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My Top 10 Underpowered Weapons | Planetside 2 Gameplay

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  • Опубліковано 2 сер 2024
  • Planetside 2's 2022 Roadmap speaks of future updates to the Infantry Weapon Arsenal, with weapons of lacking capability getting buffs to bring them more opportunity to perform. But which weapons need attention? Let's have a look at the arsenal, and talk about it! If you enjoyed the video backhand that like button! Feedback is always appreciated.
    CHAPTERS
    • INTRO ►► 00:00
    • T16 RHINO & T32 BULL ►► 01:46
    • EM1►► 02:39
    • MGR-C1 CHARGER ►► 03:27
    • TRAP-M1 ►► 04:16
    • MKV SUPPRESSED ►► 05:02
    • CORVUS VA55 ►► 06:10
    • FACTION SPECIFIC PISTOLS ►► 06:50
    • PDW-16 HAILSTORM ►► 07:51
    • NSX YUMI ►► 08:39
    • XMG-155 ►► 09:43
    • NS-AM7 ARCHER ►► 10:45
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    __________________________________________
    USED MUSIC
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    • Planetside 2 OST - Rogue Planet Games
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    #planetside2 #underpowered #weapons

КОМЕНТАРІ • 239

  • @CAMIKAZE78
    @CAMIKAZE78  2 роки тому +7

    Planetside 2's 2022 Roadmap speaks of future updates to the Infantry Weapon Arsenal, with weapons of lacking capability getting buffs to bring them more opportunity to perform. But which weapons need attention? Let's have a look at the arsenal, and talk about it! If you enjoyed the video backhand that like button! Feedback is always appreciated!
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    • @lt_bacon205
      @lt_bacon205 2 роки тому

      The biggest issue I have with the bonus is Why? I find the Archer Fine how ever yes its not great at things other than Anti max/anti vehicle unless you skilled with a Commisioner or have the ASP Shotty Secondary For the Engineer to main the Archer but as someone who mains archers and Shortbows on my Engi I see a big problem what would you gain a mediocer at best answer of an ability when a turret will always be picked over it? it needs to be changed but not be moved from the primary slot I wouldn't mind maybe a ASP Skill that allows the Engineer to Place the Archer or Shortbow in the secondary Slot Instead tbh
      The main issue I have when i mention turrets the Turrets you get as Engineer answer against everything so much better and the archer would never be touched again by any Engi main

    • @Direblade11
      @Direblade11 2 роки тому

      I was hoping the Polaris LMG would make the cut. Is it just a matter of it being like 12th worst? Not much experience with it? Do you think it's viable and I'm just bad at shooting?
      Not meant to sound salty btw. I have a .9 KDR for a reason

    • @Shadowhawkdark
      @Shadowhawkdark 2 роки тому +1

      While I get your idea that "slower weapons are bad", I think you are just.....too used to speed. You are too set in your ways of having those extreme TTKs that you can't stop to smell the roses. Low TTK weapons usually have one form of draw or another. Generally, its in the form of extremely lenient recoil patterns and that their lower rate of fire means less "per second" recoil. This allows people to better click on heads, and win fights against enemies with higher "DPS" by being extra accurate. Obviously, extremely experienced players won't really have this problem, and therefore would be biased against such weapons, since they have "outgrown" the weapon's usefulness.
      I do agree that the Yumi, Trap-M1, the pistols, and the Hailstorm need revisiting. I would add on to that list, the Tengu, Sea Lion (why does it have such bad aimed accuracy for a 167 dmg weapon) and debatably some of the variants of the "starter" weapons of the AR/Carbine/LMG. The burst fire weapons are usually just downgrades in every way (i.e. are there ANY stats for the Gauss Burst in comparison to the SABR? How about the Lacerta, which has essentially pinpoint aim for 3 rounds, in comparison to 2)...like, why do they have reduced hipfire accuracy? What does that solve? The Select Fire variants have similar problems, where they go down a whole rate of fire tier...but in many cases get worse recoil than the 'standard' version, "forcing" the new attachments just to stay viable....and still being essentially useless in comparison to other weapons that are of that fire rate naturally (i.e. CME is just a better version of the Equinox VE2, with an extremely negligible reload speed win for Equinox and the fact that it can attach underbarrels being all it has). Its also very confusing when some of those variants gain or change their recoil angle (in comparison to their default) for seemingly no reason.
      Also....in comparison to other "652 RPM" weapons....the Charger could be considered "overpowered". Imagine, instead of thinking of it as having a 167 damage range at 10 meters....instead, it has a 143 damage range at 38 meters. Its the ultimate in 'medium range' fire power, making it especially powerful on a Carbine, which might be taken to some hidden part of a rooftop, firing at people unaware from 20+ meters, where a lower rate of fire might be useful due to accuracy requirements. The only thing it might be lacking is some way of getting rid of those annoying sparks coming out if its barrel that are distracting as hell.
      I would also hope for a "pass" at all of the weapons muzzle flares...seriously, there are SEVERAL VS weapons that I can't stand to use because they have a big and insanely intrusive muzzle flare unless you buy a silencer or a flash hider....making it essentially impossible to use a compensator on multiple weapons that could really use it. Its also almost ONLY a trait for VS, as TR and NC weapons tend to have rather normal muzzle flares....where the light sorta becomes see through the further out it gets, while VS's flares are solid all the way up half your screen LITERALLY covering your sights unless you use 3.4x or higher.

  • @aarongreem4142
    @aarongreem4142 2 роки тому +54

    Not to sure about having the archer an ability weapon, though I'd love to see it as an A.S.P secondary option akin heavy guns as a secondary for the heavy assault.

    • @mechicanalnumbariaro
      @mechicanalnumbariaro 2 роки тому +1

      I dont want to waste a ASB slot on it, but having it as a secondary is a good shout.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому +15

      Putting it inthe ASP slot (and all of the suggestions I have heard from others suggesting "just run shotgun secondary 4head") does nothing for the new players unfortunately. Loadout viability, and general flexibility shouldn't be paywalled at this point.

    • @matchesburn
      @matchesburn 2 роки тому +2

      Honestly, the Engineer could use more options for dealing with MAXes and armor. Making it an ability weapon akin to the Rocklet Launcher isn't that outrageous. And it would encourage more people to actually play Engineer instead of just... being another cloaked Infil. Sniping. Knifing. Again.

    • @Lucky1NL
      @Lucky1NL 2 роки тому +1

      Same, i do like to see it in the turret slot though.

    • @ANTOperator
      @ANTOperator 2 роки тому

      @@matchesburn Had a lot of luck hunting MAX with Shortbow + Shotgun ASP, but then you're talking an incredibly high investment playstyle for very little return.

  • @grantmonsma3569
    @grantmonsma3569 2 роки тому +5

    The TRAP-M1 is unironically a solid weapon. It's less comparable to something like the SABR and more to the NC's Vanquisher, because although its weird unique damage model has lower peak damage at close range, it shares the 200 damage model's ability to kill in 3 shots to the head at any range. Compared to other guns capable of pulling off the same 3-headshot kill outside of ~15m or so, the TRAP-M1 has easier recoil and lower bloom. The main fault of the TRAP is that it's allegedly a "sniper rifle" that's sharing an equip slot with overpowered guns like the CQC bolts when it's functionally the best of the scout rifles, a whole class of guns that are generally underpowered. It's been left behind as the rest of the scout rifles were merged with battle rifles and released to other classes. Reclassifying it as a scout rifle would be *very* exciting (and maybe OP), and while it would leave TR technically without an empire specific sniper, frankly, TR never had an empire specific sniper in the first place because the TRAP-M1 has never really been a sniper rifle.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому +2

      While it is true that this weapon can 3 shot headshot at any range, its COF makes it harder to do this when compared against the Vanquisher, and the fact that it's got very limited magazine capacity with a lengthier reload over the Vanquisher makes it less viable overall. Not to mention that while yes, it can technically hit the perfect 3 shot headshot, the slighly lower damage model immediately bumps up your bullets to kill back to 6 across the board.

