The MOST HATED Players In THE FINALS
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- Опубліковано 25 сер 2024
- 🔥 Welcome back, contenders! 🔥
In this video, we dive into a controversial topic in "The Finals" - the most hated player build. Join me as we explore why this build has garnered so much negativity and why I believe it's time for a change in how we view and balance all the builds in the game.
👾 The Most Hated Build:
Detailed breakdown of the build that everyone loves to hate
Key reasons behind the community's dislike
Examples of why this build can be frustrating to play against
💡 Balancing the Game:
My thoughts on why balance is crucial for a healthy game environment
Suggestions for how all builds can be improved and balanced
Why focusing on balance rather than hate can enhance the overall gameplay experience
🎮 Gameplay Examples:
Real match footage showcasing the most hated build in action
Demonstrating the strengths and weaknesses of the build
Highlighting moments where balance issues become apparent
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Join the discussion in the comments! Do you agree with the community's sentiment? How would you balance the builds in "The Finals"? Let's work together to make the game more enjoyable for everyone! 🚀
Hot take that may get disliked: Power Shift is such a great mode that is quickly ruined by snipers. This game is supposed to exhibit chaos, destruction, mayhem. Brawling over a platform is incredibly fun and instantly becomes not fun when multiple people start sniping and counter sniping. Bring the momentum of the match to screeching halt and becomes quickly boring to play.
I hate saying it, but I truly wish restrictions such as no sniper on Power Shift were something implemented. I play lots of customs with other streamers and no sniping on Power Shift tends to be one of the rules and I have more fun in customs than the public version currently…
I don't think it is a hot take at all. Sniper player on power shift are annoying as hell. It's the only weapon that ruin this game mode
@@arthurvissol8901yeah bro that should be implemented for sure. People doing contracts and shit ruining a good mode already enough. Implement hard rules
Oh yeah definitely not a hot take, sad to say I’m a medium main and I love the chaos in power shift. As soon as there is 2-3 snipers then it all goes downhill. When the objective doesn’t even get touched I just dc and play world tour.
Tf2 in a nutshell
If were taking items out of Power shift, i feel like spear needs to be taken out too, it is too perfect of a weapon for powershift, going multi shield with walls will either pause moment or make the game a grenade throwing contest.
As a Sledgehammer main, i'm really Happy that lights are useful now
😅
Thats a villan quote
Insert stun gun hit
@@yeets723 Doom shields and goo grenades are the way
A class built around being hard to hit, with no survivability, and insane damage out put, will always be a problem, the bad ones are terrible teammates, and the good ones are annoying as hell to playagainst.
They also have a sniper, witch makes them even worse.
just played a game with you, where that salty light left xD. came here after you mentioned a video.
allow me to add a few points and i apologize for the long comment:
- Light is the only class that can use their weapon while also using their abilities. this is a strong factor, but is never mentioned in this discussion. light is the only class which can reload and shoot while actively dashing, grapple-hooking or being invisible. in case of invis it gets deactivated when they shoot but they can at least start shooting from within invisibility, giving them an edge. and then they go back to cloak for the reload.
no other class can do that. think about it.
Medium: can't reload or shoot while using heal beam or having the dematerializer out. they can deploy turret, but it takes time to boot up. also technically while you have the turret selected you cant reload or shoot either.
Heavy: can't reload or shoot with Mesh Shield or Goo Gun out. Charge'n'Slam deals damage but also removes your gun for the duration of the animation, so again no reload or shooting. Winch Claw has a short animation, but still interrupts your shooting or the reload.
My suggestion here is that the light's abilities should be equal to that. if they dash or grapple, the animation should interrupt any reload or firing until it's finished. and while they are invisible they shouldn't be able to reload or fire. like the spy from TF2.
- i do not agree with the faster regeneration on light. i always hated this discussion about the health pool. people keep calling light a "glass cannon", but that premise is faulty in it's core.
light has the smallest hitbox and the fastest movement in the game. it offsets the small health pool with these two aspects. just like the heavy offsets his big health pool with a huge hitbox and slowest movement.
the faster regeneration on light breaks this balance. now the class which is the most difficult to track and hit also regenerates faster... makes no sense to me. on top of that they have the weapons with the highest DPS and the biggest variation of weapons, allowing them to engage at any distance.
