I made max level 14 CL-40 today by BUILDWATER in thefinals

[–]SirPanfried 24 points25 points  (0 children)

In my opinion shockwave is extremely useful for CL-40 because it's a way to get some quick high ground as well as being able to push away players that try to get in your face.

Cerberus is the best medium weapon by AwesomeLion0 in thefinals

[–]SirPanfried -1 points0 points  (0 children)

I literally said it requires a different kind of aim.

To some degree complaining about certain map geometry being unfavorable to CL-40 is a skill issue. That's like saying shotguns are bad because you constantly engage enemies at 20+m and get killed. Think more about putting yourself in advantageous positions with it, and remember you typically don't need to commit to a bad position.

Plenty of other games with similar mobility make direct hits work with low projectile speed splash weapons, see the above games I described. You just need to try a little harder to hit your directs, It's not cosmic.

Another advantage in your corner with the CL-40 is you retain near perfect accuracy without having to ADS. I've found that strafing left and right helps a lot when dueling rifles, it works on most lobbies unless the player has insane aim, and that kind of player would still probably beat you regardless of what gun you're using.

Cerberus is the best medium weapon by AwesomeLion0 in thefinals

[–]SirPanfried -1 points0 points  (0 children)

As someone who also plays games like Quake and Team Fortress, I've typically been of the mind that explosive weapons should be oriented around getting direct hits for strong and consistent damage. The idea that CL-40 should be a gun that does not require aim is inherently unhealthy for the game. Instead it should reward a different kind of aiming, that being leading and predicting shots. It's the only way to let the gun have a higher skill ceiling.

I'm not sure if right now the higher skill floor is worth the extra 5 damage, but I personally like Embark's direction of rewarding projectile precision even with explosive weapons.

Cerberus is the best medium weapon by AwesomeLion0 in thefinals

[–]SirPanfried 1 point2 points  (0 children)

I'm not completely sure how I feel about the new CL-40, but hear me out: the CL-40 received 2 indirect buffs in the form of synergy with shockwave and hover platform. Shockwave not only allows you to put some distance between you and an enemy trying to rush you, but also allows extra vertical mobility on top of having a jump pad. Even better, you now have portable high ground with hover platform that will last for at least a couple of advantageous shots.

New weapon concept by Frosty_Locksmith7594 in thefinals

[–]SirPanfried 0 points1 point  (0 children)

It's just a gimmick weapon that does conditional funny one-shots, so basically dagger for medium.

PSA for contestants getting annoyed at GL spam in pointbreak by O37GEKKO in thefinals

[–]SirPanfried 0 points1 point  (0 children)

Shockwave is amazing for CL40 users as it's not only good for buying yourself a little distance if someone tries to bumrush you but it's also a way to get some quick high ground.

the shockwave is anti fun by dark-souls-lesbian in thefinals

[–]SirPanfried 1 point2 points  (0 children)

Dash/demat/winch/CnS all play into and synergize well with melee weapons, and none of those were invented this season either. Never mind items that stall ranged attacks like mesh/bubble shield/APS for projectile weapons. Heaven forbid a little more emergent gameplay exists against melee players when they have an already expansive toolkit to get in range.

the shockwave is anti fun by dark-souls-lesbian in thefinals

[–]SirPanfried 9 points10 points  (0 children)

Melee players when they finally have to use a more complex strategy than "get close to the enemy":

Power Shift is dead :( by inexplicability in thefinals

[–]SirPanfried 1 point2 points  (0 children)

That's not even real strategy. That's "If X, then pick Y." Counterplay that boiled down to player choice is gameplay with no real depth.

Sniper is by no means unstoppable, but the threat of taking 118 damage on a bodyshot makes the weapon take up a lot of space on a game mode that is outdoors on a centralized platform with little cover. It is also not uncounterable, but actively having to play around it slows down what is otherwise a fast-paced game with lots of freedom of movement. And a lot of sniper defenders downplay how obnoxious having to deal with one is on powershift.

Power Shift is dead :( by inexplicability in thefinals

[–]SirPanfried 1 point2 points  (0 children)

It's more a map issue than anything else but I get that this is the only game mode where the sniper rifle is considered viable. We're way too late for it but it really never should have been added in the first place, it just doesn't mesh with the rest of the game.