    • @Schmerb
      @Schmerb 2 роки тому +1

      Agreed, the trap is underrated imo and a reclassification to scout/battle rifle and some QoL-tweaks would go a long way with this thing

  • @00BelowAverage00
    @00BelowAverage00 2 роки тому +11

    MKV suppressed has the highest suppressed bulllet velocity for its category by quite a margin.
    Think outside the metaslavery. Not everyone lands 100% of their burst as headshots. MKV suppressed keeps some hipfire control, ok damage per mag, controllable recoil and (for being suppressed) high bullet velocity. No, the TTK is not as high as other SMG's. If it were, the MKV would be overpowered. The less competent the player becomes, the higher valute control and velocity become imo. That the weapon is specialized for being suppressed only and always is fine, integrated suppressor being superior makes sense to me.
    If you want to have a sneaky suppressed automatic weapon that can reach out a bit as infil or engi the MKV suppressed is in my opinion the best choice. If a player cannot see the value of that then it's probably because it does not fit their playstyle, but if that is what you want then the MKV suppressed is good. If you want a close-range hipfire beast then it's a useless choice.
    Strategy should be: pick a weapon -> play to its strengths.
    I agree the Yumi is the weakest AR, but due to it being extremely niche.
    As a defensive weapon, the Yumi is strong at long midrange. Strafing corners with prefire is beastly with it. Also just plinking at range its easy to land the entire burst. "Well its rate of fire is slow, X weapon has higher ROF". Yes, true that. Do you lay into the enemy full auto at range with those low TTK ARs? No generally you burst or tapfire. What is your theoretical TTK if you account for that? Lower, yes? xD
    I dont care about theoretical sheet TTK, I care about what TTK I can reasonably project at the range I intend to be fighting. Pump shotguns have amazing TTK, yet you dont see everyone running around with them. But by the metaslave TTK is all that matters; pump shotguns oughta be the best weapon in the game. Obviously they are not though because they cannot project that damage past extremely close range. The Yumi is superior at longrange to most all ARs at longrange imo. And I compare it to the Reaper DMR, A-tross and GR-22 since I play NC.
    Yes most AR fights take place at much closer range. Yes bolt actions can be superior at long-range. But that option is not available. Yumi sits comfortably as the best long-range AR. Make it strong close as well and it would be overpowered.
    The Yumi is incredibly niche and weak in most situations. It is in my experience strong in its very limited niche, though. Im fine with that. IF you get the drop on someone at mid-longrange with the Yumi they are smoked. If you get the drop on someone in general you should win, but the Yumi kinda cements that win or becomes "win more". IE it excels in that area.
    Asymmetrical balance is fun. I wouldn't play this game at all if every gun in every meaningful way a sidegrade to another gun. I can't help but think if you had it your way the game would be very straightforward, I think the strength of this sandbox game is that it is NOT straightforward. There are plenty of dumbed down games out there, don't try to ruin the good ones left that are not.
    I like your videos but your views on balance in general are very self-centered. You play mainly close range infantry, therefore you think vehicle anti-infantry and long-range infantry are imbalanced. Well, anti-infantry vehicles probably think AV tanks are imbalanced, and long-range infantry probably dont like smg infils or ambusher LAs.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      Fantastic. Doesn't change the fact that MKV Suppressed is taking a weapon archetype that originally intended for medium range combat, and then creates painpoints that it needs to overcome in that field of engagement via the very addition of that suppressor. Best in class velocity means nothing when your damage over range makes the weapon not worth using at the ranges where that velocity has an impact in the first place. Play to the weapons strengths? Why play to a weapons strengths when literally everything else does it better?
      I have to say that this entire comment about the Yumi, is all opinion based as you pointed out. And sure, if players need a weapon to handle bursts for them via a locked bursting mechanic to avoid spraying and praying at long range, then eat your heart out. But as far as other weapons are concerned, everything can do what the Yumi can do under the correct burst and spray control. That is a fact. The way the game handles burst fire weapons mechanically, makes this weapon even more frustrating to deal with (as you are locked in ADS or hipfire until the current burst finishes). Theoretical TTK, whether you like it or not, is the factual measure of a weapon's potential power. Weapons with high baseline accuracy, are often limited by limited raw firepower as a trade off. The Yumi, has great potential damage, but up against the other options in the arsenal, it isn't worth the extra hassle to 99% of players out there.
      Asymmetrical balance is fun when it done in a meaningful way. Guns in this game are deisgned to be sidegrades, that is the core of how this game is balanced. Strength in the sandbox is great when it doesn't hurt how the game flows and creates frustrating gameplay. The Yumi, creates that frustrating gameplay. And I hate to break it to you, but so does "vehicle anti-infantry" that you seemed to rope in to the conversation out of nowhere. My thoughts on the game come from 9 years of experience, seeing it evolve, seeing it develop, seeing it struggle, seeing it succeed. Total player freedom in the sandbox, isn't always the best thing. Drawing comparisons between infantry weapon balance, and wider battle flow issues, are topics for completely separate videos (which is a topic I have already covered).

