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  • Gun Balancing (Suggestion on Why Pains are needed to be reverted)

    Yove

    Mythical
    Yove
    Yove Yove
    This should not take up to much time, so I will get to the point.

    The issue with one aspect of pvp is now assault rifles rule TMD, it is impossible to survive even in full jug 2 no geared players scar spamming you with a /kit, there is no skill required.

    Pains completely balanced out this factor, why? Because Tier 5's were introduced.
    Tier 5's do insane damage to full jugs, even those who tank, combos are easy to learn and even new players can use them to take out even players who were considered unkillable.
    (AWM, KSG, are a great example of a combo that can drop a full jug on TMDC to 2 hearts! This is a great way to balance the capability of all players, F2P players, and those who do not have jug, to be able to kill full jugs).

    But why bring this up? Is this another annoyance post begging staff to revert PVP? No. I can quite frankly ask you, do you think there is any counter play to someone, who just got their first full set of jug, to be on completely equal terms with someone with no gear, and a scar? No.

    On the other hand, a player who does not have jug, but has T5's, and knows how to use them (combos), will have the skill needed to take down that full jug.

    This is all I have to say on this topic... I expect to get a lot of backlash from the players who don't even know what a tier 5 is probably and will spam #keeppvpthesame!!!!!

    ~Yove
     

    Captain_xWolf

    Mythical
    Captain_Furno
    Captain_Furno Captain_Furno
    The effect doesn't come from the firearm, it comes from the person wielding the firearm. From what I've understood in the scenario, the player wearing the juggernaut armor has no experience whatsoever and the player with no armor on has the experience, giving him the upper hand. In a scenario where both players are equally experienced with the same assault rifles and no cover, the player in juggernaut has a higher percent chance of winning due to the resistance towards the damage.

    Other scenarios include distance, cover, timing, armor, different types of weapons, damage, and experience that all factor into PvP. Because medicine has been changed, this does not add to the factorization unless there is cover and time.

    I believe that the fire rate of Scars should be lessened as well as the damage of assault rifles.
     

    gabrielmaennl5

    Mythical
    gabrielmaennl5
    gabrielmaennl5 gabrielmaennl5
    What if shooting assault rifles, like a lot of shots, forces the player backwards a little? This can be disorienting which leads the player to aim in small controlled shots other than just running and spamming shots?

    This would make taking little shots then taking cover - taking more little shots again better rather just unloading a fully loaded Scar on a Riot player!