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PISTOLS: Better Than Reloading
I have a very strict gun control policy: if there's a gun around, I want to be in control of it
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⍜ Timestamps
00:00 - Intro
02:17 - Welcome the Weapons
04:23 - Economy Shooters
05:20 - Hero Shooters
06:29 - Pick/Find Shooters
09:43 - A Primary Solution..?
13:35 - Make it better?
15:42 - Game Study 1: Enlisted
18:21 - Enlisted Shoutout
19:22 - Game Study 2: Rainbow Six Siege
25:31 - Game Study 3: Ready or Not
27:36 - Extreme Depression
29:10 - Extreme Happiness!!
30:00 - A Secondary Solution..!
35:37 - Outro and Patron love
Arch is a channel that releases high quality videos on media like games, series and movies... aside from the shorter ones I guess :)
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Join me praising Balder's Gate 3 and 6 other games I guess Make sure to install World of Tanks for FREE using tanks.ly/45NEu7f. New players can use code COMBAT for plenty of rewards including 7 days premium and 250k credits. World of Tanks have also teamed up with Madrina's Coffee, you can check that out using madrinas.coffee/wot . Thanks to World of Tanks for sponsoring the video! ☆ Support me...
WINNER: The Ultimate Guide to Gaming
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It's time to no longer blame your ping. ☆ Support me on Patreon: www.patreon.com/user?u=87093422 ☆ Join the Discord: discord.gg/wZ34xy2d2v ☆ Follow me on Twitter: Archmeton ☆ My Other Channels: @Archmeton @HeyHistorically ☆☆☆☆☆ The Arch Picks Featured: ☆☆☆☆☆ Mouse: Logitech G PRO X Superlight // amzn.to/3XM8DRg Keyboard: Ducky One 3 Mini (Cherry MX Red) // amzn.to/3NMP4ni Mousepad: ...
SHOTGUNS: The Right Tool for the Wrong Player
zhlédnutí 2,9MPřed rokem
Can make all the differences in the world, Mr Freeman ☆ Support me on Patreon: www.patreon.com/user?u=87093422 ☆ Discord: discord.gg/wZ34xy2d2v ☆ Twitter: Archmeton ☆ My Other Channels: @Archmeton @HeyHistorically ⍜ SUPPORTER TIER PATRONS: - THANK YOU! - ⤷ Buldo ⤷ Jan375 ⤷ Kapitein Eenbeen ⤷ Kennsile ⤷ Pitstab ⤷ PixelDot Original ⤷ S0r3 ⤷ Smifel ⤷ therealjreturns ⍜ Musician Featured...
The Best Advertisements are the Worst
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The deep dive down the advertising rabbit hole. ☆ Support me on Patreon: www.patreon.com/user?u=87093422 ☆ Discord: discord.gg/wZ34xy2d2v ☆ Twitter: Archmeton ☆ My Other Channels: @Archmeton @HeyHistorically ⍜ SUPPORTER TIER PATRONS: - THANK YOU! - ⤷ Kennsile ⤷ Buldo ⤷ JisusCryst ⤷ Kapitein Eenbeen ⤷ Joe ⤷ Kennsile ⤷ Pitstab ⤷ PixelDot Original ⤷ PotatoIsUs ⤷ s0r3 ⤷ Smifel ⤷ TerraSh...
The Painful Love of Death
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A small tale of a small cat with big problems for big men. ☆ Support me on Patreon: www.patreon.com/user?u=87093422 ☆ Discord: discord.gg/wZ34xy2d2v ☆ Twitter: Archmeton ☆ My Other Channel: @Archmeton ⍜ SUPPORTER TIER PATRONS: - THANK YOU! - ⤷ Kennsile ⤷ JisusCryst ⤷ Kapitein Eenbeen ⍜ Musician Featured in this Video: ⤷ Chris Doerksen: chrisdgnq ⍜ Timestamps 00:00 - Ya'l...
How Good Games Go Bad
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How 3 titles the players treasure are sliding down an endless spiral. ☆ Support me on Patreon: www.patreon.com/user?u=87093422 ☆ Discord: discord.gg/wZ34xy2d2v ☆ Twitter: Archmeton ☆ My Other Channel: @Archmeton ⍜ Musicians Featured in this Video: ⤷ Chris Doerksen: chrisdgnq ⤷ HOME: czcams.com/video/GOQEOkPsdcM/video.html ⍜ Timestamps 00:00 - Intro 01:39 - Valve and TF2 ...
SNIPERS: A Nightmare for Developers and Players
zhlédnutí 5MPřed rokem
The Unbalanced Problems with Snipers in Video Games. ☆ Support me on Patreon: www.patreon.com/user?u=87093422 ☆ Discord: discord.gg/wZ34xy2d2v ☆ Twitter: Archmeton ☆ My Other Channel: @Archmeton ⍜ Musicians Featured in Video: Chris Doerksen: chrisdgnq HOME: czcams.com/video/GOQEOkPsdcM/video.html Rosentwig: rosentwigmusic ⍜ Timestamps 00:00 - The beginning or...

