Forum Discussion
cso7777
2 years agoSeasoned Ace
@Adamonic Yeah and the spread changes to ARs, either remove them or implement it on all guns in the game...
BownrInSweatPanz
2 years agoSeasoned Veteran
@cso7777 they are planning to do that, the reason why ARs got them first is to 'test' how well it works on a class everyone uses, later on they'll add it to smgs and lmgs
- cso77772 years agoSeasoned Ace
@BownrInSweatPanzI understand, but still disagrees with this way of doing things.
TTK/range is a matter of math and they should either 'ruin' all guns or none at all.
We had the same approach in BFV and the game became a joke, often for longer times, because a lot of weapons were totally ruined and some weren't. It ended well, but took a long time.
They risk loosing even more players, when doing things this way.- BownrInSweatPanz2 years agoSeasoned Veteran@cso7777 I do agree its a more math side of balance, and if anything the HSM of 2.15x is the main issue with ARs, not necessarily the beam potential because lack of spread. but so far it has worked at least prevent some beams but the damage even if you play by the rules is still a core issue because the HSM undermines that by a lot.
- cso77772 years agoSeasoned Ace@BownrInSweatPanz It all adds up, and you are right, the HSM on ARs are a joke and they should be lowered. Having the potential to kill people with 2 headshots from an AR (at short range) is too much in my opinion - especially with the totally useless netcode, it results in instakills.
They need to make the gunplay just a little less deadly. Introducing more recoil makes the gun-play feel more 'fair' than just increasing spread.