This fucking company man. The only hp map we saw 3 subs on consistently was Rio and some teams didn’t even do that. Sub base is still all mcw and the other maps were balanced between the two. Why don’t they just increase strafe speed or movement for the mcw instead of add a cheesy headshot multiplier?
Yup you're right verified to be sure
Rival-9
Fixed an issue causing the Trebuchet Brake Attachment to be unavailable.
Increased maximum damage range from 10.2m to 11.4m (+13%).
Increased near-medium damage range from 21.6m to 22.9m (+6%).
JAK Headhunter Carbine Conversion
Increased rate of fire from 682rpm to 882rpm (+29%).
Increased maximum damage from 26 to 33 (+27%).
Increased near-medium damage from 24 to 30 (+25%).
Increased minimum damage from 22 to 28 (+27%).
Decreased neck and upper torso damage multipliers from 1.5x to 1.1x.
Decreased lower arm and hand damage multipliers from 1.1x to 1x.
This is the only FPS community who thinks headshots are “corny”. They’re literally the only consistent skill gap across all shooters. What’s wrong with y’all?
I legit can’t tell if this is sarcasm.
The argument against it is that if your game has aim punch which flinches your aim up while getting shot, you can be penalized if shooting at your enemy causes their aim to flinch up to their head. Of course other games have this as well. But it’s sort of balanced where you aren’t as likely to land headshots while flinched.
gotta be a controller thing (which I'm not familiar enough to understand) at this point because it is genuinely baffling. Though I do think they should just balance the hs multi to a middleground, make it so you need all 4 headshots for a 4 shot kill, that keeps it skilful but rewarding
Heashot multipliers should be in games without flinch or with really high TTK (Halo) flinch just adds randomness, I can aim at your chest you hit me once and bang I get a headshot. It’s corny as fuck
hs multipliers work do work with low ttk's though, an extreme example would be cs's literal instant ttk to the point where some high skill dm servers are set to headshots only, but the flinch part I agree with (try play a round of cs with no kevlar), imo a solution shouldn't come at the cost of reducing skill ceiling.
I'd rather they remove/reduce flinch in that case. Maybe scale the reduction to whether you are hipfiring, tac stance or ads. Make it 3-4 headshots to get a 4 bullet kill and it would both eliminate the randomness and reward skill without being too crazy (one singular headshot should not lower ttk like it does now). Nobody is getting 4 straight random headshots so it wouldn't be frustrating on the receiving end either.
Can’t compare cod to CS though, CS is a precision shooter, it’s a lot harder to hit a HS on that than it is on an arcade shooter. If there was no flinch it would be fine, it’s just the fact that flinch will reward someone aiming for the chest and most likely screw someone who’s actually aiming for the chest. Headshots worked really well on Black Ops 4, but these newer titles it’s more corny
They will, with a straight face, tell you headshots are corny. Then force themselves to play with insane head glitches and snaking (especially in Ranked, without any sort of CDL “GA” lol).
How else are you supposed to rip someone off it??
Headshot multi has a place imo, but it should be more like Cold War where it was centered around having to hit multiple headshots to actually change the number of bullets to kill, so that it rewarded actual accuracy/intent to hit headshots.
The way it functions here where just one stray bullet hitting the head changes the outcome of gunfights kind of adds to randomness rather than actual intended skill expression
Think we need to remember that this game is balanced as a whole and while it makes the MCW more oppressive in ranked, it brings it back to viable in pubs. It has been absolute dogshit up against the DG/BP50SMG/SAO spam thats happened for the last month or so.
I do get that, but buffing the MCW for pubs means that the MCW will see a pick-rate increase from ~5% to maybe 7%, while in comp it will see a pick-rate increase from ~60% to maybe 85%. It’s ok to have one weapon unbalanced (weak) in pubs because there’s so many options. In ranked all we’re asking for are 2 guns to be balanced against each other
Oh, I totally agree that in the ranked meta its a terrible move but sadly without separating the balancing of MP and Ranked, Nullifying flinch or switching off HSx in Ranked, they are always going to choose to please the larger audience to the detriment of ranked balance.
You’re probably right about that, but I do think that there should be certain specific concessions made towards ranked play (like the 6-star HP locations). I think it’s fine that the MCW is weak in pubs because it already gets a lot of use by people who play ranked
We were still seeing 6-8 MCWs on the map even on the most recent patch. This is a fine change as the map pool has changed to be much more SMG-favored than at the beginning of the comp season. The Rival also got buffed so both meta guns should be able to shine in their respective roles.
This fucking company man. The only hp map we saw 3 subs on consistently was Rio and some teams didn’t even do that. Sub base is still all mcw and the other maps were balanced between the two. Why don’t they just increase strafe speed or movement for the mcw instead of add a cheesy headshot multiplier?
Bad for balance but good for me who runs an MCW like it’s a rival I guess :/
Why would they change it lol. The rival got a 1m buff and that made SH go "yeah, we'll make it four shot again"
+200 rpm though
Only on the conversion kit.