- stun gun is still a thing. it's a free kill 9 out of 10 times. suggestion here is to further reduce the stun duration. make it as short as the winch claw stun.
- probably my biggest gripe: all of light's weapons have a spammy nature to them that does not really require skill to get kills. the throwing knives are the best example for that.
sure, if you do have skill or get really good then you are an even better killing machine as a light. but even an average player can score easy frags.
the V9 pistol for example: theoretically has the highest DPS in the game and has been there since beta. and yet you can just fast click spam it in close quarters and still get decent eliminations. suggestion here: reduce the mag size from 20 to 15. force the player to aim and make their shots count.
same with the LH1: viable at any range yet can be spammed with success at close range. suggestion: reduce mag size down to 10. reduce firing speed by another 10-20%
same goes for both SMGs, both can be spammed without good aim and still be successful. the XP-54 can also be used at long range on top of that, which it should not be able to.
- Defibrillator: i do not really care for that. always found it strange how popular it is as a gadget. it revives the player at only half HP with a long and bright animation, drawing everyone's attention to it. and let's be real here, most of the time a quick defib does not change the tide of the fight, because the revived player has to reload and run for cover. all that time you save by defibbing somebody is equally wasted by the state in which the player is defibbed. might as well just slow rez them to full HP in cover.
Sidenote: imo if a player plays Med and does not pick defib, they are not throwing. but for the love of god, people, if you decide to run defib then please also run the healing beam. otherwise you are just ruining your teammate's K/D.
- i agree with all your points about the Medium's guns and want to add that the revolver should deal 1 extra point of damage, so it can two-tap lights to the body or one-tap them with a headshot. this gun has a small magazine, slow reload, slow firing rate, humongous damage drop-off at range, poor hip fire accuracy and huge iron sights that cover the target. it's a crap gun for all intents and purposes and it's only redeeming quality is a big amount of burst damage. make it count.
- RPG: this got affected by the most recent patch. the explosive radius thing. you now have to land a close hit to deal the full 140 damage. reducing this even more is not the way. instead add an arming distance, just like in real life. the RPG won't explode unless it flies for 10-15 meters. iRL it's a safety feature but in our game it would add some balance. because then the heavy cant use it as a panic button at close range. and long range shots with RPG are easy to dodge.
also add a penetrating effect to the RPG, it's originally an anti-armor weapon after all. if shot at a wall it should not just destroy it but also deal a reduced amount of damage to whoever is standing behind that wall
that's all i got for now. if you read this far, thank you.
Thanks for your input brother 🫡👍
The fact that you said throwing knives don’t require skill shows you know nothing about the game. Seriously a projectile weapon is easy. GOOFY.
I would have to agree with him about the knives although I think his takes on the other light weapons are too harsh. I went from never using the knives to casually dropping 30+ per round without any effort. Maybe my experience with the double barbell and M11 made it an easier transition but it’s as simple as getting into their faces and just holding shoot. The projectile speed is non existent close range.
@@ELHOMO21 he thinks light shouldn’t be able to shoot or reload while using their specializations based on the fact that heavy can’t shoot during mesh shield? That makes no sense.
I’m referring specifically to the throwing knives. They lowered the skill barrier significantly.
I really think healing and shields are one of the biggest balance issues in the game. HHM is still dominant in cashout because of the massive power swing 2 dome shields and raw hp become. By the time a light can throw a glitch to deal with shields an aggressive team has already done the damage and if you do manage to kill one or two, a heavy can be defibbed and healed to full while blocking bullets with a mesh. ttk needs to be lower to be able to burst someone getting healed and weapons with low damage per reload suffer really bad.
Defib should be able to be stopped through a glitch effect, rpg needs a huge damage nerf. Make it deal knockback and let heavy rocket jump. Make it so heal beam is a heal dart that starts health regen but can be canceled by damage. There, the game is now much more balanced and fun.
Pretty solid take. I figured just cap heal beam at 100HP per use. Longer cool down.