    • @00BelowAverage00
      @00BelowAverage00 2 роки тому +1

      @@CAMIKAZE78 Seems to me the logial conclusion to your line of reasoning is to equalize all weapon handling and TTK for balance, because slow TTK is bad.
      Again, if you want to play sneaky smg infil but also be able to reach out some distance then the MKV S works fine for that purpose. It lets you kill anyone at closerange when you get the drop on them, its silent, it can actually land hits at range. For that playstyle it works fine. You seem to think the entire game is just some 1v1 arena shooter where the range of engagement is known and best weapon for this range wins, but it's not. There are tons of ways to play the game, in large part due to it's asymmetrical balance.
      Yes of course it's opinion on the Yumi. Would be fun to do a shooting test on moving targets at 50, 100, 200, 300m and compare it to other ARs, but no I havent done that.
      I think you missed my point. Your fast TTK weapon only has a fast TTK if the bullets actually land. At longer range effective rate of fire on target goes down as you have to resort to tapfiring to actually hit, or miss if you full auto I.E try to use it's theoretical TTK. Then effective TTK becomes slower, yes?
      That's when better handling starts to matter. Yes at close range fast TTK is king. Yes pointholds take place at short range. Yes pointholds are one of / the most important ways to win continents. Yumi is not good for pointholds. On long range however I can reliably hit the entire burst and sprinkle in headshots too. And as soon as the burst ends I can fire again and land the entire second burst. And third. The Yumi's effective TTK at range can very realistically be just as fast as its theoretical TTK. That is NOT the case with the Gr-22, to compare to a closerange AR. If theoretical TTK is all that matters then why don't everyone just run around with bolts and 1shot? Because we arent that good for one and thus use crutches like automatic guns with larger magazines since we miss.
      Again, play to the weapons strength. Not everyone wants to zerg pointholds all day, I pretty much only play closerange when I play with my outfit. Gr-22 is great then. When I play solo I like longer range. Then Yumi is, in my opinion, fun. It is also good at longer range while still imo better in close range than scout rifles or, unless very skilled, sniper rifles.
      99% of players out there? You're one to talk about opinion huh? Let's drop the pretense of made up numbers shall we? For any player who prefers longer range and likes burst weapons, the Yumi can be worth looking into. For anyone who wants closerange its not worth it. For anyone who wants a jack-of-all-trades AR there are better alternatives. I don't like closerange much, I never had fast reflexes and they havent got better over the years, I just get slapped. For my playstyle the GR-22 sucks, the NC1 gauss is mediocre, the Reaper is good and the Yumi is good.
      The whole point I am trying to make is that weapons being good or bad depend solely on the circumstance they are put in. Do shotguns sucks because they lose every engagement over 10 meters? No.
      Yumi is bad for close-range, it's good for long-range. Sounds like ok balance to me.
      Yumi
      Strengths: very high volley damage, can project its entire TTK out to longer ranges, good damage dropoff, fast reload speed, average damage per magazine.
      Weakness: very clunky firing mechanic, bad hipfire, very slow TTK.
      Gr-22
      Strength: fast TTK, good hipfire, high rate of fire (imo more reliable than slow hardhitting), fast ADS movement
      Weakness: can't project damage well to range, bad damage dropoff, slow reload speed, low damage per magazine
      You say one straight up sucks. To me they are completely different weapons and neither weapon can fullfill the role of the other one at all. Yumi is excellent at longer range fire support and can pack an underbarrel launcher whilst doing that.
      The reason that I bring up the AI vehicles is because I've noticed you've mentioned it in several videos as far as I can remember and it ties in to your playstyle, how you play the game and perceive what is strong or not. Ofc you know better than I what kind of player you are, I can just go by the impression I've gotten from you. I'm trying to make the point that IF its the case that you are a mainly point-hold infantry focused then of course you will be annoyed by AI vehicles. When I play AA lightning I hate harassers. When I play infantry I'm hardly bothered by them. Shouldnt harassers be nerfed because they counter my playstyle? Maybe if you make them more similar to my lightning so I can defend myself. Slower, maybe lower damage output. Maybe make them a bit more durable to compensate for their new weakness..... do you see where I am going? Balancing AA lightning vs harassers would start to lessen the asymmetrical part, which also makes the game interesting.
      Again, you seem very focused on just your own playstyle. "accurate, controllable, high-velocity, slower TTK guns suck" says the close-range focused infantry player. "AI vehicles suck, they farm my infantry zerg" says the close-range focused infantry player.

  • @CKwolf741
    @CKwolf741 2 роки тому +17

    Giving the Archer tool slot a little more thought... You could have an LMG with a shotgun secondary, with an Archer ability slot, and C4 in your Utility slot. Talk about jack of all trades. That would be an insane class.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      I'd be down for that, to be honest!

    • @theencoder6992
      @theencoder6992 2 роки тому +4

      Look at heavy.
      LMG, heavy weapon secondary, rocket launcher, C4, overshield.

    • @matchesburn
      @matchesburn 2 роки тому

      As someone else mentioned, the Heavy Assault can also be insane with ASP. Trust me, you have never known pain - truly - until you've been on the receiving end of an ASP HA with Empire meta-LMG, Thumper, rocket launcher, C4, and Flash grenades. Seeing one guy flash grenade a room, run in, drain half the half in seconds with a Thumper, kill them outright with the LMB and then just merrily skip away is both equal parts awe-inspiring and wall-punchingly frustrating.

  • @ChopSueyyy
    @ChopSueyyy 2 роки тому +31

    The Hailstorm seems to be a good choice for people that cant aim well, that need way more ammo to get a kill. Apart from that any player would be better of by just equipping the armistice + extended mags, which kinda leads to the Hailstorm actually being a nooby trap because it suggests that you can miss more and still be ok, which actually isnt the case due to the low damage model.
    Also something for the Archer: I´d absolutely love to have this on my HA (maybe launcher slot) to get the max kills for the aurax armor. But i can also see that being a bit too much stuff the HA would be able to do then.

    • @snakehead214
      @snakehead214 2 роки тому

      Hailstorm with ext laser is actually not bad and you can reliably dumb the first few rounds in your targets head without having to ads. You just have to choose your engagements in really close quarters.

    • @stefankoniger6046
      @stefankoniger6046 2 роки тому +2

      I don't feel like giving the HA Archers is a good idea. The archer has a huge range advantage over the launchers, and you can reliably hit air vehicles. Giving every heavy an archer, would just make every pilot receive chip damage from basically everywhere, making flying so much more difficult.
      Also the MAX's effective range would really shrink, making it only viable for indoor fights.
      It is the strongest for that range anyways, but I think we all love Plametside 2 for the diversity in game styles.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      Tht's the exact problem I see the Hailstorm having. It's other faction counterparts both sport the 50 round mag but still have a respectable damage output for the class of weapon and its intended use. The sacrifice that the Hailstorm makes for the extra 10 rounds just doesn't make sense to me personally.

    • @ronanbax6102
      @ronanbax6102 Рік тому

      I got the hailstorm for short-CQC range so I dont have to ADS.

  • @hobog
    @hobog 2 роки тому +2

    10:46 I remember when I unlocked the shortbow as an alert reward, years ago. Never used it

  • @hoodenmcburg
    @hoodenmcburg 2 роки тому +14

    The TRAP-M1 should instead be a 2-shot bolt-action. Like, you can fire 2 shots rapidly, but have to go through a slower bolt cycle anim because it's chambering 2 rounds into two barrels from one magazine. Would feel like a mighty double barrel with slugs, maybe.

    • @fabiovenegas9331
      @fabiovenegas9331 2 роки тому +1

      HOLY MOLY DUDE, YOUR SUGGESTION IS JUST SO GOOD.

    • @exorias625
      @exorias625 2 роки тому +1

      it should be able to put those 2 same rounds on the same spot to

  • @LetustheDragon
    @LetustheDragon 2 роки тому +3

    think the TRAP is misclassed...it's kinda between a scout rifle and a cqc sniper. The 3-round burst can instant down someone, but you kinda gotta get close to use that. the 2x is...just don't.
    Archer, I rather use Shortbow. Though Archer has a faster RoF with straight pull. The reason I'd rather Shortbow: 1.) The Archer's explosive damage only activates after 30m, making it do the same damage as a shortbow will if you're planning on countering maxes in close quarters. 2.) Comfort Grip and Secondary Shotgun the Viscount--which also has a comfort grip.
    Feel like the Charger was more meant for Engineers...and face it, you don't see Engineer Montages much. Same deal with the Arbalest...which...again, Engineer Montages on top of actually wanting to ASP into Engineer roles......like me. (as for the Yumi, the answer to your question is "yes.")

  • @Garlan4
    @Garlan4 2 роки тому +5

    I actually dont understand your hate for the Yumi. It's a good gun (It's actually my first auraxium gun for the medic i did), what is not is a "close quarter good weapon". It's thinked more to a medium engagement. If you still have truble understanding our love for the gun i can suggest you a test: 3.4x zoom, underbarrel grenade launcher and compensator. How to make the enemy disappear even before they know you're there

    • @kommanderkermit4874
      @kommanderkermit4874 2 роки тому +1

      I think the issue is the gun is extraordinarily clunky to use. Miss a burst and you are sitting with your thumb up your ass for what feels like a second by the time your next shots fire.

