I think they feel like the 'no bullet drop' thing is given too much consideration. Like, 90 percent of the time, you aren't fighting at any kind of range where it really matters.
@@lellamas2778 Bots calculate bullet drop... Looks at cheaters in any other fps... tarkov, pubg, etc... Every competent aimbot accounts for bullet drop...
The slicer should act like the lancer, where charging up deals more damage, but you can still fire it like normal. Tap firing it, perhaps it deals 375 like the tr one, but charged fire (the 3 tier charge like the lancer) deals something like 500 damage. The tr one, idk give it the fire damage attachment other tr weapons have, and maybe extend its max damage out to 15m. That’s my personal patch
I would enjoy it as a pumped up Obelisk with a cool down mechanic. I love the Obelisk and started to play the Archer a while before this update and them having a child would just be in my top weapons easily
yea the one tap basedmg could be around the DAGR´s to still be able to OH-HS kill infills, a charged up shot could OH-HS kill all other Infantry at similar range to the masthead and deal decent damage to vehicles and infantry in exchange for being much more visible to your enemy ... the charge shot could consume one more bullet or just simply require a bit of time for the full charge ... OR additionally to a stronger shot while charged they could introduce the charging mechanic Mechwarrior Online has for gaussrifles, which is that you can hold the charge for a time period but if you hold it for too long the charge will reset and you have to start charging again .. something i´d honestly wished for the Lancer as well ..
A much simpler solution - improve slicer headshot damage and buff rechamber time or hipfire a bit. Long range kills possible with charge-up challenge paying back as higher dps. And make DAGR semi-auto with lower damage
Delay fire has NO PLACE ON A SNIPER RIFLE!!! Wrel and team passed around the ol' bandana soaked in the Ether to actually think the Slicers' gimmick was a good idea, and the Flakhead is "in a good place rn". Oh, and a sniper rifle with "Sustained Fire" just sounds stupid.
@@BongRipBing technically they did nerf it by 50 damage from the flak. not that it'd change anything, it only changed esfs getting wrecked with 1 engie sniping their ass to 2 rqiljack is pretty a niche since noone snipes that far on planetside much nowdays, but it does have uses i guess.(too niche)
The slicer doesn't even feel like a VS gun The delayed fire, the sabot effect. It even has a "magazine" that drops out the bottom and a sliding "bolt" Heretical. This is not the will of Vanu
I feel like the golden standard for faction specific weapons is the heavy assault weapons. They are vastly different from each other in function and as such can't be easily directly compared. Hearing that minigun during a building fight as an NC is chilling, the splash of the vs plasma thing seems incredibly effective as a defensive weapon, and the jackhammer for the NC is a cqc powerhouse. I feel like the AMRs should have taken that path and been entirely different from one another. Perhaps the tr gets a semi auto amr akin to the real world lynx or barret rifles, the vs could still have their charge mechanic but perhaps it fires a plasma bolt that has minor tracking on vehicles and aircraft to make it more viable in longer range fights against mobile armor. The masthead could have been a flak cannon like an anti max shotgun, the spread making it a viable defensive weapon against close air support esfs.
powerful long range laserbeam would also been fitting for vanu since they decided to go with charge mechanic though i would change it to shoot on releasing of lmb with the charge getting stronger based on how long you charge it similarly as plasma pistol from halo
@@-JustHuman-Its a *really* good weapon…. Within its role. Outside of its hyper specific role: its worse than most other options. But its the same for the other weapons. The jackhammer was great at close range but being a shotgun: it was terrible at a distance. The minigun is great for crowd control, but its spool up time makes it worthless if you’re caught off guard.
The game truly needed to just dive way deeper in the faction specificity imo and each faction having basically their own play styles. The asymmetry would have been fun and interesting.
@@missk1697 Balance wise it wouldn't be the easiest but I don't think it would be too hard to come up with ideas. And its not like each need to be perfectly balance in response to eachother, it can be more of a rock paper scissors dynamic with each faction excelling in a certain thing. Actual implementation of said ideas might be a bit difficult though coding wise. But I would just like for each of the factions to get really distinct and unique identities.
@@MrTBSC then it should not get the 22m headshot range nor the 2.7x headshot multiplier making it rely too much on headshots. like tell me what gun needs to use a 6x and needs to be within 22m from your enemy to reliably kill in 1 shot
Agreed, the new rifles (with maybe the exception of the NC) feel like they require a scope that is much lower magnification to put to good use. If the TR rifle could equip a 1-4x scope, we might be in a much better position with it.
@@CAMIKAZE78 Just give it a headshot that is comparable to other rifles of the same class - that's all it takes. Putting it in semi-auto is not a bad idea - but what's the point if it still can't do the same things as other rifles in its class? In a confrontation, this is somewhat unbalanced, when one side can give you a headshot from 100 meters and you die, but you must hit twice in the same conditions, and at the same time, one of the hits must be a headshot, for a guaranteed kill. I have often come across the opinion that developers hate TR - and it seems that the extreme innovations confirm this) Seriously - all of the new anti-materiel rifles have a faction feature - the masthead has damage and airburst, the slicer has a penetrating charge and no bullet drop, the NSO has a repair lock and on top of that they have a one-shot headshot kill at working ranges. What was given to the TR rifle as a faction feature? Slightly higher rate of fire and slightly more ammo per magazine, while you can only headshot someone up to.... 22 meters! This is ridiculous. However, you are NOT able to realize this rate of fire even with a direct bolt, because the scope twitches anyway and you MUST take the time to re-aim - but hello - the target you hit with the first shot has already disappeared! So you go.... with the second shot.
It'd be cooler if you could just remove the sight, and i love the design of it but it would've worked better as a semi auto, or some sort of faster single action, lever action, etc. At this point they should do anything but lower the fire rate, give it some sort of dot mechanic that affects vehicles as well as players like you said, and maybe buff the damage a tiny bit against armour
Talking about faction specifics the abilities on the guns went haywire 5 years ago. Charger's and Jackal's abilities should've been given to Vanu. Hell, Vanu even use energy instead of ammo and their new weapons enjoy the 1.7s fast reload which would've solved Charger's problems on release. Canis' increasing ROF should've been the Jackal's/Kindred's ability given they have rotating barrel and that Dakka is TR's realm.
Before the Archer buffs, I wager that the DAGR would have felt pretty passable, but in the wake of the OG becoming a valid infantry weapon, having another designated AMR that fails completely to pose any real threat to standard infantry makes it feel...anemic, to put it lightly. I was hoping it would have an actual unique mechanic to it like the others, maybe a tight two-round burst or just making it the only semi-auto AMR. As it stands, though, despite its impressive damage throughput against large targets, it still feels the least pleasant to use of the lot, and is a death sentence to carry unless you have the engineer shotgun ASP.
Yeah agreed, it feels like some of the weapons were balanced and designed under the previous benchmarks in performance set out by the Archer pre-buff. Hopefully things get sorted.
@@rougenarwhal8378 they shouldn´t be poor ... but i don´t think they need to be outstanding at AI either .. that said, yes a two round burst might have been better, maybe straight pull bolt by default with the option for a semiauto railatachment with a catch
I’m always up to faction flavor, as long it’s coherent. Slicer gimmick is not useful, the delay fire is far too punishing for a weapon that doesn’t 1 shot infantry consistently. The impression here is that the gun was designed solely with “what sounds cool” instead of thinking on game meta and balance.
Slicer ammo might be cool sometimes if there were no delay, or if the gun was fired upon release of the trigger. Slow gameplay, but double headshots would be euphoric and attainable
Seems like the slicer and dagr were designed with the concept of "how to deal with a engineer and max squaddy" while the NC was designed with "how to defend a max and engineer squaddie"
Being an NC main it feels good being able to actually fight back against the mossy swarms the tr would bombard us with, teams of mosquitos patrolling deep in enemy territory picking off single players on the way to the front, or even just brazen challenging of flak maxes due to sheer number suddenly have some pushback. Besides, they have had the striker for aa for how long now? I’m all for the vs weapon getting buffed but the NC amr feels like it’s filling a hole in the armory that they have desperately needed.
It would be great for the game if Daybreak opened a "workshop" forum where players and devs could discuss about future content balance. First devs should show on paper what they are going to introduce in the game, then hear player feedback, then do some adjustements, and after all this has been done they release the content in the test server. If the whole process was done correctly, there will be almost no need for fixing stuff. Warframe devs (Digital Extremes) works like this and players love being part of the developing/design process, specially when some of the ideas are taken from community posts.
It could also be incentive to link paid accounts and limit suggestion posts to those who have a membership. You would reduce posts from newbies who have no clue about balance and just want Max swords and Scythe blades, while still allowing them to comment and be a part of the discussion, just not leading it.
look if there are people genuinely saying vanguard is worst performing mbt and/or NC MAX is weak compared to other MAX since it cant deal with range easily the second the "workshpp" opens its gonna crash into itself
@@Direblade11 eh reddit "veterans" talk about that, wont stop it much- and dont think any kind of saint can actually run that kind of thread without going insane
I have an interesting idea: When making empire specific weapons, why use a NS equivalent as benchmark That way it allows the devs to tweak or focus each weapon They did do this for the AMRs but its clear NC got the best reward. It feels like TR and VS were left as a "Oh yeah, those guys..." moment On a side note, it would be interesting to see a Medic only weapon emerge...
I think they should remove the delay from the slicer and make it so that holding it down increases bullet velocity to an extent. I think that would make it an amazing weapon at range.
Seriously it's so easy to come up with the design of these weapons for each faction niche wtf are they doing. NC - They got that right. TR - Make it an Anti Material rifle DMR. 1 more shot to kill infantry than other DMR's. Sorta like a semi auto 50 cal bullpup rifle. Vanu - Give it that halo pistol charge up with a heat based ammo pool. Fully charged takes 2.5 seconds, 3 shots to kill a max to the torso, higher velocity. Semi auto, 1 headshot + body shot to kill infantry no charge, max charge 1 shot headshot infantry.
Well, for Railjack users Slicer should be quite familiar thing and for that reason i would say Slicer needs same muzzle velocity as Railjack and everything will get in their places... So no to "hitscan" but yes to Railjack velocities - its fair deal especially when weapon of such type is existing already and nobody can call it OP. BTW, that velocities will make Slicer the easier thing among all 4 rifles to make follow-up shots (easy-mode is generally Vanu thing) to fast-moving vehicles or even aerial targets...
The fact that 90% of Cami's time is spent shooting infantry is an indication that all four of these are failures to even be what they're intended to be. AMRs never should have had the headshot buff in the first place, that too is a dangerous balance deviation that all weapons aren't consistently 2x.
It's a double edged sword IMO. If the AMRs were to stay as primary weapons, then they needed the increase in hedshot damage to ensure that they were able to be used in a flexible way (sacrificing your primary weapon slot to address situational threats is not good design IMO). Personally, I would've liked to have seen them get moved to the tool slot and maintain their situational role in dealing with MAX suits vehicles more specifically.
The buff was a good one, but Cami hasn't realised what role each AMR is supposed to play other than the NC one. As far as the TR one goes, it's purely user error. For the VS one, the fire delay is bizarre and needs to be removed, and then it's in a good niche.
I love faction specific weapons and planetside is a masterclass in balancing. There is a clear advantage when it comes to these new rifles and it needs to be addressed. TR and VS need buffs but I always worry about heavy handed nerfs. The best way to determine if a weapon is too OP is if alternative play styles are still viable or if a predominant meta has formed.
As a VS main, id like to have the slicer keep the charge up, but fire a sort of wide, wave-like "bullet" that can piece multiple soldiers and does medium damage to armor while covering like 40% the width of a doorway, having somewhat of a chokepoint holder role, which, granted, theres a bunch of those, but it could give the weapon more of a purpose
My friend is a vs main and I’m trying to learn the guns idk maybe I’m too used to the NC how do you learn those guns I end up hating the Orion and solstice and end up using the nsx weapons. Is there a specific way of learning them or just practice I can hit heads well but I’m never winning two v ones but on NC I can easily with 4 v 1s
@@aidanbertone1840 Im a VS main and strongly dislike those 2. Just don't vibe with Orion (prefer Maw), but Solstice plain sucks. Nothing more to it, really.
@@doommaker4000 ok thx I’ll try to get those I no really just mad whenever I play vs cause I look at the map and just see that I can make so much more in NC cause I’m grinding certs but thanks I’ll get those
love the faction specific uniqueness, they just have to allow themselves to look outside the box and allow the fantasy aspect to rule the number aspect, VS AMR couldve had an execution payload that increases damage the lower the enemy vehicle is, and the TR couldve had a tri burst payload like the burst SMG
@@MrTBSC Probably meant it does more damage the lower the enemy vehicle health goes. For example, increased damage on vehicles under 50% health. Spitballing numbers here, but i think thats what they meant by “execution.” The lower the vehicle health goes, the more damage you do to it.
