look, you read the title, and this how you do it:
Make close range weapons *good* at close range, and make them PUNISH weapons that aren't made for close range dueling. as in just a simple 'scouts and pulses get *heavily* flinched more by primaries like sidearms and smgs'
obviously this will need some tuning, and of course, this isn't the worst but concerning these two close range weapons (considering one has more range than the other)
auto rifles are another can of worms so don't ask me about that.
obviously close range weapons shouldn't get any type of nerf concerning this, considering damage falloff is what ultimately controls where sidearms stop being effective.
-this is just rambling, you do NOT need to read-
there's 0 way that a long range weapon should be able to get a close range kill,
where's the balance in this game?
why is it that it's harder to handle a burst sidearm than an Elsie's rifle?
why is that?
why does the long range weapon kill faster at any range, than a sidearm in close range, where it's supposed to be performing its best?
why is a "long range" weapon powercreeping a CLOSE range weapons in CLOSE range duels?
how????
the reason I ask questions is so YOU can think about the current answer and question it yourself, to find out if it IS the correct answer.
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Edited by moist: 11/11/2024 11:48:03 AMWhat’s insane to me is a that a lot of weapons have the same ttk as sidearms and SMGs. If you ask me I think the TTK on weapons should be based off of how close you’ve gotta get overall,like in this order: [b]”FASTEST”[/b] 1.Sidearms 2.submachine-guns 3.auto rifles 4.hand cannons 5.pulse rifles 6.scout rifles 7.bows [b]”SLOWEST”[/b] And of course I’m speaking optimal TTK the lower the overall aim assist/cone size the more forgiving for body shots it should be in terms of TTK like a high impact pulse should have a lot of range and a slow kill time while still being quite forgiving but a 140 hand cannon should be a 4-tap if there’s a body shot that type of stuff. We definitely need a weapon overhaul.