TTK nerf changes


qwuossoint  Member 8 Dec 23 at 9:38pm
#1
FULL RP Name(s):
A: NPU RIOT 04 8179 / MACE TR 08 4534 / MP P-3 MSGT Myo / SU D-CO SPC Myo

Discord Username:
A: spadedice

Steam ID:
A: STEAM_0:0:463139812

What is your suggestion?
A: Somewhat revert the TTK nerf in a way that doesn't bash bad weapons as hard and punishes weapons that are too strong more.

How would this benefit the server?
A: This TTK nerf genuinely felt basically pointless. The really good guns still kill extremely fast, the only difference is that meh or ok guns are literally unusable sometimes due to their dogshit damage. Even the biggest MP5 fans have lost interest because it takes basically your entire mag in someone's face before they go down. Don't even get me started on pistols. I know the sykov is in an incredibly weird place because of its auto fire... but its SO bad without it. I run rampage 24/7 for reference, and it takes 10-13 shots (up to your entire magazine) to down someone, and sometimes THEY EVEN SURVIVE A MAGDUMP.

Solution? For automatic weapons (because snipers and dmrs and shit can be finnicky and I have no say in how to balance those), the nerf should be bigger the higher the base damage of the weapon is, if that makes any sense? So if a gun dealt 20 damage per shot before, its nerf wouldn't be as severe as a gun that did say 40 damage before. The irony in this TTK nerf is that weapon variety has even gone down as people stick to the "meta" options that shred people at basically the same speed as before.

Or you could just keep the current nerfs and tweak the damage on weapons that have began to show really piss poor performance after the nerf. If I had the materials, time, and levels I would craft every gun and make a list noting which guns feel weak, which ones feel balanced enough, and which ones feel too strong still, but for now, this is really all I have to say about it.

Signature:
worlds worst worst cvr player
[DEFN] Sentinel  President 8 Dec 23 at 9:45pm
#2
Could you elaborate as to what the classes are of the people you are killing in your examples? I cant exactly do much without specifics, when the class you can encounter range from like 250 to 800 HP.
qwuossoint  Member 8 Dec 23 at 9:48pm Edited
#3
(8 Dec 23 at 9:45pm)[DEFN] Sentinel Wrote: Could you elaborate as to what the classes are of the people you are killing in your examples? I cant exactly do much without specifics, when the class you can encounter range from like 250 to 800 HP.

It was a grid that ate all 13 shots and lived. It's literally just typical classes that can eat tons of shots. Unless I dump shots into their head w/ the rampage boost, killing is very inconsistent and slow.

For the MP5, since it was mace vs rebels, basically the same thing. It was mostly HVY, medics, and outlanders in said instance.

I shiver at the idea of trying to kill an EOW or armorstacking rf. Perhaps a solution for auto pistols is to let the ones that can have auto fire start with it, as the power really only kicks in with them when you get the drum mag anyways. Rapid fire off the bat would prevent having to deal with damage buffs benefitting the automatic sykov enjoyers too much.
JOLLY_RED158  VIP 12 Dec 23 at 10:00pm
#4
Touching onto this, snipers i know are difficult to tweak but my god have they become such a pain to use. If any troop even RFs use armor in the slightest, it significantly drops the damage. For the SPR as an example, If someone is running no or light armor, i can headshot kill them or maybe 2 headshots. But with more armor it just jumps to 2 headshots, 3 headshots, even 4 headshots. This is all with rampage and the lapua mag too so damage is as max as i could get it. I understand the SPR is obviously supposed to do crazy damage but the amount of damage it did prior to the nerf i felt like was a sweet spot. Able to kill a good few troops with 1 headshot and everything else is like 2 or max 3 headshots
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