[quote=“Amerika;146989”][quote=“MTLMortis;146068”]Right, so then please elaborate on why the change should be reverted only for bolt-action rifles. As it is you’re asking for favoritism of one class of weapon over the other. If SD wants jump combat as a feature, then revert it entirely. I don’t see why I should be penalized trying to take out the sniper by wall jumping and he is not. There’s a reason the sniper rifles do the most damage of all weapons. Big damage but longer delay between shots. That is the balance. Shot RNG has nothing to do with it. Now, everyone that is jumping gets a penalty to aim. That is also balanced. It’s a trade off. If you jump you get a penalty to aim. If you stand still you have a higher chance of being hit, but your aim is also not affected. Vas already has an advantage in being able to do full damage at all ranges.
My jumping Proxy was pretty damned accurate and is a lot less now. No I do not blind fire, I track with the reticle before I fire. Now it’s simply not worth the ammo expenditure. 15-20 feet out it’s useless if mobile combat was your preferred playstyle.
Quite possibly they shouldn’t have been. It’s only as the game evolves that people see/request changes be made. Devs can’t always predict how players and playstyles will evolve. Sure your playstyle is a niche and requires a higher degree of skill than most others but that does not mean that it is how the class is intended to be played.[/quote]
Yes, it is favoritism in a manner of speaking Because Vassili’s value goes down drastically with the change compared to a jumping Proxy who, by comparison, was barely affected by the change. I don’t want every SMG to take a DPS hit if the Kek10 was nerfed. Yet that’s your logic in regards to this change.
You still haven’t done what I asked. Provide the logic path of how the game is now better and how Vassili’s playstyle and value is better with this change. And identify how he was “OP” before (like, give situations). So far you’ve talked about Rhino having a laser, comparing it to aimbots/wallhacks, “eye for an eye” balancing where “well my proxy was affected so your Vassili should be too” and other rather ridiculous things that has nothing to do with balancing Vassili himself and making him fun and versatile and all the things needed for a faster paced FPS game (not 3km shots with bullet drop in BF4). All of that makes it very hard to take you seriously on this subject.
So, again, how is the game improved both in regards to Vassili play and the game overall. Like, what is your logic path for improvement here that makes everything better and makes Vassili competitive in both a pub sense and a competitive 5v5 sense. And no, “you just have to adapt” can’t be used as a copout.
I’ve outlined my reasoning pretty clearly. Let’s hear yours.
We aren’t “battling”, we have a difference of opinion on the validity of playstyles. We basically disagree, that’s nothing new, but discussing it does at least provide insight so that we can consider the other’s point of view.
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I can agree to this. Which is why I am pressing you on your chain of logic that can show me how this change makes sense beyond you simply wanting to see Vassili nerfed so you don’t have to deal with him. Because that’s what it seems like you want as opposed to it being a good change for everyone.[/quote]