Well allies can kill each other so it would be very unorganized in that situation.
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Next update: delete all weapons and only leave starter pistols and starter knife.
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1 Chem per tag is more than enough to destroy gangs that don't have chems.. Just keep the bases skill based and make the chem a pking gun only..
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I kind of agree with you.. I thought this update was gonna make the game better but now I am unsure about that.. Either buff the stacked and rapid fire guns (except the chem since it's pretty much an exploding minigun) OR reverse the damage changes.
There is no time to be smart when you are getting fired at by an exploding minigun
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Melees are not meant for combat use against guns.. The only time I have ever found myself using melees (before the buff and now) is when there was a player lagged out or when I needed to destroy a door or a base.. Just don't touch the melees
Just revert the gun stats back to normal, maybe players will actually come back to the game
I think this update will make me quit graal litterly everyone will use bar and will be a 4 shot kill no skill what so ever even with pistols doing up to 9-10 -11 take this out now I know over 100 people that saw this and already quit graal because I am about to do the same if u want me to spend my money on this game then don’t make guns op asf with dmg
Opinion
top guns after buff:
1. Dual Rafficas (due to old glitch coming back if u get hit by 2 of the shots same time u will get 22 dmg)
2.bar/psg
3.mp5/m4a3s due to high spam fire rate and no hit timer
4.new Halloween sniper with knockback, this can even be ranked no.2 or 3 if used correctly with its high 90-100% chance of knockback.
The weapons that are dying and getting outgunned:
1.Chemical Gun
2.PBP
3.Flame/minigun/ion miniguan
4.Electric/Waterstaff
Okay.. So just reverse the update and don't touch the guns. It was a nice 1 week trial
I think it is good. I like fast pace.
Before we vote to put chem back into basing or not schedule a date for it to be useable in all bases so we can see all the outcome and Sam try to be online and monitor how chem being allowed back in bases will do to basing after the strong buff
Great initiative Bitz. However a minor update this seems it's good to know there's changes being made on the game-scape.
sounds good works good
have to do something with the minigun now with this update became obsolete is the weapon that I use most even in spar but now it became a weapon of the background.
I always use minigun to spar or kill at base events but it has turned everything against
Making a few balance changes and going to address a few common things that keep coming up.
For starters, I keep seeing people complaining about how guns like the minigun/shotgun suck etc which I understand however that tells me that those pointing that out haven't exactly read through the original post as I did say there that most of those guns would receive some adjustments DURING this trial week period. Those guns are in the minority, so obviously I wanted to see how the gameplay was with the majority of weapons before I started fin tuning some of those outlier guns that didn't receive buffs for the reasons originally stated.
For the chem gun, no it is not being brought back into bases nor will it ever be. Honestly when the chem got buffed it was probably an overbuff to what it should have been, however I just left it as it was at the time since I had already made several changes to the chem I honestly was just done with hearing complaints about it. The gun does 9-10 damage if you factor in the additional 6 damage from the explosion effect it has, and fires so fast with its enlarged bullet hitbox that even without any buffs it's still relatively the same performance wise, despite the buffs around it. And yea as someone else in this thread pointed out, YES the chemical gun takes time to get if you are one of those who earn't it legitimately (didn't pay someone to win events on your account) however, winning events can be based on luck/ many determining factors such as ping and therefore shouldn't mean that despite its price it should be indisputably the best gun in the entire game for all circumstances.
Anyway ENOUGH about the chem, not going to reply any further to chem questions as I'm honestly sick of hearing about the gun, I wish it was never added into this game because of all the issues its caused, if I could I would rather remove it from the game and just full refund everyone so I can be done with it for good but I doubt that's a realistic hope.
ANYWAY my next post within the next 30mins or so will contain various stat updates for this trial period.
Thank you for leaving chem gun regular. People generally spawn kill you with them and it gets annoying. Lmao it lags you out too. I do hope PBP shotgun and mini aren't improved much specifically because they spawn kill. Lmao hope other people feel the same.
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UPDATE 19/11/18
DECREASED the damage of:
M107
PSG1
PG338
Down from 12.5 damage to 11.5 damage (Not perfect). This maintains the 4 shot kills of those guns, just reduces the damage so to reduce instances where a player might of been hit by 3 PSG1 shots, and then having low enough health to be 1 shot by a player using a 5 shot to kill gun such as the M4.
INCREASED damage of Minigun from 3.5 to 4 (not perfect)
DECREASED the reload time of the flamethower from 0.9 freeze to 0.45. Means less time you can't shoot whilst equipping to it, and more ability to dodge when you reload however the time before firing after reloading is unchanged.
DECREASED the damage of the starter pistol from 8.5- 8. Bullets to kill remains unchanged, more so done for the same reasons as the M107/ PSG1/ PG338 damage reductions.
ADDED an additional bullet fired from the PBP shotgun, meaning it now fires 5 bullets dealing 3 damage (not perfect). So theoretically you should be capable of doing 20 damage if all 5 shot hit. (will be seeing how this buff plays out so just know it might be reduced again if things get too crazy. Also the spawn killing will be looked into and hopefully fixed soon
CHANGED the bullet positions of the Dual Raffica's, making the bullets leave closer together which should hopefully stop the bug where the Raffica does double damage when it isn't meant to.
PBP is 3 shots to kill from full health. Yikes. Mini is worth pbp, and pbp is worth mini in terms of gralats. Remove that PBP change lol, too good for those that are far away from the server
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Yeah definitely keep watching it, but imo it’s too strong considering the price of the weapon. I’d recommend changing other stats besides damage in order to buff certain weapons like PBP
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Also the slime on chem doesn’t seem to work. Tried start, cave, outside bases, random streets, doesn’t seem to work.
It only damages if you directly hit someone when firing it. I don’t remember slime having an update so if no longer slows.
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Slime is unchanged and works the way it always has. Damaging someone with the slime isn't what slows them, it's when the slime hits they ground and the walk over it which will do the effect.
And yea 3 hits would be too excessive for a normal gun, but it's fairly hard to hit all 5 bullets unless you're right infront of the person and they aren't moving up and down.
If it's too strong after the spawn killing bug gets fixed then i'll probably put the bullets back to 4 and increase the damage by 0.5 making it do 18 damage, +2 from the previous 16
https://youtu.be/HwehX4aJ318
watch that Sam. if the quality is bad, it’s because i just uploaded.
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Man can u increase Electric Clip size to 25+ So it wont be the only gun left behind
what happened to chem not being touched tho... removing spawn killing affects chem as well. that was dumb overall
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Lol, it was far from dumb. It was broken as all hell. Let's be real now, no gun should be able to damage you while spawning. Spawning is supposed to be that invincibility period where no damage is taken. It was a bug that is finally squashed and for good reason.
Do you know how many pks I got from the m107 alone? I (for once) agree with the nerf, that was too strong