@watsyurdeal said:
Still not accurate, because now you’re mixing bodyshots and headshots.
As all players do
50/50: 120 damage, 0.33
Which is not a consistent method of measurement
So we are going to compare those 3 damage amounts, and compare. Basically the min number of headshots and bodyshots to deal equivalent damage.
! >
! > M4
! > 84 damage, 0.22-0.56 seconds
! > 126 damage, 0.45-0.9 seconds
! > 168 damage, 0.56-1.23 seconds
! >
! >
! > Crotzni
! > 84 damage, 0.27-0.55 seconds
! > 126 damage, 0.45-0.91 seconds
! > 168 damage, 0.54-1.09 seconds
! >
! > Dreiss
! > 81 damage, 0.2-0.4 seconds
! > 135 damage, 0.4-0.8 seconds
! > 162 damage, 0.4-1.0 seconds
! >
! > BR-16
! > 85 damage, 0.17-0.33 seconds
! > 136 damage, 0.33-0.75 seconds
! > 170 damage, 0.42-0.9 seconds
! >
! >
! > And all of this is backed up by this sheet
! >
! > https://docs.google.com/spreadsheets/d/1lfrz5hOUaihkviy1VIPo4-aCy7hKnMm8y7W4g269t6E/htmlview#gid=0
Assuming vacuum numbers that don’t take into account average player accuracy and assume all shots are direct hits. Consecutive hits with the Grandeur are not nearly as common as consecutive AR/PDW hits as proven…
! > It’s really not that difficult if you’ve been playing this game long enough. Here’s some clips to show how I play.
! >
! > https://youtu.be/QkaznHVu_dc?t=90
! >
! > https://youtu.be/zQ4uzxNq1b8?t=117
! >
! > https://youtu.be/9DH11LP390g?t=12
! >
! > https://youtu.be/BG6N-ErCw98?t=45
! >
! > https://youtu.be/SNkwoCwvn5Q?t=115
In all of your videos here, where your accuracy is about average if not a little less than my padded estimate. I’ve used the Grandeur plenty myself and have relatively the same experience replacing it with a shotgun, albeit the shotgun is about twice as successful with the exception of being used at range, which is pretty much the point.
What’s ironic about the burst damage argument though, is you think the MOA has high burst damage to the body. Yet the Grandeur can outpace even that, where’s your consistency here? Just thought I’d point that out.
Which is wholly false and unrelated. My complaint is that the MOA’s rate of fire is too high and the recoil is too low for what is supposed to be a high damage weapon. This doesn’t mean the burst damage is too high, it means I can reliably countersnipe and beat anybody using the FE-LIX since I have more chances to fire and don’t have to unscope to reset my recoil in case I miss. The damage and DPS are fine. It’s a headshot weapon and bodyshot plinks don’t matter since you only really get one shot due to a massive lack of open spaces and a huge amount of obstacles to hide behind. When you can chase them down like with a Grandeur then it matters, but when you’re not chasing anyone, the only stat that really matters is the ease of getting headshots.
What I WANT is the MOA to either have the same RoF as the FE-LIX and retain the low recoil, or have the same recoil as the FE-LIX and retain the same RoF.
And if you read my post, you’ll notice how I am not neccessarily nerfing the ability to do that, just up to a certain distance.
I’ll reiterate:
If you can iron sight a bunny hopping Aura from across the map with a single-fire low RoF weapon and get a headshot, you deserve a kill.
Also, we have the PDP for that sort of thing, sniping light mercs.
Which is why we have the Grandeur. It’s intended to be a PDP you can hipfire with a higher RoF at the cost of having iron sights and slightly less damage, not a ‘battle rifle’. It originally had a 50% spread modifier so you couldn’t hip fire it, but too many people complained that it was unusable.
And if you’re assuming 50% accuracy with the semi autos you have to assume the same of the other guns as well, but you’re arguing player ability here, not the weapon itself.
And I do.
That stat was to refute the claim that mercs are being taken down in .33 seconds by 2 shots instead of what is more common, which is 2 seconds by 4 - 5 shots instead. Again, this is reflected in all of your videos.
Actually no, I just think it should have some degree of fall off since it’s a Battle Rifle and not a Sniper Rifle, the fact you can hipfire with it is part of that assumption. If you’re allowed to hipfire with it, with the accuracy I’ve shown above, I see no reason it shouldn’t have fall off as it’s essentially a cross between a Sniper Rifle and an Assault Rifle, a middle ground. The double headshots are it’s bread and butter, I don’t think the hipfire should be removed, period. I just think with the fall off added people would have less to complain about in regards from being hit across a map repeatedly by an enemy they can’t see through the smoke. And a chick who can debuff them and deal extra damage with no trouble.
As I said
If you can iron sight a bunny hopping Aura from across the map with a single-fire low RoF weapon and (through smoke) get a headshot, you deserve a kill.
If people are complaining about a merc’s function then fix the function, not the gun, so that…
When you consider the burst damage numbers shown above, and the fact it simply does not lose damage out to extreme distances, it’s easy to see why it’s so powerful. It’s currently the quickest killing gun at any range aside from an instant kill from the MOA. Asking for falloff is hardly a unreasonable change.
All I want is fall off added, faster spread recovery, and a better sight, that’s it. After that any complaints would just be ridiculous in my book.
Even when you consider the other guns Aimee and Red Eye use, the Grandeur really sits comfortably between the options available for them both. You can only spam while sighted, and with hipfire you have to have a careful hand to use it.
…people can still play the merc as the merc was intended to be played and have the options laid out to them. The gun already has fall off that (according to your sheet) lowers the damage by 33%, taking headshots from 80 to 53.6, which is already enough to require triple headshots to kill most mercs. Most of your battles in your videos are between 20 and 40 meters with a considerable edge past 40 meters and a rare few under 20. Your bread and butter double headshot would be removed, as most of your head shots are going to be doing under 60 damage (53 - 59 from 30+ meters) which will take your bodyshots to under 30, and with the RoF as low as it already is, you’ll need 3+ shots to get even an Aura.
Your suggestions even without a change in the falloff would still destroy the weapon’s viability and make it strictly unusable. Where as, as I said, if you just move the fall off to start at 75 or even 50m, instead of 100, and change NOTHING else, you would achieve the effect you’re suggesting without completely removing the gun’s close and long range duality. If you bring it down lower than that then you have to ramp up the RoF so it can compete with a Dreiss. Otherwise it will just always be worse.