This will take the fun out of the game it will make it terrible... Rn heavy lmgs and the shotguns are dogsh*t. only good thing is the hammer with winch claw. basically heavy weapons most of them are not viable for example the grenade launcher is hot garbage... Medium dual blades the grenade launcher most of the fun classes and weapons are just useless. nerfing things will make the game less enjoyable and boring overtime. Stop this terrible nerfing thing that everyone is talking about.. just nerf light throwing knives and some other changes and the game is fun.
About defib, i think everything it needs is not recharging when a player is dead. I've encounter so many 3 medium teams all with healing beams and defibs, that they constantly reviving each other
i swear heal beam is like an insult bc u see all that damage and amazing aim get completely wasted after a medium says "haha nope!"
They should half healing power when u got shot for 2-4 sec before u can get full heal
And heal 130% faster when out of combat (not getting hit for 2-4 sec)
Healing Gun literally Must have Ability on Tournament rank (tour)
What they should do on throwing knives:
Instead of a reload, give it a Stamina bar.
So you can throw a amount of times.. if the bar is full you gotta wait when it's empty again.
Reloads wouldn't fix it much.
Imagine you could still throw them when your stamina bar is empty but you miss literally every shot🤣 that’d be funny to see
@@dropdead_royalty8084 Fr 😂
It doesn't need anything complicated like that imo, it just needs each shot to be an input, the player should have to consider - and aim - each shot taken. Currently holding down the input and aiming in the *general* direction is what's doing mos of the work right now. Imagine if the LH1 functioned the same, it'd essentially be an automatic gun.
reload makes it way harder to use. The way Genji works is just perfect in OW. At least the way it was back in OW1. Never played OW2.
W comment!
I'd love if RPG had like half the damage but 2 charges. I'd love it even more if you could then use it to rocket jump. Also the CL-40 and the MGL-32 are in desperate need of buffs. The CL-40 was my absolute favorite weapon but now its just a sad shadow of its former self. Also Light is honestly mostly fine where it is. Maybe a slight nerf to the throwing knives. Probably could use a buff to grapple hook, it's too dang fun to have that long a cool down.
🎯🎯
I played the mgl32 for around 30h straight now and I think it's one of, if not THE most balanced weapons in the game. If you can hit your shots with it, you can dominate players but if the have movement (dash, Jump ad, zip line etc) then they dominate you. It also feels a lot better after the most recent patches
Bro what u mean cl40 needs a buff , like its bad enough they heavily nerfed the aps and made the user takes singficinctly low damage when hitting themselves compared to how high damage you might recieve if you did the same with nade or rpg I really hate cl40 , even tho I am a ClMine enjoyer but fighting against is nightmare
I'd be cool if the China Lake had slam fire
Claw is busted, the counter play to claw is to pick up a throwable and put it between you and the claw. That's it, that's the only counter play. This isn't like OW where you have 5 people all focused on the biggest target who can call "hook is down" or "hog has his hook up", you just have no idea when engaging if a heavy has their claw up. The change needed I think would be to keep the claw as is but it doesn't pull the target right up into your range, it pulls the target or 'yanks' the target towards you but it doesn't directly move a target from point A to point B. Also RPG doesn't need to do less damage it just needs 2 shots, currently if you get shot with it, like the claw there's no counter play except maybe being on higher ground so it can't be used at your feet, what's needed is 2 shots both doing 75 damage each, if a light gets shot twice with an rpg then they deserve to be eliminated, they've got the movement to avoid 2 shots but 1 not so much.
I also think light sword + lunge is busted, they barely at, they simply look at people without aiming, press a couple of buttons and get elims. If you've got more than 1 light playing this combo in your lobby a glitch trap is a necessity, that or you develop aim better than most professionals.
Nice video though, concise and to the point.
I like how you failed to mention the range of the mp5 . No damage falloff and can outrange an ak. Other than that i think lights arent in itself broken. I think that motion sensors should be taken off light because its a way to counter them. The revolver has something strange going on with it at range...takes a whole 6 shots yo get a medium to half. But within a certain range it does wild damage ..but its very unreliable
The only tiny adjustment I would do to charge and slam is to increase damage base on distance, so you do from a tiny 50 dmg upclose (pushing away enemie players of course) to 300 dmg if you hit for the first time at the end range. Each time you hit someone or something, the damage reset, so you start "charging" again from 50.