    • @Garlan4
      @Garlan4 2 роки тому

      @@kommanderkermit4874 that's why i saod it's a medium range weapon. You have to give yourself enough space to engage

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      My hate for it doesn't come from its lack of CQC prowess (I understand its medium range focus), it comes from the weapon's clunkiness. The fact that I feel like I can realistically accomplish the same thing with any other AR as I can with the Yumi, while having to jump through less hoops to do it.

    • @Garlan4
      @Garlan4 2 роки тому

      @@CAMIKAZE78 JOIN THE CULT !!!!!

  • @bananaboye3759
    @bananaboye3759 2 роки тому +2

    Here's what to do with the charger:
    - Buff the charged damage to 200-143, or 167-125 when uncharged
    - Fire rate to 550 RPM
    - When you get a kill, charge the next 7 rounds in the magazine
    And for the Archer, just make it one tap in close range. That's all it needs.
    Also, why isn't the Tanto on here?

  • @flexx.2122
    @flexx.2122 2 роки тому +11

    I gotta say, I actually really enjoy the MKV.
    It's just a better supressed PDW, sure, but the kinds of sneaky backline shenanigans you can do with it are hilarious.
    then again, it was my first aurax lmao, so maybe the reason I like it just comes down to some form of nostalgia lmao
    But it is a bit underpowered (and so is the PDW imo), that much is true.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому +1

      You are more likely than not, never going to need 200 rounds to get through a flanks worth of enemies. Not to mention that if you do manage to clear 200 rounds worth of enemies before they notice you, on the slower TTK of the Rhino or the Bull... Then you were dealing with people who have the situational awareness of wet concrete. The Carv can do it, much better, and much more efficiently for the kinds of groups you'll be coming up against more often.

  • @strikeforce1500
    @strikeforce1500 2 роки тому +7

    I 100% agree with the ES pistols, the only one I can sort of think makes some competition to revolvers is the Rebel pistol, only because it's basically a pocket Gauss Saw.
    The Hailstorm, maybe buff it's speed a bit while keeping the damage, while nerfing the reload speed, but, idk.
    The Yumi and Arbalest, I legit dunni

    • @AviatorFox
      @AviatorFox 2 роки тому

      My NC has been running the Rebel exclusively for some time because of that. It always frustrates me when going to TR or VS that the Spiker and Amp are so miserable in comparison.

    • @fabiovenegas9331
      @fabiovenegas9331 2 роки тому

      @@AviatorFox I never liked the Rebel that much, but it is one the fewer pistols that can intimidate snipers at mid range; on the other hand it was always hard for me to understand the disapproval for the Spiker and the Amp.

  • @Morikali
    @Morikali 2 роки тому +2

    genuinely the TRAP was one of my first auraxiumed weapons & still a favourite for me

  • @KRSorba
    @KRSorba 2 роки тому +9

    I think beyond balance issues, I'd like to see a visual pass be made for some of the older weapons.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      That would also be great mate, I agree!

    • @flashtirade
      @flashtirade 2 роки тому +1

      Not only visual, but sound too. A lot of weapons, especially among the VS and NS, don't sound threatening at all.

  • @csaysgrub
    @csaysgrub 2 роки тому +5

    Personally ive never been able to consistently do well with the uboss or commi, and ive been way more consistent with the mag shot and repeater. The repeater is way more forgiving but still lethal in cqc, and the mag shot just works for me. If pistols were revisited, what id personally like to see is the a7 pistols buffed, I think the showdown could use better draw time and the full auto pilot should be changed somehow

    • @jermu8706
      @jermu8706 2 роки тому

      what a complicated way of saying "i cant hit shit"

  • @mrowoofers101
    @mrowoofers101 2 роки тому +1

    Now, here's a gun I think is... well, more overshadowed than underpowered: The HC-1 Cougar. Granted, 577 RPM with 167 damage and a 35 round magazine is not bad at all, the Kindred does put the Cougar to shame with its 698 RPM for the first 7 shots of a burst, which is pretty much unheard of for something that kills in only 6 shots in this game. Of course, the Kindred does drop to 550 RPM after the first 7 shots, but burst firing is sorta a thing that people do in... about every first person shooter ever made. So all it really does is encourage you to play the way you should more than punish you for making the mistake of holding down the trigger and rewards you for it. Now, I'm not saying that the Kindred needs a nerf, but since the Cougar costs just as many certs as the Kindred, I do think the Cougar needs something extra other than a few more shots in the magazine and a slightly higher muzzle velocity to make it a reasonable purchase, as much as I love the gun.

  • @silverthorngoodtree5533
    @silverthorngoodtree5533 2 роки тому +1

    Those super rare times I get downed by a TR Trap, I just shake my head in shame and come back twice as strong eager for redemption.

  • @critche95
    @critche95 2 роки тому +3

    Oh no !
    The Yumi is insane, I use it at mid/long range and it shreds !!!!

  • @Illuminati6512
    @Illuminati6512 2 роки тому +5

    I think the AR-100 (NSO Default AR) deserves to be on this list, being one of the few default weapons in the game that is outclassed by everything else. NS-11A is straight up better other than the recoil, and the AR-101 fills the role of the "low DPS, easy to control" AR much better.

  • @jimatulkerriganus4316
    @jimatulkerriganus4316 2 роки тому +2

    You're on the battlefield and see someone with the Yumi: So... You're a masochist?

  • @emericcoude4068
    @emericcoude4068 2 роки тому +2

    I love the Bull, but it's just because of its audio, and I tend to perform better on guns for which I like the sounds lol

  • @C-Vite
    @C-Vite 2 роки тому +5

    The trap is honestly better than the ARN203 (Same fire rate with 167 dmg instead of 184 dmg)

  • @WpA09
    @WpA09 2 роки тому

    While talking about the Hailstorm you mention the Sirius SX12. The Sirius was my first ever Aurax and I remember having so much fun with that one. The fire rate, the gun model itself with the "pistons" and the way it sounded, it all just felt so great when I used it and I loved it. Man that was a long time ago...
    Nowadays I only play NSO, leaving the spandex on the shelf and trying my best at getting my hands on the CB-ARX Newton.

  • @SN1PERx64
    @SN1PERx64 2 роки тому +1

    For the TRAP-M1, I had the interesting idea for it as well as the other faction unique sniper's to have special hybrid sights. I feel that would give some unique performance and play styles that may not balance them, but give them an interesting mechanic some players would enjoy.
    In general, I would love to see more faction sidearms (honestly, more overall faction weapons use) either by buff or price reduction. Dominant strategy/META will always fight this, but anything that would have more diversity of weapons in the field would be great by me.
    Oh, and please help the NSO weapons. All the AR's (having the Kuwa available via A7 takes away the need for the Yumi) , XMG-155/200, and more need some buff/separation from each other desperately.

  • @M1kst3r1
    @M1kst3r1 2 роки тому +1

    If you have not tried Rhino or Bull with extended mags and suppressor, you are missing the point. Massive magazine with accuracy and velocity while keeping of the mini map.

