Posts by cyoce

    If reload canceling with weapon switching is a bug, then every shooter I've ever played is broken.


    Dirty Bomb actually has the "press R to cancel reload" mechanic as an option but nobody uses it because you can just sprint for a frame or double switch.

    But aiming down sights does increase accuracy. That's kind of the point...

    I cant tell any differece, you got some numbers to back that up?

    Try it out for yourself. Shoot from the hip and watch the bullets go all over the place. Then shoot with your sights up and the bullets will cluster around the point of aim or be perfectly accurate (don't remember which it is for this game).

    Quickscoping needs a major nerf. The time to kill on a quickscope (including ADS time) is lower than the time to kill for most (all?) ARs and SMGs. Either decrease the scope speed dramatically or remove one shots to the chest in favor of headshots.


    So...DON'T nerf "Quickscoping" and adjust TTK on other weapons?

    That's what you're trying to say, I assume.

    No. Nerf quickscoping so sniper rifles lose to cqb weapons in close range. Or, if you want to keep the current scope-in speed, remove the ability to kill in one shot to the chest and make people go for headshots.

    Sniper rifles don't need to be even more overpowered. Getting one shot kills to the chest is more than good enough; you shouldn't be rewarded with a max hp reduction for shooting someone in the leg.

    Quickscoping needs a major nerf. The time to kill on a quickscope (including ADS time) is lower than the time to kill for most (all?) ARs and SMGs. Either decrease the scope speed dramatically or remove one shots to the chest in favor of headshots.

    There's no point using optics in this game beside the detector sight or thermal sight. Anything else is just a wasted slot.

    I agree, and that is another thing that is messed up in this game. You have one shot kill to body with sniper at any range ,but aiming down sight does not give weapons less bullet spread aka better accuracy. Its like skills dosent matter or very little in this game. Just run and gun and hope netcode is on your side...

    But aiming down sights does increase accuracy. That's kind of the point...

    When you guys get around to adjusting recoil stats, could we get a fix for recoil compensation? It's really annoying to pull down on the mouse to counteract vertical recoil, and then have your view pulled down to the floor as the gun automatically "centers."


    Use the macro, many who play with macros.

    Macro? Why would I do that and risk getting banned when I can just control the recoil myself?

    When you guys get around to adjusting recoil stats, could we get a fix for recoil compensation? It's really annoying to pull down on the mouse to counteract vertical recoil, and then have your view pulled down to the floor as the gun automatically "centers."

    It would be really overpowered. Stealth is quite strong in a game where everyone else is visible on the minimap as soon as they start shooting.


    This isn't meant to be a realistic game. Why do bullets curve out of your gun at impossible angles because your sights aren't lined up? How do your wounds automatically regenerate? Why do you have a crosshair overlayed on your vision? Why can you guide a missile from beyond the grave? How do you pick up weapons without touching them? How do you pull all these drones out of your a**? When you reload, how do all the bullets in your current mag get transferred to your ammo pool such that you keep pulling out full mags instead of cycling through used ones? How can you throw grenades more accurately than you can fire a gun from the hip?


    Realism isn't a very good argument for ignoring balance in a game riddled with unrealistic mechanics that place gameplay first.

    Pretty simple fix. Remove the scope sway and "hold breath" mechanic, increasing accuracy to the point where it will be viable to have headshot-only sniper rifles. One hit kills to the body are unfair; in order to access this instant time to kill, one should be able to land headshots.

    Dirty Bomb was also designed with this mechanic in mind while Ironsight was not, as you said they had much better map design so I don't see how you expect snipers to play like the ones in Dirty Bomb. Again, doesn't sound like an issue with snipers but the game itself the way you're explaining it.

    What matters isn't that Dirty Bomb and IronSight are different, but how they are different. Dirty Bomb has multiple mechanics conspiring against snipers (fast move speed, wall jumping, not having to slow your move speed with ADS even at long range, better flank routes) and yet the two shot body shot approach still works. In a game like IronSight without those disadvantages to snipers, surely sniping would still be viable as it is in Dirty Bomb.


    I would like to remove scope sway anyway, as it adds an element of randomness that shouldn't be present at all (but especially not on snipers). Sure, you can do the hold breath thing, but by the time that stabilizes the guy probably found cover or killed you. To balance it out, forcing snipers to use their now-perfect precision by hitting headshots seems logical.