With that fix, you need to make a choice. Do I wanna charge for utility (movement, breaking walls, canceling cashout steals, etc) or do I wanna use it for damage, taking the risk of being predictable because enemies listen to my voice? Maybe if I wanna do tons of damage I need to reach out the top of the crane and jump from there, or wait for my light teamate to cause a distraction. I mean... THINKING just a bit at least, instead of pushing a button.
Oh duel katana is a disgrace, I don't think it needs a damage buff, 2 hits + quick melee deals with a medium and 2 hits deal with a light, what medium needs for all melee builds is some movement tech that isn't zipline/jump pad. really disappointing tbh, feels like using sledge in season 1 and 2, totally pointless
I would revert the fcars recoil back to what it was, you rarely see anyone run it because of the recoil and it has less bullets than the other two options
I think a very simple but strong rework/nerf for charge and slam would be to give it damage scaling over its duration, with 70-80 damage on impact right on activation and 130-140 damage at the tail end of the ability.
i agree with you with most of the time , i might add +1 dmg to the medium revolver, same buff v9s got, cause rn revolver doesn t fell rewarding when kill, so much work to put on just for targets to get away with 1 hp, that or a buff in range fall off, like let me fell i use smthing with a bang in my hand not a toy gun >.
Yes the range needs a buff too?
Hell nah the revolver is damn near a sniper for the med. They need to make the dual blades viable. If u got good aim that gun is nasty
So other classes are not balanced?
So that means light is overtuned..
Heavy is nerfed every single patch.
Lights get all of the utility,
If you don’t have a medium with glitch traps lights run rampant..
Heavy was so fked with M60/Lewis nerf that I stopped maining him. Was my main since closed beta. Now S3 that has changed.
I play medium now and sometimes Light (but Light feels too easy to play and like cheating in S3 lol).
Easy fix tho: Give everyone the Dash ability 💀
edit: Lewis needs old recoil back definitely. 💯
Defib cooldown is long enough but there is just no limitations on the amount 3 defibs on a team and prepare your anus for a clusterfuck
7:04
sorry, wrong. dealing 130 on first hit is stupid. just press q to cancel out of charge and they are in a predictable fall pattern so then free shots from gun. first hit needs to go down to like 100 or 90.
I honestly disagree with the entire playerbase, if a heavy sneezes a light dies, it's just a lot of players don't know how to play the light class, the light class isn't a rush in playstyle, it's a unique playstyle that needs a smart and logical player that knows how to be aggressive and reserved at the right moments. light is a complex playstyle, and it's like playing the game on hard mode to be honest. XSET Lyr1c is a PERFECT example of the potential of us light players, and he's taught me all I know.
only buff i give to cl-40 is increase ammo count to 5 and increase splash dmg
Dash and vanish is ridiculous to play against without a glitch trap, let one player run through a team with a sword possibly 1v3 or open up the fight and the others come in and clean up.
People complain about winch hook but you have it once per fight.
Cl40 nerf was tough. But im playing it still and when u hit direct hits it still melts. So i like the challange of HAVING to hit direct hits
I wouldn't mind the rpg change so long as they do the same to self damage with it as it still can deal over 250 to yourself when using it up close
light haters can rage quit. note that light throwing knives got a nerf in this patch
Shield need a faster deployment. I had so much moments, were I could survive if it would be a little bit faster
I don't know for the heavy change. I mean i don't play competitively i don't intend on ever doing so, i just want to have fun. I played a lot of heavy and even though it's very tanky, he is so slow and the primary have so much bloom it's crazy. When i go against lights players, if i don't have the RPG to start the fight, i will be very lucky if i win the 1v1. I mean the weapons of the lights build have crazy DPS. I mean if the all magazine didn't kill me, their relaod time being so short, i'm dead in the next 2 sec.
What i want for the heavy is more gadget instead of nerfing the RPG
Agree with most except for the dual blades which totally don't need a damage buff at all but slight nerf + increased range.
Charge/slam defo needs a nerf like only hitting once per contestant except for the slam attack.
Sledge needs a secondary attack nerf but swing speed increase to compensate.
