Hey folks,
I totally understand experimenting with weapon TTK values, but the AR TTK nerf since the test flights (it’s not in any patch notes I’ve seen but you can find the evidence with testing at Aozolai’s YouTube channel) just feels really bad.
During the flights, the AR+Sidekick combo felt perfect, and heavily rewarded precision play by a. forcing people to control their AR bloom by thumbing the trigger and b. let people with good reflexes and aim lower the TTK further by quickswapping to the Sidekick after breaking their shields for a 1-shot headshot finisher. On top of that, it just felt really good to do.
The AR in the Test Flights was in a great place because it had a role and a range where it excelled, instead of just being a weapon you want to give up immediately. If ranked matches always start with a BR, a hitscan weapon which works perfectly at practically any range and has an excess amount of ammo efficiency, a AR+Sidekick start should feel similarly impactful. The two serve as a great weapon foundation because when you find other weapons, you can choose between swapping out your closer-medium range strength weapon (AR) or the medium-long range weapon (Sidekick) and then go from there. As it stands with the weaker AR, it feels like less of a decision to make and more of a forgone conclusion.
Speaking also of precision weapons, the nerf to the Commando feel unnecessary as well. It doesn’t have the bullet magnetism of the BR, and the recoil on it is more demanding; precise play should be rewarded accordingly. (If you’re not aware of the Commando nerf I’m talking about, again, the evidence is again at Aozolai’s channel)
The last two things I wanted to mention were: it feels like the Disruptor needs more of a role. The 3-hit shock effect is nice and disrupting enemy regeneration for that long can feel useful, but there’s also just the case of other guns killing in the same time it takes to do that. Also, the Bulldog ROF nerf feels unnecessary. It’s true that the Bulldog can kill in 2 shots, but let’s be real, even in some close range situations it can end up being 3 shots, which nearly puts it in the same TTK range as guns not designed for close range.
Anyways, if there are better ways to give y’all balance feedback, feel free to let us know. I appreciate the work y’all are doing and I’m looking forward to more Infinite!