7 years ago
WM/PK changes - out of season April's fool joke?
Are the devs mocking the player base? Or they didn't read any of the (hundreds) nerf begging threads out there?
Wingman
- Rate of fire reduced from 3.1 -> 2.6
This wasn't the main issue. No one was spamming the WM, maybe at close range. Now it's just more easier to keep a steady aim with it, since you won't accidentally spam fire it. It is still really fast with really high damage imo. - Skullpiercer Headshot damage multiplier reduced from 2.5 -> 2.25
Okay, so it's still deadlier than most weapons. Good to know. Well at least better then nothing...I guess. - Increased base hip fire spread and decreased the rate at which hip fire spread decays (shrinks back down).
Good. It's still pretty accurate for hipfiring tho. And aiming downsite is just ridiculously accurate. Do not forget: we can still really move really fast while ads-ing making this weapon one of the main choices for guns (early and late game).
Peacekeeper
- Shotgun Bolt rechamber rate has been reduced for the Peacekeeper only.
- Level 1 mitigation 10% -> 7.5%
- Level 2 mitigation 20% -> 13%
- Level 3 mitigation 25% -> 16%
What? Where did you get this was the problem? I mean, come on, have you guys ever played your own game? The speed made Peacekeeper a pretty good weapon yes, but what made it OP is the range and damage. You can easily two shot someone in late game with good/lucky aimed shots. You don't need speed, since Peacekeeper is a really good peeking weapon. You shoot - take cover/rechamber - shoot again - repeat. Since the spread is very small, and you can use a choke on it, we can use it for medium ranged combats without a doubt.
- Wingman and Peacekeeper availability has been reduced in all zone tiers.
So screw everyone who could not find any of the these (still OP) weapons, giving a big advantage for the lucky few. Well..at least I won't see full squads charging at me with wingmans so often in early game. In late game...I totally expect it still.