They need to fix how iron sights work with this game, can't spray the LH1 or V9S without doing some sort of guess work.
Throwing knives need a limit of 12 throws and reloading and to be brought down to 55 damage.
Revert auto shotgun damage to last nerf for it to compete with the flamethrower.
Completely disagree. Charge and slam is crucial to counter lights dashing backwards shooting you while you simply can’t catch them
this is actually one of the best summarization of changes that i can 100% agree with. finally someone with a good opinion unlike other streamers like ottr
As a Medium Main I don't feel the game is very well balanced. I mean 1 heavy swing takes 80% of my health, so what do heavies do when they see you? "Get over here! swing swing *dropped*" I mean for having the 2nd highest health pool in the game I just feel like a light when I come up against that. It wouldn't be so bad if the Heavies didn't have such a huge health pool. Most of the time before they even kill me I can drop them down to 25% health or something around there, but that's about it. Now you could say "Well stop using the AK/FCAR and you'd have a counter" but that's just not how I want to play the game.
There's other complaints I could make, like how there's no sound of anyone coming up behind you at all, side, above side, front below side or any of the other I think is great and I can pinpoint exactly where people are, but if they come up behind you? GG you can't hear anything and you're dead before you know it. Of course I also take advantage of this when I come up behind someone else, but it just feels too easy. I've even played a match where a invisible light exploited this constantly throughout the match, every time I died to him he was behind me and coming out of cloak, each and every time surprising me cause I had no cue that he was even there.
I know I complain as well, but I really love this game, sure it has it's problems, but I also see it as year one, the game needs to mature a little and really find it's flow in this first year to become a top tier game, I think if they can do that then it has the potential to be the sleeper of 2024.
What makes the throwing knives so annoying considering the TTK on them is so high?
Their 60 damage per knife and not having to reload.
You didn't say it but the riotshield can't block anything and has been unfixed since season 1 they haven't pushed skins they just kinda abandoned it. And duel blades only block light swords every now and then
riot shields are the most annoying thing to play against aside from a sword light. i’m glad they abandoned it. go back to siege or warzone dweeb
Heavy dont have glitches no more. Took them away and now Meduims have them which I think is stupid that you need to rely on Meduim for basically everything and glitch trapping someone's body so it keeps them from defibbing is dumb. Give Heavy that opportunity man.
in fact, those who say that light is too strong are weak themselves. Like in most cases this is true. If Light kills you, it's not because he's too strong, but because you're too weak. Of course, there are lights that play very well, but in most cases this is not the case.
i don’t think lights are busted, but this is the worst possible take i’ve ever read
@@darealdooniebeaterr I'm only speaking from my experience
throwing knives are fine since they are the most skill weapons in the Game. Better nerf non brainers RPG - just take it out too OP. Barricade too OP. Glitch traps too OP … blablabla
I’m with you on the recoil nerf I feel that the Fcar recoil should also be reverted since they reduced the damage drastically
I disagree with you on the whole nerfs. Nerfing everything to the ground is a really bad Idea and we saw it countless times with APS turret, cloaking device, flamethrower and etc. they should buff other gadgets or add counters for the supposed "op" gadgets. Heavy has 4 abilities which is just straight out unfair while everyone else has 3 and medium can't even use one of his abilities in TA.(TA still sucks though). I think light should be high risk high reward. Medium should go on full support with a healing grenade that can regen 130hp in one explosion bundled with an aoe specialisation to regen health inside a dome or something. Heavy should get more weapons like a heavy sniper that does 300 damage but has really low fire rate and accuracy
I don’t think I suggested many nerfs in the video but rather buffs and positive changes to change the barrier to use.
true, if Embark nerf anything else except throwing knives then the balance will feel even more like a pillow fight than it does already
Nice video and good thoughts. In my opinion i think alot more people should just play everything without having any expectations or thinking bc of a certain build youre already losing and i think as long as you have communication with your teammates you can do good with about any abilities, weapon, or gadgets. For throwing knives i think they should do 12 shots then you have to "reload" throwing knives making them still dangerous but also able to punish more. I am a heavy Gl main and i have been able to try them yet after the recent update(im on console and still havent gotten the update) if i remember this comment ill edit and tell you how i feel about them. And i think the class are more balanced towards what they what the class to be and do but i do think their is still alot of work to be done. And tbh the light doesn't feel overpowered this season they just feel like they are not as much as a throw pick all tho some people still do really bad with them😂. But yea anyone have any questions or anyone wanna talk about any weapon or anything else in the game lmk i would love to hear others ideals and maybe spread some more of mine
Glad you enjoyed it🫡 You’re right about people needing to just play and get on with it. Good attitude brother💯🤝
As a mgl main myself, I can say that it feels a lot better and more consistent than before the patchen(and I welcome every buff that it gets :) )
reload mechanic for throwing knives is a must to be implemented!
They need to do it the way OW did Genji.
Current fast spamming of high dmg weapon is not the right way to go imho.
I agree with these suggestions.
1:37 lights where ruining x game mode since day 1
I hate light because when they on my team they are completely shit but the enemy teams light is the truth
Its me or there are less users of fcar, I used to love the fcar during season 1 and 2 but now I feel like its just "useless" the akm is so much better ( I always prefer the fcar over the akm ) now I see less people using it, idk it might just be me but I would love a buff for the fcar, like a bit more of damage. But if people think its fine like that then sure it can stay that way.
You’re right for sure but the recoil on it is annoying and the nerf damage doesn’t do it any favors
Great thoughts ❤
Lights *dash paired with throwing knives, & sword is actually op.
I'm with you on M & H being balanced wrong they've just been nerfed to help light players squad wipe. M & H Defense pale in comparison to Lights offense. I'd never win with a light never mind trip light but for W.t. rank it's too easy.
Who complained most about M defibd, H Shield, the Fcar ttk? Lights not playing with their team trying to squad wipe.
i think they buffed model in newer update and now its op :o
Throwing knives needs to be nerfed quick. You can start with having to manually hit the left click/trigger every time you wanna throw them. Being able to just hold down the button makes it easier to spam
That’s a good shout to make it manual👍
leave it bruh, gotta be like 10 meters in front of them 🤣🤣
Fax, I be getting 2 tapped by throwing knives 🤮
@@monkey-with-the-drip5296 skill issue
Skill issue bud get better
Buff the riot shield 🛡️
Should be able to reduce damage from melee attacks consistently and there should be some way to know what parts of you are actually protected
Mate i would like a SR-84 guide 😫🙏🏽
I’ve had that request before. Might get working on it👍👍
@@ELHOMO21 you are using controller right? I’d love to know your training routine and how to find the perfect sensitivity
I hate lights because they help the least each match. Sometimes I end up getting more kills than the light in my party, and yet they still don’t help other teammates at all. Also the m11 is silly, yeah it’s terrible far range but if your close to medium range your basically dead even with fcar and m60, combine that with cloak and you have something that can be countered but is extra annoying to deal with.
nah, you are literally the kid complaining why i cant revive, when im fighting for my life in 2 stacks of teams? fs the class is not even that hard to counter but i agree that the medium class is trash.
as a light main, i run gateway, sonar, and either glitch or invise nade. All of these gadgets can be VERY beneficial to a team if used correctly. sounds like you just play with trash lights.
They are 🐀, they don't contribute as much either way. Y'all can try to change my mind 😊❤
Turrets should have less hp bc its very annoying to destroy
That’s true 1 is fine but when there’s multiple it seems too high
honestly it could use a rework. i feel its either 1. a fourth teammate or 2.(if nerfed) a useless specialization. maybe make it smaller, less hp, less damage but give it some other effect. maybe it could reveal whoever it does damage to for 0.5 seconds, inflict a small amount of dot or something else. but as it is- i’m calling it if they nerf it it will just be bad.
Developers updating their personal favorite loadouts and nerfing ones that make them salt. Thoughts?
You think that’s the case?