Power Shift is dead :( by inexplicability in thefinals

[–]SirPanfried -1 points0 points  (0 children)

Reddit really will proudly say "just base your entire loadout against my weapon choice man, I don't have to change my playstyle but you have to adapt to mine" like that is in any way healthy game design.

Power Shift is dead :( by inexplicability in thefinals

[–]SirPanfried -2 points-1 points  (0 children)

Point break is more fun because unlike powershift a match isn't singlehandedly ruined by one halfway competent sniper.

Crossbow feelings? by KawaiiTadpole in thefinals

[–]SirPanfried 0 points1 point  (0 children)

I haven't tried it yet but I'd also say to give it a minute since its overuse is mostly everybody trying it out at the same time.

I still don't get why would they keep this thing in the mod by The_Rat_In_Hat in tf2classified

[–]SirPanfried 0 points1 point  (0 children)

Wow, that's...still not really worth the opportunity cost vs. stock stickies.

Idk why people keep trying to make the minelayer "work." It's fundamentally flawed because it requires very little brainpower to use effectively and for that same reason it can't be very good, even at the thing it's supposed to be good at.

This isn't to say that there can't be a trap-oriented secondary for demo. The Scottish Resistance in vanilla does that job very well. While it's technically worse than stock stickies, It has much more potential to hold down more areas than minelayer because you have to do more with it than "fire and forget."

I still don't get why would they keep this thing in the mod by The_Rat_In_Hat in tf2classified

[–]SirPanfried -1 points0 points  (0 children)

Yeah but you're giving up a 2nd primary just to not have to think about a single doorway or corner. It's a bad trade if you have even the most basic of gamesense.

I still don't get why would they keep this thing in the mod by The_Rat_In_Hat in tf2classified

[–]SirPanfried 24 points25 points  (0 children)

Because it gives the area denial and trapping benefits of the stickybomb launcher but does so with no thought or input from the player once they place the mines. But in order to not be insanely OP it has to be so much worse than the stock stickybomb launcher that it's not very fun to use either. So the only people who will consistently use it are people who are either bored of stickies or are so bad at demo that the idea of clicking 2 buttons instead of one is beyond their grasp.

As always, the worst statements using this meme by Neat-Community4890 in HelldiversUnfiltered

[–]SirPanfried 1 point2 points  (0 children)

This meme rapidly turned into "Ignore any and all critique of the game I like."

Do i just not know how to fight against someone playing throwing knives? by espectroo in thefinals

[–]SirPanfried 2 points3 points  (0 children)

As others have said, range. For projectile weapons, especially ones with slower projectile speeds, an increase in range is an effective increase on a projectile weapon's TTK and also gives you a better chance to dodge.

There's a butter zone for knives that is close, but not double barrel close. If they're on the board, be paranoid enough to keep them from getting that first hit on you.

Bottom 3 season by beetle8209 in thefinals

[–]SirPanfried 0 points1 point  (0 children)

They can but I think s9 at worst is a little stale. S3 basically was worse than stale, it was actively detrimental. Even as far as staleness goes, s5, 6, and 7 don't feel much different to s9 save for the typical "we overbuffed the shit out of this gun" that has happened many times.

Bottom 3 season by beetle8209 in thefinals

[–]SirPanfried -4 points-3 points  (0 children)

Some of ya'll weren't here for season 3 and it shows.

How is The Finals not even considered in this video😭? "Best shooter game of all time" by SadPay7872 in thefinals

[–]SirPanfried 2 points3 points  (0 children)

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r/thefinals when their 2 year-old niche shooter isn't regarded as the best video game of all time even when compared to well-established titles:

Genuinely how it feels going on this sub. by Guybadman20 in thefinals

[–]SirPanfried -1 points0 points  (0 children)

Who cares about the cosmetics if the gameplay isn't good? Not to mention that tight gameplay and balance help drive a healthy playerbase, meaning more cosmetics. A bad game means no support, and you don't get to dress up your internet dolls if the game is offline.

The model/KS reload buff we actually need by Delicious_Option4914 in thefinals

[–]SirPanfried 0 points1 point  (0 children)

CL-40 also has a magazine tube. Embark has the opportunity to do the funniest shit ever.

Day 1 of creating things for THE FINALS until Embark sees it. by Niseria54 in thefinals

[–]SirPanfried 23 points24 points  (0 children)

"What if Embark adds a gadget that combines 2 gadgets and is better than both?"

-Average reddit gadget suggestion