@@Direblade11 What's the point when an old archer can do all the same things and still get a one-hit kill? That is, you ALREADY have a weapon that can withstand vehicles, but at the same time you can be useful in battles against infantry. And they give you ..... A rifle against vehicles that does less damage, by the way - but you become practically useless against infantry. So what's the point, and what were they thinking when they made it like that?
Each faction should definitely have a different play style, but also feel different to fight as an enemy. Perhaps instead of every faction getting their new equipment at the same time, they instead get them as and when they need them to solve a gap in their ability. Real factions have arms races, one uping eachother over time.
The slicer feels like they ran out of idea's so they just cobbled it together. The NC got a weapons that fits a quicks hot AA role like the striker for the TR but leaves the VS with out an option if we look a wider solution to X problem type of scenario. The slicer I really don't know what they planned with it, but no one likes delay mechanics less you get something golden for it. The kuwa for example is like a laser for its delay giving it a feel and a sold boost to its delay for example.
They can make slicer and DAGR semiauto with slicer having charge time + heat mechanic(but generates 60-70% overheat per shot, so it can dump 2 rounds with about half a second between them due to 30rpm but take the long reload or allow shots to cool down normally to fire a few shots with ~1.5s in-between or fire indefinitely with ~2.5s between shots) and TR DAGR gets semiauto(no chambering shakes...etc.) at around 60rpm with a mag capacity of 4. Sounds familiar? Yeah, it's like halo's human/covenant sniper rifles(except halo didn't have charge time on beam rifle). TR one is probably still underpowered like that, so give it 4x optics, maybe 0.75x ads movespeed, and better moving COF(it currently has the worst of all AMRs at 0.25, tied with archer/shortbow, while slicer and masthead are at 0.15 ads moving cof as if masthead wasn't op enough rofl) Being semiauto will leave attachment slot open for comfort grip(TR also gets extended magazine, probably make it +4 instead of +2) instead of straight pull. Still won't be op because they're fucked by auxillary shield...etc. And 60rpm is just a little better than cqb bolt rifle. Slicer's infantry-penetration is actually pretty cool in that you can go through a pocket engi and still hit the target. Nobody will be able to "get down, mr.president" the max or vehicle(or maybe landmine/deployable) you're aiming for.
I think there's 3 ways of creating faction-specific stuff, 2 "wrong", 1"right"; 1. *Fake faction-flavour* : You see this in the Shotguns, the snipers and the 1st gen rocket launchers. They all got the same stats, they just look and sound different. This imo is just weird, but it does have a minor reason to be like this instead of just being NS weaponry; It's about being able to identify enemy players by the tracers and sound. Still tho, some slight difference in stats would be nice. 2. *exaggerated faction-flavour* : What i mean by this is when the equivalents of the ES weapons between the factions don't just do things differently to achieve the same goal, but have a different goal entirely. The is best seen with the ES Rocket Launchers, as they are for completely different jobs to use for. This is also showing with the Masthead's AA capabilities, and also with the TRAP which really never was an actual sniper rifle. 3. *enough faction-flavour to be different, but still achieve the same goal* : One of the best examples there is imo are the 2nd Gen Battle Rifle (D0ku Rifles/Dragoon;Bishop;Obelisk). They all feel pretty faction flavoured and different, but they all are marksmen rifles in the end. Yes, they do all sport the same damage model, but they each got their kinks and gimmicks which make them enough faction flavoured imo. IMO, the 3. one is the right one, and how things should be; NC and VS should have a Striker-ish launcher, TR and VS a "from behind cover" launcher, TR and NC should have a long-range dumbfire launcher, same for the ES Sniper Rifles. And as far as the new AMRs go, i just think FLAK isn't a good idea on a AV gun an Engineer can carry. The biggest issue their being Libs or Valkyries even, were a TR would have to sacrifice an Engie for a HA that carries a Striker, to achieve similar power, but at the cost of repair-power. With the Masthead, NC just doesn't have to do that compromise at all. Maybe the Masthead is otherwise totally balanced, but it's just this issue in which case it just does open to many doors for NC and their "airgame". PS.: I just don't think a AirToAir Battle should go on to having on aircraft land and their occupants fight back from the ground... In which world is that true "Airbattles" anymore?
My three main thoughts on the AMRs: 1. AMRs should never have been buffed into 'primary weapon' worthy status, they were and should be a tool being situationally really strong(vs MAXes, Flash/Javelin) and vehicle harassment, with the drawback of being a sub-par anti infantry weapon and mainly being a supporting role or requiring swapping to a pistol/secondary to clean up a kill. Kinda how launchers typically are not great against infantry unless you put them up their nose, launchers have other jobs they do better though and thats how the AMRs should be. We dont need even more mid-long distance sniper fest 1 hit kill infantry gameplay in PS2. 2. The F were the devs smoking when they came up with the faction specific AMRs? Should have been blatantly obvious for anyone even remotely invested in the game that the balance on these are so out of line with each other they might as well have been different weapon types being compared to each other. And finally a more personal take... 3. Having my origin in the VS faction it also feels like a big slap in the face and at least half the dev team spitting in my face, not because the Slicer is hot garbage but because of what they did to the Lancer and WHY they did it. Outfits were having a laugh making big Lancer nests, full squad/s of people sitting in one location and blapping all ground vehicles with ease and the sheer volume of fire from so many people meant most aircraft evaporated as well but since the Lancer still needed people to hit their marks it was not entirely uncommon to see a squad get wiped by a few ESFs being sneaky and squirrelly or swarming in from different directions while spamming missiles etc causing massive screen shake to further improve their survivability since its really hard to aim a precision weapon in a scale 9 earth quake. Great, so Lancer gets nerfed and people stop doing the Lancer nests because its just not that effective anymore. Takes some actual skill to hit stuff, especially aircraft and thats not something most can expect from collecting 1-2 squads worth of people as even before the nerfs MOST of those were just spam shooting it into the air hence why Lancer nests were usually only effective with ~1 squad or more, you needed that volume of fire. With that lesson learned what do the devs do? Give NC a weapon that can and is being used exactly like the Lancer of old was except there is no need for large numbers of people anymore, there is no need for good aim, there is no way to really affect their aim with floods of A2G missiles because screen shake doesnt really matter if the shot still does its damage just by getting close, there is no need for extra engineers to supply ammo, there is no need for 'security' in the area for the random LA or whatever to come up to the Masthead nest because there is half a dozen to a dozen Spitfire turrets there and even without them the Masthead is actually a more than decent AI weapon too unlike the Lancer! So TL;DR #3, VS had the Lancer, got nerfed hard for groups using it against vehicles but not NC has a much easier to use but still super high impact weapon to do the same aaaaand I am supposed to just accept that NC is allowed to have that when I was not allowed a Lancer with a velocity above 400m/s its damage drops 50% past 150m up to 300m? The actual fuck, devs?
Point #1 is something I actually agree with completely, and is the decision I would have have taken myself if I was in the big seat in the house. Make them excellent counterparts to the rest of your loadout and not the main driving piece.
I personally bought the Archer really early in my time playing engineer, but had I known that the Masthead was better in every way, I still would have had difficulty choosing it. I mean, the Archer might be an inferior weapon, but at least it’s universal and common enough to not get people angry about it.
Slicer on paper is fine. It’s a gun that shoots the max and the engineer behind him. Consider that when you’re engaging a max it’s not enough to just kill the max but the people behind him, having a gun that does both seems like the best approach for an archer variant. While the delay sucks, it’s an outside gimmick of piercing (which has traditionally been an NC mechanic) and this is counterweighted by it’s role as a multi-hit weapon. While the TR DGR is supposed to be the sustained AV damage rifle, it can’t excel at this role because vehicles need to be able to actually move up and get spawns in; a weapon too good at this while having the flexibility of bypassing IR smoke is very dangerous to core gameplay. So when you think NC, and have the thought process of a dev; a few things come to mind: NC has lackluster AA compared to other factions, so that’ll be the trait but how effective should it be? Well air isn’t core to the game and you don’t need them to push a base. So devs push forward with the model that literally outdpsd heavies. People recognized that this was OP for other reasons that are more or less “because I don’t have it on my main”. I’ll grant, it was. And giving a weapon like masthead to everyone would’ve had to sport some air counterbalancing because you can’t just remove a role from the game. While NC (as per faction flavor) completely go overboard in trying the new gun and it will settle down, the usage will still be there. Personally I didn’t support the release for any of these weapons. In core gameplay they are something that presents no counterplay what so ever in every single regard. You can’t just not get hit by havoc bullets, can’t just not get hit by bolts, can’t just dodge bullets in vehicles and you can’t just avoid flak bullets as air. Vehicle play (as much as people like to tell you otherwise) generally has a ton of counterplay and strategy involved. The positioning, angles, escape routes, health checks, available weaponry and so on all compiles into what vehicle play is; as soon as you present a weapon that can ignore positioning, countermeasures, health checks (because you are too damned far away to bother to hit and weapons that are good av and ai can always be spammed) along with shoring up gaps between roles, on a unit that has damn near logistical omnipresence, you encounter issues where one is simply too good for everything else. As much as people like to play victim and say “finally something that completely curbstomps this form of play I hate” there is such a thing as “being fair”. Masthead is effective against everything, DGR is something that cant excell because if it did it tears down core gameplay, slicer while being a rarer benefit, hits multiple maxes or people at once. Havoc rounds well, has no counterplay. You get hit once, you are out if the fight until it wears off and then some. That’s not terrible considering NSO is “all factions” but still. Considering all the weapons, this is probably the best you could do while retaining ES flavor.
My favorite part about mainly playing VS is that whenever we get anything new, we always get the shitty end of the stick. Then on top of that we have to work extra hard to perform like the other two factions resulting in getting messages like "why you so sweaty you filthy tryhard?"... but then when we win an alert, we get called overpowered..
Just wondering if you noticed the projectile despawn range difference between the archer and the masthead. I haven't tried to see if the other two AMR's have the same quirk or not.
I've been asking for them to cut down on the gimmicks for a while and unfortunately when devs don't play the game they are creating for it means most gimmicks come in the form of faction specific weapon additions. Newer players want new toys but those of us who have been around know what that means with this development team - half baked rushed weapons that cash grab for anywhere from a week to a few months before finally getting the nerf bat.
I feel like leaning *harder* into the gimmicks might be a good idea too though. Sort of "If everything is crazy and overpowered, then nothing is" approach.
The game bias for NC just feels more apparent as I continue to play, I recall it feeling the same back in planetside 1 and that was when I played NC first than VS in PS2 now.
@@TPMxByes exactly. Yet they act like they're hard done by. I wonder if some of them have ever actually fired an Orion, for instance. It kicks like a mule as does the Betel, especially compared with something like the Saw. And not even the Ursa can match the performance of the Saw. They're just so certain that they are right and VS is OP without actually using the guns.
I love variety in games, and the more options I have the better. That can come in the form of flavor or functionality. But I've never been a fan of exclusivity to be honest. This might be a unpopular opinion, but I'd much rather all weapons, vehicles, gear, cosmetics, etc. be made available to all players, and you simply join a team. Kind of like what they were going for with PSA (even though that had it's own issues).
@@yelectric1893 no I dont. I like PS, cause nothin matches it. It is the only game that gives you massive combined arms warfare at all times. Not just a battle, thats just a single instance of a fight. No, there's battles all across Auraxis, and you can play in some many different ways. The only thing that Titanfall has over PS are mechas, which are badass., and a bit more fluid gameplay, but it a much newer game compared to PS. And I'm still holdin out for BFRs to return to PS.
@@xoawolf You have a point. PS is truly unrivaled in the awesome big scale and variety. I wish the guns were a bit more adjusted though and stuff like titanfall.
I think the slicer should fire a beam that deals a little damage while charging and a good amount when firing, like the charge rifle from titanfall. The TR one should be backed up with an explosive payload like their scout rifles
I think the Charge Rifle was also taken and put in Apex Legends later. In that game, most agree it's shit. Especially with movement options, all it effectively does is ping someone to your location, tell them to serpentine, and then fire back.
dragoon explosive ammo is pretty terrible though :/ least it got buffs ut now the competitors like HSR-1 or the DMR-99 can more utilize the dxplosive power without being limited to 10 mag size, having a terriblevrecoil if you want it to br full auto, etc
I actually got a quad kill with the Slicer while in a 48-48 point hold on Hossin. So theoretically it's an insanely good weapon in some specific scenarios. But it's just very specific to have 4 heads lined up.
Maybe the VS one could make MAXes, vehicles and aircraft move their camera randomly for a split second very lightly which would confuse the user, like maybe the laser is messing with the electronics involved in turning and aiming the things. Idk it feels more interesting than what it has now and could lead to some fun imo.