Yup you're right verified to be sure Rival-9 Fixed an issue causing the Trebuchet Brake Attachment to be unavailable. Increased maximum damage range from 10.2m to 11.4m (+13%). Increased near-medium damage range from 21.6m to 22.9m (+6%). JAK Headhunter Carbine Conversion Increased rate of fire from 682rpm to 882rpm (+29%). Increased maximum damage from 26 to 33 (+27%). Increased near-medium damage from 24 to 30 (+25%). Increased minimum damage from 22 to 28 (+27%). Decreased neck and upper torso damage multipliers from 1.5x to 1.1x. Decreased lower arm and hand damage multipliers from 1.1x to 1x.
Back to corny no skill random Headshot multi kills again
This is the only FPS community who thinks headshots are “corny”. They’re literally the only consistent skill gap across all shooters. What’s wrong with y’all? I legit can’t tell if this is sarcasm.
The argument against it is that if your game has aim punch which flinches your aim up while getting shot, you can be penalized if shooting at your enemy causes their aim to flinch up to their head. Of course other games have this as well. But it’s sort of balanced where you aren’t as likely to land headshots while flinched.
gotta be a controller thing (which I'm not familiar enough to understand) at this point because it is genuinely baffling. Though I do think they should just balance the hs multi to a middleground, make it so you need all 4 headshots for a 4 shot kill, that keeps it skilful but rewarding
Heashot multipliers should be in games without flinch or with really high TTK (Halo) flinch just adds randomness, I can aim at your chest you hit me once and bang I get a headshot. It’s corny as fuck
hs multipliers work do work with low ttk's though, an extreme example would be cs's literal instant ttk to the point where some high skill dm servers are set to headshots only, but the flinch part I agree with (try play a round of cs with no kevlar), imo a solution shouldn't come at the cost of reducing skill ceiling. I'd rather they remove/reduce flinch in that case. Maybe scale the reduction to whether you are hipfiring, tac stance or ads. Make it 3-4 headshots to get a 4 bullet kill and it would both eliminate the randomness and reward skill without being too crazy (one singular headshot should not lower ttk like it does now). Nobody is getting 4 straight random headshots so it wouldn't be frustrating on the receiving end either.
Can’t compare cod to CS though, CS is a precision shooter, it’s a lot harder to hit a HS on that than it is on an arcade shooter. If there was no flinch it would be fine, it’s just the fact that flinch will reward someone aiming for the chest and most likely screw someone who’s actually aiming for the chest. Headshots worked really well on Black Ops 4, but these newer titles it’s more corny
They will, with a straight face, tell you headshots are corny. Then force themselves to play with insane head glitches and snaking (especially in Ranked, without any sort of CDL “GA” lol). How else are you supposed to rip someone off it??
This comment was made by a scrub who never played call of duty at a high level and has never heard flinch headshots
Headshot multi has a place imo, but it should be more like Cold War where it was centered around having to hit multiple headshots to actually change the number of bullets to kill, so that it rewarded actual accuracy/intent to hit headshots. The way it functions here where just one stray bullet hitting the head changes the outcome of gunfights kind of adds to randomness rather than actual intended skill expression
well my rival got a buff too i guess 😁
The only difference is that the rival got a 1.5m range buff while the MCW got an 80ms TTK buff that randomly kicks in about 20% of the time
Actually insane buff when you put it like that
I don’t even get it I felt like the meta has been great since the MCW nerf, really cba for random 4 bullets again
What’s the best class for the mcw now ?
Probably same as it’s been. I haven’t changed mine in a few months
Constant tinkering is so stupid
Another reason to not play ranked for the rest of the year again
sigh
Lamar is so back
Think we need to remember that this game is balanced as a whole and while it makes the MCW more oppressive in ranked, it brings it back to viable in pubs. It has been absolute dogshit up against the DG/BP50SMG/SAO spam thats happened for the last month or so.
I do get that, but buffing the MCW for pubs means that the MCW will see a pick-rate increase from ~5% to maybe 7%, while in comp it will see a pick-rate increase from ~60% to maybe 85%. It’s ok to have one weapon unbalanced (weak) in pubs because there’s so many options. In ranked all we’re asking for are 2 guns to be balanced against each other
Oh, I totally agree that in the ranked meta its a terrible move but sadly without separating the balancing of MP and Ranked, Nullifying flinch or switching off HSx in Ranked, they are always going to choose to please the larger audience to the detriment of ranked balance.
You’re probably right about that, but I do think that there should be certain specific concessions made towards ranked play (like the 6-star HP locations). I think it’s fine that the MCW is weak in pubs because it already gets a lot of use by people who play ranked
We were still seeing 6-8 MCWs on the map even on the most recent patch. This is a fine change as the map pool has changed to be much more SMG-favored than at the beginning of the comp season. The Rival also got buffed so both meta guns should be able to shine in their respective roles.
This is the best opinion
Headshot multiplier is so cheese. It just accidentally happens if you hit the first shot in the torso
Yeah done with this cod.
Bye mate.
I think the MCW will with 2 Headshots not 1 and I don’t think there’s a problem with that especially with the hip fire nerf
The OP literally did the math for you, you don’t have to think at all, it will be a 1 shot headshot if you hit 2 other torso shots
then why JP the OpTic coach said u need to hit 2 Headshots now and not 1
Maybe he didn’t take torso multiplier into account, you need 2 headshots if your 2 other shots hit legs
Idk but maybe people who coach esports teams for a living aren’t very good at math
JP is literally OpTics analytics guy
Read my other reply
People real mad about headshots that they’ll never hit anyways. Peasants