  • @WitchDoctor87
    @WitchDoctor87 2 роки тому +2

    The Trap is in a good place, I've been using it before it's last buff and it was fine then.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      Beg to differ sadly, especially when you look at all the other rifles in the game.

    • @WitchDoctor87
      @WitchDoctor87 2 роки тому

      @@CAMIKAZE78 I guess everyone has the guns they like. If they buff then great to all the people like me who like the Trap already.

  • @spingebill8551
    @spingebill8551 2 роки тому +9

    I would love to see the archer go in the ability slot! Just imagine you and 10 other engineers are fighting in a medium sized battle, when a liberator shows up. You all pull out archers and that liberator better run!

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому +2

      Could make for a great addition to the AA arsenal which can feel lacking at times!

  • @chettonex
    @chettonex 2 роки тому +1

    IMO the Archer should be reworked as a utility weapon, non refillable by ammo packs and with increased damage against all kind of armored targets. The Archer should be the Engi's ranged option for those scenarios were tank mines dont work.

    • @douglasgoodwon8227
      @douglasgoodwon8227 2 роки тому

      Kind of unintuitive when you can refill *rockets* from ammo packs.

  • @thisnameisnotfake517
    @thisnameisnotfake517 2 роки тому

    Loadout idea:
    Ever wondered what the best air to ground cheese in the game is? That's right, its a solo liberator with the spur nosegun.
    This is a weirdly effective way to shred infantry, trading the libs long vertical range for a long horizontal range. Hug the ground, hide behind buildings and cover and pop up, lazer infantry group from a long distance and dip back down like a mole. The spur annihilates MAXs as well. Just run full armor and fire suppression and use the hyena for occasional chasing ESFs. The nose gun can also melt esfs if they get in close.

  • @ericksosa6212
    @ericksosa6212 2 роки тому +1

    I agree with all the list, i know for most i love uses the rhino, bull and charger they could be a bit under power compared with other weapons, but ngl im surprised dont see the arbalest here, yes ik the weapon get improves and now isnt a complete pain now but...
    "Arbalest needs a rework or at least another buff" Changes my mind

  • @Sherizati
    @Sherizati 2 роки тому

    Personally, I was surprised to see the Corvus make this list. Mind you, I'm a veteran of planetside 2 that took a 4 year break from the game and I'm now back for about 6 months or so. That being said, the Corvus is my favorite long range AR to play with, and I found it to be the easiest to auraxium, followed closely by the pulsar burst. (as far as long range options are concerned) I love this gun.

  • @soldierhobbes1182
    @soldierhobbes1182 2 роки тому +1

    Yeah about the rhino on the list I think the weirdest part about it is that it’s meant to be an assault LMG but it’s built for mid range rather than close… yeah kinda weird…

  • @SirHusky654
    @SirHusky654 2 роки тому

    I agree with pretty much everything on here. Maybe throw in the Polaris and Ursa as well as the NSO ARs in general. When the meta pick for NSO Medic is the Punisher you know you've got problems.

  • @CrenVerdis
    @CrenVerdis 2 роки тому +1

    I did the pistol post and I'm glad you see it similarly.

  • @fabiovenegas9331
    @fabiovenegas9331 2 роки тому +1

    I don't think the whole faction-specific sidearm arsenal isn't worth it, you have for example the Desperado or the Repeater, but you know, the skill ceilling in general for sidearms is just high for the simple fact that you need such a good accuracy, and the thing is that it's not even that rewarding to be good with those sidearms because there are just better weapons that fit the roles of sidearm and most of them aren't even sidearms.

  • @Drrolfski
    @Drrolfski 2 роки тому +2

    Sensible list although I still default the T32 Bull for a mid/long range playstyle. It suits that role well IMO, better than other LMGs. As for faction pistols, the Repeater is fine where it is IMO and as you said, there is a clear role for spray/burst pistols because not everybody is comfortable with hand cannons.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      Yeah, my comments surrounding the Bull/Rhino are with the intent of getting only 1 changed, and I think the Bull probably brings more the party on that front. And the pistols have some standouts, but things are pretty average across the board (take the Spiker for example).

    • @SirHusky654
      @SirHusky654 2 роки тому

      The Bull isn't a bad weapon in its own right but there isn't a single situation in which it should be used over an NS-15, since the NS-15 does literally the same thing but better.

    • @Drrolfski
      @Drrolfski 2 роки тому +1

      @@SirHusky654 TheT32 Bull has superior longer-range characteristics over the NS-15 which is really more of a midrange weapon at best.

  • @Otazihs
    @Otazihs 2 роки тому +2

    My god, I hated using the TRAP-M1, i got aurax and never looked back.

  • @Aaron-od9ul
    @Aaron-od9ul 2 роки тому

    When I use the Archer, I also have a shotgun as my secondary weapon. Yeah you have to do ASP to get that, but I find it's a comfy combo.

  • @missk1697
    @missk1697 2 роки тому +4

    Welllll, technically speaking, you can carry archer and auto shotgun, which is pretty solid setup for cqc engineer. However, it requires ASP perk, which puts new players at even larger disadvantage if they want to play engi. Still, archer needs a rework regardless. Good video btw.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому

      Yeah that's my biggest rebuttle I hear to that suggestion; is that it solves nothing for the new players on one of the most versatile classes in the game for those newer players.

    • @PoisoningShadow671
      @PoisoningShadow671 2 роки тому

      @@CAMIKAZE78 I think leaving it in the primary slot is fine, throwing it in the ability slot may create problems and have devs wondering how to make it work while also allowing it to equip attachments. (would be cool tbh, attachments for abilities in general like nano regen, etc)
      But yeah leave it in the primary slot, buff the archers' soft stats like ammo capacity and rechamber time, introduce some more attachments and it should be find.
      At the same time, as mentioned, buff the secondary weapons so you can viably defend yourself. (Would be cool to see pistols like the desperado and magshot have a good pickrate again)
      Edit: Nvm about the first point, forgot the rocklet rifle existed, which could change rocket attachments in ability slot.

  • @finnosmers
    @finnosmers 2 роки тому +2

    Maybe it´s just because i'm an NSO-Main but the Yumi is a GOD of a weapon XD and still the best weapon for the NSO-Medic (exception: NSX-A-KUWA but that is a different story) (and i don't like the NS-11) . For the XMG-155, why does it even exist. Execpt the 10 rounds mor than the nagi it don't have any advantage to other weapons and the 155 is also the LMG with the longest TTK in the game. Even the Rhino is faster and it can carry 200 times holy DAKA.
    For your idea with the Archer, i don't think that an Engi with an LMG, a shothun and an Sniper shoud be a thing. But when you replace the Archer with the Shortbow (A-7 CQC Anti-material Sniper thing) it could be a nice idea.

  • @d3c0y39
    @d3c0y39 2 роки тому

    Trap-m1, almost auraxium pre arsenal update, came back after the update, it's a beast now, make good use of the select fire, even heavies are easy game with 3burst in close quarters, hip fire is great.

  • @SethanderWald
    @SethanderWald 2 роки тому

    as someone who reloads more than I probably should, I like the charger's mechanic. It definitely needs some work though. I think a smaller mag, and faster reload would make it function much better. something like 22 rounds and a 2 second short reload would be nice.

  • @scaredstar9127
    @scaredstar9127 2 роки тому

    I enjoy the yumi for smoke nade launcher and nvs sights, fun taps

  • @orionbuckley9102
    @orionbuckley9102 2 роки тому

    11:20 VS Yell chat. Also really nice video.