What if the Slicer had a charge mechanic, rather than a timed shot? Either it could be like the Lancer, where you do more damage and pierce more targets with more charge, or it could be like a crossbow-style weapon, where you charge it before it can fire, but you can store the charge?
Flak ammo and Haywire ammo should come at the expense of raw damage maybe. The Masthead is basically what the Lancer used to be before the (over)Nerffing it received years ago. For the slicer IDK, you could maybe redesign it into a Short-Range Beam weapon or something? That makes them situational, but still useful. IDK, I'm hardly an expert on these things. Faction specific gear is a good idea. We need more of it, but we have to take things slow when it comes to introducing them.
i think the real sticking point with faction specificity is vanu. its easy to make a unique weapon for tr and nc, as its just a choice between firerate and damage, but vs doesnt have a specific faction thing other than no bullet drop(which is mostly a moot point outside of snipers/dmrs). because of that vs becomes the gimmick faction, where they get all of the weird weapons. problem being, if the weird weapons are good, then the other two factions dont have an equivalent. which means vanu is either always someone the other factions are jealous of, or theyre suffering
what about keeping the delay for Slicer (shorten it), but make it heat based, like it'd be a plasma rail gun, where it'd have to heat the round enough to is can pierce infantry?
considering this is an engineer weapon with access to ammoboxes i don´t see a real buff to that .. someone else suggested replacing the delaymechanic with a chargemechanic similar to the lancer ... another suggestion was to have the weapon fire waves similar to the aphelion ....
The Slicer looks and sounds amazing I would really like to be able to use it in at least some situation. The Masthead is annoyingly good armor and air it feels like a small semi-auto rocket launcher and the Slicer is the one they are worried about being too strong. It's strong armor tends to run away as soon as they start getting shot or they will get out of the vehicle to try to kill you. The Masthead may have drop but it hits like a truck when you do hit and as you play with it more you'll only hit more often. I've been playing VS and NC mainly but it's hard to buy a Slicer knowing it's just a worse Archer. If they just changed the Slicer to be a more sustained fire AMR compared to a Masthead and focused it more toward armor that would be something if they want to keep the low projectile velocity make it hit harder against armor maybe and the bullets could be bigger plasma bullets. You could make it a burst weapon with a heat scaling that let you fire two shots back to back with a shorter delay and get a long heat penalty. Then lower stats for projectile speed and firerate wouldn't be as relevant. Fire delay is unuseable if you don't compensate with something if you want to keep the charge theme which I honestly think is cool then gear it more toward dealing with ground armor turn the rounds into AP Plasma rounds that deal maybe double damage of other AMRS toward vehicles and either decrease the delay, increase the clip size, give it a better projectile speed or something along those lines. If anyone screams overpowered to that NC is best at killing AA, NS is best at killing Maxes, TR is the best at killing infantry which the maximum damage range should be extended on their rifle, and then VS would be the best at killing armor. VS is generally a more infantry focused faction with a MBT that requires a good position it isn't really spammed like the Vanguard and Prowler. NC and TR probably have the best ESFs but NC can support their ESFs with the AA flak Masthead. Hope the devs get around to a rebalance/buff for the Slicer and for the TR guys I hope their AMR gets a damage falloff buff and then honestly I think all the AMRS would have their place perfect balance is unrealistic but the Masthead and Linecutter are very clearly better and the TR and VS need more of a reason to not just run the boring Archer instead of the unique AMRs. Also just to clarify on the Masthead I do not think it needs a nerf it is exactly what we should try to make all the other AMRs closer to because it's a very fun weapon and it is a big trade off to run an AMR most people can't quickscope with an AMR so an Engineer has to only play at range and manage distance without the benefits of camo or a jetpack.
If were going to stick to the name 'slicer' it should be similar to the lancer and make it so that the more you charge it up the wider the projectile gets. It would work for the guns appearance, having a giant slot to grow some sort of plasma disk. Then when you let go of the trigger it releases the disk. The disk can still slice through a few infantry and grow up to 0.5m.
As someone who has played Planetside 2 since 2014, the Duality of Faction Specific Weapons and weapon imbalances has always been a thing. Each faction has its set of weapons that are considered OP and UP. I've come to accept the belief that the empire-specific arsenals are never going to become truly balanced and have learned to appreciate the empires for both their strengths and weaknesses. I'm not saying that Daybreak should disregard the effort to hit that sweet spot in balancing these empire-specific arsenals, but I do believe it is more worthwhile to simply see what can be done to make those UP weapons more competative. They did it with the Charger (took them a while but they did it) and I am certain the devs will take a second look at the Slicer.
I want Asymmetry in this game, it would make picking a faction more important. So my idea is to buff up (dont overdo it, remember they have a high ROF) On the VS and TR AMR's to bring them up slightly, instead of nerfing whats good. No one wants bad AMR's, so why would it make sense to nerf what's already good? instead bring up what is bad to make it good
The NC variant is in a good spot, the real issue is the Flak ammo. It makes the weapon way too good at too many things at the same time. A good compromise would be an ammo switch mechanic, that forces the player to think about ammo choices in battle. Alternatively, make the Flak ammo an ammo option, substituting regular ammo and give the regular ammo a slight damage buff against aircraft to compensate. It keeps what's good, without over-nerfing it.
I'm still scratching my head trying to understand why they allow engineer to have a sniper that can one tap infantry and deal with armor. I haven't touched sniper infiltrator since they buffed the Archer, there's no good reason to switch from the PowerHouse that is engineer
@@chickenbradly yes, that's always been a weird design decision. I see the AMR concept as a heavy sniper, that fits well with infiltrators and maybe heavies, but not engineers. They could have created a different type of weapon for Engineers, that could deal with MAXes, but here we are.
The masthead is interesting, a lot of people are complaining about it because they finally have to worry about NC having actual AA and not just hovering above them and killing them with a2g. However its not very good outside half a squad of people using it, a2g will always be more effective at killing the one random engineer shooting them. It also can't go below a 6x scope, so it can't really be used in cqc that well. And it even struggles what the archer struggles from as you can't really tell where your bullets are landing against infantry because the projectile size is so massive. Overall the masthead does not need nerfs, but it is the VS and TR that do need relative buffs.
Make the tr amr semi auto with less damage and give it the option to equip 1-4x scopes make it actually unique and fun and people will like it. On a side note the vanu finally get a crappy doku weapon
i disagree on the 1-4 scope as that gets into the niche of the archer .. DAGR could have straightpull by default with a railattachment option to make it semiauto but with a catch ...
@@MrTBSC they are faction specific archers already and the fact that the dagr would be semi auto would make it distinct enough to set it apart from the archer
The VS anti material rifle should've have a disintegration mechanic, preventing revives of basic infantry to fill its intended role of infantry piercer. The TR should have a knock back to targets, throwing the target out of cover. And personally I think the NSO maxes should have an option to use a powerful melee weapon instead of grenades to have more in faction diversity of arms.
for dagger you need semi-auto mode with 1x,2x,3.4x,4x optics for slicer id suggested a "reversed" damage model: the more projectile fly the more damage it gets until one body shot kill for 1000 hp target at 250m thumbs this up please, maybe Wrel will hear this:)
One of the key points that really stuck with me from a previous video is that the Roadmap has put development in this "push content now, fix game breaking issues later" state which is a dangerous mindset. Giving somebody something good, eg the Masthead, becomes a minefield as soon as you realize you need to correct the balance. Nerf the Masthead? You risk angering folks who insta-purchased with real money something they likely know is overtuned. Buff everything else? Not only does that run the risk of breaking more things, but also leads to power creep for other aspects of the game (eg. the slowly shrinking durability of force multipliers such as MAXs, Vehicles, and Aircraft). DBG leapt into a situation when they should've looked, and any future development is going to be seen with intense scrutiny from all sides. I don't envy them, but at the same time they've kind put themselves into this situation. I'm an infantry main who demands arsenal flexibility in my loadouts, accepting that my potency will be spread thin the more targets I am capable of engaging. The Masthead would tick every single box for what I want in a weapon. It's my dream gun, and yet I've decided not to pick it up. Giving infantry tools to vary up their playstyle and approach threats from new angles are welcome, but not like this. Much luck to Wrel and the rest of the dev team in tightrope walking over shark infested waters in a hurricane with a balancing pole made of cobras. I love Planetside and wish to see it grow, which sometimes means being honest with critiques. Awesome video, as always!
My suggestion to balancing the new AMR's: Masthead: Reduce the Oneshot Headshot range about 20 Metres and Reduce the indirect damage of the flak ammo to enemy aircraft. Direct hits can still dish out the same amount of damage. DAGR: Increase the Oneshot Headshot range by 150% OR make it twoshot Headshot at every range but making it semi automatic. Slicer: Increase Bulletvelocity by 50% OR make the charge up be changed by the player for higher muzzle velocity. The longer you press the trigger the faster the bullet will fly and the higher the headshot multiplier will be. Linecutter: In my opinion its in a fair place right now
there is no such things as "direct damage" of a flak payload in this game, where a bullet projectile goes inside the range of the enemy aircraft, it just explodes- dealing the same flak damage. its one of the reasons why it's broken- same chip damage at any range. headshot range from 22->55m would be nice but it still has the core issue, dunno why its not semi-auto in the first place it does have second highest velocity when using the exclusive ammo, but not fast enough i guess, not without the damn chargeup. linecutter is also overpowered, you just dont play engies and maxes enough- havoc is extremely powerful and casting that every 1.5 seconds without any major downsides is a great thing. thank *god* it doesnt work on vehicles.
I love faction flavour, but I remember tunning the Striker with a co-ordinated quad right in front of the NC warpgate and deleting anything that moved.
The Slicer should apply a few seconds of burning when it passes through. You known its a plasma blade. It would burn stuff. The DAG should have a few different ammo types. Like a hesh round or a smart round.
I'm glad I'm not the only one who said TR should have a semi auto amr my thoughts were slightly slower than the dragoon and drop the damage but increase the mag size if there must be a on headshot kill I say anything past 50m lives... idk what the dmg model would look like because it's semi auto but if they do change it then I hope it's not firing pebbles when it's changed
I'd really want to know what was the thought behind giving Slicer a delay. Given that IMO the entire point of new AMRs being faction flavored Archers that are viable primary weapons via OHK possibility, it's quite ridiculous to give an infantry IvI oriented weapon a 0.3 second, or any kind of delay really. NC Railjack used to have a delay, I hope this one gets lost asap as well
recently got back into playing other factions. as i moved to play NSO a few years ago. just noticed they had faction specific AMRs. I feel they shouldve made one of them have advantage against heavy armor and one have higher dmg against light vehicles.
When I first started playing Planetside 2, I was disappointed that there wasn't more faction differences. I always think about Starcraft and how different the 3 races played.
I feel updating the game with faction specific weapons is a grand idea the problem is with the slicer that the faction likes charge time weapons, what WOULD make sense is the gun having to be a charged plasma shot with a 3 shot magazine, no bolt time. Make the gun deal its trait special but give it more dmg against vehicles with weak-point management. If it hits a weak-point it does x2 the dmg to the vehicle plate (in the case of a max if it hits the back of a max it does double dmg). As for the TR, yeah make it semi-auto and drop the AMRs dmg by 2 (RoF increase). The NC is the basic concept for the reasoning I have. I feel faction guns should be more "Whats a base line, now how do we augment to balance around this for each faction" 1) what the faction lore is 2) what the challenging weapons are 3) What roll does the weapon take 4) Fun Factor First off I feel Vanu has a lot of gimmick guns, they also have unique traits and features, they prob just need to tweak the slicer and boost it into place and work on it slowly. If its OP on launch its harder to judge what to work with, we shall see over a few months what they will do. right now I fully feel the AMR and sniper should be under the trait to reduce headshot dmg so they wont 1 tap people (since it was highly spammed I refused to play, cause tons of people abused it and it was annoying to lose fights not because of people playing objective but distance targeting by a squad can be more useful then a squad of players running the objectives cause most of the time to get to that area its open land and whittling numbers is easier when AMRs are there to laser beam people
I think the main issue with deciding how to balance this is the fact that this weapon class really just benifits the best from NC improvements. The point of this rifle is long range and high damage and thats kind what NC does. Trying to figure out how to balance after that becomes and issue i feel. Personally i feel atleast for TR they should have done something similar to the Tank battle cannon. Double barrel that fires two rounds in a burst. But thats my thoughts. As for the VS I think personally (probably a bad idea) Give it a electric chain effect. Hitting a Max or deployable will cause it to Chain to a number of targets within a certain range making it deter Pocket engineers. Dunno though, i like the idea of the specific weapons but often feel they limit themselves too much in the idea of balance to the point it actually makes balance harder.
