Looks as if slide nerf is targeted at specials:
Pellet spread: shotty
Stability: fusion
Flinch: sniper
So why hurt primary gunplay when the primary sandbox is on the right tracked to be balanced?
Just apply slide nerf to when wielding specials & heavy
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Edited by Hawpy: 8/7/2021 10:58:37 PMBows - Stability is irrelevant to them, unlikely that you'll fully charge a shot in time to fire before the slide ends Scout Rifles - if you're at close quarters, more flinch and less stability isn't going to be what gets you killed when using one Pulse Rifles - see Scout Rifles Auto Rifles - good for sustained fire; you have to sprint in order to slide, which means you can't keep up the fire and sliding makes it harder for you to track the enemy because of the extra movement SMGs - for the most part, see Auto Rifles Sidearms - the only other primary weapons (beside Hand Cannons) that will feel the full effect of the changes It won't hurt primary gameplay nearly as much as you think it will. Hand Cannons, which are more than due a general nerf, and Sidearms, which almost nobody uses, are the only primary weapons to have a valid claim that they're majorly affected by the changes. Even for Specials, GLs can practically ignore them entirely. No one who slides with a Sniper is actually shooting during the slide, so the changes don't really affect them either; I'd argue that Slug Shotguns are more the target of the flinch increase than Snipers. Fusions are getting a rework next season and we know nothing of the details, so anything we say now might not be true by the time the changes come into effect.