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    Flak and Sniper Zoom

    Can we bring Flak more in line with the other weapons? It's extremely strong right now, two shots people at full health in Elimination with a fast fire rate.

    Also a lot of people liked using the normal 'Zoom' with Sniper previously without it forcing the new FOV, it makes the Sniper a lot less effective in medium range situations because it zooms in so much. Often, players that use Sniper a lot will just press the zoom to get more focus on the target and the red indicator - generally I wouldn't zoom in very much at all - it just helps with focusing on your target.

    #2
    Epic may think we're like a broken record, but some things need repeating until they listen. I do agree that Flak does still need a big nerf. I think the initial collision size muat be reduced. It's this that makes half accurate shots do such rediculous damage. Half the collision size and reduce shard damage by 1.

    I don't usually zoom with the sniper so haven't notice that aspect yet.
    Current Main Issues: Tri-Rox (Remove), Scoreboards lack player stats,Team Balance.

    My Pre-Alpha Highlights 2016 to early 2017 https://www.youtube.com/watch?v=IKlKQ349o8A | http://plays.tv/u/Smurgl

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      #3
      Originally posted by Smurgl View Post
      Epic may think we're like a broken record, but some things need repeating until they listen. I do agree that Flak does still need a big nerf. I think the initial collision size muat be reduced. It's this that makes half accurate shots do such rediculous damage. Half the collision size and reduce shard damage by 1.

      I don't usually zoom with the sniper so haven't notice that aspect yet.
      The flak one is a difficult one, it's always been a gib weapon but it feels a bit powerful and really spammy at the moment, perhaps reducing ammo capacity/pack size will make it more situational?

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        #4
        Originally posted by Smurgl View Post
        Epic may think we're like a broken record, but some things need repeating until they listen. I do agree that Flak does still need a big nerf. I think the initial collision size muat be reduced. It's this that makes half accurate shots do such rediculous damage. Half the collision size and reduce shard damage by 1.

        I don't usually zoom with the sniper so haven't notice that aspect yet.
        Well we got the 2nd part


        :newspaper: | Flak damage adjustments: shard 14->13, shell direct hit 109->103.
        Flak damage adjustments: shard 14->13, shell direct hit 109->103.

        [CL 3305201 by Steve Polge in UT-Clean branch]

        https://github.com/EpicGames/UnrealT...efce48f08540e0
        On Thursday, February 16th, 2017, 12:21:14 AM
        PayBack

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          #5
          Hallelujah!

          FIXMESTEVE to the rescue
          Current Main Issues: Tri-Rox (Remove), Scoreboards lack player stats,Team Balance.

          My Pre-Alpha Highlights 2016 to early 2017 https://www.youtube.com/watch?v=IKlKQ349o8A | http://plays.tv/u/Smurgl

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            #6
            I would like to see the current flak chunk damage at the old rate of fire. If you pretend like you can't fire it faster, and limit your self it's almost rewarding. Using it like an autoshotty holding the trigger is laughable. Slower rate and low damage is adequate balance for the larger collision size. Basically, it should only get one of the three, and Epic keeps giving it two.

            Well, how would you suggest making sniper harder to use?
            Originally posted by Mysterial
            An instant hit, accurate, instant kill weapon is overpowered. There's no skill ceiling. It's limited only by the shooter's accuracy. It also severely impairs the defensive side of the game - ignoring ping, it is nearly irrelevant what your opponent does - click the right pixel and you win. Even non-instant kill instant hit weapons are often problematic - the Shock Rifle example is obvious before even getting to other games.

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              #7
              People always complained the flak was OP in 99. Much as I like the new flak, maybe it is a bit too strong. Don't nerf it too much though! Or please, we've got to come up with a creative nerf other than just taking away from stats numbers.

              I think it's balanced enough in that you're outgunned at range, and getting close enough to shred someone usually means they're not paying attention. Maybe the alt-fire ball needs a nerf more than the primary.

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