I actually like what they've done with the BR, its definitely a step in the right direction.
The SMG however...
I think we're seeing this the same way. I updated my Tuning Feedback post
to remove several of my previous concerns with regards to the H5BR
, but I still feel they need to have its hip-fire Red-Reticle-Range (RRR) match that of the current standard and tactical Magnums; plus, give it an Aim-Down-Sight (ADS) RRR distance that's between the tactical Magnum and the H2BR. I also believe crouch firing should improve the recoil effect. Overall, I think it's in a slightly better place now than it was after the OT update and than it was in the tuning test playlist. In its current state I think an argument could be made to reduce its REQ value costs down by one.
is definitely the next weapon in need of further re-tuning. I personally think going back to the tuning test's larger default hip-fire spread with the ability to tighten not only the max spread but also the default spread via ADSing would be the best option for the weapon. That would need to include keeping the current head-shot multiplier and increasing the current bullet damage slightly so that the weapon can acquire a 1.0-1.1 optimal Time-to-Kill (TTK). It's the reticle magnetism, bullet magnetism, and RRRs where this weapon really needs careful, and perhaps minuscule, adjustments to ensure it plays best within it intended range role. By giving this weapon the initial larger default spread (from the hip-fire position) it forces players to use the more accurate ADS spread for improved efficiency at anything beyond near point-blank range, but that also requires more skill since a player can easily be de-scoped out of it. The SMG should possess a more lethal optimal TTK than the Assault Rifle or else it becomes a fairly useless option in comparison. Not to mention, the REQ values of the SMGs in its current state should be reduced to match those of the AR and if they improve the SMG according to what I mentioned above I think they could be settled in at similar amounts to the BR or maybe back to being one REQ level higher.
could also use some adjustments to better fit within Arena (Ranked play) and Warzone. On the smaller maps its a near pointless weapon to pick-up and try using due to its slow Rate-of-Fire (RoF) and lack, or much reduced, close/mid range aim assistance. Within Warzone its only really useful as a range weapon, which is fine, but for that limited role it doesn't need to be valued (REQ-wise) so high. Therefore, I propose that they keep all the changes to the aim assistance in order to ensure that the weapon is best used for its intended role and that its 2-shot beat-down for a kill can't be easily abused, but give players who are skilled with their aim the ability to somewhat compete with other weapons within middle-close range by improving the weapon's RoF. It doesn't need to be faster than the other precision weapons, but it shouldn't be any slower than what else is considered slow; this is why I think its optimal TTK should match that of the H2BR (1.4-ish seconds). On the REQ level side, I think in its current condition it should be valued one REQ level higher than its BR counterpart and that's only due to the fact that all Warzone maps are big. If it was given the RoF change I suggested I think its REQ value could be increased to two levels over its BR counterpart.
I remain a firm believer that the Carbine
should grant players an ability to retain its previous accuracy when NOT maximizing its' spam-ability, but include the current potential spread amount when heavily spammed. This could be achieved by tying the weapon’s high RoF to a bloom feature that only kicks in when the fire-rate exceeds a certain threshold. Further concerns with the Carbine continue to relate to the reduced RRRs for the more costly REQ variant, the Blood of Suban, which should've kept the previous RRRs as its effectiveness has been noticeably and unnecessarily hindered.
The only thing needed for the gunfighter Magnum
is to eliminate the random horizontal movement that can exists within the vertical recoil drift; otherwise, I think it's in a pretty good place. Similarly, I think the AR
is in a pretty good place now too, but I would add that it'd be nice if Aiming-Down-Sight (ADS) provided a slightly tighter max bullet spread compared to its hip-fire amount.
The remaining changes I felt were either positive or I'm fairly indifferent about them; however, I still think the Grenade Launcher
and Fuel Rod Cannon
changes shouldn't have carried over to their REQ variants and that further adjustments to the Splinter Grenade
would be beneficial.