I think the idea that they hate movement is one way of intepreting them trying to make players slower, so casual players can deal with the chaos of the finals. Movement in literally any game has always been the hardest thing to balance around. Smash bros, team fortress 2, halo, fortnite, titanfall 2 and many more. It's always one of those skills that have an infinite ceiling and there will always be better players. Which is why pro players love it but is a nightmare for devs to balance. It's just difficult to make fun for casual players because casuals love games like valorant, overwatch and cod where movement is extremely reduced, and skill just comes down to simpler aspects like knowledge and aiming. If you just keep going down the path of making movement infinitely complex and 'fun', you are alienating a huge part of the market, but if you keep reducing the movement, you also alienate the players that has come to love your game I think what embark has done so far is fine. Nothing majorly painful yet except for zipline. I never liked using zipline because it's not as instant and fast as jump pad, but the cool down has definitely made it so I'll never use it. I wish jump pad and zipline were more interchangeable. I genuinely think jump pad was op as hell before and still kinda is now because of how fast it can get you and your heavies into the enemy's face, but its not a metric that can be measured easily. Their buff to dematerialiser has made medium as good as if not better than light when it comes down to chasing down enemies and hunting them too
@@SomeGuy-qd3li My issue with this is... the FPS market is almost completely unhappy with where FPS is. It feels if you don't make a tac shooter, you basically can't have a remotely competitive game with at minimum more competitive leaning balancing. Without competitive balancing in FPS, there is no balance. It will ALWAYS be in an imbalanced state where after people learn your game and put time into it, there's nothing left to do or grind because the game actively punishes you for learning it and getting better at it. Have good aim? Well the devs add rng every chance they can to different guns to make things more of a dice roll rather than skill based duel of who is better than who. Hell, for 5 seasons we had visual recoil whose sole purpose was to mislead you and deceive you about where your bullets are going. I'm happy it's gone now but, wtf? Who thinks of shit like that. Want to learn movement? Well the devs nerf it every chance they get, even if the movement specializations and playstyles aren't viable in a more serious setting. Repeatedly nerfing skill ceilings, slowing down the game, and making it less and less competitive will not lead this game a positive result. It hasn't worked for OW, R6, or Apex. Every game that has leaned into this concept has failed more and more as they continued down that path and as they continued to displease their customer base they bleed players. While I understand corporate greed plays a part too, it should not be ignored these games have done the same things this game is doing. Following in industry standard trends that are actively failing before our eyes is asinine and will only lead to this game getting shut down and the devs with a dead game on their hands. At the end of the day, I want to see this game do well. In my opinion, the devs should be leaning into this game's strengths rather than following in industry standard trends of the over commercialization and casualization of games that seems to be causing more harm than good.
It depends on what the movement is. I think if you have enough low mechanical skill weapons that can effictively fight fast moving agile enemies, then you can have the best of both worlds. So long as the low mechanical skill is more like Flamethrower or CNS rather than the nightmare that was CL40 for a while lol.
My sens for this game is usually higher than any other fps. What helps me with the revolver is to lover my sensitivity to have smoother aim. Try to play around with that.
@@Killjoy.Z Irons are definitely better imo. At the end of the day, you can make red dot work if preference but iron is better. Plus for MnK, rapid flicks bug out the red dot.
I think the idea that they hate movement is one way of intepreting them trying to make players slower, so casual players can deal with the chaos of the finals. Movement in literally any game has always been the hardest thing to balance around. Smash bros, team fortress 2, halo, fortnite, titanfall 2 and many more. It's always one of those skills that have an infinite ceiling and there will always be better players. Which is why pro players love it but is a nightmare for devs to balance. It's just difficult to make fun for casual players because casuals love games like valorant, overwatch and cod where movement is extremely reduced, and skill just comes down to simpler aspects like knowledge and aiming. If you just keep going down the path of making movement infinitely complex and 'fun', you are alienating a huge part of the market, but if you keep reducing the movement, you also alienate the players that has come to love your game
I think what embark has done so far is fine. Nothing majorly painful yet except for zipline. I never liked using zipline because it's not as instant and fast as jump pad, but the cool down has definitely made it so I'll never use it. I wish jump pad and zipline were more interchangeable. I genuinely think jump pad was op as hell before and still kinda is now because of how fast it can get you and your heavies into the enemy's face, but its not a metric that can be measured easily. Their buff to dematerialiser has made medium as good as if not better than light when it comes down to chasing down enemies and hunting them too
@@SomeGuy-qd3li My issue with this is... the FPS market is almost completely unhappy with where FPS is. It feels if you don't make a tac shooter, you basically can't have a remotely competitive game with at minimum more competitive leaning balancing. Without competitive balancing in FPS, there is no balance. It will ALWAYS be in an imbalanced state where after people learn your game and put time into it, there's nothing left to do or grind because the game actively punishes you for learning it and getting better at it. Have good aim? Well the devs add rng every chance they can to different guns to make things more of a dice roll rather than skill based duel of who is better than who. Hell, for 5 seasons we had visual recoil whose sole purpose was to mislead you and deceive you about where your bullets are going. I'm happy it's gone now but, wtf? Who thinks of shit like that. Want to learn movement? Well the devs nerf it every chance they get, even if the movement specializations and playstyles aren't viable in a more serious setting.
