6 years ago
CHARGE RIFLE
The new CHARGE RIFLE weapon is too strong, should be from the drop like Mastiff or kraber, everyone is running with this rifle now.
The new CHARGE RIFLE weapon is too strong, should be from the drop like Mastiff or kraber, everyone is running with this rifle now.
It's not OK to have the charge rifle as a care package weapon. That beast comes with 4x-10x digital scope, if a team gets it early, it fries everything in 3-400m range with very few chances for any enemy to counter it. If it drops in later rounds only, it's useless as late fights are mostly mid-close range and well kitted G7s and Longbows are already stronger at that point.
A lot of ppl are using longbow, a lot of ppl use G7 too. Those are my preferred long range weapons too (I generally don't shoot past 300m, since there's no points to do that).
Charged rifle is new and fun, so of course you see some more of it. And as I said, it does outperform other snipers at ultra long ranges, which are quite accessible on this map. It's a great weapon to farm a 4k damage badge (not that it helps winning the game, mind you).
Also, I don't know where you get your "meta", but charged rifle is definitely not among top 3 weapons by popularity in higher ranks (those are the same old R99, Wingman and PK).
Charged rifle being super loud and also used to shoot ppl at any distance creates the illusion of overabundance - ppl who have it just keep shooting it, all game long, and you can hear them half across the map.
From CompetitiveApex, where are you getting your numbers from - streamers? The same people who said that CR was too broken and they refused using it? Did you miss the part when they faced teams that had double CR´s?
I havent seen a single competitive player use Longbow, the fact remains - its a waist of slot, as you will get pinned down by CR. Better option is Wingman(if you refuse to play CR due to it being broken), so you´ll atleast be mobile enough to close distance or to out camp until ring.
From my own experience. My own calculations and my own observations (both my own platinum games and the games I see on streams). That's the only valuable resource to me.
And I'm very rarely wrong, so I tend to trust my evaluation.
And at this point I don't really get the argument. I agree that CR needs a nerf for ultra-long range. It's not exactly OP gamewise (since fighting at that range is generally not useful at all), but it brings griefing to entirely new level and is simply unfun. And if they implement their damage dropoff (which was mentioned in dev stream) correctly, that's exactly what will be addressed. It doesn't need any nerfs closer range and hopefully it won't get any.
@DoYaSeeMe since CR is not fun to use, it feels cheap and broken. Most of those players want a challenge, or atleast feel some achivement I guess - you know that feeling when you hit a Longbow HS with SP in S2 on a moving Wraith (having to calculate bullet drop/projectile) - with CR its hurdurr hold my aim and rip that guy (while im half way across the map).
Atleast this is what I´ve heard some of them state.
Also, 6 CR´s would not work, since a team could flank you during a fight, so you would atleast need something to swap into for medium/close range. Same reason you never saw 6 Longbow´s in S2 in one squad.
Who said CR is not fun to use? It's VERY fun to use. That's kind of the main reason you see so many of them shot around.
One thing that's a bit of a letdown about it is that it pretty much doesn't have headshot damage. So it does feel too easy and meh. Transferring some damage to the headshot would do 2 things: reward ultra-precise aiming and 2) allow for some extra mind games between target and shooter: if shooter goes for the head, a well timed crouch can negate a lot of damage (and with fixed charge time - it's not rocket science to time that crouch, the question though - will the victim crouch or will he not?). But with no headshots, nobody shoots the head, so crouching vs CR doesn't make sense anyway. If it was up to me, I would take 15 damage from the charging trickle (3->2) and add 20-25 to the blast's headshot (56 -> 76). This would make hitting the final beam a lot more important and also allow for the victim more ways to outplay the shooter.
Most of the competitive scene did. I didnt find it fun to use, it feelt cheap and it was not fun facing, since I could get 3d partied from half across the map or just have to play hide and seek, sure it could have been fun if it wasnt as busted. I do agree that they could make it more into rewarding aim, but I´m not a fan of having a hitscan sniper, it will either nullify all the projectile based sniper weapons (as we saw with CR) or become obsolete, having it close to a middle ground is really hard.