Why starting with 2 weapons is better than 1

there is a reason if its stronger in different areas than the weapons you have. As long as the pickup has a differrent advantage, a competitive player will use it to slightly surprise his oppenent.

the shotgun beats the ar at close range. If you plan on getting closer to your enemy then pick up the shotgun.

Its impossible to start with perfect weapons in infinites sandbox unless you are spawning with power weapons. Other weapons all have their pros and cons.

there is still a limit but its still out of control. pros hate the mangler for the reasons I state. if the plasma pistol and pulse carbine worked properly, the pros would hate those too because the game is handing them out for free to first person first serve. Now you have a competitive game where people randomly have 2 weapons over people who have 1.

The commando has a half second faster ttk than the BR, the disruptor and pulse carbine both have headshot bonuses, and all three are very efficient combo weapons

Pew pew pew

My god, the gun play feels nice when matches aren’t lagging big time lately

It’s really a shame there wasn’t a faster rollout of additional content and better engagement/communication. The foundation of a good game is there but things are a little stale.

Right, the commando is faster. Optimally. Assuming bloom doesn’t screw you over, which it usually does. If you want it not to, you have to artificially increase your ttk to the point where the br is just better. It’s a decent weapon, but it isn’t a case of people calling the weapon bad because they aren’t good enough at aiming. Exactly the opposite, it punishes good aim by throwing shots off target even if you are tracking perfectly, forcing you to slow your shots or else get lucky.

And I know the pulse carbine does headshot damage, the issue with it is that they tried to make it a mid-long range only weapon by giving it bullets that are far too slow to consistently lead a target and land shots, then adding tracking in the hopes that it becomes useful at long range. Which it is, assuming the map is devoid of cover, which they usually aren’t, or that your target doesn’t change directions after the tracking already steered the shots to one side. And the headshots aren’t exactly reliable when all someone has to do to guarantee that your headshot becomes a bodyshot is crouch once, letting the tracking steer the shots to chest level. Or they could jump, which usually makes the shots miss altogether. It is a passable combo weapon in the right circumstance, but the problems with it hardly stem from player aim, given the total reliance on tracking.

And since when does the disruptor headshot? I’ve tested the thing and it’s a consistent 9 shot kill to either head or body. Sometimes you get a kill in 7-8 shots, but as far as I can tell that’s just the dot doing extra damage while you space out your shots, rather than bonus headshot damage making up the difference. In either case, it isn’t really a gun designed to finish people, with the major value of the thing being dot application to soften people up before committing to a fight.

Again, my point is just that these poster children for bad guns aren’t weak because people can’t aim, but rather for the fact that they don’t compete well in a straight fight. They’re situationally strong, but generally outcompeted by other “better” weapons. Not due to aim, but by design.

  1. The bloom on the commando doesn’t cause it to miss shots if you’re still aiming properly. It has extreme bullet magnetism so the bloom is basically irrelevant if you Stay on target.

  2. The disruptor does about twice as much damage per shot to the head than to the body when someone is no shields.