cqc effective range which has been effectively removed due to recent nerfs. Without ray scaling it wasn’t much of a great weapon due to spread. Currently decreasing TTK would allow it to be more in-line with it’s current “nerfed” variant (not PTR) and CQC range. I much prefered the original shredder, and felt that it only needed slight tweaking to be a little more effective. I’d suggest this, from the base shredder (not current but before shotgun rework). - Decrease Fire Interval to .410 - Increase Range: Base Range pre-rework - Increase spread to 47.5* cm 50cm^ from 45cm at 10m - Increase pellets to 10* or 11^ from 9 Hopefully this will give it it’s range back and make it a little more effective without making it broken. JG/CSG I feel like the need to make shotguns easier to counter via 3 shot is better because of lack of counterplay than changing their ROF and damage slightly. Any weapon in cover has a direct advantage already .10s and a slightly less hp damage isn’t going to fix that, while it does effectively make shotguns much worse than oca/pmg in cqc without cover (and effectively almost always dead without cover.) This isn’t a great idea imo, i know this from using the ODIN Series which has a .79 ttk and can be really rough to use because of. As such: JG: - Max Health Damage: 445 from 775 - TTK: Remain the Same - Spread at 10m: 125cm* or 135cm^ from 150cm - Mag Size: 12 from 8 CSG/TAS: Interesting Idea with slugs however may be more suited to the shredder which is already a ranged shotgun. If In line with the JG changes: - Max Health Damage: 400 from ~660 - Mag size: 12 from 8 NFAS: - Damage Reduction: Good - IF TTK remains the same or increased to .62/.63 - Reload Time - Good - Mag size - 10 from 7 An increased mag size is necessary if its damage is reduced. Otherwise it will only get 1 kill per mag at 7 rounds unless lucky. Strife : The strife is meant to be a heavy heavy hitter while having really bad TTK. The TTK is offset with cover usage, however it doesn’t negate that it can quickly and easily become useless in close quarters if miss, a partial hit, or no cover. It is very high risk high reward. If it does get a nerf then: - No Range Decrease - Decrease damage to 900* or 885^ from 937 PMG: Good H-9 Curse: - Damage drop off range to 40m - Increase Damage to 112 - Make Time to Kill 0.74s The change to the TTK is because reducing the one bullet makes its TTK go from .765 to 0.68 after the first shot is fired, this TTK is faster than most CQC weapons and would kill slightly faster than OCA even if it missed once with a .7ttk at 8 shots. If this is going to become more of a cqc-mid sub machine gun, then it shouldn’t interfere too harshly on other cqc weapons. Maintain a slightly higher TTK than .7, while still giving it more range and damage. OCA ‘Whisper’: Good I see no real need to change this gun, it doesn’t really seem to be overpowered, though I can understand wanting to change it to be more in-line with the base weapon without seeming to be “pay to win”. As such I won’t disagree with this change. HVR: No Changes I’m not too keen on nerfing the HVR further, it’s already been hit really hard in the attempt to nerf quick switching on it. Quick switching is already non viable because of the current changes of the HVR. (Personally I hate the current iteration of HVR, and would have much prefered to remove the ability to use purple mods on the HVR in general, pinging someone 2-3x crouching then shooting crouched doesn’t kill someone while out of mm most of the time it seems) ISSR-B: This weapon’s TTK is kept in line by its bloom gain for longer ranges, but I don’t agree entirely with the suggested changes for the sniper and would likely change a few other aspects. -Damage Drop off range 85m from 90m -Decrease Hard Damage to 50 from 72.9 -Increase ttk to 1s from .9s -Shot modifier .6* or .65^ from .5 -Recovery delay .40 from .45 ISSR-A: Meant to feel like the ISSR-B but be a mid ranged variant as such: -Increase range to 55m from 50m -Adjust the damage after damage drop to be slightly sharper down -Per shot modifier 1.0* or ^0.75 from 1.50 -Recovery Delay .3* or .250^ The weapon feels clunky to use, it gains a lot of bloom, has a high ttk for midrange, and spends lot of time waiting for bloom to recover. Hopefully this change makes it a little bit less clunky. Scout: CA-3 was nerfed to mitigate damage done, which was already a direct buff to this weapon. You can now fire 3-4 shots before having to worry about clotting agent. (pretty sure it’s 3). I think a more minor damage adjustment would be better at first. -Increase damage to 565* or 580^ from 550 instead Euryale: Good I’m not opposed to these changes, it is a bit too powerful. Alig: Good The weapon needs to be a little more accurate in general to be somewhat effective against players. ACT 44: - Range decrease to 60m from 70m - Accuracy at 10m 18.5cm from 20cm - Marksman Modifier - .35 Act 44 has always felt more CQC than the RSA, as such decreasing its range somewhat makes sense, however to help fix the accuracy issue I would suggest tweaking the base accuracy to be more accurate. RSA: - Accuracy at 10m 15cm from 16cm - Marksman modifier .35 Keep range the same, change the Modifier and 10m accuracy to improve it. RFP: - Damage