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Ellix

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Posts posted by Ellix


  1. 5 hours ago, Talla said:

    Hypothetically, if we increase the dropoff range from 35m to 40m
    & set the minimum damage is set to 200...
    https://i.imgur.com/95pTRph.png

     

    The 'Enchantress' is meant for a defensive playstyle, minimizing exposure to win fights, rather than charging directly at enemies.

    Defensive means designed for high instant DPS, but also a high TTK.

    You pop in-and-out of cover in-between shots to maximize the damage you deal vs. the damage you receive.

    Examples of this playstyle are the Scout and CSG-20.

     

    What’s interesting about this new weapon is its versatility.

    It can be used in both close-quarter combat (CQC) and ranged combat, but it doesn’t excel in either.

    Its mobility and long-range accuracy allow you to tactically adjust the distance based on your opponent’s weapon.

    However, without proper cover to navigate, your strategy is unlikely to succeed.

     

    In essence, this weapon is a "jack-of-all-trades, master of none".

    The slow refire rate and TTK lower your chances of securing a kill in anything other than a 1v1.

    Most of your opponents will be running Clotting Agent III, reducing your chances of getting a kill within 2 shots.

    Finally, against good players using "meta" weapons, you'll often fight an uphill battle since your opponents have an easier time forcing the fight within their ideal range.

    The 'Enchantress' niche areas are low walls and player-owned cars with high burn fuel, which are harder to find. 

    I was actually referring mostly to the last point:
    -Make accuracy acquisition faster while jumping. Consider nerfing the jump modifier to allow accurate jump-shooting without HS3
    Sorry for the confusion 

    The only reason that it is only jumpshot usable with HS3 is to give you a choice to use this ability WITHOUT the ability to fire the gun faster (CJ3) or for further ranges (IR3 and LLR)
    The disadvantage or rather a choice of what you want the gun to do considering the ability to jumpshoot (faster or more effective then you can do it with a scout might I add)

    just doesn't feel good at all for the receiving end when you have a fast jumpshooter or a long range jumpshooting gun.
    If you would have the advantage to jump shoot accurately and faster - the gun would be broken and peak the people who hide behind cover in something close to 1 second in spaces where cover supposed to give you advantage if you use it.. Having the gun fire so fast that you wouldn't be able to react is spaces where you have somewhat short walls or a border which is about 1m tall (One you can hide in crouch behind)

     

    If you add the extra range to the gun but also the advantage of having the same accuracy as right now with HS3 but with 7m extra range (Bloom wouldn't do much here trust me)
    you poke at 45m 2 shots while jumpshooting almost and that's bad for spots like the parking lot in financial and the highway next to it. You will be able to accurately snipe people from like the 2nd or 3rd floor of the parking lot within 1.2 seconds while jumpshooting around. Basically means you jump from behind the pillar there and snipe the gun on the highway. It will happen so fast that if you don't have a car up there to hide behind - you will be a sitting duck with no ability to react

    And don't forget the EXTRA benefit of the gun if you put HS3 on it in addition -> That's just a point click adventure then and the jumpshooting will happen with no delay almost.

    I do agree the gun needs some love - But over buffing it will mean a very annoying weapon to deal with.
    Take it from someone who's been using it long time..


     

    • Like 1

  2. On 1/10/2025 at 3:21 PM, Talla said:

    I think the weapon is very fun to play with, but its range feels lackluster in most scenarios.

    A Colby RSA secondary is often a better choice, considering the range.

     

    The short range and high TTK forces you to use the Enchantress defensively using cover, with a CQC secondary to defend against opponents closing in to rush you.

     

    You can use a player-owned car with high HP as portable cover to jump-shoot over it with little risk. That's one of it's few advantages.

     

    Recommendations :
    - Change the minimum damage of the gun to 200 to be a 5 Shots to kill (STK) at worst

    - Raise the range dropoff & min damage range by 5-10m each

    - Make accuracy acquisition faster while jumping. Consider nerfing the jump modifier to allow accurate jump-shooting without HS3

    Trust me - you do not want this.

    This gun will be too powerful for it's speed and with the jump shooting benefit it will be just too much power in the hands of someone who will master it.

    Sure it will be fun for the user - but for sure not for the one getting shot.


  3. On 7/12/2024 at 11:50 PM, Revoluzzer said:

    I believe it was Heavy Hitters first, then Furious Fighers, then Sharp Shooters.

    Heavy Hitters had several rounds of invites, I wasn't in the first batch. Perhaps the second, possibly the third. Furious Fighters had a few quick rounds, I think and Sharp Shooters got in all at once. But as you say, it's been quite a while since then. 😄

    Managed to find some related art done by one of the RTW devs...

     

    f34c149a9c015ca73d23f1b91ab10b9c.png

     

    555a3326a814fc585581067bfaef9245.png

    • Like 1

  4. Overall I see the tested system as something better then what we currently have on Live.

    Missions are balanced alright considering the small player pool that was on OTW (I think we had like 24 people at most).

     

    The new escalation system is really good too.

    I love the fact that you can start with 2 v 2 mission and slowly escalate it into a 12 v 12 fights.

    Usually that many people are only present on the latter changes and I assume on Live there will be a smaller escalation pool since everyone will have individual missions.

    (That is something to be tested though in a full district scenario)

     

    What I would point out though that it seems like bronze players are considered mostly like silvers by MMR.

    Don't know if it was the small player pool but it seems like bronze players were pulled in into matches of 2 v 2 while 1 team had 2 golds and the bronze only having 1 gold teammate.

    Again  - I think it's just an artifact of small player pool.

     

    What would be nice to test now though is having premade groups and how this effects the system.

     

    I give it a 8.5/10 overall

    • Thanks 1

  5. 7 hours ago, Gro said:

    From my experience the more players are in the match, the more difficult it becomes for the offensive side, because there is always someone guarding the spot/item/vip/whatever, regardless of how far spawns are, and defenders are more likely to win, because time works for them.

     

    Your "escalate" thing might be worth it only if it will transform mission in deathmatch with killcount to win. Afaikr, not every mission has such stages, so you'd have to rework all of them to include deathmatches if "escalated".

     

    Essentially, it will allow a fight club in a mission districts.

    What you're forgetting though is that both teams need to agree to escalate the mission.

    If your team has a disadvantage in the mission state - the team leader always has the option to NOT escalate.

     

    Also personally I think larger groups for final stage missions are really fun.

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