  • @hassanbouamoud6285
    @hassanbouamoud6285 2 роки тому +1

    U don't how long i waited for this video

  • @PERSONAfan01
    @PERSONAfan01 2 роки тому

    I would be stoked if the archer was in the tool slot. It really does feel like you’re at a major disadvantage most of the time unless you’re already prepared for a max crash or something. Unless you’re willing to asp the shotgun into your secondary slot

    • @magorostravsky5732
      @magorostravsky5732 2 роки тому +1

      For maxes im mostly using Shortbow. For mid to short range is better.

  • @MasterRedwing
    @MasterRedwing 2 роки тому +1

    Eh yeah, I also really dont mind the Trap. It was a pretty nice aurax actually.
    I would rather have the Archer as secondary. My turret is something I would want with me aswell. Happy with option to use them either primary or utility.

  • @HelixJazz
    @HelixJazz 2 роки тому +1

    Some of these weapons I agree are under tuned compared to other options in the game and should be looked at, but you didn't provide any suggestions on how to change or improve any of these weapons except the Archer.

  • @3kGamingTM
    @3kGamingTM 2 роки тому +3

    Brother the PS4 versions mrg promise has a little to much bullet spread along with the whole NC arsenal lol

    • @strikeforce1500
      @strikeforce1500 2 роки тому

      I geniuly want to like both Promise and Charger, but man, it feels like EM1 2: Gauss Boogaloo, and Charger is just Recoiler AC-X11

    • @3kGamingTM
      @3kGamingTM 2 роки тому

      @@strikeforce1500 Yeah along with that I main NC and I'm pretty sure the devs are overdue on giving us a overhaul

  • @kestutisstugys1189
    @kestutisstugys1189 2 роки тому

    I wasn't playing for TR for a long time, but the last time I've played using PDW-16 Hailstorm, I felt like I'd do more damage throwing shoes and mean words.

  • @lizardjoel
    @lizardjoel 2 роки тому

    A fresh video on a Sunday with a bowl of homegrown organic weed what a good way to start a Sunday cheers!

  • @Fateherald
    @Fateherald 2 роки тому

    With the risk and reward of having a passive way of dealing with maxes in the back pocket and them requiring a high amount of resources and being a valued target for elimination, I don’t think the archer needs to be a secondary or even toolslot. The downside of not being able to fight infantry normally is the cost for dunking maxes far better than any other class without the risk and setup of something like C4.
    That being said, we already have something similar in heavy assaults doing about the same amount of damage along with being able to use a primary lmg and secondary heavy weapon. Keeping this role to just heavies helps reinforce class balance.
    However I do think archer needs to either be more effective against maxes, giving a more generous 2 headshot range or it needs to be at least somewhat capable at dealing with normal infantry.

  • @Schmerb
    @Schmerb 2 роки тому

    Oh man, I kinda love the trap-m1 right now and I'd hate to have it changed fundamentally. And using it for a few months now, it feels amazing.
    This thing has absurd DPS on three shot mode and good flexibility if you actually remember to switch firemodes.
    Yeah, TR burst ARs are better but you cant use them on infil.
    It honestly just needs a few quality of life tweaks like a firemode indicator, a bit more ammo and maybe another little accuracy buff in 3 shot mode

  • @MrTBSC
    @MrTBSC 2 роки тому +1

    .... i enjoy the em1 ... there i said it ... would i like a buff to it? sure as heck would ...
    what i also would want is that supressive fire in general gets finaly rewarded ... the game is still way too much about kills ... yet vehicle and dmg xp ribbons exist ...
    why no infantry dmg xp for those who are either more passiv players (like me) ... or are not as good in getting kills (... yea that´s me as well)
    also can we change directives to have an alternative damageobjective over pure kills, same with missions?

  • @VerM-jy1bl
    @VerM-jy1bl 2 роки тому

    I was a little bit surprised to see XMG-155 on the list, but I suppose it always depends on who uses which weapon. For me XMG-155 out of NSO LMG's have been the most pleasant to use and fastest aurax of post-NSO LMG's, even if I generally don't try to grind them. Then again, I absolutely hated using XMG-100 and Galilei doesn't really change that.
    Archer is also a fun one for me, I just love to go around with it. But it would be interesting if it would get some kind of ammo options in the spirit of Seeker HLX / Hunter QCX / Thumper, so that the nature of the gun would change.

  • @zebcas7337
    @zebcas7337 2 роки тому

    100% agree with the Archer, Yumi, and Charger
    The Archer behaves more like tool than a weapon so it makes sense for it to be in the ability the slot
    I like the idea of the Yumi but it was executed poorly. Perhaps add a delay after the burst, not before it.
    The Charger is big ass. The gimmick could have worked on an SMG but on carbine it does not. Maybe make the charger do additional damage damage to shields and deployables, making it a more competitive option against heavies.

  • @drsira7248
    @drsira7248 2 роки тому +1

    PLEASE GIVE ME THE ARCHER AS A INFIL....
    I know it wont be affectiv and its not really a great choice to give up your normal Sniper rifle for a archer, BUT:
    1) sniping out maxes in an attacking or defending base as a hidden sniper would give great value and great play dynamics for infils. Infils are courently ony usefull for just sheer killing and maybe hacking if you are attacking, but they have very little impact in point holds, captures and patchmaking. All they can do is provide spoting (which can be done by the recon dart ammunition for the secondary cross bow too by ANY class) and kill people...
    Giving them Archers would make their impact on pathmaking more divers and would give friendliy snipers a clearer target focus and more importantce to a well balanced attacking team!
    2) The Archer is classified as a sniper rifle but cant be used by snipers
    3) Infils have 0 options vs any vehicle except for this one weird knife

  • @AviatorFox
    @AviatorFox 2 роки тому +1

    I adore your idea for the Archer. I could have an engi with an LMG, Auto-Shotty, and an Archer! Toss in some anti-personelle mines for a balanced breakfast!

  • @MonkeGaming420
    @MonkeGaming420 2 роки тому +1

    I like Hailstorm as light assault A.S.P secondary, basically I have 100 rounds without having to reload, but i'd gladly take 845 rpm + 50 round mag instead.

  • @honorguard7616
    @honorguard7616 2 роки тому

    EM1 wise
    soft point ammo gives it 25 max damage range,which is Rather nice if you keep around 20-30 meters range

  • @reyeldoggo
    @reyeldoggo 2 роки тому

    I want to throw my own weapon in the ring : The Parallax. While yes, it hits the heaviest of all the snipers (atleast for the Vanu, idk if other factions have harder hitting ones), I, as a new-ish player, feel like it really wasn't worth 1k certs. Yes it increases 1-shot-headshot kill range, but the long reload + chambering are a pain to deal with. The ranges I mostly snipe in are small enough for the standard vs sniper to already kill on headshot so I just feel like, although the Parallax is the "best" bolt-action in terms of damage, but in terms of value for the certs you're spending it's just underwhelming.
    When I upgraded from the standard pistol to the Blackhand, now that was 1k certs worth spending. But the Parallax.. idk you basically spend 1k certs to have a bit more headshot range compared to the standard sniper, while also suffering both in chambering and reloading.

