AR doesn’t feel right.

I am normally a fan of AR starts, but the AR in this flight is insanely powerful and doesn’t feel fun to fight against at all.

Somehow though, the combo of recoil, bloom and the headshot modifier also makes it very inconsistent. The result has been a lot of AR spray on both ends, with seemingly random results. AR dueling does not feel good at all right now, but the power of the thing makes it necessary, to the point that last night my friends and I were talking about how we haven’t even picked up a BR in like 5 games because comparatively it felt both harder to use (not a bad thing) but also weaker in most situations. The sidekick definitely contributes to this on some level.

My biggest fear for this game at the moment is that the rest of the sandbox is being designed around these AR kill times. 2v1-ing against two people with an AR is essentially impossible at the moment, and first shot is paramount to the point that fighting back feels futile.

AR needs the headshot modifier removed ASAP. It’s so random in the heat of any given fight, that it feels really bad. I think that the kill time on it is probably fine, but the rate of spread or base spread needs to be increased so that fights break out at a normal range. Being cross-mapped by an AR feels horrible, and for whatever reason there’s no descope on it or the sidekick, so there’s a significant advantage using both of those weapons against either the Commando or BR. Descope needs to be on every weapon that has the ability to zoom. It’s kind of crazy that’s it’s not at the moment.

Overall the AR feels like it has SMG kill times but with BR ranges with a little bit of RNG thrown in and that has dragged average encounter ranges out, to the point that I am regularly outside of Red Reticle Range, and have no aim assist. And let me tell you, playing on controller with no aim assist feels horrible.

In my opinion the recoil kinda balances it out a bit. They could decrease the damage a tiny bit but not by too much. Otherwise the AR becomes unreliable.

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> In my opinion the recoil kinda balances it out a bit. They could decrease the damage a tiny bit but not by too much. Otherwise the AR becomes unreliable.

I think damage is fine within the intended range, but how pinpoint accurate it is means that most fights start outside that intended range and that’s when it feels bad. Spread should reduce the range issue, and getting rid of the headshot modifier will make it feels far more consistent while also allowing actual precision weapons to have a role, because right now they really don’t.

I hear you. I haven’t made any concrete opinion yet, I’m glad it’s less OP than in the first flight, but something still feels a bit off about the starting weapons.

And one last point, I feel the red reticle range shouldn’t be increased on weapons that cannot be descoped. Right now that’s the AR and Sidekick and think that that might help with these range issues.