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Re: Peacekeeper keeps you in check

I wouldn't consider 100m shooting as "sniping". If you can do it with 1x scope - that's not sniping. This game has only 1 viable sniper and that one is extremely rare, so there's simply no long range fighting at all. In terms of long range fights, it's not wingman that needs a nerf, but the DMR's need some serious buffs (somehow without making them broken for close range too). For example, Longbow with skullpiercer could 1-shot a blue helmet (although then would need to up kraber's damage too so that it can 1-shot any armor). That would make it at least somewhat usable.

A logical (but not simple) solution would be to add damage dropoff (which should start at maybe 100 meters) and keep the DMR's with no dropoff at all (but still would need to up their damage so that there can be a reason to even take the long range shots that won't be just healed with a small shield battery). Another solution would be to reduce bullet speed significantly for weapons that are intended for shorter ranges. But that would change midrange dynamics a lot - would need to lead a lot with those weapons and would even need to lead in cqc (which would feel like desync in practice).

The first one is working in Pubg, the second one is very prominent in Blackout (which also has damage dropoff too). Personally, I really don't like Blackout solution - AR's feel completely useless (it literally takes seconds for the bullets to reach the target) at long range and SR's are illogically (even though they use the same bullets) like lazers.

P.S. Wingman reminds me Overwatch Mccree when he had no damage dropoff on range - he was also the best "sniper" back then. Adding damage dropoff (and then balancing it over multiple further iterations) seems to have solved that eventually.

So it seems that if you want hand cannons to be effective at close to mid range but not be able to compete with snipers, damage dropoff seems to be the best and maybe only solution.

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