Add in the spin system. Realistically, we ought to minimize our shooting, so when target is going cover to cover, naturally we cease firing to save ammo, and then continue once our target is out, or when we briefly switch target. But that only fills up the jam bar even more due to it filling the gauge preemptively when just spinning up.
And then the RNG screwing me over, you think i'd get to pepper a target for long to deal adequate, but no I couldn't even do that. As if that's not bad enough, jam dissipation and duration is at 10s - 9s, that means not only my burst could be short, i could only do so rarely.
At 1 tons of ammo + magazine nodes, it's actually enough to last the match but then there's a lot of missed shots out there.
Having tried the RAC at a 12v12, i can pretty much say with confidence that this is a god-damn failure of implementation. We need WAAAY more velocity for the RAC5 and RAC2, 1650 and 2000 respectively, so we can actually hit people at range.
Also remove the RNG aspect, and turn it into fixed 5s shooting, lower the spin-up and spin-down time to 0.5s and just have the bar only fill up when shooting, but will heat up even when just spinning up or spinning down, and finally just 4s of jam dissipation / jam duration.
Khobai, on 18 July 2017 - 07:05 PM, said:
potato balancing is the way to go. its funny as hell seeing all the comp players cry about their toys getting taken away to make the game more potato friendly. and potatos dont have agendas other than being potatos.
To be fair, Comp players knew the game far better than many potatoes.
And what, you think the extremes are the only options? As if the every-day man doesn't exist. No the right way to go is balance the game in the middle.
Edited by The6thMessenger, 18 July 2017 - 07:39 PM.