This is gonna make a lot of "pros" really salty lol
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This is gonna make a lot of "pros" really salty lol
I'm seeing way to much biased opinions from both sides. :(
The Multiplex was created to give "the illusion of skill-based play", taking away the spam and practical toxicity of weapons such as the Ion Carbine and the BAR. Don't give any excuses about how it depends on the player's skill, skill or not, it's unfair, and you'll see me mention why further on.
I changed my opinion on this when I realized that without this, the players that have giant spar kills and wins are the only ones looking to defend this, thereby they can continue to be the only ones that gain. Plus, if you glance back, they're the only ones that don't want this, you need to see the bigger picture.
Doing this is at least a start to changing the thought of "spam to win", at least give it a shot.
I see why BiTzSam is trying to do this (at least I think so), and that's because these new players don't stand a chance against older ones, and the game seems to only benefit those who are older.
Yes, it might be partially because of experience, but these weapons don't make it any better for them to get anywhere.
You don't seem to really understand how it works. You want it to be like BAR does 15 damage, M4 does 8 damage. Obviously this isn't realistic but my point is you want the BAR (bar being a representation of an op gun, I don't literally mean the gun itself).
In the sense that the bar is SIGNIFICANTLY better than the m4 and that's what you want guns to be like. If the bar was 13 damage, and the m4 was 12 damage, the bar is STILL BETTER, therefore still being worth a higher price than the m4 just not at such a great extent.
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Yes and the weapons still are better based on their price, just not SIGNIFICANTLY better. I don't see why you have such a hard time understanding that. The rebalanced ion carbine is still slightly better than the rebalanced gm4. Look at the stats, doesn't matter if the margin is small, it's still a margin that is higher than that of the other gun therefore making is superior.
If two guns had identicle stats/ looks but one gun had a 12 clip and the other had a 13 clip, even if the difference is so small as a 1 bullet difference, people will still use the 13 clip because that 1 bullet difference makes it better.
This rebalance is effectively making a 20 clip gun down to a 13 clip gun. It's less than before, but it's still better than the 12 clip gun
Okay, if you want this to be skill-based, let it pass.
You're skilled, we get it, but with these changes, it should offer more challenges, which should make the game more entertaining while allowing players to at least have some type of chance to make it. I'm curious as to what this will do.
Bar's new firerate and reload is a little overkill, even with the compensation of the higher spread. I would suggest some middle ground in between the old and new stats of the bar and in general all the guns suggested. The firerates should not be toned down that much. The game combat mechanic is supposed to be pretty fast-paced compared to the other graal games. Toning this down, from a baser's point of view, only benefits the sparring scene. Basing is all about using the surroundings to your advantage, on the other hand, sparring is all about using 'skill' to out-do the enemy in a tight space. They both require 'skill', just for different reasons. This is also the reason why different guns are used depending on the format of play. 'spammier' guns are used in basing as otherwise duels may and can take ages to gratify a winner.
The suggested nerfs you provided only benefits the sparring scene. Nerfing the guns is fine, every game with a competitive player base has to accept that. However in this case, the format of 'nerfing' has to be revised. You need a middle ground between sparring and basing, not just satisfying one scene more than the other.
Oh no~ Not BAR too. smh