Fixed a bug where the Adept, Competent, and Capable talent buffs would not expire while taking cover behind Mobile Cover.
Fixed a bug where agents could stack the Adept talent up to 5 times by taking cover behind Mobile Cover multiple times.
That's the sound of a whole lot of stuff becoming useless.
Back to lightweight M4 firearms build it is then!
how is it making them useless to have them work as intended?Originally Posted by sandpants Go to original post
1.7 is most likely this week's focus. They'll probably talk about this change to the stacking, but 1.7 is where it's at now. Hamish pretty much has to at this point and last week, the day before the state of the game then, he said "we won't be talking about 1.7 in tomorrow's state of the game, but soon, though." Then again, soon could mean next week, but if that's the case, what are you gonna be talking about for, what, 30 minutes -1 hour, if the discussion isn't about 1.7 this week?Originally Posted by RushLoongHammer Go to original post
It's not making them useless.Originally Posted by moesuvious Go to original post
It makes everything that wasn't a lightweight m4 relying on those bugs to work really well and excel at something that the M4 doesn't.
ahh i see what you are saying. Ill be sticking with my mp5 though, it may not do as much damage but with my ****ty aim all that extra punch the M4 gives does me no good if i cant hit the target!! My mp5 is too smooth to go back.Originally Posted by sandpants Go to original post
rofl...Originally Posted by Merphee Go to original post
Other weapons need buffing imo:Originally Posted by sandpants Go to original post
https://www.reddit.com/r/thedivision..._love/dich0ci/
IMO:
AR's:
- AK / SCAR Scaling needs a slight increase in damage scaling
- SCAR Family needs a reduction in spread
- G36 / P416 Need an increase in damage scaling, should average out at at least 1K damage more then M4 Family with 7K+ Firearms
- ACR: Bump RoF up to 800 from 760, increase damage scaling so it sits between G36/P416 and the M4 Family
SMG's:
- Lower RPM (UMP & Bizon) need a base damage increase
- Lower RPM (UMP & Bizon) need a spread decrease
- And that other SMG as well... keep forgetting the name, the one that looks like an UZI
LMG's:
- Need a base damage increase and overhaul, taking their out of cover bonus into account, they should be able to output the damage of near that of an AR
- Once they're up to par with AR's, their native behavior of accuracy increasing with prolonged fire needs to be removed from hipfire though, otherwise they could quickly become some weird new dominant hipfire meta (I believe this actually happened in the PTS when we first saw the MG5)
SNIPERS:
- (also for other classes) Movement needs to affect spread better, being stationary should allow faster flicks and have lower time till full accuracy when going ADS
- FIX DEADEYE
- Once DeadEye is fixed, find a better damage/accuracy balance for the M1A/SCAR or move some of their spread to recoil
What they should honestly do (the devs) is first using math as a baseline to balance weapons and then at their more advanced testing range (which they have), test TTK in various circumstances and fine tune the weapons. Basically use math as a baseline and use playtesting to finetune based on how handling affects a weapons maximum potential. You would need a player with a half decent sense of weapon control though.
It wouldn't surprise me a lot of players would actually play better without the M4's because they don't succeed at controlling the recoil. But alas, give the players a LW M4 blueprint and every streamer who can aim uses it, BAM suddenly everyone is rolling LW M4's on the table.
But concerning weapons I'm not a fan of nerfing "top dogs", the others should be buffed. Nerfing a class its top weapon, is essentially the same as nerfing the class vs other classes.
If you build properly for crit, I get the feeling TTK is better with SMG's when you're NOT headshotting the enemy. I tend to run AR/SMG or AR/Bolt Sniper depending on the opposition in Last Stand.Originally Posted by moesuvious Go to original post
Chaotic fights, lots of movement = AR/SMG, loads of DeadEye's and more static play = AR/Sniper, snipe the DeadEyes from range in the head and then move out.
Also, the reason why I propose changing the ACR's RPM is because of several reasons:
- 10 rpm more hardly means anything (G36 & P416)
- Giving it a higher RPM and fitting it somewhere in between gives it a proper, more defined role opposed to other choices
... or if we want realism, make the P416 800 RPM (HK416 is 850) and keep the ACR at 760. Though I would give the P416 a slight increase in upwards recoil then.