    I'd really like to be able to put attachments on the shotguns. They could get a buff if put in the primary slot, and then pistols would have an actual use (as a sidearm, whereas right now the shotguns are the best sidearms).

    [not gonna re-post the wall of text as such quote chains have a propensity to grow exponentially]

    Dirty Bomb, TF2, and Overwatch being class-based and requiring headshots is an example of when correlation does not imply causation. TF2, Overwatch, and Dirty Bomb, because they are team shooters, all have a significantly longer TTK than tactical shooters like CS:GO. For example, the AK-47 in Dirty Bomb does 14 damage to the body and 28 to the head, whereas the AK-47 in CS:GO does 27 damage to the body and 111 to the head. Overwatch's Pulse Rifle (closest you'll get to an AK) does 10 damage to the body and 20 to the head (adjusting for squishies having 200 hp in Overwatch).


    So in CSGO, it takes one or two shots to kill with an AR, and in Overwatch/Dirty Bomb, it takes 4-5 shots (we're assuming headshots here for comparability).

    All automatic assault rifles except the scar iirc take 4 shots to kill in close range, with damage dropping off quickly. That sounds a lot more like Dirty Bomb than CSGO to me. This is where the imbalance comes in: in CS:GO, it's fair for sniper rifles to one-shot body shot, because assault rifles can one/two-shot headshot. You sacrifice mobility and economy in favor of reliability in buying an AWP. In Ironsight, even at medium range, it's going to take 6+ shots to kill that sniper--not such a favorable trade-off. Being able to kill with a shot to center mass, having a scope to help aim, and not having to worry about recoil gives him a massive advantage that a CS:GO AWPer doesn't have.


    I'm not discussing AVA, CoD, etc. as I have not played those games.

    Nerfing them to 2 shot body shots will more than likely not be happening because as I said that would under power the sniper class completely. Snipers do not beat SMG's close range at all unless you get a nice quickscope or a lucky no scope an SMG will 90+% of the time win that battle. So some adjustments may be made, all up to the developers, but making them a 2 shot kill is very unlikely. That pretty much defeats the purpose of being a sniper now doesn't it "one shot, one kill".

    It's interesting how the advocates for not nerfing sniper rifles gloss over the one shot headshot bit and go straight to how underpowered it is to kill someone in two bodyshots. It's almost like they want to keep abusing their no skill weapon or something.


    As for "one shot, one kill" being the sniper's motto, "boom. headshot" is just as ubiquitous if not more, and it does not exclude "one shot, one kill." Not that games should be balanced on catch-phrases.

    Just remove the damage falloff from the crossbow. When you manage to lead a shot and calculate drop perfectly at extreme range to only get a hitmarker is infuriating. It can stay a secondary

    Time to kill seems good so far at least with the default weapons. If you want low TTK game you can try Dirty Bomb etc. if you want high TTK try CS:GO lol, this kind of TTK is perfect for this kind of (cod like) games.

    CS:GO has one shot kills... how is that high TTK?

    To whoever is gonna says "The TTK is okay" has clearly not have played any competitive game in their life

    Ever heard of Counter-Strike: Global Offensive? The most popular competitive shooter in existence? Even the AK-47 kills people in one shot.

    The time to kill is too high. It's hard to make plays when it takes half a mag to kill one guy. Alternatively, you can just quickscope and kill the whole team with one mag.

    Too high? Haha! What games have you been playing?

    IronSight. All the non-snipers take 3-5 shots to kill at point-blank range. A Sniper rifle takes 1 shot to kill at any range. That's pretty unbalanced.

    Weapon adjustments are a tough thing to make. Just changing 1 number in any stat can literally break a gun and make it really powerful or really weak. For instance if we nerf snipers to be a 2 hit kill to the body the class instantly becomes useless because most snipers know that the times where you do have to 2 hit somebody with the sniper most of the time you are already countered and or killed before you can line that second shot up. While I do agree about making a movement penalty for decreasing accuracy you have to understand most snipers especially those of us who are experienced at it already dealt with this feature from a lot of games so we are used to stopping for a split second before making a shot so I don't think this will change much of the issue I'm reading here. They could make so that low chest and up could be a 1 hit kill while eliminating the mid to lower torso 1 hit kills but again it all boils down to the people that have been sniping for years most of us generally hit upper-chest region already. So trying to adjust sniper rifles is truly a hard thing to do.