7:50 Thats what happens when you use batteries instead of ammunition. Personally, I think AMRs should get 1 bullet in one mag. But the Crossbows have 40 bolts in one mag. So, my opinion on AMRs is I'd rather have the AMRs like this: TR) 7 shot mag, faster fire rate, lower damage. NC) 4 shot mag, slower fire rate, higher damage. VS) 5 shot mag, slight firing delay, high damage to shields and armored units but lower damage to infantry health. Edit: For the Slicer, I am curious to know what would happen if the gun uses overheat. Like it doesn't need ammo but just recharges.
While I'm not thrilled at what we got as a TR main, I'm glad they took the chance to make faction specific weapons. Yeah, empire specific weapons and gimmicks can be dangerous territory for balance, but everyone having access to the exact same weapons would be boring, like when every HA used to run around with the NS15. What is the point of having different factions if they all fight the same way? Might as well make it red vs blue at that point and give everyone the same guns and vehicles. Empire specific flavor needs to stay and expand, that's part of what keeps playing this game. Next time they should take their time with it and listen to the feedback better on PTS before sending it live, but I applaud them for trying and hope they continue to revise the new AMRs.
I'd support the Slicer's Sabot ammunition being removed in exchange for the fire-delay being taken too, with maybe a small buff to bullet velocity and damage consistency. Metaduke's idea to give it a charge up is a really thematic idea too. As an aside, has anyone else noticed the NSO AMR is the tier 2 sniper rifle from X-COM 2?
yh, TR and VS got sort of rekins or nerfs, while NC and NSO got new shiny toys. Id say VS slicer could be usable if they removed no bullet drop for maybe higher headshot multiplier and range, but charge time is longer, making it more of a LONG long range AMR instead? TR's one is pseudo balanced, but maybe a tad slower rechamber for more refined damage range could salvage it
the NSO anti-mat kinda, not gonna lie. I've bought it thinking it would be maybe something like railjack for engineer, but it straight blows for infantry. The best use I've found for it is getting objectives done, especially where you need to damage aircraft with land-based weapons. The Linecutter looks stupid cool, but for 1k certs one'd expect more than just looks. Maybe it's just me, but I just can't get it to work on regular infantry though. As someone with ~500 hours of sniping in PS2, I consider myself at least reasonably good at it, but Linecutter just doesn't cut it, the only option being headshots, and even those don't always work. Engineer just isn't meant for sniping, that's the only thing I got reassured by playing with Linecutter. To the credit, I haven't tried any other anti-mats, as I main NSO now, so maybe they're good, but Linecutter is meh.
Odd that the slicer got the railjack package without the benefits. And the Masthead got the explosive ammo that I thought was becoming part of the TRs identity?
How about we make the slicer a beam weapon?. Charge it up. Shoot hot plamsabeam to eat through armor for about a second. remove the kickback from firing the weapon. VS faction flavor is precision. Then you would have a weapon were you would greatly rewarded if you used it right on infantry, and still keep it mostly in its roll to hit those big easy targets of armor.
honestly think that the new AMR's should have a ammo toggle, like make them niche applicable when the toggle is on but worse at the original intention, like the NC one when toggled get the flak ability but looses its anti max dmg, the TR one gets a burst shot or mag dump bit like the rocklet rifle, and the VS one get a charge up function that basically increases the dmg per shot to armored targets like tanks and sunderers but now you deal crap all to infantry. just some ideas for an alternative fire mode that gives some flair to each gun.
Don’t want to show my NC bias too much but I’m ecstatic about having a point and shoot AA weapon comparable in use to the striker. I dread seeing it nerfed or removed entirely but I’d be fine with a few basic tweaks. The visibility of the tracer could be massively increased, where you still might get blindsided by the first shot, you’ll at least be able to see where the next one comes from if you’re looking for it. Also, Moving the flak shell to a seperate ammo type is an option I’ve heard and would accept, at the cost of raw damage/velocity, perhaps reducing the ohko range to shortbow levels. I’m not really conflicted at all about AMRs becoming usable primaries with their headshot potential. Aside from alleviating some of the dissonance that comes with AMRs not killing someone with a 20mm to the forehead, primaries should always at the very least be marginally useful against infantry no matter the tradeoff. (For this reason I also want to see buffs to the two limp noodles TR and VS have. Slow semi-auto and CQC scopes for the DAGR is one of my favourite ideas. Turn that boy into a fat battle rifle, lol)
Faction variation is the spice of life, and as you mentioned the downside is balance and consistency. That being said, this can be patched and or reworked if necessary and nothing is set in stone. Furthermore, it comes down to properly exploring the unique factions specific traits and working them correctly, which is hard, but makes the gameplay more varied and interesting. For me they should explore each faction even more, as opposed to this only minimalist approach in some cases. The slice could for example be given 2 firing modes, an instant one and a charge one and there a risk/reward aspect to it. Instant gives you immediate use and great damage, but nothing impressive. Charge forces you to be strategic, charge the weapon and one shot up to maxes, but it takes time and precision, rewarding practice. For the TR, they should really lean into the rapid fire rate, make this weapon be semi-automatic, as opposed to bolt action and lower each shot by about 10-15% damage, this is made up by faster fire rate. The NC and NS variants are in a good spot and play well with their own unique traits. High power for the NC and unique ammo and variety systems for the NS. These are just my thoughts, but they can be worked for the rest of the faction weapons.
I also agree that faction variation is the spice of life, but by releasing stuff to the live server in a certain state, you set the preccedent that you are okay with something horrifically underperforming. Especially when we all saw it coming after testing on the test server. Faction specific weapons can come to the game, but I feel like it needs to be really well thought out to be succssfully implemented.
I feel there is a simple fix to these AMRs. 1) VS gets a charge up like a lancer that gives it ability to do more dmg/pierce targets and shoot without the delay like the other AMRs. 2) TR would get the magazine in the AMR for better damage output with some kind of rotating barrel :) 3) NC has a good AMR just needs to be adjusted with the dmg and air deterrence cheekiness. ?:/ 4) NSO is a solid gun can't think of anything that needs to be adjust. ??? Do you guys have any suggestions /comments ???
I like the suggestion you put for VS. On flavor for the faction while maintaining a useful gimmick without completely gutting the use-ability. I really felt like the DAGR should've been a semi auto. Hard to sell (me at least) the idea of a "sustained fire BOLT-ACTION rifle" I agree with a higher mag size. Maybe incorporate TR's explosive ammo feature in the form of a larger explosive payload radius. As for the NC and NSO I feel like they both got pretty good additions to their arsenal. Maybe a minor adjustment to the mastheads flak detonation radius to give a higher skill ceiling but other than that, those are my thoughts.
The TR AMR could be turned into a semi auto with a very low rpm that kills infantry with two head shots, maxes 3 . While the VS AMR could get the wind Mechanic if the lancer and very fast bullet velocity
Games with factions with actual in-game traits are always a pain in the butt, that is why it is rarely done. Now, I do want all ES weapons have good traits, and there will be always a case of one option being better over others, however, it is quiet bad when it goes over board. For example, it makes sense for Masthead to do high damage and Linecutter to be versatile. But TR/VS are just bad for no good reason. What I would do, is to give the TR one a semi-auto mode with slightly higher recoil, or just.. Ya know, actually give it a good trait. Or heck, give it more ammon lmao. The VS, look remove the delay, on the rail jack works because thats an extreme long range rifle with great stats in general, but when you put said delay in basically a 'normal' rifle, nobody would touch it. Remove the delay, or keep it and put heat mechanics, or give the flak to Slicer to at least semi compensate for the delay.
Why these AMR's were put out in their launch state is beyond me, even the most amateur of players could see the Masthead was far and away the strongest of the 3. Consider this: If you removed its flak capability entirely - where would you rank it? Still #1, still far more usable than the Slicer, still far more effective than the Dagr - then it had a best in class utility heaped on it as an unnecessary addition. The slicer is an outright meme. It is a very close sidegrade to the Archer - with a huge usability nerf put in place that hinders how effective it is, and maybe more importantly, how fun it is to use. It's utility is a joke. It's a weapon intended to shoot at armor targets - so its niche is that it penetrates *infantry*? The thing it should in theory not be prioritizing? Why is it with a faction based on alien high tech, they have weapons so similar to traditional arms? Where are the Comboing Railguns from Unreal? Where are the Snark Grenades from Half Life? The shrink ray from Duke Nukem? Why is it when given unlimited creative license to be as wild as you want, they come up with things like "heat mechanic" and "slightly larger projectiles". And the Dagr - nothing to say here than that DBG has been overvaluing mag size for years now, and that when TR gets it as a "faction trait" on an otherwise similar gun, it typically ends up being worst of its near-peers (See: Hailstorm vs Blitz, Cougar vs Pulsar-C, Dragoon vs Obelisk). ES gear is a must, and we have seen that relative balance or at least asymmetrical balance is possible (See: ES Tanks, Launchers,), to say that doing ES gear is a "risk" is a copout for poor design. When we look at games like Star Craft, or League of Legends, we can see unique statistics and functionalities be pervasive in every part of the game - and balanced to a competitive E-Sports level. We should expect the same from PS2.
I think both the TR and VS AMR should have only low power scopes. I also think the if the VS are going to get a firing delay then it should fire a large projectile like the unstable ammo mod. That combined with the piercing could make it useful for choke points.
i always felt that AMRs in this game were a step above sniper rifles, which in my mind always translated as a heavier payload with a longer range. the heavier payload would poke through bodyshots but not enough to score a kill, so in infantry engagements its essentially just a bolt action sniper rifle. and the archer, linecutter, and masthead all seem to fit their roles nicely, (masthead got a range buff, lincutter got NS range buff, archer had superior stats as base model.) but the vs slicer with its refire delay and the dagger with zero kill potential outside of hallway headshotting just translate badly in game. i feel like the slicer has similar range nerfs but i dont remember...
my personal take would be to make the dagr semi auto, but reduce the damage even further to give it a slower ttk, but way more forgiving than the archer, and then make the vs one fire what is essentially a hit scan laser that compensates for the delay in that you basically cant miss so long as the crosshair is on target when it fires.
Hitscan would be hell, because all it would take is for someone to get used to holding the weapon over heads. Eventually most VS snipers would switch and have a LOT of trouble using any other sniper with bullet velocity
I think they feel like the 'no bullet drop' thing is given too much consideration. Like, 90 percent of the time, you aren't fighting at any kind of range where it really matters.
Couldn't agree more my friend.
What if nerfing no bullet drop weapons is just bot-protection?
@@lellamas2778 Bots calculate bullet drop...
Looks at cheaters in any other fps... tarkov, pubg, etc...
Every competent aimbot accounts for bullet drop...
@@lellamas2778 A bot could just not compensate for bullet drop and still hit headshots while using every sniper below around 150 meters
@@Boomchacle they telepprt their bullet at your skull anyway, kek
The slicer should act like the lancer, where charging up deals more damage, but you can still fire it like normal. Tap firing it, perhaps it deals 375 like the tr one, but charged fire (the 3 tier charge like the lancer) deals something like 500 damage. The tr one, idk give it the fire damage attachment other tr weapons have, and maybe extend its max damage out to 15m.
That’s my personal patch
I would enjoy it as a pumped up Obelisk with a cool down mechanic. I love the Obelisk and started to play the Archer a while before this update and them having a child would just be in my top weapons easily
yea the one tap basedmg could be around the DAGR´s to still be able to OH-HS kill infills, a charged up shot could OH-HS kill all other Infantry at similar range to the masthead and deal decent damage to vehicles and infantry in exchange for being much more visible to your enemy ... the charge shot could consume one more bullet or just simply require a bit of time for the full charge ...
OR additionally to a stronger shot while charged they could introduce the charging mechanic Mechwarrior Online has for gaussrifles, which is that you can hold the charge for a time period but if you hold it for too long the charge will reset and you have to start charging again .. something i´d honestly wished for the Lancer as well ..
A much simpler solution - improve slicer headshot damage and buff rechamber time or hipfire a bit. Long range kills possible with charge-up challenge paying back as higher dps. And make DAGR semi-auto with lower damage
Delay fire has NO PLACE ON A SNIPER RIFLE!!! Wrel and team passed around the ol' bandana soaked in the Ether to actually think the Slicers' gimmick was a good idea, and the Flakhead is "in a good place rn". Oh, and a sniper rifle with "Sustained Fire" just sounds stupid.
