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Everything posted by Hexerin
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Terrible mode that has no business ever returning.
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At a four shot kill, should honestly be bumped to nine or ten shots at a minimum. Gotta remember that because shotgun, inherent RNG of pellet spread will prevent consistent four shot kills regardless of player skill. This "reducing the number of pellets and tightening the grouping" they're talking about won't completely eliminate that (nor should it).
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If memory serves, it was semi-auto in RTW days?
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If I were to actually use my consumables instead of only selectively using them at the most secure/necessary of times, I'd burn through my current stockpile in a month at most. Then I'd go missions at a time without having access to them, since anytime I gained any they would just instantly be consumed inside a single mission. Probably the biggest contributor to this fact is that only half of the consumables are actually useful in real play. Any mission that rewards a Boom Box or Epinephrine is basically like I got nothing at all. Satchel Charge has niche use, but is ultimately just filler to be used while waiting for the better options. Mobile Cover is pretty good when camping rooftops, but useless in enclosed areas. Resupply Box (Large) is universally amazing, and always the preferred mission reward drop. Med Spray is basically god tier.
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@MattScott You know, the more I think about it the more I just simply can't understand. You're going to put dev time into consumables, but you aren't going to fix the core issue with them that sits above all other issues with them. The fact that they're a limited resource that favors hoarding instead of actually using so that you never run out. Not to mention the constant fucking mail spam when you reach the limit, or get them as rewards from Fight Club / RIOT / events, etc. Why not just convert them into proper activated mods like the existing orange ones? Give them appropriate cooldowns, and limit their usability where necessary (like removing the large ammo crate and instead keeping the medium ammo briefcase). This way, they're no longer something that only veterans with thousands of matches under their belts can use. New players basically never get them dropped, and thus run out of them in only a handful of matches, leaving them at a disadvantage.
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Now that you've pointed it out, it occurs to me I should've done that in the first place. Thanks for correcting this error.
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Assuming Little Orbit doesn't go off the rails and create all new icons, this reference sheet has all the icons as they were planned prior to Little Orbit taking over. Would be cool if @MattScott could confirm one way or the other on this, too. I sometimes wonder the same thing. It's a curious state of mind.
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Are you high? The Nano is significantly more accurate. Sure, the FBW's base accuracy is slightly better, but as it fires it quickly blooms out. Meanwhile, the Nano remains unchanged even at full auto. That difference causes a vast difference in consistency, which is why the Nano inevitably beats out the FBW over the long term. It's similar to the comparison of OCA and PMG. OCA will consistently kill slower, but PMG has the potential to get faster kills if all the shots land.
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All these people commenting while ignoring this part. Reading is hard, eh guys?
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My opinion/feedback on NERFING over the years #chixx
Hexerin replied to moxxichixx's topic in General Discussion Archive
Why would you ever put Heavy Barrel on the NSSW? You gain nothing, while losing damage for it. Unless you're referencing how it used to be a thing years ago, in which case carry on. -
You'll notice the distinct lack of reduced recoil in my proposed list. This is intentional, as I still don't feel like the reduced recoil of silencers makes sense (not to mention how completely unbalanced it is with the current lack of any real downside). The removal of tracers and preventing radar pings is the entire baseline point of the silencer and its use case, in my opinion. These things should be baseline on all silencers.