    How does requiring headshots make it useless? The TTK will remain the same; the only thing that will change is the required proficiency to reach it.

    The problem with the moving inaccuracy is that acceleration is basically nonexistent in this game. All you'd have to do is let go of W during the frame you shoot to get perfect "moving" accuracy.


    Here's my suggestion: Remove scope sway in favor of one-shot headshots. This "hold breath to shoot better because CoD" meme really has to go. If snipers are perfectly accurate, then it would be balanced to make body shots 2 hit kills and headshots 1 hit kills. This would reward actual skill.

    being honest once i used to think the same thing, but now, after many years using snipers, i can just say that doing that would probably remove any interest in using sniper rifle. We are all talking about "actual skill" but snipers are the most situational and, related, weak weapon in every game. what's the point in making two shot to kill snipers? most of the time you don't even have the time to reload before getting killed by a ar/smg sprayer.

    Right now, snipers aren't situational at all; with the quick aim perk, the ttk for a quickscope is about the same as an AR for close quarters. And I'm not suggesting snipers be two hit kills everywhere. You should just need real skill - a headshot - to pull off a one hit kill.

    Basically, how gun kick works in this game is that the view is pushed up, and then after you stop shooting it goes down again. To fight this, you can (and should) pull your mouse down (and to the left/right depending on the gun's spray pattern). The problem with doing that is after you stop spraying, the centering mechanic still kicks in and leaves you aiming at the floor. A fix for this would be nice.

    Example (please forgive my poor spray control - I haven't learned the AK-12).

    I agree with you, but maybe keep it to one additional slot - two slots would make some weapons too powerful I guess.

    If it makes weapons too powerful, it will make ALL OF THEM too powerful, so no issue there. After all, it's not like it's just for some of them, all primary weapons get the same amount of slots - two base slots, two additional slots, one unlocked at weapon level 40 and one at level 50.

    Not necessarily. For example, most guns don't really need optics, so your second slot should go toward a modified barrel or compensator. So getting an extra attachment slot probably wouldn't mean much if you are running something like compensator/muzzle brake + modded barrel/laser sight. If the gun has access to the detector sight, however, you can make a killing machine by running two smoke grenades and an AR with a silencer, compensator, and the detector sight. (just an example)


    TL;DR - attachments help some guns more than others, and some guns have better available attachments than others.

    The time to kill is too high. It's hard to make plays when it takes half a mag to kill one guy. Alternatively, you can just quickscope and kill the whole team with one mag.

    The problem with the moving inaccuracy is that acceleration is basically nonexistent in this game. All you'd have to do is let go of W during the frame you shoot to get perfect "moving" accuracy.


    Here's my suggestion: Remove scope sway in favor of one-shot headshots. This "hold breath to shoot better because CoD" meme really has to go. If snipers are perfectly accurate, then it would be balanced to make body shots 2 hit kills and headshots 1 hit kills. This would reward actual skill.

    IMO, the only viable secondary is the tac-ops or the kard. Not because they're the best pistols, but because they are the best secondaries. Basically, they are the best for quickly pulling out and finishing someone off after a hitmarker with a sniper. And you should only use pistols while sniping, because 9 times out of 10 an EMP launcher or m320 will be more useful. And of that final 1/10, 9 times out of 10 you'll do better with a shotgun.

    It doesn't take a whole lot to take out an escort drone. Yes, it's annoying to kill the enemy and get killed by the escort drone afterwards lol. There could be a small tweak to where it stops shooting once the owner dies. Who knows. I'll just leave that suggestion here :P and pass it forward as a possible tweak option.


    It makes sense from a logical standpoint. The escort drone's mission is to protect its owner. If the owner dies, it can't protect the owner. So what does it do? It makes a beeline for the owner's next spawn point.

    The escort drone is free damage. You don't have to aim. You don't even have to be at your computer to get kills with an escort drone. I can't count how many times I've won a gunfight and then got killed by their escort drone. Of course, removing it entirely would put the work spent making to it waste. So instead, I propose it be turned into a remote drone. It is deployed and controlled like the observer drone, but it has the ability to shoot people instead of mark them. Although this is more powerful than the observer drone, it's balanced as it is more expensive.