Please bring TDM back. With the low player numbers it is the only mode you can jump into action not having to wait to respawn just for the game to end. And it is the only one that actually gives you so much xp considering the time you have to spend in the server.
Haven't played it against practiced teams but I wouldn't say it is sec sided.
SEC has the advantage on balcony and INS has the advantage on apartments.
However, a connection through the rooms from the INS side balcony to SEC side balcony would be more than welcome.
@whitby You have to be joking... I am not sure if you understand my point here.
Whatever you are talking about is a different discussion and completely off-topic from the point I am trying to make.
I am not trying to be offensive here but seriously, are you trolling me?
At the current state of the game and the competitive theater there are 2 things that should be looked into when it comes to weapons balance.
1. The breacher class weapons between the 2 teams. Both security weapons are far superior to the insurgents weapons. Based on my experience, people are more eager to play the breacher class on the security side compared to the insurgents side because of that reason. This is quite clear when looking at the weapons stats.
- Comparing based on the cost of the weapons we can see that both the UZI and the MP7 cost 6 supply points and are of comparable weight (8% and 10% respectively) and recoil. However, when it comes to stats (mainly ROF and Pen.) the MP7 is ridiculously overpowered compared to the UZI as seen below.
- Again, based on the cost we can see that both the Mk18 and the AKS-74U have a cost of 7 supply points and the same weight of 10% as well as comparable recoil. As before though, when it comes to stats the Mk18 is superior to the AKS.
2. For the assault class I believe that there is a FAL/EBR meta evolving because of how powerful those weapons are compared to other rifles in each side.
I will only compare the above 2 weapons with other rifles of similar cost and weight.
Both M4 and EBR have a cost of 7sp and a quite similar weight of 14% and 15% respectively. However, as can be seen from the stats the EBR has way higher penetration compared to the M4 making it a OHK weapon. For this reason, the advantages that the M4 has (higher ROF and less recoil), are completely negated by the fact that with the EBR you do not need to spray at all.
So, what is the incentive to pick the M4 over the EBR? Is there any?
Both the AKM and the FAL have a cost of 5sp and a similar weight of 14% and 15% respectively. Again, as can be seen from the stats the FAL is superior to the AKM in every aspect, given that they also have quite similar recoil values. So, same with the security side, what is the incentive to pick the AKM over the FAL?
In my opinion there are 2 options here on how to bring balance.
One would be to increase the weight, and subsequently the ADS time, of the FAL and EBR which will also have the effect of throwing players off time when rushing positions with those overpowered weapons.
Second option would be to increase the cost of those weapons, so that players that pick them will need to make a decision of having an overpowered rifle but with no utility, or a less powerful weapon + utility.
Is weapons balance something that we should be expecting with the upcoming patch?