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41

Sunday, September 3rd 2017, 9:31pm

Thanks for making the game take less skill, crybabies. Really, thanks a lot.

NoctyrneSAGA

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42

Sunday, September 3rd 2017, 10:09pm

Hopefully small group roaming is more viable now and both small groups and solo roamers can start zergbusting.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.

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43

Monday, September 4th 2017, 3:43am

I understand your rationale, JSLICE. The self-loading rifles already got a pretty significant buff to their ranged capabilities, and any buffs on top of that may seem questionable. However, the problem many of us are having with this is the fact that the rifles are for Medic. Now, if the self-loading rifles were for Assault instead (and the SMGS and shotguns for Medic), I'd say this would be the most proper way to balance the self-loading rifles into the new meta. This is because Assault's gadgets are generally meant for vehicle-focused maps, which are generally of large scale. As far as reviving and healing go, you're right that it isn't just a close range job. Scouts, bipoded Supports, and other Medics also need to be revived. Despite this, though, very aggressive players are going to require reviving more often than a player that "hides." Although, that aggressive player will usually be better for objective play also. (Not that I'm discrediting Scout's that make use of the Flare Gun and Trench Periscope. I adore those guys!)

As such, while the SIPS and damage drop-off changes may serve their purpose at bettering these rifles at long ranges, it's just not the type of rifle the average Medic will want, or even need. As such, DICE should go back to the drawing board for the Medic rifles. Bring up all the Medic rifles one rate of fire "tier," bar the Fedorov Avtomat. With the Fedorov Avtomat, make it a three-to-five shot kill rifle (with slightly less damage than the Autoloading 8 .25 Extended). Naturally, a rate of fire increase will help with spread and recoil decrease, especially on rifles with hard-to-reach rate of fire caps (what would be the Remington Model 8 variants, then at 449 rounds per minute).

(Seriously, it's probably a combination of slight Carpal Tunnel, the fear of rapid clicking moving my mouse too much (throwing aim off), and just not having thousands of hours of experience into PC gaming, but I can really only click at about 5.5 times a second (330 rounds per minute), not nearly 7.5 times a second. Back in the golden console years, I was probably able to do like 6.5-7 clicks per second. But yeah, for me, all that extra rate of fire will just translate into spread and recoil recovery, as I think is also the case for the majority.)

Anyways, AFTER the rate of fire changes, that's when DICE should look at changing recoil, SIPS, and/or recovery values. Not everybody is suggesting halved SIPS, increased damage drop-off ranges, AND increased rate of fire at the exact same time. We're just merely stating that rate of fire is (arguably) the best starting point.

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44

Monday, September 4th 2017, 5:49am

Quoted from " Battlefield_live News Post"


Submachine guns (Assault):

Increased damage for all SMGs at range, and for most up close. The Automatico did not receive higher close range damage, making its time to kill much closer to the other SMGs in close quarters. To compensate, its vertical recoil has been reduced slightly.

MP18, SMG 08/18 (9x19)

Maximum damage: 23 -> 28
Minimum damage: 13.5 -> 15

Hellriegel (9x23)

Maximum damage: 23 -> 26.5
Minimum damage: 13.5 -> 15

28 max/ 15 min and 26.5 max/ 15 min for the CTE MP18 and Hellriegel should look and sound very familiar because these are the same damage models for the C96 and C93 (26.5 damage example).

It looks as if the devs just transplanted the C96 and C93/ 26.5 damage pistol projectiles to the MP18 and Hellriegel. So let's see how our average SLRs stack up:

13m is the end of the SMGs' max damage, but not their 4 BTK; the 4 BTK range is important to know because this is what Medics are flipping out about. The end of their 25 damage, 4 BTK is 16m. 16m. And this requires all chest shots because 1 limb or gut shot puts them at 5 BTKs. So that means after 16m they go back to their crummy 5 BTKs which SLRs had zero problems competing with before.

16m is a short, short distance in-game. If SLR RoFs get buffed a Hz tier, it makes the SMG and MG buff rather pointless. The average SMGs are supposed to be good at ~20m, but looking at the damage model the 4 BTK doesn't extend that far. With 5 BTK 550 RPM they would get absolutely dunked on by 3 BTK 359 RPM average SLRs. That TTK disparity is the same one we see when pitting the MP18/ Ribeyrolles against the 8 .35; the 8 .35 wins hands down.

Extending the 8 .25's and 1907's 3 BTK and 4 BTK range is probably a good start to making these specific SLRs the 'close range SLRs of mid range'. I think the 50% SIPS buff and ~15% min spread buff are good, blanket improvements for all SLRs, but if they need more then that's fine by me. So long as it doesn't have anything to do with buffing raw DPS.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

This post has been edited 1 times, last edit by "JSLICE20" (Sep 4th 2017, 6:27am)


  • "BleedingUranium" started this thread

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45

Monday, September 4th 2017, 5:54am

Or extend the SMG dropoff to useful ranges and also buff SLR RoF. It's sounding like the only thing to really get excited about is the LMG buffs. :thumbdown:
Who has fun, wins.

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46

Monday, September 4th 2017, 6:23am

Seems like the bar is now a ultra rape gun. In fact seems all the lmg are pretty op now and paired with that, medics buff long range and ability of faster accurate ROF.... Scout class is greatly impacted and May be stat wise be simply useless. I'll still play it, but having a whole class be simply inferior to the others is a balancing issue in the wrong direction.

NoctyrneSAGA

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47

Monday, September 4th 2017, 6:26am

Well.

It's kind of harder for Scout to kill faster than in one frame.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.

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48

Monday, September 4th 2017, 6:33am

Well.

It's kind of harder for Scout to kill faster than in one frame.

Well.

It's kind of harder for Scout to kill faster than in one frame.


What do you mean?

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49

Monday, September 4th 2017, 6:35am

>tfw Scout is "simply inferior to the others" when its primaries have OSK potential at specific ranges

Totally, the class designed for long range effectiveness is completely inferior to Assault at long range, Support at long range, and Medic at long range. /s

Someone doesn't know what the Sweet Spot mechanic is.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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50

Monday, September 4th 2017, 6:54am

I dunno, I haven't played the CTE so I don't have first hand experience with these changes but SLRs are supposed to be mid range weapons aren't they? Those range buffs are pretty damn significant.

Every class has a sort of optimal range it's supposed to be in and a couple weapons per kit that let it fight outside that range with a reasonable level of effectiveness.

Medics just need their CQC rifles buffed. Make the Cei Riggoti or the Federov nice and beefy and we should be good right?