Heres my opinion on the update.
Graphics and Optimising
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Always a good thing, seems to have the game running smoother.
UI/General fixes
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After game chat hasnt seemed to work for me on the last 5 servers i went on today post patch, maybe its just those servers but all the after game chat boxes are still locked.
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In game chat is a little better, at least you can read what people have said now and not be forced to bring down console to check.
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Stopwatch info is nice, a start at least
Weapons
SMGS
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Carb-9 has been nerfed to oblivion, you have ruined this gun. I appreciate it was overused, but now it will be underused. The fact that you have āevened the spread, reducing clustering to the centreā (TRANSLATION = Weapon no longer shoots where you point), has made it too unreliable to play with now. I played 3 maps with it today to check if it was still usable, 75% of the time it is ok, the rest it is either very inaccurate or completely inacurate. I stood behind a stationary sniper i had flanked, no less than a metre away and fired a clip into the back of his head, cursor not moving off him. A single bullet hit. I now understand what you mean by not clustering to the centre, this happened 3 more times in that match and more in the others, i will take some clips if neccessarry as its beyond ridiculous.
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Kross, has not been changed much, but what has been changed i feel was completely uncalled for, Kross felt like one of the only well ballanced guns on the game. Where it was low damage, high RoF, high accuracy, therefor rewarding accuracy without becoming OP. The increased spread has just made it more forgiving and rewards skill less. Its still alright but now feels a bit dulled down from its all or nothing predecessor.
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Tampa, has gone from bad spread to lottery spread. Sometimes great, sometimes awefull, iv never liked the feel of this gun but thats personal opinion and not relevant, its performance now i guess has been brought up to a level where it can now be considered an option when talking about smgs.
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Bulpdawn, you havent changed, however i feel it should be, its low ammo and low clipsize should be rewarded with tighter spread when hipfiring.
Pistols
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Tokamak and Kolt both still do far too little damage to be of any use.
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Sea eagle was the only weapon on the game i felt should be kept as it was. Yes it was powerful, but it wasnt overpowered, it required skill to use. Now it is just a little less reliable, but still usable, just feels like you are trying to stop us from feeling content with any weapons by making them all annoyingly unaccurate.
Assault Rifles
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Gerrund feels ok
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Rhett feels ok
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Frkn3k still useless. Its spread isnt tight enough, its first bullet hits then its recoil takes the other 2 off target, damage isnt enough, pretty much all weapons kill faster than this weapon.
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Rockstedi is becoming more usable, it still needs a little more damage boost, and it needs to have the accuracy of a pre-patch sea eagle when firing from the hip for it to be of any use. At the moment its just a less damaging sniper.
Shotguns (so much for no one shot kills eh
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Hammerdjeim is now very dangerous. In some situations this will be extreamly OP post patch, i used it for a map on resort, when on the last objective i stood in the hacking room and killed 6 of 8 of their spawn wave with a mix of one shot kills and 2 shot kills. Not even hard to aim with it, has forgiving spread and huge damage. I feel you may have overstepped the mark with this weapon, but i doubt enough people will take advantage of it to cause an issue as it is a situational weapon.
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Mossington, slightly better yet still not a decent choice for a medium, definately needs to be a light weapon. Its still taking 2 shots usually to kill with, which takes longer than an smg does to kill someone and yet its even weaker as it lacks the mid range damage of an smg, so i cant see why it shouldnt be a light weapon. It would actually have a use in that case.
Heavy Weapons
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Has helped out all heavy weapons, however i feel the Maximus needs an accuracy buff and a reduced recoil to make it more like the GPMG in etqw. These updates have helped the heavy class, but i feel the health of the heavy is still too low for them to be effective as their slow movement means that headshots are easy and guaranteed from all enemies consistently and because of this they die in most situations pretty fast. With the exception of small rooms armed with the Hammerdjeim.
Overall Opinion of Weapon balances
I feel you have a mixed bag of changes, some for the better, some for the worse.
I think nerfing the carb was a mistake, that gun felt like a weapon, as opposed to the rest which feel like your playing at a disadvantage. I personally think that instead of nerfing the carb, you should have boosted the other weapons, i.e made the kross have slightly longer range so it was the more accurate alternative to the carb, giving the players the choice of accuracy or damage. Assault rifles need a boost, a very big boost, the speed penality and lack of mobility that comes from mediums is made worse by their assault rifles that have ridiculously huge hip fire spread, and high recoil when sighted (except gerrund). I apreciate the recoil and the spread are managable, but they shouldnt have to be, the medium is at a disadvantage to lights, it has less speed and only a little more health, it needs weapons that are effective enough to make it a hard decision between the two. The heavy is stepping in the right direction, although the heavy needs boosted health to be of any use. Also i cant help but think that you are going back on your word and your USP where there are no one shot kills and everyone can react to damage, as you have boosted an automatic shotgun to be able to one shot mediums never mind lights.
Thats enough for one huge post. Hope you take the time to read it as i am not the fastest typist :P.
:stroggtapir: :stroggtapir: :stroggtapir: :armadillochase: