Is The CL40 still viable?

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  • Опубліковано 5 лис 2024

КОМЕНТАРІ • 11

  • @Zipperskull_
    @Zipperskull_ 22 години тому +3

    Its a decent weapon but the self splash damage is extremely annoying when you have a stank ass melee light in your face.

    • @gomez-nm
      @gomez-nm  8 годин тому

      I agree it was one of the few counters to those nasty sword lights, but with that self damage I am not sure it is worth it.

  • @FirstLevelBoss
    @FirstLevelBoss 21 годину тому +4

    They nerfed it into the ground again with the self damage

    • @gomez-nm
      @gomez-nm  8 годин тому +1

      Yes they did, I think they need to reduce the penalty for the self damage and it will be in a better place.

  • @tompreiler1164
    @tompreiler1164 День тому +1

    good video thx mate

    • @gomez-nm
      @gomez-nm  День тому

      Thanks for watching and for the feed back

  • @joesisler3411
    @joesisler3411 8 годин тому +1

    Decent "gun" but the self damage is excessive.

    • @gomez-nm
      @gomez-nm  7 годин тому

      way too excessive I agree, it should be equal to direct damage at the most.

  • @chapalabala
    @chapalabala 14 годин тому +1

    The nerf to the ground was needed; too many people were playing it. Having an explosive meta isn’t healthy. With its high damage, decent AoE, linear scaling, and low self-damage, the weapon allowed for a run-and-gun gameplay style that doesn’t fit a weapon like this. The skill floor became too low, and the difference between experienced players and new ones became irrelevant due to the forgiving nature of the linear scaling, which made missed shots less punishing due to the high starting damage.
    my hope was that, after the significant nerf to reduce its popularity, they would buff it back gradually to find a more balanced state.but as of now, no sign to some love for cl. I think the weapon’s best state was in Season 2, when it dealt 110 direct damage and 90 splash with 1x self-damage. Currently, it’s in a similar state to Season 1 (100 direct, 90 splash), with one additional bullet but a lower fire rate.
    In my opinion, the compensatory buff of one extra bullet isn’t enough. Let me be clear, it is nice to have it ngl, but it’s only helpful in specific situations:
    it makes easier to avoid the slower reload when empty,
    you want to do as much damage as possible as entry damage emptying the mag for easier cleanup by teammates.
    However, in most cases, the extra bullet is negligible. The gameplay loop often involves loops like: shoot, cover, shoot, cover-reload 1 or 2. and this is still limited by the slow reload speed and fire rate and as little to do with having an extra bullet.

    • @gomez-nm
      @gomez-nm  7 годин тому

      Yes I do think that a lot of what you say is true, the 1 extra ammo isn't enough when the self damage is higher than the damage out put. It should be equal. Although with the tighter splash damage radius you could argue that the weapon has a slightly higher skill ceiling since you really need majority of direct hits. Season 2 was a very good season for the cl40, I wonder if a compromise between that direct damage of season 2 and the splash radius of season 4 would be the best spot for it? Thanks for watching the video and expressing your thoughts, take care.

    • @chapalabala
      @chapalabala 5 годин тому +1

      @@gomez-nm The max damage radius was previously 2.6m, but it’s now 3m; however, the damage at that range is negligible. Before, with the non-linear damage falloff, we had a consistent 90 damage from 9 cm to around 1.5m. Now, the damage starts decreasing linearly from 30 cm, beginning at 90, so we end up with less damage than before in the 30 cm to 1.5m range. This also applies to the other ranges. the damage is always lower across the board with the current linear scaling than it was prior to the linearity update.
      So, your point about "Although with the tighter splash damage radius you could argue that the weapon has a slightly higher skill ceiling since you really need majority of direct hit" doesn’t quite hold up, if I’m interpreting it correctly. Unfortunately, the weapon is definitely weaker than it was in Season 1/2, but at least it’s better than in Season 3.
      I’m not sure what the exact numbers would be to balance it without making it meta in casual play, but I do think it deserve some love. It’s still playable, but it’s far from a balanced state. If the damage remains as it is, I’d like to see at least the original fire rate restored and maybe a reload speed buff in the case where there is at least one bullet left in the magazine.
      Thank you for the video, and for showing how fun and rewarding the weapon can be. i saw very good air direct it shot

    • @gomez-nm
      @gomez-nm  Годину тому +1

      I see what you are saying, and maybe I forgot to revisit that key information after writing my script out. Just by using the gun, I felt that you needed to be more accurate since the gun is weaker than previous iterations of it as you mentioned. It is a difficult gun to balance though, I agree. I do feel like if they reduce the self damage to the damage of a direct hit that may be all it needs to be accepted by the community. A buff that only effects the user, anyway thanks for watching and commenting. It is nice to engage in dialogue. And thank you for the compliment, take care.