Drop off: 30m - Decrease Mag Capacity to 18 from 24 You have an incorrect amount of bullets in a 3 shot mag in your chart for the RFP, I suggest making it full bursts, rather than 5 with 1 shot left over. Showstopper: It’s a CQC shotgun pistol with a low TTK. It’s not as effective now as it had been. Damage is fine, you say ttk is too low, yet want to make it a 4 shot kill with a 1.05 ttk with a sub 10m range which would effectively make it worse than every CQC based pistol AND cqc-mid range pistol ingame. Ironically .45 has a ttk of .8 and you’d be putting a pistol with a fraction of the range to be far worse than this which can reach out far further and is far better with your suggested change without suggesting a rework of the .45. For the Showstopper instead I suggest: - Increase ttk to .75s* or 0.8s^ from .7s To make it align with the fr0g more Or - No change This puts the showstopper line with the TTK of the Fr0g in cqc or leaves it as a middleman between the NFA and the Fr0g/.45. - I would suggest no TTK change be done to the Thunder variant of the Showstopper if this rework were to go through, so changes may have to be done to the mod/weapon to effectively keep it the same as is. SNUB: Good OSCP: Good PIG: No Change There is no way to reasonably change this weapon without severely gimping an already hard to use and underpowered role. IF a nerf MUST happen then I would suggest: - Stamina Damage to .900* or 850^ from 950 instead. - No ammo change This leaves it to still be very effective as a finisher and useful against slightly tagged enemies (which is what it’s supposed to be) without severely nerfing it to near uselessness. Harbinger: Good Percussion: I agree with a slight nerf, however I feel that 450 may be too harsh, I’d suggest : - Explosion radius 500* or 475^ from 550- no lower - Stamina Damage - 250 from 350 The fix for Reducing pig/perf effectiveness is a hard call, however making the pig harder to use without touching the PERC’s stamina damage is not the way to go about “fixing” it. Low Yield Grenade: I have long wanted low yields to be 2 instead of 3 because of spammability. However, with their current reduced damage and seeing how that feels to play against, reducing their range “may” be enough to bring it much further in line without making it so you have 2. As such: - Decrease Radius to 600 - No Change to Carry Capacity* OR Reduce capacity to 2^ from 3 Stun Grenade: No Change While it can be infuriating to be 1 shot stunned with them, the entire less than lethal role is far weaker than lethal, and nerfing one of the only decent, hard to use, and high skill cap things ingame for it, does not make sense to me without first buffing less then lethal as a whole first. So I would suggest no change, at least until LTL gets fully reworked to be more useful. Volcano: Agree Stun OPGL: Max Rank Cop Item, hard to get, I disagree with the extent of the suggested changes. The Radius is HUGE that’s for sure, however that’s because it is literal gas, and not an explosion IF the range has to be reduced, i’d say 850cm across the board, no less. So: - Decrease the Radius to 850cm from 1000cm - Increase Max Damage Radius to 200cm from 150cm OR - No Radius Change - Decrease Stamina damage to 850* or 800^ - Increase Max Damage Radius to 200cm from 150cm OR - Decrease the Radius to 850cm from 1000cm - Increase Max Damage Radius to 200cm from 150cm - Reduce Mag Size to 3 from 4 I cannot agree to nerfing the LTL opgl as harshly as suggested due to the difference between being stunned and being killed. However there are several other ways to potentially reduce its spammability. It cannot oneshot as suggested, however it does piggyback well off any fall damage/stamina damage.
  10. A number of the changes make no sense such as the cop nerf ones: COP weapons are already underpowered, and nerfing the only "semi-strong" aspects about it is not a good idea. Such as pig, its one shot sub 10m with a 1-2 second reload. There's NO room for error. Unless you suggest adding a second tazer shot, then you nerf its ammo so you can't even potentially go pig only against 2-3 people and miss twice. (really bad idea imo) I get that you don't like pig n perc, but that would be far better suited to nerfing perc soft damage. Stun grenade and stun opgl as well, Stun grenade rewards perfect grenade handling, and takes skill to do, and is generally much harder and more dangerous to play than lethal. It makes no sense to nerf stun grenade damage. As for the OPGL its radius "could" be reduced but they should then adjust the max damage radius and increase it slightly. Stam damage for it should be closer to 800-850 not 750, it takes 4 seconds minimum to stun someone using it, hard nerfing that far it isn't a good idea. Ntec could do with increased bloom recovery slightly (3.75-4.0 or so rather than 5, it'll still be faster than star and far) and a harsher damage drop after range along with the jump changes, but aside from that i don't ntec as an issue. Also 16 rounds for RFP makes no sense because its a 3 burst pistol, 16 rounds leaves 1 extra in the chamber with no other shots. Make it 18. That's just "some" issues that i've noticed, i'd have to go through tomorrow and finish reading it because i'm low on time atm.