Komentáře

  • @Lumbercap
    @Lumbercap Před dnem

    We are harassing VAVLE now

  • @ExternalDialogue
    @ExternalDialogue Před dnem

    I think pistols (and LMGs on the extreme end) highlight a major issue with how FPS games that are aiming for some level of realism face, being that they dont really convey unweildyness very well or at all. A small handgun can be aimed and fired in as snappy of a manner as a massive bulky anti materiell rifle. Follow up shots may be disrupted by recoil and such but in principle, aiming the gun is basically the same. the only way to make pistols actually viable on their own would be to introduce this element of unwieldiness and make pistols revolve around the idea of having the flexibility that lets you take the first shot, compensating for worst stats by being able to effectively fight while others cant. One could make it so camera movement decreases accuracy by a lot, with heavier guns losing more accuracy to less camera movement while having it come back far slower. Pistols could suffer virtually no penalty from this mechanic making it extremely easy to quickly put a bullet into a target at close quarters while making evasive movement that makes getting hit very difficult. On the flipside, this mechanic also opens up for fixing some other troublemakers. Shotguns becoming more unwieldy means that considerable skill and care must be taken in close quarters, it takes more than good reflexes to dominate and making evasive moves something you'd have to pay dearly for with your already low accuracy. Though opening up a whole new world of interesting moves like aiming where your crosshairs will be after making an evasive move to avoid paying the accuracy penalty for quickly tracking your target. Chunky guns like Light Machine Guns may suffer greatly from this and make them nearly unusable in close quarter situations where the relative amount of camera movement needed to track a target is a lot greater than from far away, of course compensated by their ludicrous damage output, solidifying them as a very distinct weapon type for holding a narrow field of fire but being very vulnerable to flanking attacks.

  • @GothGF-ArcaneBunny

    i love my valve index but calling it "affordable" is just wrong

  • @FirstNameLastName-gh9iw

    0:23 I keep getting woken up by my sister going to work so not much else for me to do

  • @knightpage4492
    @knightpage4492 Před dnem

    23:58 siege was always meant to be a super tactical game what are y’all on

  • @SahilNegi-cj7cr
    @SahilNegi-cj7cr Před dnem

    man Ubisoft is a money hungry bitch, instead of making a story mode and separate online mode, they purposely make entire game online only so they can just take down the entire game so people who loved playing prequel are forced to buy sequel after 5 or 10 years. the crew, driver sf and so on. I hope Ubisoft goes bankrupt.

