Yeah, I think most of us understand that.eLantern wrote:Thank you and yes... for the most part. To clarify, there is actually two separate bullet magnetisms in effect on top of the reticle magnetism that is best described as "sticky aim". The two different bullet magnetisms are in reference to two different hitboxes -- the head and the rest of the body. Now these bullet magnetisms don't directly reduce the weapon's bullet spread (which relates to its recoil), but they do indirectly influence that spread by bending the bullets onto the target.
That doesn't really benefit the whole mode as it's only one weapon. It basically gives you a disadvantage when you first spawn, until you can grab a better weapon. So I'd say that negatively affects freedom to traverse the map.Quote:I was merely describing how aiming for center mass becomes the most effective method to land a full burst outside of RRR. And I acknowledged the frustrations this can seemly cause, but also pointed out how it manages to create what I perceive as a benefit to the mode's experience.
Oh okay I see what you mean now.Quote:Generally speaking, I agree with what you're saying which is why I'd like to point out that aiming center mass with the intent of landing the second or third bullet within a burst into the head is still a form of skillful aiming under the understanding of what's required to land a full burst and achieve a headshot when outside RRR. This isn't terribly different than understanding you have to lead your shots in a projectile-based FPS when firing at longer ranges. With the current H5BR, if an opponent's shields are broken and all that's needed for the kill is a headshot then aiming for the head will still make the most sense because that first bullet will travel where your reticle is pointed -- given that you've got a solid connection to the server.
In terms of hip-fire RRR they are tied as both have a hip-fire RRR of 30.5 meters or 10 world units. Having the same hip-fire RRR was what I was referring to when I said they were tied. I was not suggesting that their lethality was equal within that range. By the way, the Carbine has a hip-fire RRR of 32 meters or 10.5 world units.
I mean yeah ideal TTK stats are nice but you have to test them out in real fights and try different stuff to see how those stats really apply. I just don't think that RRR is the fix we need in BTB man.Quote:
- The H5BR has an Optimal TTK of ~1.4 seconds (11 bullets or 4 trigger pulls w/ headshot) and a Sub-Optimal TTK of ~1.9 seconds (16 bullets or 6 trigger pulls to the body).
- The Light Rifle has an Optimal [Hip-Fire] TTK of ~1.2 seconds (4 shots w/ headshot), an Optimal [ADS] TTK of ~1.1 seconds (3 shots w/ headshot), a Sub-Optimal [Hip-Fire] TTK of ~1.6 seconds (5 body shots), and a Sub-Optimal [ADS] TTK of ~1.6 seconds (4 body shots).
Clearly, the Light Rifle and Carbine are more deadly (aka lethal) weapons within the basic H5BR's hip-fire range. This is a reason why I believe the H5BR should be given a better hip-fire range then these "other" two precision weapons and why I advocate for the Long-Barrel H5BR. There would be a range where it received all three types of aim assistance (reticle, body, and head magnetisms) and these other two precision weapons would not. Players would need to understand where this weapon's strength was and actively manage to engage these "other" precision weapons within it's ideal range when facing them.
- The Carbine has an Optimal TTK of ~1.2 seconds (7 shots w/ headshot) and a Sub-Optimal TTK of ~1.9 seconds (10 body shots).
So you agree that it's overshadowed. Maybe in your experience it's been better, but that could be because the skill gap was narrowed.Quote:I'm a little confused by what you're asking me here. I'll just say that the pre-tuned BR was a cross-map laser which felt good to use, but it negatively impacted the Big Team experience. The final post-tuned BR feels pretty crappy and it gets overshadowed by pretty much every "other" precision weapon, but in my opinion it has led to an improved BTB experience.
Actually on most maps these weapons respawn 30s or 60s after the weapon has been picked up. They do not have to despawn. The number of these weapons allowed is infinite.Quote:There are a finite amount of Carbines, Light Rifles, DMRs, or H2BRs on these maps and they have to be actively sought out just like the power weapons. This restricts and limits their uses where as everyone automatically spawns with the H5BR. Is it possible that a team could take control of all these items and use them to suppress the opposing team into a spawn trap? Sure, but it would require plenty of coordination and skill to do so given the two opposing teams equate out to having fairly similar overall skill.
I mean this is where we understand each other but we just flat out disagree. The current BR is too much of a handicap when you're being prefired by Carbines or Light Rifles.Quote:Again, I agree that the basic H5BR isn't ideal which is why I've been actively advocating for the Long-Barrel variant, but I still think there's a benefit to the Big Team experience by having the standard loadout weapon lose a decent amount of its effectiveness beyond the extended ranges afforded to the Long-Barrel variant. Thus leading to less stalemate like standoffs with long-sight line coverage which encourages more map movement; especially, along a map’s boundaries.
I didn't say that it's solely beacuse of the retuned BR. Yes the population is declining, but that's not the time to restrict people from playing against each other. My team literally can't find a match and will sit in the search for over an hour if we play on our mains with a full team.Quote:I'm sure it has made shooting those within vehicles harder, but that can also be seen from the flip-side as potentially a good thing. When you say that farming has gotten worse I take it that you mean it happens more often now, correct? I would say it's debatable that it's solely because of the retuned H5BR. I'd even argue that it has more to do with normal progression relating to population loss in a title that's ~3 years old. They're constantly tinkering with the matchmaking parameters to ensure search times don't get too ridiculous.
Also, it's really not a good thing for vehicles to become even more overpowered. When players have mastered vehicles they are pretty much unstoppable, and you need to be able to spawn and immediately land a shot on a hog gunner or ghost driver to suppress them if you don't want to be spawn killed the entire game. Trust me you'd rather have the H5BR if I'm driving and my boy Heavies is on the turret. We don't really farm at least though.
I kinda like the Long Barrel but the fact that it solely improves RRR doesn't do anything for high level BTB gameplay. Long range firefights take a lot of skill without aim assist, and the BR needs to be able to at least defend itself against a Carbine/Light Rifle, even if it's still at a slight disadvantage.
To revitalize BTB we need the pros and semi-pros to search the playlist and enjoy it. A lot of them have said that they hate the new BR and they would actually search BTB again for fun if the Stabilization was added. Look on Twitter.