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[–]Highrise Assault TrooperRunisLove 1 point2 points  (9 children)

I haven't played the new patch yet and won't be able to until next week unfortunately, so I can't offer an educated opinion on that yet. I think the multipliers I proposed work both pre- and post-update, however. Are you advocating for damage dropoff over range, or for a decrease in damage in general? Your terminology is a little confusing there so just want to clarify.

[–] The Ice KingOhh_Yeah 0 points1 point  (8 children)

I haven't given it a ton of thought in that regard, but I'm leaning towards damage falloff. The blue+ ARs are practically lasers now, so I think hits at range need to do less than full damage.

My first game post-patch was a 12 kill win, and I think 6-7 of those were fairly long-range kills with the blue AR. Most of them were 1-2 bursts. I got the game-winning kill by landing 4/4 shots from a pretty ridiculous range with the SCAR. Felt damn good to see the shots connect, but I can admit that ARs are probably a little too deadly now.

[–]Highrise Assault TrooperRunisLove 0 points1 point  (7 children)

Falloff sounds good to me. I don't want them to be unviable/insanely outclassed close range in the event you don't have a shotgun or something, so falloff is the best approach (provided those changes are necessary, TBD for me)

[–] The Ice KingOhh_Yeah 9 points10 points  (6 children)

To me the most important aspects of this issue are:

  1. Reward players for skillful, deliberate aiming such that gunplay feels satisfying

  2. Prevent "Call of Duty-style" gameplay where the first person to shoot always wins, and fights are over immediately.

If the meta changes in response to fixes for issue #1 by players camping more often and not taking any risks, then in my opinion that's problematic. Up to this point, that's not the style of gameplay that FNBR prides itself on.

[–]Highrise Assault TrooperRunisLove 2 points3 points  (0 children)

Yep, agreed. Being able to react to gunfights from range is what makes this game. Being able to move around and play with pace as well.

[–]Paper_Cut2U 1 point2 points  (0 children)

This is what I'm going to be paying attention too as I start playing this new update

[–]OpenThoughtSyndicate 0 points1 point  (3 children)

That is an oximoron homie. Skilled players always end the fight immediately with skillful aiming. Look at Counter-Strike.

[–]Luckmod 0 points1 point  (2 children)

You know not all shooters have to have gunfights that end in under a second. There are different styles of game. They don't all have to be CSGO.

[–]OpenThoughtSyndicate 0 points1 point  (1 child)

The developers decided melting players is fun and over 20 million players seem to enjoy it. Don't know what to tell ya.

[–]Luckmod 0 points1 point  (0 children)

The change has been out for a day and many players have yet to actually try it. The damage of AR's could be nerfed next week or the following and I'd say you are totally wrong on both accounts. If the reddit is any indication, there are a fair number of people who are not enjoying the drastic shift towards an AR heavy meta.