@@BongRipBing technically they did nerf it by 50 damage from the flak.
not that it'd change anything, it only changed esfs getting wrecked with 1 engie sniping their ass to 2
rqiljack is pretty a niche since noone snipes that far on planetside much nowdays, but it does have uses i guess.(too niche)
The slicer doesn't even feel like a VS gun
The delayed fire, the sabot effect. It even has a "magazine" that drops out the bottom and a sliding "bolt"
Heretical. This is not the will of Vanu
I believe the reason they put magazine and bolt on it is simply because the animation from archer can directly apply to it
The Harasser effect
I feel like the golden standard for faction specific weapons is the heavy assault weapons. They are vastly different from each other in function and as such can't be easily directly compared. Hearing that minigun during a building fight as an NC is chilling, the splash of the vs plasma thing seems incredibly effective as a defensive weapon, and the jackhammer for the NC is a cqc powerhouse. I feel like the AMRs should have taken that path and been entirely different from one another. Perhaps the tr gets a semi auto amr akin to the real world lynx or barret rifles, the vs could still have their charge mechanic but perhaps it fires a plasma bolt that has minor tracking on vehicles and aircraft to make it more viable in longer range fights against mobile armor. The masthead could have been a flak cannon like an anti max shotgun, the spread making it a viable defensive weapon against close air support esfs.
powerful long range laserbeam would also been fitting for vanu since they decided to go with charge mechanic though i would change it to shoot on releasing of lmb with the charge getting stronger based on how long you charge it similarly as plasma pistol from halo
The lasher isn't a great weapon, it needs more bullet speed to be anything as good as the others.
@@-JustHuman-Its a *really* good weapon…. Within its role.
Outside of its hyper specific role: its worse than most other options.
But its the same for the other weapons. The jackhammer was great at close range but being a shotgun: it was terrible at a distance.
The minigun is great for crowd control, but its spool up time makes it worthless if you’re caught off guard.
The game truly needed to just dive way deeper in the faction specificity imo and each faction having basically their own play styles. The asymmetry would have been fun and interesting.
Please no. Maybe with some actually competent devs, this could totally work, but the current team simply has no idea what to do with faction flavor.
@@missk1697 The real problem is how fucking shallow the lore they have to work with is.
@@missk1697 Balance wise it wouldn't be the easiest but I don't think it would be too hard to come up with ideas. And its not like each need to be perfectly balance in response to eachother, it can be more of a rock paper scissors dynamic with each faction excelling in a certain thing. Actual implementation of said ideas might be a bit difficult though coding wise. But I would just like for each of the factions to get really distinct and unique identities.
@@MeatyZeeg As much of a lore nerd as I once was, PS2 shows that its lore is just a means to explain mechanics
A lot of balance problems tho
I think it's a little silly that the DAGR can't equip 4x or smaller sights. Hell, even the Archer can do that.
it´s more like that especialy the archer is able to do it .. i personally don´t think the DAGR should get it ..
@@MrTBSC then it should not get the 22m headshot range nor the 2.7x headshot multiplier making it rely too much on headshots. like tell me what gun needs to use a 6x and needs to be within 22m from your enemy to reliably kill in 1 shot
Agreed, the new rifles (with maybe the exception of the NC) feel like they require a scope that is much lower magnification to put to good use. If the TR rifle could equip a 1-4x scope, we might be in a much better position with it.
@@CAMIKAZE78 Just give it a headshot that is comparable to other rifles of the same class - that's all it takes.
Putting it in semi-auto is not a bad idea - but what's the point if it still can't do the same things as other rifles in its class?
In a confrontation, this is somewhat unbalanced, when one side can give you a headshot from 100 meters and you die, but you must hit twice in the same conditions, and at the same time, one of the hits must be a headshot, for a guaranteed kill.
I have often come across the opinion that developers hate TR - and it seems that the extreme innovations confirm this)
Seriously - all of the new anti-materiel rifles have a faction feature - the masthead has damage and airburst, the slicer has a penetrating charge and no bullet drop, the NSO has a repair lock and on top of that they have a one-shot headshot kill at working ranges.
What was given to the TR rifle as a faction feature? Slightly higher rate of fire and slightly more ammo per magazine, while you can only headshot someone up to.... 22 meters! This is ridiculous. However, you are NOT able to realize this rate of fire even with a direct bolt, because the scope twitches anyway and you MUST take the time to re-aim - but hello - the target you hit with the first shot has already disappeared! So you go.... with the second shot.
It'd be cooler if you could just remove the sight, and i love the design of it but it would've worked better as a semi auto, or some sort of faster single action, lever action, etc. At this point they should do anything but lower the fire rate, give it some sort of dot mechanic that affects vehicles as well as players like you said, and maybe buff the damage a tiny bit against armour
Talking about faction specifics the abilities on the guns went haywire 5 years ago.
Charger's and Jackal's abilities should've been given to Vanu. Hell, Vanu even use energy instead of ammo and their new weapons enjoy the 1.7s fast reload which would've solved Charger's problems on release.
Canis' increasing ROF should've been the Jackal's/Kindred's ability given they have rotating barrel and that Dakka is TR's realm.
i definitely wondered why did canis got its shit over jqckal, but hey at least we got a competent TR smg(excluding the trap attachment) so
3:45 I have never seen so many beacons at once in my life xD
Before the Archer buffs, I wager that the DAGR would have felt pretty passable, but in the wake of the OG becoming a valid infantry weapon, having another designated AMR that fails completely to pose any real threat to standard infantry makes it feel...anemic, to put it lightly.
I was hoping it would have an actual unique mechanic to it like the others, maybe a tight two-round burst or just making it the only semi-auto AMR. As it stands, though, despite its impressive damage throughput against large targets, it still feels the least pleasant to use of the lot, and is a death sentence to carry unless you have the engineer shotgun ASP.
Yeah agreed, it feels like some of the weapons were balanced and designed under the previous benchmarks in performance set out by the Archer pre-buff. Hopefully things get sorted.
I dont mind the anti material rifles being poor at anti infantry, giving a support class very strong anti vehicle is a nice tradeoff
@@rougenarwhal8378 they shouldn´t be poor ... but i don´t think they need to be outstanding at AI either ..
that said, yes a two round burst might have been better, maybe straight pull bolt by default with the option for a semiauto railatachment with a catch
I’m always up to faction flavor, as long it’s coherent. Slicer gimmick is not useful, the delay fire is far too punishing for a weapon that doesn’t 1 shot infantry consistently. The impression here is that the gun was designed solely with “what sounds cool” instead of thinking on game meta and balance.
Slicer ammo might be cool sometimes if there were no delay, or if the gun was fired upon release of the trigger. Slow gameplay, but double headshots would be euphoric and attainable
The railjack’s delay is insufferable, so I can only imagine how bad it feels on the slicer.
Couldn't agree more on coherence mate. Without it, the faction specific approach falls by the wayside almost immediately.
Seems like the slicer and dagr were designed with the concept of "how to deal with a engineer and max squaddy" while the NC was designed with "how to defend a max and engineer squaddie"
Being an NC main it feels good being able to actually fight back against the mossy swarms the tr would bombard us with, teams of mosquitos patrolling deep in enemy territory picking off single players on the way to the front, or even just brazen challenging of flak maxes due to sheer number suddenly have some pushback. Besides, they have had the striker for aa for how long now? I’m all for the vs weapon getting buffed but the NC amr feels like it’s filling a hole in the armory that they have desperately needed.
Can confirm the Masthead is wild, ran with two masthead squads and we were able to finish off a bastion
It would be great for the game if Daybreak opened a "workshop" forum where players and devs could discuss about future content balance. First devs should show on paper what they are going to introduce in the game, then hear player feedback, then do some adjustements, and after all this has been done they release the content in the test server. If the whole process was done correctly, there will be almost no need for fixing stuff.
Warframe devs (Digital Extremes) works like this and players love being part of the developing/design process, specially when some of the ideas are taken from community posts.
It could also be incentive to link paid accounts and limit suggestion posts to those who have a membership.
You would reduce posts from newbies who have no clue about balance and just want Max swords and Scythe blades, while still allowing them to comment and be a part of the discussion, just not leading it.
look if there are people genuinely saying vanguard is worst performing mbt and/or NC MAX is weak compared to other MAX since it cant deal with range easily the second the "workshpp" opens its gonna crash into itself
@@theonlymann1485 my suggestion good suggestion. Filter the shit out.
@@Direblade11 eh reddit "veterans" talk about that, wont stop it much- and dont think any kind of saint can actually run that kind of thread without going insane
I have an interesting idea:
When making empire specific weapons, why use a NS equivalent as benchmark
That way it allows the devs to tweak or focus each weapon
They did do this for the AMRs but its clear NC got the best reward.
It feels like TR and VS were left as a "Oh yeah, those guys..." moment
On a side note, it would be interesting to see a Medic only weapon emerge...
"a side note, it would be interesting to see a Medic only weapon emerge" you mean AR ?
I think they should remove the delay from the slicer and make it so that holding it down increases bullet velocity to an extent. I think that would make it an amazing weapon at range.
Seriously it's so easy to come up with the design of these weapons for each faction niche wtf are they doing.
NC - They got that right.
TR - Make it an Anti Material rifle DMR. 1 more shot to kill infantry than other DMR's. Sorta like a semi auto 50 cal bullpup rifle.
Vanu - Give it that halo pistol charge up with a heat based ammo pool. Fully charged takes 2.5 seconds, 3 shots to kill a max to the torso, higher velocity. Semi auto, 1 headshot + body shot to kill infantry no charge, max charge 1 shot headshot infantry.
Well, for Railjack users Slicer should be quite familiar thing and for that reason i would say Slicer needs same muzzle velocity as Railjack and everything will get in their places... So no to "hitscan" but yes to Railjack velocities - its fair deal especially when weapon of such type is existing already and nobody can call it OP. BTW, that velocities will make Slicer the easier thing among all 4 rifles to make follow-up shots (easy-mode is generally Vanu thing) to fast-moving vehicles or even aerial targets...
VS getting screwed twice in last update, and on soltech is by far the most underpopulated faction that needs help.
i didn't even bother transferring my main VS account from Soltech. I just needed to GTFO asap. Worst game experience in my life
same on Miller, consistently seeing 25% vanu and up to 38% tr and nc.
I think its fair to say vs tends to have lowest pop on multiple servers atp.
Soltech is the containment server for cheaters. Move to Connery.
The fact that 90% of Cami's time is spent shooting infantry is an indication that all four of these are failures to even be what they're intended to be. AMRs never should have had the headshot buff in the first place, that too is a dangerous balance deviation that all weapons aren't consistently 2x.
It's a double edged sword IMO. If the AMRs were to stay as primary weapons, then they needed the increase in hedshot damage to ensure that they were able to be used in a flexible way (sacrificing your primary weapon slot to address situational threats is not good design IMO). Personally, I would've liked to have seen them get moved to the tool slot and maintain their situational role in dealing with MAX suits vehicles more specifically.
The buff was a good one, but Cami hasn't realised what role each AMR is supposed to play other than the NC one. As far as the TR one goes, it's purely user error. For the VS one, the fire delay is bizarre and needs to be removed, and then it's in a good niche.
@@CAMIKAZE78 I feel like tool slot weapons should definitely be a thing, I've honestly wanted the Thumper to go into the tool slot for heavy.
I love faction specific weapons and planetside is a masterclass in balancing. There is a clear advantage when it comes to these new rifles and it needs to be addressed. TR and VS need buffs but I always worry about heavy handed nerfs. The best way to determine if a weapon is too OP is if alternative play styles are still viable or if a predominant meta has formed.
As a VS main, id like to have the slicer keep the charge up, but fire a sort of wide, wave-like "bullet" that can piece multiple soldiers and does medium damage to armor while covering like 40% the width of a doorway, having somewhat of a chokepoint holder role, which, granted, theres a bunch of those, but it could give the weapon more of a purpose
My friend is a vs main and I’m trying to learn the guns idk maybe I’m too used to the NC how do you learn those guns I end up hating the Orion and solstice and end up using the nsx weapons. Is there a specific way of learning them or just practice I can hit heads well but I’m never winning two v ones but on NC I can easily with 4 v 1s
I like that idea
It's actually supposed to have a wider bullet
@@aidanbertone1840 Im a VS main and strongly dislike those 2. Just don't vibe with Orion (prefer Maw), but Solstice plain sucks. Nothing more to it, really.
@@doommaker4000 ok thx I’ll try to get those I no really just mad whenever I play vs cause I look at the map and just see that I can make so much more in NC cause I’m grinding certs but thanks I’ll get those
As a TR main. I hate the nc for having the most op gear
love the faction specific uniqueness, they just have to allow themselves to look outside the box and allow the fantasy aspect to rule the number aspect, VS AMR couldve had an execution payload that increases damage the lower the enemy vehicle is, and the TR couldve had a tri burst payload like the burst SMG
i´d say 2 burst on the DAGR ... i´m not really understanding your executionpayload suggestion ...
I appreciate the focus on making them better AV weapons rather than infantry farmers
@@MrTBSC Probably meant it does more damage the lower the enemy vehicle health goes. For example, increased damage on vehicles under 50% health. Spitballing numbers here, but i think thats what they meant by “execution.” The lower the vehicle health goes, the more damage you do to it.
@@Direblade11 What's the point when an old archer can do all the same things and still get a one-hit kill?
That is, you ALREADY have a weapon that can withstand vehicles, but at the same time you can be useful in battles against infantry.
And they give you ..... A rifle against vehicles that does less damage, by the way - but you become practically useless against infantry.
