Gunplay


(BomBaKlaK) #1

So I have some trouble with this I can’t explain all but feel free to give your opinion about it.

  • Falloff still really weird at mid distance you don’t know the damage you can do
  • Spread is still to high for such a tiny headbox sometime really hard to hit on some mercs (soldier for example) and it’s working better when adjusting you spread and shoot a bit on the side … weird
  • Random sound when firing
  • sometimes feel a bit lucky or not there is a big part of random in the gunplay.
  • Damage model is “bizarre”
  • RoF is still to high for most of the weapons

I’m waiting for some adjustment on this side.


(Mustang) #2

Yes to the first three, no the the next two and sound bug for the last one.


(Protekt1) #3

I’d love it if they removed a lot more spread and added more recoil. Right now IS is essential to get accuracy beyond your first two shots. The shots after that are random based on your distance.


(BomBaKlaK) #4

Definitely TTK is still to fast and RoF still to high.
No real duel anymore


(Rex) #5

[QUOTE=BomBaKlaK;478600]Definitely TTK is still to fast and RoF still to high.
No real duel anymore[/QUOTE]

Been like this like forever. :frowning:


(Hundopercent) #6

[QUOTE=BomBaKlaK;478600]Definitely TTK is still to fast and RoF still to high.
No real duel anymore[/QUOTE]

As which class? The only class that feels balanced right now is Lt. Sniper, and somewhat Soldiers (need some slight tweaks.) Everything else is so inconsistent I would rather try and rip my nails off backwards than play them.


(Nail) #7

I still think audio doesn’t match rof


(Rex) #8

Do you seriously think fixing the audio would lower the rof?


(rookie1) #9

idk if im imagining this but I feel sometimes doing better with the same char that i use then other time .
Like if im doing more damage doing the same thing but a different day .
I could shoot like crazy someone and he doesnt die and other day few shoots and hes down:confused:


(Nail) #10

not what I said, audio not matching rof is confusing


(Hundopercent) #11

I would like a slower RoF, at the same time, I think people have frame by framed it and said it’s near identical to RtCW. The fact that the audio makes it sound like it’s shooting twice as fast, can be confusing.


(BomBaKlaK) #12

It is really confusing ! I don’t like it. But globally RoF is still to high

and Weapon balance is more than needed.


(Humate) #13

With the 180 ping servers, hitscan feels heaps better and I would have to say the fops characters are pretty much on the money in terms of balance and feel.

I think soldier needs a few small adjustments but overall its ok. Medic I have not played, hopefully sawbonez had his spray paint gun upgraded. Sniper, feels awesome on lower ping, but they nerfed jump sniping - which I feel is part of the whole “mastery” aspect with vassili.


(shaftz0r) #14

just as an example, it’s almost completely useless to shoot as a medic for 80% of LB because of the obvious reasons stated multiple times. that’s completely unacceptable.


(Hundopercent) #15

Not just LB it’s most maps. The fall off range on SMGs is retarded. They said it’s being addressed though. No exact numbers were given but they’re making changes so it’s just a waiting game atm.


(Ecano) #16

Same here :confused:

to improve the spread control while jumping would be also needed.


(BomBaKlaK) #17

there is some kind of randomness with a lot of weapon right now, due to the spread & falloff mostly


(Protekt1) #18

3 problems right now summarized here

  1. audio of guns firing makes the guns sound like they are shooting much faster than they are
  2. it is impossible to tell how much damage you are doing with your guns due to falloff damage
  3. too much hipfire spread

My solutions

  1. fix audio
  2. hit indicators for when you deal smaller amounts of damage, for both audio and visual, blood splashes when you’re in effective range + none when not in
  3. reduce spread build, increase recoil

(Mustang) #19

I was going to wait until the audio was fixed before commenting on this topic again.

But then it occurred to me that the audio bug is for weapon firing sounds only, that is to say it doesn’t effect hit sounds.

Now for me I play mainly off hit sounds rather than weapon firing sounds, and considering hit sounds only I still feel like that are too close together and don’t pack enough punch.

So I guess that puts me in the lower RoF and lower headshots to kill camp.


(Seanza) #20

I don’t find this to be the case. I rarely use the ironsights because hipfiring seems to be more accurate for me.