  • @silasg3650
    @silasg3650 Před dnem

    I don't think I agree with this approach to shotguns. It feels like they're nerfed pretty hard in close range by having that 1-shot limited to headshots. It's supposed to be a reflex weapon for super close quarters which can be used to shut down people running SMGs with high mobility, fire rate, and decent range. Nerfing shotguns too much is why MW2 and MW3 (the original ones) had such an SMG heavy meta. Shotguns shut down SMG rushers the same way that snipers shut down LMG campers (albeit, I find snipers DO tend to be too powerful in this regard and LMGs end up being practically useless, but that's another topic). I agree that shotguns often are OP and simultaneously frustrating. I think the solution I would offer is to actually INCREASE the damage to make one-shots at close range easier. Then increase pellet spread so that while theoretical ttk is incredibly high even at medium range, the spread makes it impossible to achieve. This makes the shotgun a devastating CQB king, as it should be, and allows it to function as a medium range suppression cannon. It's spread makes it unreliable at medium range, but the damage means getting unlucky is still extremely undesirable and generally not worth the risk. That allows it to fill a support role. At long range, keep fairly high damage, but the spread becomes so absurd it is practically useless. The next thing to do is lower the mobility and handling of the shotgun. No more sprinting around the map one-shotting people around every corner, popping a shell or two in, interrupting the reload to kill one more and moving on without thinking. Now you need to stay away from long range areas because if you're caught in the open, you're dead. Similarly, if you try to reload when not secure, the reload interruption won't save you. That mechanic is now necessary because a full reload just takes way too long to be balanced otherwise. Now for the variants. For the semi-auto, drop the damage so that it's a one-shot only in the closest range category and a two-shot up to medium. Decrease mobility slightly further but improve handling so you can reload faster and be more tactical. For the fully auto, make 1-shot kills require some pellets to hit the head at the closest range. Enlarge the spread further. Use similar mobility to the semi-auto, but decrease the handling slightly from standard. This gun should be used to clearing dense groupings of enemies in CQB or spamming a camper while moving around their corner. Reloading mid-fight should be traumatic. For the break-action, make it a skill weapon. Damage stays the same, one-shots easy at close range and possible at medium. Tighten the spread to make medium one-shots more likely by ADS-ing and aiming for center-mass. Mobility should go up to allow movement to be slightly better than ARs, but perhaps not quite as good as some SMGs. Handling should be outstanding. Reloading in the open should still be a death sentence, but using cover should allow reloading to be done reliably. As for slugs. I think just take the same stats, but now take the damage that's packed into all the pellets and pack them into one big slug. Maybe increase the range for damage drop-off slightly. A slug shotgun should be a counter to AR campers and rushers the same way a buckshot shotty counters SMGs. Slug shotties are set apart from snipers by having better mobility, handling, and less range. I actually think MW 2019 actually did shotguns pretty well, except they generally had too much mobility and the 725 was ridiculously OP.

  • @GusCraft460
    @GusCraft460 Před dnem

    I personally don’t believe hardware makes that big of a difference.

  • @paradoxblaze8382
    @paradoxblaze8382 Před dnem

    MW2 WAS AWFUL FOR SNIPING

  • @GusCraft460
    @GusCraft460 Před dnem

    I think there should be a process whereby a video game community can usurp control of a neglected game and establish their own entity to run the game. This would probably have to be a legal process, and unfortunately patching the legal system is even harder.

  • @Stickyz
    @Stickyz Před dnem

    Your nintendo section was kind of weak. A lot of your points you say as if Nintendo doesn't have complete legal right to care. Shutting down melee tournaments and stuff is scummy sure, but they have complete right to be against emulation of their games especially for an event. Sure it's inconvenient for us and doesn't really affect their bottom line but the way you say it makes it sound like they had no right or reason to shut down things like sites that offer their games for free.

  • @chilicheesehotdogs3930

    Bro just made the argus from black ops 3

  • @GusCraft460
    @GusCraft460 Před dnem

    Honestly, minus the multiplayer, I think that the last two Zelda games fit almost all of the criteria, with the exception being the multiplayer.

  • @GusCraft460
    @GusCraft460 Před dnem

    Metal gear rising doesn’t think it’s a game, it thinks it’s an anime.

  • @GusCraft460
    @GusCraft460 Před dnem

    I would hardly call the original legend of Zelda an average game. How much money do you think Nintendo has made off of Zelda games alone?

  • @kakterius
    @kakterius Před dnem

    I don't think weapons should be simulations, but they should try to not missrepresent reality since that can lead to unsafe behaviour with this premise in mind: the comparisons of the weapons ingame are inherently flawed I think, because you compare arbitrary decisions the SMG killing slower than a shotgun or sniper in close range is ridiculus if you think about the way those weapons are supposed to handle and some of that I think is the way you also tried your self at balancing In my opinion you chose the wrong stats for the m4 or for the players which leads to this whole problem and also to shotguns getting ridiculously close range. what probably should happen is that snipers shouldn't exist in games like TF2 with small maps, because they make no sense it should by design of the type of weapon probably only ever exist in tactical shooter with long range designated marksman rifles are another matter but tf2 is still too close for that still if you really want snipers or DMR rather in TF2 make the guns in general more deadly, and give the precision rifle the ability to shoot through wood and stone because a full metal jacket will destroy realistically half a meter of stonewall

  • @KiraSlith
    @KiraSlith Před dnem

    The 'quirks' of firearm classification in the USA are legally driven, not gameplay mechanical. Banning firearms based on features is still a violation of the 2a. Not a discussion for game mechanics, and diving into that was unnecessary.