So what's the point, and what were they thinking when they made it like that?
@@YuriiTemnikov Buddy I'm talking about his suggestion. Carving an AV niche with the downside of being worse AI.
Personally I'd like to see more ES weapon/equipment featured. ES MANA turrets and the like.
After i take a break from PS, I always come back to your channel to get back into it! Thank you for the years of content!
Happy to be of help mate, cheers!
Each faction should definitely have a different play style, but also feel different to fight as an enemy. Perhaps instead of every faction getting their new equipment at the same time, they instead get them as and when they need them to solve a gap in their ability. Real factions have arms races, one uping eachother over time.
Also with DAGR you have to open up for return fire more often to inflict sufficient damage
Thanks for pushing these out. It's nice getting a high level break down to stay up to date 😁
The slicer feels like they ran out of idea's so they just cobbled it together. The NC got a weapons that fits a quicks hot AA role like the striker for the TR but leaves the VS with out an option if we look a wider solution to X problem type of scenario. The slicer I really don't know what they planned with it, but no one likes delay mechanics less you get something golden for it. The kuwa for example is like a laser for its delay giving it a feel and a sold boost to its delay for example.
They can make slicer and DAGR semiauto with slicer having charge time + heat mechanic(but generates 60-70% overheat per shot, so it can dump 2 rounds with about half a second between them due to 30rpm but take the long reload or allow shots to cool down normally to fire a few shots with ~1.5s in-between or fire indefinitely with ~2.5s between shots)
and TR DAGR gets semiauto(no chambering shakes...etc.) at around 60rpm with a mag capacity of 4.
Sounds familiar? Yeah, it's like halo's human/covenant sniper rifles(except halo didn't have charge time on beam rifle).
TR one is probably still underpowered like that, so give it 4x optics, maybe 0.75x ads movespeed, and better moving COF(it currently has the worst of all AMRs at 0.25, tied with archer/shortbow, while slicer and masthead are at 0.15 ads moving cof as if masthead wasn't op enough rofl)
Being semiauto will leave attachment slot open for comfort grip(TR also gets extended magazine, probably make it +4 instead of +2) instead of straight pull. Still won't be op because they're fucked by auxillary shield...etc. And 60rpm is just a little better than cqb bolt rifle.
Slicer's infantry-penetration is actually pretty cool in that you can go through a pocket engi and still hit the target. Nobody will be able to "get down, mr.president" the max or vehicle(or maybe landmine/deployable) you're aiming for.
I think there's 3 ways of creating faction-specific stuff, 2 "wrong", 1"right";
1. *Fake faction-flavour* : You see this in the Shotguns, the snipers and the 1st gen rocket launchers. They all got the same stats, they just look and sound different. This imo is just weird, but it does have a minor reason to be like this instead of just being NS weaponry; It's about being able to identify enemy players by the tracers and sound. Still tho, some slight difference in stats would be nice.
2. *exaggerated faction-flavour* : What i mean by this is when the equivalents of the ES weapons between the factions don't just do things differently to achieve the same goal, but have a different goal entirely. The is best seen with the ES Rocket Launchers, as they are for completely different jobs to use for. This is also showing with the Masthead's AA capabilities, and also with the TRAP which really never was an actual sniper rifle.
3. *enough faction-flavour to be different, but still achieve the same goal* : One of the best examples there is imo are the 2nd Gen Battle Rifle (D0ku Rifles/Dragoon;Bishop;Obelisk). They all feel pretty faction flavoured and different, but they all are marksmen rifles in the end. Yes, they do all sport the same damage model, but they each got their kinks and gimmicks which make them enough faction flavoured imo.
IMO, the 3. one is the right one, and how things should be; NC and VS should have a Striker-ish launcher, TR and VS a "from behind cover" launcher, TR and NC should have a long-range dumbfire launcher, same for the ES Sniper Rifles. And as far as the new AMRs go, i just think FLAK isn't a good idea on a AV gun an Engineer can carry. The biggest issue their being Libs or Valkyries even, were a TR would have to sacrifice an Engie for a HA that carries a Striker, to achieve similar power, but at the cost of repair-power. With the Masthead, NC just doesn't have to do that compromise at all. Maybe the Masthead is otherwise totally balanced, but it's just this issue in which case it just does open to many doors for NC and their "airgame".
PS.: I just don't think a AirToAir Battle should go on to having on aircraft land and their occupants fight back from the ground... In which world is that true "Airbattles" anymore?
My three main thoughts on the AMRs:
1. AMRs should never have been buffed into 'primary weapon' worthy status, they were and should be a tool being situationally really strong(vs MAXes, Flash/Javelin) and vehicle harassment, with the drawback of being a sub-par anti infantry weapon and mainly being a supporting role or requiring swapping to a pistol/secondary to clean up a kill. Kinda how launchers typically are not great against infantry unless you put them up their nose, launchers have other jobs they do better though and thats how the AMRs should be. We dont need even more mid-long distance sniper fest 1 hit kill infantry gameplay in PS2.
2. The F were the devs smoking when they came up with the faction specific AMRs?
Should have been blatantly obvious for anyone even remotely invested in the game that the balance on these are so out of line with each other they might as well have been different weapon types being compared to each other.
And finally a more personal take...
3. Having my origin in the VS faction it also feels like a big slap in the face and at least half the dev team spitting in my face, not because the Slicer is hot garbage but because of what they did to the Lancer and WHY they did it. Outfits were having a laugh making big Lancer nests, full squad/s of people sitting in one location and blapping all ground vehicles with ease and the sheer volume of fire from so many people meant most aircraft evaporated as well but since the Lancer still needed people to hit their marks it was not entirely uncommon to see a squad get wiped by a few ESFs being sneaky and squirrelly or swarming in from different directions while spamming missiles etc causing massive screen shake to further improve their survivability since its really hard to aim a precision weapon in a scale 9 earth quake.
Great, so Lancer gets nerfed and people stop doing the Lancer nests because its just not that effective anymore. Takes some actual skill to hit stuff, especially aircraft and thats not something most can expect from collecting 1-2 squads worth of people as even before the nerfs MOST of those were just spam shooting it into the air hence why Lancer nests were usually only effective with ~1 squad or more, you needed that volume of fire.
With that lesson learned what do the devs do?
Give NC a weapon that can and is being used exactly like the Lancer of old was except there is no need for large numbers of people anymore, there is no need for good aim, there is no way to really affect their aim with floods of A2G missiles because screen shake doesnt really matter if the shot still does its damage just by getting close, there is no need for extra engineers to supply ammo, there is no need for 'security' in the area for the random LA or whatever to come up to the Masthead nest because there is half a dozen to a dozen Spitfire turrets there and even without them the Masthead is actually a more than decent AI weapon too unlike the Lancer!
So TL;DR #3, VS had the Lancer, got nerfed hard for groups using it against vehicles but not NC has a much easier to use but still super high impact weapon to do the same aaaaand I am supposed to just accept that NC is allowed to have that when I was not allowed a Lancer with a velocity above 400m/s its damage drops 50% past 150m up to 300m? The actual fuck, devs?
Point #1 is something I actually agree with completely, and is the decision I would have have taken myself if I was in the big seat in the house. Make them excellent counterparts to the rest of your loadout and not the main driving piece.
I personally bought the Archer really early in my time playing engineer, but had I known that the Masthead was better in every way, I still would have had difficulty choosing it. I mean, the Archer might be an inferior weapon, but at least it’s universal and common enough to not get people angry about it.
Slicer on paper is fine. It’s a gun that shoots the max and the engineer behind him. Consider that when you’re engaging a max it’s not enough to just kill the max but the people behind him, having a gun that does both seems like the best approach for an archer variant.
While the delay sucks, it’s an outside gimmick of piercing (which has traditionally been an NC mechanic) and this is counterweighted by it’s role as a multi-hit weapon.
While the TR DGR is supposed to be the sustained AV damage rifle, it can’t excel at this role because vehicles need to be able to actually move up and get spawns in; a weapon too good at this while having the flexibility of bypassing IR smoke is very dangerous to core gameplay.
So when you think NC, and have the thought process of a dev; a few things come to mind: NC has lackluster AA compared to other factions, so that’ll be the trait but how effective should it be? Well air isn’t core to the game and you don’t need them to push a base. So devs push forward with the model that literally outdpsd heavies. People recognized that this was OP for other reasons that are more or less “because I don’t have it on my main”. I’ll grant, it was. And giving a weapon like masthead to everyone would’ve had to sport some air counterbalancing because you can’t just remove a role from the game.
While NC (as per faction flavor) completely go overboard in trying the new gun and it will settle down, the usage will still be there. Personally I didn’t support the release for any of these weapons. In core gameplay they are something that presents no counterplay what so ever in every single regard.
You can’t just not get hit by havoc bullets, can’t just not get hit by bolts, can’t just dodge bullets in vehicles and you can’t just avoid flak bullets as air.
Vehicle play (as much as people like to tell you otherwise) generally has a ton of counterplay and strategy involved. The positioning, angles, escape routes, health checks, available weaponry and so on all compiles into what vehicle play is; as soon as you present a weapon that can ignore positioning, countermeasures, health checks (because you are too damned far away to bother to hit and weapons that are good av and ai can always be spammed) along with shoring up gaps between roles, on a unit that has damn near logistical omnipresence, you encounter issues where one is simply too good for everything else.
As much as people like to play victim and say “finally something that completely curbstomps this form of play I hate” there is such a thing as “being fair”. Masthead is effective against everything, DGR is something that cant excell because if it did it tears down core gameplay, slicer while being a rarer benefit, hits multiple maxes or people at once. Havoc rounds well, has no counterplay. You get hit once, you are out if the fight until it wears off and then some. That’s not terrible considering NSO is “all factions” but still.
Considering all the weapons, this is probably the best you could do while retaining ES flavor.
My favorite part about mainly playing VS is that whenever we get anything new, we always get the shitty end of the stick. Then on top of that we have to work extra hard to perform like the other two factions resulting in getting messages like "why you so sweaty you filthy tryhard?"... but then when we win an alert, we get called overpowered..
Just wondering if you noticed the projectile despawn range difference between the archer and the masthead. I haven't tried to see if the other two AMR's have the same quirk or not.
I've been asking for them to cut down on the gimmicks for a while and unfortunately when devs don't play the game they are creating for it means most gimmicks come in the form of faction specific weapon additions. Newer players want new toys but those of us who have been around know what that means with this development team - half baked rushed weapons that cash grab for anywhere from a week to a few months before finally getting the nerf bat.
I feel like leaning *harder* into the gimmicks might be a good idea too though. Sort of "If everything is crazy and overpowered, then nothing is" approach.
@@sorry542 we are already well into that and arguably it's a pretty terrible experience.
@@ApolloPS2 genuinely forgot that was my username and the notif looked like you were apologizing.
@@sorry542 🤣
I see I got a very minor cameo in that first Pale Canyon clip lol. A good fight that was!
The game bias for NC just feels more apparent as I continue to play, I recall it feeling the same back in planetside 1 and that was when I played NC first than VS in PS2 now.
Ask an NC player this and they will claim it's a bias for VS. They have the most powerful weapons in the game and they're still not happy.
@@lloydrobins6074 Which I don’t understand. NC weapons tend to outclass VS’, especially LMG’s.
@@TPMxByes exactly. Yet they act like they're hard done by. I wonder if some of them have ever actually fired an Orion, for instance. It kicks like a mule as does the Betel, especially compared with something like the Saw. And not even the Ursa can match the performance of the Saw. They're just so certain that they are right and VS is OP without actually using the guns.
I love variety in games, and the more options I have the better. That can come in the form of flavor or functionality. But I've never been a fan of exclusivity to be honest.
This might be a unpopular opinion, but I'd much rather all weapons, vehicles, gear, cosmetics, etc. be made available to all players, and you simply join a team. Kind of like what they were going for with PSA (even though that had it's own issues).
You might like Titanfall 2 more.
@@yelectric1893 no I dont. I like PS, cause nothin matches it. It is the only game that gives you massive combined arms warfare at all times. Not just a battle, thats just a single instance of a fight. No, there's battles all across Auraxis, and you can play in some many different ways.
The only thing that Titanfall has over PS are mechas, which are badass., and a bit more fluid gameplay, but it a much newer game compared to PS. And I'm still holdin out for BFRs to return to PS.
@@xoawolf You have a point. PS is truly unrivaled in the awesome big scale and variety. I wish the guns were a bit more adjusted though and stuff like titanfall.
I think the slicer should fire a beam that deals a little damage while charging and a good amount when firing, like the charge rifle from titanfall.
The TR one should be backed up with an explosive payload like their scout rifles
I think the Charge Rifle was also taken and put in Apex Legends later.
In that game, most agree it's shit. Especially with movement options, all it effectively does is ping someone to your location, tell them to serpentine, and then fire back.
@@Direblade11 remember, its anti armour and I know that thing was good against titans
@@kitsune_bot1654 Okay you're right, fair.
dragoon explosive ammo is pretty terrible though :/ least it got buffs ut now the competitors like HSR-1 or the DMR-99 can more utilize the dxplosive power without being limited to 10 mag size, having a terriblevrecoil if you want it to br full auto, etc
I actually got a quad kill with the Slicer while in a 48-48 point hold on Hossin.
So theoretically it's an insanely good weapon in some specific scenarios. But it's just very specific to have 4 heads lined up.
Maybe the VS one could make MAXes, vehicles and aircraft move their camera randomly for a split second very lightly which would confuse the user, like maybe the laser is messing with the electronics involved in turning and aiming the things. Idk it feels more interesting than what it has now and could lead to some fun imo.
What if the Slicer had a charge mechanic, rather than a timed shot?
Either it could be like the Lancer, where you do more damage and pierce more targets with more charge, or it could be like a crossbow-style weapon, where you charge it before it can fire, but you can store the charge?
Apparently charge up weapons are specific to both NC and VS?
Flak ammo and Haywire ammo should come at the expense of raw damage maybe. The Masthead is basically what the Lancer used to be before the (over)Nerffing it received years ago.
For the slicer IDK, you could maybe redesign it into a Short-Range Beam weapon or something?
That makes them situational, but still useful. IDK, I'm hardly an expert on these things.
Faction specific gear is a good idea. We need more of it, but we have to take things slow when it comes to introducing them.
i think the real sticking point with faction specificity is vanu. its easy to make a unique weapon for tr and nc, as its just a choice between firerate and damage, but vs doesnt have a specific faction thing other than no bullet drop(which is mostly a moot point outside of snipers/dmrs).
because of that vs becomes the gimmick faction, where they get all of the weird weapons. problem being, if the weird weapons are good, then the other two factions dont have an equivalent. which means vanu is either always someone the other factions are jealous of, or theyre suffering
what about keeping the delay for Slicer (shorten it), but make it heat based, like it'd be a plasma rail gun, where it'd have to heat the round enough to is can pierce infantry?
considering this is an engineer weapon with access to ammoboxes i don´t see a real buff to that .. someone else suggested replacing the delaymechanic with a chargemechanic similar to the lancer ... another suggestion was to have the weapon fire waves similar to the aphelion ....
The Slicer looks and sounds amazing I would really like to be able to use it in at least some situation. The Masthead is annoyingly good armor and air it feels like a small semi-auto rocket launcher and the Slicer is the one they are worried about being too strong. It's strong armor tends to run away as soon as they start getting shot or they will get out of the vehicle to try to kill you. The Masthead may have drop but it hits like a truck when you do hit and as you play with it more you'll only hit more often. I've been playing VS and NC mainly but it's hard to buy a Slicer knowing it's just a worse Archer. If they just changed the Slicer to be a more sustained fire AMR compared to a Masthead and focused it more toward armor that would be something if they want to keep the low projectile velocity make it hit harder against armor maybe and the bullets could be bigger plasma bullets. You could make it a burst weapon with a heat scaling that let you fire two shots back to back with a shorter delay and get a long heat penalty. Then lower stats for projectile speed and firerate wouldn't be as relevant. Fire delay is unuseable if you don't compensate with something if you want to keep the charge theme which I honestly think is cool then gear it more toward dealing with ground armor turn the rounds into AP Plasma rounds that deal maybe double damage of other AMRS toward vehicles and either decrease the delay, increase the clip size, give it a better projectile speed or something along those lines. If anyone screams overpowered to that NC is best at killing AA, NS is best at killing Maxes, TR is the best at killing infantry which the maximum damage range should be extended on their rifle, and then VS would be the best at killing armor. VS is generally a more infantry focused faction with a MBT that requires a good position it isn't really spammed like the Vanguard and Prowler. NC and TR probably have the best ESFs but NC can support their ESFs with the AA flak Masthead. Hope the devs get around to a rebalance/buff for the Slicer and for the TR guys I hope their AMR gets a damage falloff buff and then honestly I think all the AMRS would have their place perfect balance is unrealistic but the Masthead and Linecutter are very clearly better and the TR and VS need more of a reason to not just run the boring Archer instead of the unique AMRs. Also just to clarify on the Masthead I do not think it needs a nerf it is exactly what we should try to make all the other AMRs closer to because it's a very fun weapon and it is a big trade off to run an AMR most people can't quickscope with an AMR so an Engineer has to only play at range and manage distance without the benefits of camo or a jetpack.
What the point of having NS-AM7 if you play as NC?
Can we have a BX Adaptor for TR Archer?
If were going to stick to the name 'slicer' it should be similar to the lancer and make it so that the more you charge it up the wider the projectile gets. It would work for the guns appearance, having a giant slot to grow some sort of plasma disk. Then when you let go of the trigger it releases the disk. The disk can still slice through a few infantry and grow up to 0.5m.
As someone who has played Planetside 2 since 2014, the Duality of Faction Specific Weapons and weapon imbalances has always been a thing. Each faction has its set of weapons that are considered OP and UP. I've come to accept the belief that the empire-specific arsenals are never going to become truly balanced and have learned to appreciate the empires for both their strengths and weaknesses. I'm not saying that Daybreak should disregard the effort to hit that sweet spot in balancing these empire-specific arsenals, but I do believe it is more worthwhile to simply see what can be done to make those UP weapons more competative. They did it with the Charger (took them a while but they did it) and I am certain the devs will take a second look at the Slicer.
Yall talking about the delay on the slicer, but my biggest gripe with it is that IT DOESNT USE BATTERIES
I want Asymmetry in this game, it would make picking a faction more important. So my idea is to buff up (dont overdo it, remember they have a high ROF) On the VS and TR AMR's to bring them up slightly, instead of nerfing whats good. No one wants bad AMR's, so why would it make sense to nerf what's already good? instead bring up what is bad to make it good
The NC variant is in a good spot, the real issue is the Flak ammo. It makes the weapon way too good at too many things at the same time.
A good compromise would be an ammo switch mechanic, that forces the player to think about ammo choices in battle.
Alternatively, make the Flak ammo an ammo option, substituting regular ammo and give the regular ammo a slight damage buff against aircraft to compensate.
It keeps what's good, without over-nerfing it.
I'm still scratching my head trying to understand why they allow engineer to have a sniper that can one tap infantry and deal with armor. I haven't touched sniper infiltrator since they buffed the Archer, there's no good reason to switch from the PowerHouse that is engineer
@@chickenbradly yes, that's always been a weird design decision.
I see the AMR concept as a heavy sniper, that fits well with infiltrators and maybe heavies, but not engineers.
They could have created a different type of weapon for Engineers, that could deal with MAXes, but here we are.
@@chickenbradly eh most infils are bolters now i.e decloak fire bullet through your head cloak away
The masthead is interesting, a lot of people are complaining about it because they finally have to worry about NC having actual AA and not just hovering above them and killing them with a2g. However its not very good outside half a squad of people using it, a2g will always be more effective at killing the one random engineer shooting them. It also can't go below a 6x scope, so it can't really be used in cqc that well. And it even struggles what the archer struggles from as you can't really tell where your bullets are landing against infantry because the projectile size is so massive. Overall the masthead does not need nerfs, but it is the VS and TR that do need relative buffs.
@4:50 killed deadshot with a whiff, i approve this video
Make the tr amr semi auto with less damage and give it the option to equip 1-4x scopes make it actually unique and fun and people will like it. On a side note the vanu finally get a crappy doku weapon
i disagree on the 1-4 scope as that gets into the niche of the archer ..
DAGR could have straightpull by default with a railattachment option to make it semiauto but with a catch ...
@@MrTBSC they are faction specific archers already and the fact that the dagr would be semi auto would make it distinct enough to set it apart from the archer
I don’t want another dragoon
even as a VS player I love the faction specific AMRs. more balance tweaks can come later its not a big deal
The VS anti material rifle should've have a disintegration mechanic, preventing revives of basic infantry to fill its intended role of infantry piercer. The TR should have a knock back to targets, throwing the target out of cover. And personally I think the NSO maxes should have an option to use a powerful melee weapon instead of grenades to have more in faction diversity of arms.
for dagger you need semi-auto mode with 1x,2x,3.4x,4x optics
for slicer id suggested a "reversed" damage model: the more projectile fly the more damage it gets until one body shot kill for 1000 hp target at 250m
thumbs this up please, maybe Wrel will hear this:)
One of the key points that really stuck with me from a previous video is that the Roadmap has put development in this "push content now, fix game breaking issues later" state which is a dangerous mindset. Giving somebody something good, eg the Masthead, becomes a minefield as soon as you realize you need to correct the balance. Nerf the Masthead? You risk angering folks who insta-purchased with real money something they likely know is overtuned. Buff everything else? Not only does that run the risk of breaking more things, but also leads to power creep for other aspects of the game (eg. the slowly shrinking durability of force multipliers such as MAXs, Vehicles, and Aircraft).
DBG leapt into a situation when they should've looked, and any future development is going to be seen with intense scrutiny from all sides. I don't envy them, but at the same time they've kind put themselves into this situation.
I'm an infantry main who demands arsenal flexibility in my loadouts, accepting that my potency will be spread thin the more targets I am capable of engaging. The Masthead would tick every single box for what I want in a weapon. It's my dream gun, and yet I've decided not to pick it up. Giving infantry tools to vary up their playstyle and approach threats from new angles are welcome, but not like this.
Much luck to Wrel and the rest of the dev team in tightrope walking over shark infested waters in a hurricane with a balancing pole made of cobras. I love Planetside and wish to see it grow, which sometimes means being honest with critiques. Awesome video, as always!
walking in is more like it.
My suggestion to balancing the new AMR's:
Masthead: Reduce the Oneshot Headshot range about 20 Metres and Reduce the indirect damage of the flak ammo to enemy aircraft. Direct hits can still dish out the same amount of damage.
DAGR: Increase the Oneshot Headshot range by 150% OR make it twoshot Headshot at every range but making it semi automatic.
Slicer: Increase Bulletvelocity by 50% OR make the charge up be changed by the player for higher muzzle velocity. The longer you press the trigger the faster the bullet will fly and the higher the headshot multiplier will be.
Linecutter: In my opinion its in a fair place right now
there is no such things as "direct damage" of a flak payload in this game, where a bullet projectile goes inside the range of the enemy aircraft, it just explodes- dealing the same flak damage.
its one of the reasons why it's broken- same chip damage at any range.
headshot range from 22->55m would be nice but it still has the core issue, dunno why its not semi-auto in the first place
it does have second highest velocity when using the exclusive ammo, but not fast enough i guess, not without the damn chargeup.
linecutter is also overpowered, you just dont play engies and maxes enough- havoc is extremely powerful and casting that every 1.5 seconds without any major downsides is a great thing. thank *god* it doesnt work on vehicles.
I love faction flavour, but I remember tunning the Striker with a co-ordinated quad right in front of the NC warpgate and deleting anything that moved.
The Slicer should apply a few seconds of burning when it passes through. You known its a plasma blade. It would burn stuff. The DAG should have a few different ammo types. Like a hesh round or a smart round.
I'm glad I'm not the only one who said TR should have a semi auto amr
my thoughts were slightly slower than the dragoon and drop the damage but increase the mag size
if there must be a on headshot kill I say anything past 50m lives... idk what the dmg model would look like because it's semi auto but if they do change it then I hope it's not firing pebbles when it's changed
Slicer upgrade can be charged for more alpha damage up to a point higher than the others... More burst lower rate
I'd really want to know what was the thought behind giving Slicer a delay. Given that IMO the entire point of new AMRs being faction flavored Archers that are viable primary weapons via OHK possibility, it's quite ridiculous to give an infantry IvI oriented weapon a 0.3 second, or any kind of delay really.
NC Railjack used to have a delay, I hope this one gets lost asap as well
Railjack lost its delay?
recently got back into playing other factions. as i moved to play NSO a few years ago. just noticed they had faction specific AMRs. I feel they shouldve made one of them have advantage against heavy armor and one have higher dmg against light vehicles.
When I first started playing Planetside 2, I was disappointed that there wasn't more faction differences. I always think about Starcraft and how different the 3 races played.
I feel updating the game with faction specific weapons is a grand idea the problem is with the slicer that the faction likes charge time weapons, what WOULD make sense is the gun having to be a charged plasma shot with a 3 shot magazine, no bolt time. Make the gun deal its trait special but give it more dmg against vehicles with weak-point management. If it hits a weak-point it does x2 the dmg to the vehicle plate (in the case of a max if it hits the back of a max it does double dmg). As for the TR, yeah make it semi-auto and drop the AMRs dmg by 2 (RoF increase). The NC is the basic concept for the reasoning I have.
I feel faction guns should be more "Whats a base line, now how do we augment to balance around this for each faction"
1) what the faction lore is
2) what the challenging weapons are
3) What roll does the weapon take
4) Fun Factor
First off I feel Vanu has a lot of gimmick guns, they also have unique traits and features, they prob just need to tweak the slicer and boost it into place and work on it slowly. If its OP on launch its harder to judge what to work with, we shall see over a few months what they will do. right now I fully feel the AMR and sniper should be under the trait to reduce headshot dmg so they wont 1 tap people (since it was highly spammed I refused to play, cause tons of people abused it and it was annoying to lose fights not because of people playing objective but distance targeting by a squad can be more useful then a squad of players running the objectives cause most of the time to get to that area its open land and whittling numbers is easier when AMRs are there to laser beam people
I think the main issue with deciding how to balance this is the fact that this weapon class really just benifits the best from NC improvements. The point of this rifle is long range and high damage and thats kind what NC does. Trying to figure out how to balance after that becomes and issue i feel. Personally i feel atleast for TR they should have done something similar to the Tank battle cannon. Double barrel that fires two rounds in a burst. But thats my thoughts.
As for the VS I think personally (probably a bad idea) Give it a electric chain effect. Hitting a Max or deployable will cause it to Chain to a number of targets within a certain range making it deter Pocket engineers.
Dunno though, i like the idea of the specific weapons but often feel they limit themselves too much in the idea of balance to the point it actually makes balance harder.
7:50 Thats what happens when you use batteries instead of ammunition.
Personally, I think AMRs should get 1 bullet in one mag. But the Crossbows have 40 bolts in one mag. So, my opinion on AMRs is
I'd rather have the AMRs like this:
TR) 7 shot mag, faster fire rate, lower damage.
NC) 4 shot mag, slower fire rate, higher damage.
VS) 5 shot mag, slight firing delay, high damage to shields and armored units but lower damage to infantry health.
Edit: For the Slicer, I am curious to know what would happen if the gun uses overheat. Like it doesn't need ammo but just recharges.
While I'm not thrilled at what we got as a TR main, I'm glad they took the chance to make faction specific weapons. Yeah, empire specific weapons and gimmicks can be dangerous territory for balance, but everyone having access to the exact same weapons would be boring, like when every HA used to run around with the NS15. What is the point of having different factions if they all fight the same way? Might as well make it red vs blue at that point and give everyone the same guns and vehicles. Empire specific flavor needs to stay and expand, that's part of what keeps playing this game. Next time they should take their time with it and listen to the feedback better on PTS before sending it live, but I applaud them for trying and hope they continue to revise the new AMRs.
I'd support the Slicer's Sabot ammunition being removed in exchange for the fire-delay being taken too, with maybe a small buff to bullet velocity and damage consistency.
Metaduke's idea to give it a charge up is a really thematic idea too.
As an aside, has anyone else noticed the NSO AMR is the tier 2 sniper rifle from X-COM 2?
Maybe the slicer could have an EMP AOE effect so that it can fill a long distance suppression role rather than whatever it is now.
yh, TR and VS got sort of rekins or nerfs, while NC and NSO got new shiny toys. Id say VS slicer could be usable if they removed no bullet drop for maybe higher headshot multiplier and range, but charge time is longer, making it more of a LONG long range AMR instead? TR's one is pseudo balanced, but maybe a tad slower rechamber for more refined damage range could salvage it
the NSO anti-mat kinda, not gonna lie. I've bought it thinking it would be maybe something like railjack for engineer, but it straight blows for infantry. The best use I've found for it is getting objectives done, especially where you need to damage aircraft with land-based weapons. The Linecutter looks stupid cool, but for 1k certs one'd expect more than just looks. Maybe it's just me, but I just can't get it to work on regular infantry though. As someone with ~500 hours of sniping in PS2, I consider myself at least reasonably good at it, but Linecutter just doesn't cut it, the only option being headshots, and even those don't always work. Engineer just isn't meant for sniping, that's the only thing I got reassured by playing with Linecutter. To the credit, I haven't tried any other anti-mats, as I main NSO now, so maybe they're good, but Linecutter is meh.
How about hold to Charge up damage and velocity - Release to fire for the slicer?World still be a Vanu gimmick but at least usable.
Odd that the slicer got the railjack package without the benefits. And the Masthead got the explosive ammo that I thought was becoming part of the TRs identity?
How about we make the slicer a beam weapon?.
Charge it up.
Shoot hot plamsabeam to eat through armor for about a second.
remove the kickback from firing the weapon.
VS faction flavor is precision. Then you would have a weapon were you would greatly rewarded if you used it right on infantry, and still keep it mostly in its roll to hit those big easy targets of armor.
honestly think that the new AMR's should have a ammo toggle, like make them niche applicable when the toggle is on but worse at the original intention, like the NC one when toggled get the flak ability but looses its anti max dmg, the TR one gets a burst shot or mag dump bit like the rocklet rifle, and the VS one get a charge up function that basically increases the dmg per shot to armored targets like tanks and sunderers but now you deal crap all to infantry. just some ideas for an alternative fire mode that gives some flair to each gun.
Don’t want to show my NC bias too much but I’m ecstatic about having a point and shoot AA weapon comparable in use to the striker. I dread seeing it nerfed or removed entirely but I’d be fine with a few basic tweaks.
The visibility of the tracer could be massively increased, where you still might get blindsided by the first shot, you’ll at least be able to see where the next one comes from if you’re looking for it. Also, Moving the flak shell to a seperate ammo type is an option I’ve heard and would accept, at the cost of raw damage/velocity, perhaps reducing the ohko range to shortbow levels.
I’m not really conflicted at all about AMRs becoming usable primaries with their headshot potential. Aside from alleviating some of the dissonance that comes with AMRs not killing someone with a 20mm to the forehead, primaries should always at the very least be marginally useful against infantry no matter the tradeoff.
(For this reason I also want to see buffs to the two limp noodles TR and VS have. Slow semi-auto and CQC scopes for the DAGR is one of my favourite ideas. Turn that boy into a fat battle rifle, lol)
Faction variation is the spice of life, and as you mentioned the downside is balance and consistency.
That being said, this can be patched and or reworked if necessary and nothing is set in stone.
Furthermore, it comes down to properly exploring the unique factions specific traits and working them correctly, which is hard, but makes the gameplay more varied and interesting.
For me they should explore each faction even more, as opposed to this only minimalist approach in some cases.
The slice could for example be given 2 firing modes, an instant one and a charge one and there a risk/reward aspect to it.
Instant gives you immediate use and great damage, but nothing impressive. Charge forces you to be strategic, charge the weapon and one shot up to maxes, but it takes time and precision, rewarding practice.
For the TR, they should really lean into the rapid fire rate, make this weapon be semi-automatic, as opposed to bolt action and lower each shot by about 10-15% damage, this is made up by faster fire rate.
The NC and NS variants are in a good spot and play well with their own unique traits. High power for the NC and unique ammo and variety systems for the NS.
These are just my thoughts, but they can be worked for the rest of the faction weapons.
I also agree that faction variation is the spice of life, but by releasing stuff to the live server in a certain state, you set the preccedent that you are okay with something horrifically underperforming. Especially when we all saw it coming after testing on the test server. Faction specific weapons can come to the game, but I feel like it needs to be really well thought out to be succssfully implemented.
I feel there is a simple fix to these AMRs.
1) VS gets a charge up like a lancer that gives it ability to do more dmg/pierce targets and shoot without the delay like the other AMRs.
2) TR would get the magazine in the AMR for better damage output with some kind of rotating barrel :)
3) NC has a good AMR just needs to be adjusted with the dmg and air deterrence cheekiness. ?:/
4) NSO is a solid gun can't think of anything that needs to be adjust.
??? Do you guys have any suggestions /comments ???
I like the suggestion you put for VS. On flavor for the faction while maintaining a useful gimmick without completely gutting the use-ability.
I really felt like the DAGR should've been a semi auto. Hard to sell (me at least) the idea of a "sustained fire BOLT-ACTION rifle" I agree with a higher mag size. Maybe incorporate TR's explosive ammo feature in the form of a larger explosive payload radius.
As for the NC and NSO I feel like they both got pretty good additions to their arsenal. Maybe a minor adjustment to the mastheads flak detonation radius to give a higher skill ceiling but other than that, those are my thoughts.
I love Faction Specific Weapons are mostly playing with Faction Specific Weapons when I played Game,
but a buff and a little nerve may be needed
I definitely like the direction these guns are going in but for sure the TR and VS AMRs need a little love.
The TR AMR could be turned into a semi auto with a very low rpm that kills infantry with two head shots, maxes 3 . While the VS AMR could get the wind Mechanic if the lancer and very fast bullet velocity
Finally something useful for NC. Take lasher from VS and give them descent AMR and i'm fine with that idea. Any other situation? BS.
7:24 i spat my coffee out lmao
Games with factions with actual in-game traits are always a pain in the butt, that is why it is rarely done. Now, I do want all ES weapons have good traits, and there will be always a case of one option being better over others, however, it is quiet bad when it goes over board. For example, it makes sense for Masthead to do high damage and Linecutter to be versatile. But TR/VS are just bad for no good reason.
What I would do, is to give the TR one a semi-auto mode with slightly higher recoil, or just.. Ya know, actually give it a good trait. Or heck, give it more ammon lmao.
The VS, look remove the delay, on the rail jack works because thats an extreme long range rifle with great stats in general, but when you put said delay in basically a 'normal' rifle, nobody would touch it. Remove the delay, or keep it and put heat mechanics, or give the flak to Slicer to at least semi compensate for the delay.
The NC flak is crazy though. I can (almost) kill libs with an Archer, so any flak is another really high bar for any learning pilot
"We're calling these AMRs"
AMR-66: Excuse me....what?
Why these AMR's were put out in their launch state is beyond me, even the most amateur of players could see the Masthead was far and away the strongest of the 3. Consider this: If you removed its flak capability entirely - where would you rank it? Still #1, still far more usable than the Slicer, still far more effective than the Dagr - then it had a best in class utility heaped on it as an unnecessary addition.
The slicer is an outright meme. It is a very close sidegrade to the Archer - with a huge usability nerf put in place that hinders how effective it is, and maybe more importantly, how fun it is to use. It's utility is a joke. It's a weapon intended to shoot at armor targets - so its niche is that it penetrates *infantry*? The thing it should in theory not be prioritizing? Why is it with a faction based on alien high tech, they have weapons so similar to traditional arms? Where are the Comboing Railguns from Unreal? Where are the Snark Grenades from Half Life? The shrink ray from Duke Nukem? Why is it when given unlimited creative license to be as wild as you want, they come up with things like "heat mechanic" and "slightly larger projectiles".
And the Dagr - nothing to say here than that DBG has been overvaluing mag size for years now, and that when TR gets it as a "faction trait" on an otherwise similar gun, it typically ends up being worst of its near-peers (See: Hailstorm vs Blitz, Cougar vs Pulsar-C, Dragoon vs Obelisk).
ES gear is a must, and we have seen that relative balance or at least asymmetrical balance is possible (See: ES Tanks, Launchers,), to say that doing ES gear is a "risk" is a copout for poor design. When we look at games like Star Craft, or League of Legends, we can see unique statistics and functionalities be pervasive in every part of the game - and balanced to a competitive E-Sports level. We should expect the same from PS2.
I think both the TR and VS AMR should have only low power scopes. I also think the if the VS are going to get a firing delay then it should fire a large projectile like the unstable ammo mod. That combined with the piercing could make it useful for choke points.
i always felt that AMRs in this game were a step above sniper rifles, which in my mind always translated as a heavier payload with a longer range. the heavier payload would poke through bodyshots but not enough to score a kill, so in infantry engagements its essentially just a bolt action sniper rifle. and the archer, linecutter, and masthead all seem to fit their roles nicely, (masthead got a range buff, lincutter got NS range buff, archer had superior stats as base model.) but the vs slicer with its refire delay and the dagger with zero kill potential outside of hallway headshotting just translate badly in game. i feel like the slicer has similar range nerfs but i dont remember...
my personal take would be to make the dagr semi auto, but reduce the damage even further to give it a slower ttk, but way more forgiving than the archer, and then make the vs one fire what is essentially a hit scan laser that compensates for the delay in that you basically cant miss so long as the crosshair is on target when it fires.
no hitscan please, higher velocity by all means but no actual hitscan ...
Hitscan would be hell, because all it would take is for someone to get used to holding the weapon over heads.
Eventually most VS snipers would switch and have a LOT of trouble using any other sniper with bullet velocity
So I'm new. So I have to subscribe to the NSO to get their AMR?
Woudnt it be quadality at this point?
When will these come to
The live server and ps4 be nice to have a tool like that
the 930 comment of sharing unique faction mechanics reminds me of how bummed I was over the Scorpion existing and the scare of a ns t4 but better.