  • @violenceandpoetry
    @violenceandpoetry 2 роки тому

    Hey Cami, any chance we can get a tier list of ASP unlocks? I'd love to hear your take on it, and hopefully you and the chat should be able to knock it out in one stream session.

  • @rain8478
    @rain8478 2 роки тому

    TRAP-M1 is not a weak weapon outside of its sniper rifle class hipfire accuracy. Make it a burst AR as it is, improve the hipfire a bit to the levels of Vanquisher, and it will be quite popular. Problem is its most often judged by infiltrator mains who do not understand burst rifles to begin with.

  • @launchalot8745
    @launchalot8745 2 роки тому

    Would love for them to rework the Emissary. Love the look and feel of the gun, but I always feel like I'm gimping myself when I pick it over an Underboss or Commissioner.

  • @domezasrekh3775
    @domezasrekh3775 2 роки тому

    Not sure where i would put the Archer, but as someone who mains engi, it is really a pain that it's in primary! I would literally give up any other slot for it. It is an awesome support weapon for Mex play an vehicle combat, but being significantly weaker than anyone else in infantry battle is just too much. I had a time where i couldn't play anything else 'cos of the freedom it gives against armor.

  • @totalfan5801
    @totalfan5801 2 роки тому

    My only disagreement would be the Bull. With HVA its DPS surpasses the Carv/MSW/Orion damage model at long range (I don't remember exactly I *think* it's 35m). 1 tier of damage drop off is quite strong in the midfield on, for example, Oshur. The Rhino absolutely deserves to be on this list.

  • @Mr_Wickz
    @Mr_Wickz 2 роки тому

    Bro im suprised this game is still alive. I actually had the beta and i loved the game.

  • @mauriziobrusini7554
    @mauriziobrusini7554 2 роки тому

    First let me say you are a great teacher, bravo. I have a question : how can u move so faster (WASD) and in same time change weapon so faster?

  • @captindoom1695
    @captindoom1695 2 роки тому

    As an engie main I prefer to run the hunter qxc over the archer what does that tell ya?

  • @kelmirosue3251
    @kelmirosue3251 2 роки тому

    I feel a lot of niche weapons or mediocre weapons should get attachments that helps fix their issues and to enhance what they're already good at. Obviously this will be a bit more expensive option but imo a more fun one for players to mess with

  • @JPSavage84
    @JPSavage84 2 роки тому

    Would you lump the Shortbow in with the Archer change?

  • @tungstentaco495
    @tungstentaco495 2 роки тому

    How about giving the Archer flak rounds as an option? like a mini-Burster with a 14 round clip.

  • @eduardoborges506
    @eduardoborges506 Рік тому

    Have you used the tr repeater pistol? Its insanely good at cqc. Super fast reload, laser sight, if you aim whith it ur using it wrong. Its a hipfire monster and i have competed whith smgs whith it and won going for the head. Its a pocket smg and my favourite pistol in the game. The burst fire pattern is realy easy to learn too

  • @Marxman-bi5yu
    @Marxman-bi5yu 2 роки тому +1

    I think part of the problem with the sidearms is the fact that NS weaposn exist period. It seems like any time there's a faction specific option to anything any NS weapon is just outright better period. Why would you use an enforcer when a halberd exists? Why would you use a Rebel when the Commissioner exists? A lot of pre-NSO NS weapons were just meant to be these weapons that were not quite pay to win so players would buy them to have across all accounts while diverting any claims of being overpowered or P2W away by nature of being available for certs and for all factions I feel.
    Once upon a time I would have called for their outright removal, and while I still like that idea I know it isn't going to happen or see people happy if it does. Now on the otherhand I DO agree with buffing faction specific side arms across the board and all in all faction spesific stuff just needs some love so you actually have a fucking reason to choose it over NSO crap they push so hard.

    • @fabiovenegas9331
      @fabiovenegas9331 2 роки тому

      Disagreed, Enforcer is something else, specially in the hands of an acurate gunner.

  • @Gilcroix
    @Gilcroix 2 роки тому

    Good list , my adds would be every TR Max weapon (except Flak cannons). Their anti tank weapon are by far the worst in the game and their anti infantry are only good if you are trying to paint a barn. Putting out more bullets means nothing if most of them are off target.

  • @S7E_Siriel-Privat
    @S7E_Siriel-Privat 2 роки тому

    11:57 well, considering I did like... 4 streams, about 3 hours each, dedicated to using only the Archer, I can't deny that It'd be nice to have some better way of defending myself from light-assult drops on Crown,...
    ... but because I'm using it mostly to hold bases by harassing enemy tanks on long range I wouldn't give up the option of the Spitfire for it since its (at least my) best answer to mentioned air-raids and infiltrators in such situations. (mostly as an early warning system)

  • @jurxnator279
    @jurxnator279 2 роки тому

    i auraxied the yumi twice before any buffs and was a nightmare

  • @dark-hh5ho
    @dark-hh5ho 2 роки тому

    Phaseshift and most if not all snipers need a bit of a Buff mainly due to range that 100m should be 300m

  • @tritan67
    @tritan67 2 роки тому

    I disagree with the archer, only because I run an infantry turret and deal with infantry that way. Also the range on it is so long that I can snipe from safe distance. I also can use an auto turret to defend me while I poke vehicles at range. Auto turret + pistol does enough to kill a single flanker.

  • @lunacae18
    @lunacae18 2 роки тому

    I suppose the Shortbow would get the same treatment as the Archer. Possibly a damage buff? It just feels so lackluster

  • @joshuastallings9792
    @joshuastallings9792 2 роки тому +1

    funny the mkv was my first araxium i love it

  • @firestorm1579
    @firestorm1579 2 роки тому

    I totally agree with the Archer.If you dont have ASP points its a choice youre more likely not choose.The MKV surpressed doesnt make any sense to me at all.Hailstorm needs a rework bc theres really no reason to use it and the Yumi is a novelity weapon at best.

  • @warufuz4ke
    @warufuz4ke 2 роки тому +1

    totally maining engi already with asp shotties in secondary and shortbow in main, but thats a very long way to go to make the amr viable...so: point made

  • @fabiovenegas9331
    @fabiovenegas9331 2 роки тому +1

    I was expecting a semi auto snipers and maybe a little chance for the AF 4 bandit to enter the list (it is just a much worse version of the AF 4 C Y C L O N E)
    Edit: considering it, they are not as bad to enter the list, but they may be bad enough to enter between the top 10 and top 15.

  • @bullseye8649
    @bullseye8649 2 роки тому

    I’m getting back into planetside 2 sense it’s been a long time and damn things have changed. I play on ps4 because one of my friends doesn’t have a pc and we all have a ps4. I was just looking at the sidearms and am thinking about getting the ns-61 emissary or ns-45 Pilot. After testing both for a while at the vr room I’m leaning towards the emissary because I can control the thing a lot better and more rounds land on target. I know the pilot is the meta choice but looking at all the UA-cam videos of the emissary they seam outdated. The most recent review being 6 months ago and doesn’t have the stats. I don’t know how much damage it did before I quit but now it does 125 out to 15m and 91 out to 60. I think it’s been buffed and not many people have noticed. I’d like to know your thoughts and a up to date review would be great. Being rusty as all hell, I can’t hit well with some guns at the moment and still haven’t got my settings back. But even with that I can headshot kill the targets better and faster with the emissary than some primary out to 30m. For the record I’m looking for a backup for my sniper and while I have the commissioner I still can’t kill anything with it at the moment, best getting body hits before I die. Getting a lot of damage out and hitting the wall with most of it doesn’t do you any good lol.