@@ELHOMO21somedays lol
@@agendaured moronic take ngl
For me it's all those melee weapons that are ruining the game. Back then we only had the light with sword which was annoying for sure but you could at least counter this guy. To be really good with it you had to put in the hours.. Now every class has their own melee weapon and the chance of fighting someone with melee weapons is much higher. I was fine with the light having a sword but i feel like now it is getting out of hand. Sure the dual blades are shit and barely anyone plays them (they are fucking annoying to play against still) but the sledgehammer is fucking busted and requires 0 skill. I can't even describe how much i despise this weapon. You can't even blame the Heavys for playing this annoying weapon because their other 2 weapons got nerfed so hard they are pretty much useless. I don't know how Embark can fuck up their game this badly. Maybe i'm in the minority with this opinion but i think The Finals should be a shooter rather than what it is becoming. I'm not playing Sword Art Online.
Its not even the class thats bad.. its light players in general that just troll the wntire experience, rarely doni have a light player on my team who isnt just sittong in spawn with a fuckin sniper.. they rarely play objective or even try to help your team, theyd rather play tdm
CUT TEASER OF LIGHTS THAT IS REALLY BAD
Nah you nerf charge n slam I'll never play the game again, i only play heavy with charge n slam and rpg is not busted it has such a bad aiming ability you almost never hit your shot let alone hit that direct shot that does the amount of dmg people are crying about, and same with charge n slam the hit boxes while using that get fucking cut in half ill run practically thru someone and miss then i turn around and get clapped b4 i can jump and slam but i still use it cause it's my favorite loadout charge n slam flamethrower explosive mine rpg dome shield they're all super trash and until you use them with movement that heavy sucks at then surprise mfs and hit em with the turn down for what and level the building with em in it
Bro they already nerfed the Lewis gun damage………..
Bro do you even know what you’re talking about…..
I suggested giving back the old recoil pattern. Did you play the game when that was a thing?
@@ELHOMO21 yes I did, giving back the recoil doesn’t mean nerf the damage more, the damage nerf was more than enough. Do you currently play the game?
Regardless of the recoil nerf, with recoil smoothing still exist and you can still hit a majority of the bullets that it takes to kill players and the time to kill is ridiculously slow.
Take a trip over to any final’s discussion page and ask about the recoil change. You’ll quickly see that nobody is a fan of recoil changes as a balancing method. The Lewis used to out-dps the FCAR so it needed a nerf, but they chose the wrong method to nerf it. “Recoil-smoothing” doesn’t achieve anything with the new patterns unless you’re used to playing against people who haven’t got their screens turned on.
@@ELHOMO21 but what you are saying is give back the old recoil pattern and nerf the damage more.
NERFING THE DAMAGE ANYMORE ain’t the answer.
Give the recoil pattern back yes.
Don’t nerf the damage any further…
The damage nerf was already enough.
No one is disagreeing with you on the recoil nerf, go anywhere people discuss fps anything and nerfing recoil patterns is the worst thing you possibly do, not only do you punish the casual player that comes back to a game and don’t even learn the patterns in the first place is one of the worst balancing decisions.
In the video I suggested a further nerf for the Lewis guns damage OR rate of fire. I would be fine if they keep the current stats and old recoil, but I do reckon that the devs have all the intention to keep the weapons at the level that they currently are. That would mean some sort of further compensation for a recoil buff. I don’t think another damage nerf is warranted but if that’s the way they want those weapons to be balanced then its how it will happen. The recoil balancing needs to be stopped regardless.
Great video, but are you using Voice AI? Just sounds a little like a “robot” voice sometimes
i was wondering so the same, like is this ai?
1st ❤
Valid
Facts 🫡
Bros got an ai voice great vid tho
Why dont people JusT play the game nd have some fun with starngers r friends lol
I think the health regen buff was too much. I think light having a self heal gadget that they could use with a cd would make more sense.
I don’t agree there to be honest. I think you need that ability to get back into the fight but then again I wouldn’t mind if the regen started sooner for all classes as long as lights got back to full quicker.
@ELHOMO21 Yeah, thats where i suggested something they could run, use, and come back at full, but they couldn't do endlessly like they can now. Right now, light is the only weight size that can 1 tap targets with fastest regen delay. In their current state they can just endlessly hit and run to wipe out squads. Honestly, I'm probably get some flack for this but i think if they were to keep the regen the same they should do 100hp lights. I do agree that every weight should have quicker regen delay. It makes running medium with a heal beam too valuable.