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Pls, limit explosive weapon in fc

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FC becomes an unplayable disaster when there're at least 4 opgls

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maybe a game mode that doesn't work with all the weapons is a shitty game mode and should be replaced with something else

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2 minutes ago, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA said:

maybe a game mode that doesn't work with all the weapons is a shitty game mode and should be replaced with something else

no, it's just a game that was never balanced for this type of weapons

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This thread has been moved to the Game Suggestions section of our forums.

 

~@mayii

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1 hour ago, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA said:

maybe a game mode that doesn't work with all the weapons is a shitty game mode and should be replaced with something else

I disagree with that statement. Fightclub itself isn't the issue. It's the type of map. While explosives in Baylan are completely fine they can be extra annoying in Asylum. Baylan was made for long range fights and is more open. Asylum is a building with a lot of spots inside. Having just one blasting a direction with OPGL makes it very hard.

 

I'd also direct to this discussion.

 

In my opinion it is only the OPGL that needs a rework or some tweaks. It is way to light for a weapon with such a punch, has too much ammo capacity for what it can do and the nades are bugged in a way that they just disappear under the maps surface and are not really visable enough. There is no indicator that makes clear this weapon was fired at all like OSMAW, Volcano and the EOL series with their windup timers which OPGL hasnt and those weapons arent really a problem. The rocket launchers are limited in movement, ammo capacity and can be a higher risk and also just fire straight forward. EOL is okay it can be annoying but it is not that bad. OPGL can also fire around corners and it's nades have a very nice blast radius.

 

So in short it's basicaly rework OPGL or just remove that one weapon form Asylum. Doesn't mean an entire map or mode has to be deleted.

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2 minutes ago, JunoSuzuki said:

I disagree with that statement. Fightclub itself isn't the issue. It's the type of map. While explosives in Baylan are completely fine they can be extra annoying in Asylum. Baylan was made for long range fights and is more open. Asylum is a building with a lot of spots inside. Having just one blasting a direction with OPGL makes it very hard.

i don't think explosives work well in baylan either, any mode where spawns are frequent and limited to specific locations is vulnerable to explosives

 

 

4 minutes ago, JunoSuzuki said:

In my opinion it is only the OPGL that needs a rework or some tweaks. It is way to light for a weapon with such a punch, has too much ammo capacity for what it can do and the nades are bugged in a way that they just disappear under the maps surface and are not really visable enough. There is no indicator that makes clear this weapon was fired at all like OSMAW, Volcano and the EOL series with their windup timers which OPGL hasnt and those weapons arent really a problem. The rocket launchers are limited in movement, ammo capacity and can be a higher risk and also just fire straight forward. EOL is okay it can be annoying but it is not that bad. OPGL can also fire around corners and it's nades have a very nice blast radius.

 

So in short it's basicaly rework OPGL or just remove that one weapon form Asylum. Doesn't mean an entire map or mode has to be deleted.

the only thing i can really agree with here is that the 40mm grenades and their trails are difficult to see and that should be changed

 

the opgl has more freedom of movement because it also has the longest delay of all the weapons mentioned and the same ability to arc the grenade around corners is also a drawback because the grenade does not go exactly where the crosshair are pointed

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59 minutes ago, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA said:

the opgl has more freedom of movement because it also has the longest delay of all the weapons mentioned and the same ability to arc the grenade around corners is also a drawback because the grenade does not go exactly where the crosshair are pointed

The large freedom of movement and capacity is the problem. Firing around corners is one of its advantages because with OPGL you dont care about pixelperfect crosshair placement if you dont wanna fire around corners very close. As long as the nades lands where you want it you can also predict a lot with map knowledge in addition which can force the enemy team around 2 corners which is a big disadvantage for them. Now put it to a test with 2 OPGLs in one team. or three, four, five. At some point it just becomes unfunny and annoying.

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9 minutes ago, JunoSuzuki said:

The large freedom of movement and capacity is the problem.

and its balanced out by having a minimum of 5 seconds before any damage can occur

 

 

10 minutes ago, JunoSuzuki said:

Firing around corners is one of its advantages because with OPGL you dont care about pixelperfect crosshair placement if you dont wanna fire around corners very close. As long as the nades lands where you want it you can also predict a lot with map knowledge in addition which can force the enemy team around 2 corners which is a big disadvantage for them.

yes this is a strength, but as i said its also a weakness - the face that you're almost never certain of the exact location a grenade will land (especially with the damage delay) makes it more difficult to use than a weapon that fires in a perfectly straight line

 

 

13 minutes ago, JunoSuzuki said:

Now put it to a test with 2 OPGLs in one team. or three, four, five. At some point it just becomes unfunny and annoying.

stacking the same weapon can be useful but it also means there's more people on the team with the exact same weaknesses, having run 4 opgl teams and having faced 4 opgl teams it really becomes apparent that someone who can exploit those weaknesses will take you apart pretty easily 

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