Repeatedly nerfing skill ceilings, slowing down the game, and making it less and less competitive will not lead this game a positive result. It hasn't worked for OW, R6, or Apex. Every game that has leaned into this concept has failed more and more as they continued down that path and as they continued to displease their customer base they bleed players. While I understand corporate greed plays a part too, it should not be ignored these games have done the same things this game is doing. Following in industry standard trends that are actively failing before our eyes is asinine and will only lead to this game getting shut down and the devs with a dead game on their hands.
At the end of the day, I want to see this game do well. In my opinion, the devs should be leaning into this game's strengths rather than following in industry standard trends of the over commercialization and casualization of games that seems to be causing more harm than good.
The game was a lot more fun when we could move faster and this is coming from someone who is constantly lost and getting wrecked.
It depends on what the movement is. I think if you have enough low mechanical skill weapons that can effictively fight fast moving agile enemies, then you can have the best of both worlds.
So long as the low mechanical skill is more like Flamethrower or CNS rather than the nightmare that was CL40 for a while lol.
I wish I had aim like you. I’ve been using the revolver, and it slaps. But not like when you use it. Damn 🔥
The trick is to take .01 extra seconds to line up the shot and not to spam fire.
My sens for this game is usually higher than any other fps. What helps me with the revolver is to lover my sensitivity to have smoother aim. Try to play around with that.
He's cheating
Just got into his game and felt it first hand hahaha
0:51 "Get farmed or wipe every team?"
"I cant wipe every team im going to get farmed."
"Sanguine, iseul-t girls are watching."
Sanguine:
"Oh, Hello 👋" - Sanguine catch phrase 😅
I seem to miss more revolver shots with red dot sight, glad to see I'm not crazy seeing you run irons.
@@Killjoy.Z Irons are definitely better imo. At the end of the day, you can make red dot work if preference but iron is better. Plus for MnK, rapid flicks bug out the red dot.
do you prefer the stock iron sight than the red dot? is there any advantage? I am a beginner but been liking the R. 357 so much
@@gelokim5685 I prefer irons. If you're on MnK I highly recommend avoiding the red dot.
Came someone explain what happens at 12:35?
Are you using a controller on pc?
that 2v3 was clean pure skill
Is there any update you think they should give to the revolver?
@@khaipham78 Vid soon. My goal is to get it out by this weekend while I'm on holiday.
So smooth gameplay love it ❤️
12:36 😱😱😱
Embark gifted you some headshots in this one lol
Did they report you with this aiming ?😂
Clean as hell.
1:06 ayo bro's name??????
Are you left handed? Never seen anyone use those binds before
Came to ask this
@@I_Mark_Mills I use an arrow keys based layout. Not lefty, just use right side of keyboard.
@@SanguineNightsTV Interesting. Any particular reason why, or does it just work for you?
Sights vs iron sights?
@@EaZy_Ric iron on mnk, preference for roller
man i wish this gun was like the b3 wingman from titanfall, it's just so frustrating to use
@@papiricoyermozouwu397 it's the BS rng inaccuracy debuffs. While I love the revolver in concept, the execution is one of the worst I've used in FPS
Cool vid bro.😺
I liked the revolver before they buffed it. It somehow feels like a nerf for me idk how.
The hipfire feels worse while doing complex movement. I need to be walking in one direction for it to hit. Didn't used to be like that
embark add fsr 3.1.3 upscaling
Brooo his team won the first round by sooooo muuuuuch