Headshot multiplier decreased to 2.3x (was 2.5x).The instagib should negate this for low health Mercs and reward high-skill play. Following up with a gibbing shot is now much slower, so Medics have more of a chance to revive. Giving the FEL-IX the ability to instagib an 80hp-or-less Merc with a headshot was a choice that was made to reflect its very slow fire-rate. Their headshot multiplier will be different to reflect this (at 2.3x) and they will be made more distinct from one-another, because was sentiment reflects that there is very little reason to pick the FEL-IX over the MoA. Increased minimum range to 470 (was 180)īolt-Action Rifles will be made more distinct from their semi-auto counterparts.Total reload time decreased to 2.85s (was 3.1s).Maximum capacity increased to 32 (was 28).Increased maximum range to 1500 (was 1400).Increased minimum range to 320 (was 75).Total reload time increased to 2.4s (was 2.2s).Maximum capacity increased to 27 (was 22).Increased maximum range to 1750 (was 1600).Increased minimum range to 380 (was 100).Legshot Multiplier increased to 0.9x (was 0.75x).Headshot Multiplier reduced to 1.0x (was 1.3x).Total reload time increased to 2.55s (was 2.5s).Maximum capacity increased to 28 (was 24).They should also be more effective at mid-range so that they can compete a little more as a choice with their SMG counter-parts that other Mercs have available to them. This should reward good aim and timing, while retaining what gives shotguns a distinct play-style. These changes are designed to make shotguns more accurate, but lower damage and headshot multipliers to ensure Mercs are not killed in one shot as consistently at close range as they are currently. Shotguns are was an efficient and popular pick in low-level matches, however their usability in high-level play is significantly lower. Headshot multiplier reduced to 2.0x (was 2.5x).Prior to their recent changes they were considered far too strong, so their fire-rate has been slowed slightly to encourage a more tactical and aim-focused playstyle, rather than close-range spam. They will be pulled back in line with pistols and kept consistent with semi-auto rifles and other weapon behaviours. Revolvers have been in a powerful spot in the past in comparison to their pistol counterparts, although the recent changes to make them more consistent with bolt-action and semi-auto sniper rifles was possibly a step in the wrong direction. RPM in a burst decreased to 625 (was 800).RPM in a burst decreased to 585 (was 720).Increased recoil should also impact them at being overly effective and accurate at long range. We feel that tracking-aim should be emphasized and encouraged more in the handling of these weapons, to be more in line with the spirit of Dirty Bomb’s core gunplay. They are too reliable at landing consecutive headshots currently, meaning that they have a very low Time-To-Kill. ![]() A good middle-ground also had to be established to bridge the gap between automatic assault rifles and semi-auto sniper rifles – these changes should help it fill its niche role between the two categories, without being an obvious choice over other, similar weapons.īurst-fire rifles will have an overall increased fire-interval between each shot. Because of this, some changes were made to its high accuracy and damage output. The Dreiss AR is fairly balanced in low-level play, but it out-performs other Assault Rifles in high-level play. ![]() Weapon Balances Assautl Rifles Dreiss AR
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