  11. No you dont get it in whispers in other games, you get it in team/match chat instead.
  12. 6 whispers in 6 minutes is the length of a single match. Harrassment would be more like this happening over several hours across many many matches and carrying on into days and weeks. (which i've encountered and had to block people for because G1 sure as hell wasn't banning them) People will fairly often complain all match. EVERY match if you face them all the time because let's face it, sometimes, people reaaaally hate facing you. (in this case ignore option is far better, while you could report for harrassment, generally /ignore should have been used long before a report for harrassment would be needed... depending on what is said that is) Merged. A lot of people will earn far more hate via ingame chat, or "team/player match afk's" depending on how they play. Playing like an pleasant fellow, spawn hunting, gliching/abusing broken mechanics, using nfas or carbine/oscar, only ever 2v1 pincering someone, or running with items for example will earn you a LOT of hate. Sometimes the chat can't be avoided even when you don't do those things. A number of people however, absolutely do the above. Sadly it also strokes a number of elitist epeens and makes them enjoy their toxic gameplay which leads to more insults.
  13. the issue isnt just about the code and matchmaking. The community still needs some massive work lol
  14. pretty much, most other games have many many many more players to pool from. They don't have a pool of 45 players to choose from.
  15. they're returning?! YAY! I play with sounds and honestly the sound isn't that bad. I find Rainbow 6's directional sound to be sooooo much worse.
  16. However, it wasn't this broken before until they had touched overtime 1-2x from 2016-2018 though. Yeah glitches still happened and there were some "wierd" rules. But before they made changes to it back then, you could be losing in a 3 point hold, both teams have 1 point, and you start "taking" one, and the mission wouldn't end instantly and you still had a chance to win. The current overtime rules ARE broken and generally give NO chance to turn a match around. G1 and possibly LO have said they want to touch up the bounty system or even remove it in some way, but they didn't know the best way to go about doing so or what to implement instead. Just saying
  17. People used to go 1 sniper/obeya/obir, ntec, ntec/oca, 1 cqc, others would go full carbine/oscar, and others would go 2 midrange 2 cqc or if in a 3 man 1 lr, 1 ntec, 1 cqc. Just because the "meta" changed because they decided to overpower shotguns doesn't mean that oca is terrible. It's always been a good weapon, and i prefer it over shotguns the majority of time unless im using the "strife" which is arguably far worse than the OCA competitively. The problem with shotguns is how they are used with corners prevents counter play (ontop of the current brokenness of them), which is why they are trying to rework them yet again. Many still go OCA for CQC including me regardless of the "risk" because its just as easy to corner pop and if you know how to use grenades, dodge grenades, and such you can do just as well. PMG is somewhat borked but you don't see it too often. Its rather easy to face a shotgun user sub 15m though, unless they are on a corner you dont "know" they are at, most times you do have a chance to fight and win. But then again, i almost never get ambushed by faceplanting into a shotgun because I lure them to me instead. /shrug
  18. yeah the fact that that was changed to the current system from G1 is dumb. OT was fine, and noone complained about it ever, and they changed it to the dumb mess this is.
  19. if its "that" big of a deal to you, why not suggest making dow and nfas 4stk with the same ttk under these changes? I enjoy the shredder but it's always been sort of like an auto slug shotgun imo so I play it kinda like a rifle. Strife itself has issues facing cqc weapons if if not extremely careful, if it was "that" strong people would have switched to it by now. Making 3stk isnt going to push everyone to run strife.
  20. thumper is a joker box weapon and is unique compared to the cj/csg. The thumper is FAR closer to a tapfire nfas with further range capability, than it is/would be jg/csg
  21. the oca is effective far past the shotgun effective range though. OCA is fairly versatile and forgiving and can 8 shot up to 15-20m. I don't really get why you think it's complete trash, its really not and never has been. If I don't miss a moving target/corner popper? Fairly often actually, but i guess you'd say that's besides the point. Which is also why shotguns are getting reworked... yet again,
  22. There's never been a point to play OCA when JG/CSG was meta, and oca vs pmg is fair game. The damage difference only matters when tagged/cleanup, though PMG could use a little harsher CJ2/3 effect. That doesnt make it a "nerf" simply because other guns are better, unless you want to say every gun is nerfed because NTEC exists. xD
  23. part of that is because G1 buffed the alig, then decided crap that was too much, and instead of retuning alig, buffed vehicle life.
  24. all the did to the oca was revert its overbuff to my knowledge, why call it a nerf, it's a fix, because the OCA NEVER needed touched to begin with. mind making prototype district like, fightclubs? It may end up with a lot more information than an empty normal district. I know the G1 had pushed tests live once or twice to change them shortly after (with how the game pop is, pushing tests to fc may be a better measure imo.)
×
×
  • Create New...