  • @mathiasmesa6420
    @mathiasmesa6420 2 роки тому +1

    We should got the same arsenal in each faction with only a reskin

  • @chucknorris7801
    @chucknorris7801 2 роки тому

    I hope theyre gonna put some work into the directive weapons.

  • @D_KUE
    @D_KUE 2 роки тому

    If we’re talking LMGs I personally think the NC’s EM1, TR’s Bull, and the SVA-88 should definitely get a buff or something and I could see them becoming something like a secondary trifecta LMG group for people (like myself) who can’t handle or don’t like the recoil pattern, or the look of the META CQC-Mid range LMG’s (LA Anchor, MSW-R, & Orion) don’t get me wrong the Orion is ok as is but I just don’t like the horizontal recoil shaking when shooting at ranged targets😅

    • @Senzorei
      @Senzorei 2 роки тому

      Did you mean the Polaris? The SVA-88 is pretty okay, Polaris is the analogue to the EM1 and Rhino

  • @HomicideJack187
    @HomicideJack187 2 роки тому +2

    T5 AMC is probably #1 for me, it's basically worthless. There's nothing it does that isn't done better by another gun from the same class.

    • @CAMIKAZE78
      @CAMIKAZE78  2 роки тому +1

      Was a weapon that very close to making the list my friend... very close indeed haha.

    • @SirHusky654
      @SirHusky654 2 роки тому

      The T5 AMC used to be a serviceable mid-ranged carbine but then it got power crept by the Cougar and Kindered. It definitely does need some sort of buff but I'm not sure how I would buff it.

    • @HomicideJack187
      @HomicideJack187 2 роки тому

      @@SirHusky654 Creep on the NC traits a little? I'd like to see at least one 200dmg model gun in the TR and VS arsenals.

  • @MushroomPickles
    @MushroomPickles 2 роки тому

    Hey cami, what's your opinion on the symbiote change? It was pretty strong but now they have just gutted it and made it useless. Combat engineer is now no longer a viable class.

  • @MikeP5830
    @MikeP5830 2 роки тому

    It would be so easy to rework the charger, just make its gimmick be replenished by bursting like the kindred

  • @pierrereynaud784
    @pierrereynaud784 2 роки тому +1

    A lot of the TR weapons and faction abilities need a buff or rework

  • @leroyj9044
    @leroyj9044 2 роки тому +1

    Not gonna lie, after the last buff to it, I kind of enjoy using the trap. I auraxiumed it before the last buff, but still occasionally see myself using it. Particularly on amerish. Its a straight downgrade over most DMRs but when you get a good flank on VS infils who have the awareness of a lemon, it is quite amusing to watch those semi auto spammers drop in rapid succession to the raw superiority of another infil. The slower TTK really lets you savor the panic unlike the tsar-42 or vandal where most don't even realize they've been flanked before they're dead.
    The MKV has been hot garbage for years, and with the addition of the punisher. There isn't really much reason to use it or the NS7. the Punisher is just all around a better weapon. Punisher trades 5 rounds in the mag (with extended mag) to out DPS the ns7 until 70 meters. And if you're engaging with an SMG at 70+ meters, you've got a bit of a problem already... And that doesn't even take into account, UBGLs which sure the infil specific one is really only useful for clearing beacons and the default one is hot garbage, on every other class it can be incredibly useful. The NS7 and MKV have just fallen behind.
    I like the hailstorm, it is admittedly the worst of the faction specific SMGs but occasionally that 60 round mag has brought me some really nasty flanking carnage over the years.
    I would hate to see the archer moved outside the primary/secondary weapon slot... I think a far better change would be to replace the LA SMG secondary and engineer Shotgun secondary with a universal SMG secondary ASP point. All classes have access to SMGs already so it won't add any new weapon access for classes. And I get people seem to think SMG + Bolt action would be OPAF on infil, but my counter to that is that weapon swap times with primary weapons in secondary slots is drastically higher so really it wouldn't be a big deal. ESP considering the underboss/AMP/Emissary exist.
    This would allow engineers with the Archer to still have access to use SMGs while using the archer giving them better range than the shotgun secondary.
    Additionally, I would love to see the archer have a slight buff. There have been many times where I've been chaining headshot after headshot on max units with the archer and just not being able to kill them. It would be fantastic if they added a 0.5 second havoc debuff to archer hits. Currently the only 2 weapons in the game that have this debuff are the punisher on HA which almost no one ever uses, and the A2A lock on missiles which again almost no one ever uses. I don't think that it should be a long enough debuff so a single engineer can completely block reps on a target, but with the low DPS to heavily armored targets, a very brief 0.5 second of rep blocking would drastically increase the usefulness of the archer without making it OP against infantry.

  • @calebcampbell9280
    @calebcampbell9280 2 роки тому

    The revolvers are straight up overpowered if you ask me which makes the lackluster faction pistols stand out even more.

  • @aquapendulum
    @aquapendulum 2 роки тому

    If launchers count, I'd nominate the Lancer. This has been nerfed to the ground since its introduction. Its base DPS is bad all around to offset its ability to snipe vehicles from afar, but it can't even fill that role well due to the damage falloff. You thought the Archer was bad? The Lancer is even worse. The lack of high-magnification scopes really hurt the Lancer next to the Archer. Lancer's lack of projectile drop off means nothing next to the Archer since you can calibrate where on the vertical line of the scope your rounds would land on after a couple of shot. It's slow to charge up and empties its magazine in just 3 charged shots that barely put a dent on any armored vehicle. Its projectile speed has been nerfed from 2000m/s at launch to 600m/s and now down to 450m/s. An awful launcher that isn't even good at killing MAX.

  • @larzanthony2275
    @larzanthony2275 2 роки тому +1

    Faction sidearms don’t need a buff. The commissioner and all it’s similar nsx guns need a nerf. They are disgustingly strong.
    Sidearms should be sidearms not a second main weapon. I have gotten plenty of kills with my nso-, TR starting pistols and the inquisitor. It’s just that the commie outperforms them to a ridiculous extent.
    The only reason I don’t use the nsx pistol is because I do have dignity and faction loyalty.

  • @magorostravsky5732
    @magorostravsky5732 2 роки тому

    To be honest, I am using archer quite frequently. Its good not just against MAXes, but you can pretty efectivly repel ESFs and becouse of explosive yeald you can chip shields even to infantiry behind cover. Yes. rechembere is slow lihe sloth. But even infantiry is starting panicking when they take hit. I think Archer as tactical slot will be.. not good.

  • @Erendil1453
    @Erendil1453 2 роки тому +1

    Wait, you put the Bull, Rhino, AND EM1 on the list, but not the least accurate and worst of the 143/659 LMGs - the Polaris? :P
    The MKV and Failstorm aren't exactly meta, but I wouldn't put them on the 10 worst list. Not when we have weapons like the Sesshin and Tranquility around. Or are you excluding them as "novelty" weapons?
    The others are all good picks for the 10 worst weapons tho.
    I also think much of the Scout Rifle lineup needs to be looked at.

  • @silverams480
    @silverams480 2 роки тому

    Arbalest, why there isn't the arbalest here? It need to be a hard hitting auto rifle for TR, it is called arbalest but it is shooting foam bulltes now...