  • @GusCraft460
    @GusCraft460 Před 2 dny

    I would actually make snipers do less damage. The thing that most games seem to get wrong about snipers is that they are on not super high powered. Game developers confuse anti-material rifles for snipers. A .50 cal rifle won’t kill you if you get hit in the arm. I might include an anti-material rifle that can shoot through cover, but it still wouldn’t be a one shot kill. I would make the heavy snipers that players are so often drawn to unable to fire while sprinting and have a delay after sprinting before firing. I would make aiming down sights very slow and unable to fire until fully aimed down sights, add significant weapon away unless prone, and make look sensitivity very low when aiming down sights. I legitimately want to make sniping very difficult and uncomfortable. I would, however, include an unsuspecting bolt action rifle with a wooden stock and a scope. Something that might easily be mistaken for an old hunting rifle. I would make this perfectly reasonable to handle, aim, and reload, and while it would do only slightly more damage to the body than the average semiautomatic rifle, I would make it one shot to the head. I would also give this weapon plenty of mobility. A sniper should move after every shot. (I should mention that I would make most good sniping spots accessible via at least two routes, but make them off of the beaten path and of no tactical value other than as a spot to snipe from). Marksman rifles should be more like a semi-auto big brother to the assault rifles. Edit: I would also add a three tier damage system for head, torso, and limbs. Limbs take less damage, but getting hit there does other things. Getting hit in the leg disables sprint for three seconds. Getting hit in the arm disables ADS for three seconds.

  • @KiraSlith
    @KiraSlith Před 2 dny

    25:14 Oh hey, what Seige itself did to fans of preceding Rainbow Six games. How's it feel R6S fans? Doesn't feel very good does it? Yes I'm still salty 11 years later, we had a perfectly good tactical shooter franchise with the perfect balance of accessibility and difficulty, and you ruined it with esports and CoD mechanics. .,I,,

  • @GusCraft460
    @GusCraft460 Před 2 dny

    I think that handguns should have super fast aim down sights, draw, and recoil recovery speeds (basically general handling), but should have high recoil, high ADS sway, and low hip fire accuracy. I think rifles and other “heavy” weapons should have recoil and initial ADS sway, but that ADS sway should get worse over time if you aren’t prone/don’t have a bipod. I think that pistols should be very hard to shoot accurately past close range. The strength of pistols should be in finishing off an enemy that is already damaged. To maximize this strength, I would make all reloads slower than you see in most games. I would also choose to dramatically weaken melee to further emphasize this. Hitting someone with the butt of your gun shouldn’t be as deadly as shooting them with a literal gun. Personally, I would include a quick melee, which is literally just punching someone, or the option to draw a melee weapon like a knife that can kill faster, though this begs the question of why draw your pistol instead of drawing your knife. To answer this, I would allow player to draw their pistol with a knife in their offhand, though I would probably make what is in the offhand a loadout choice. You could also implement a melee struggle system, where performing a melee attack (perhaps only from the back) initiates a button mashing competition where the attacker can kill the victim in they win, or the victim can escape and maybe stun the attacker for a moment if they win. Perhaps there could even be some kind of perk that allows victims to kill their attacker if the victim wins. Of course, while this is going on both parties are still vulnerable to outside attack, and perhaps nearby allies of the victim high hear an audio que or get a huddle marker to alert them that their friend is in trouble. This melee struggle would make the quick and less vulnerable option of just shooting them with a pistol much more attractive. I would also increase sprint stamina if you have a pistol drawn, and increase interaction speed. This would be like using your free hand to open doors, disarm bombs, enter codes, and such. A pistol could be a primary option for an ability/gadget heavy character or build, but them some of their abilities/gadgets would need to be lethal. As for the flare gun, I would have it be reloadable, and not too slow either. To counter this I would allow players to extinguish themselves by going prone and spinning around. Stop drop and roll. This way, players can put themselves out almost anywhere, but they are vulnerable while doing it. Though I also wouldn’t have this information on how to extinguish yourself available anywhere. I want to see players frantically running through maps looking for a way you extinguish themselves. I would also take the time to place fire extinguishers in sensible locations that players could use, and maybe even pick up as a joke weapon or to put out allies. If I wanted to go wild with it, I would make it possible to shoot extinguishers and have them spray out white smoke that put out fires as an extra fast and desperate way to extinguish yourself.

  • @GusCraft460
    @GusCraft460 Před 2 dny

    I think the best way to balance shotguns is to lean into realism. I mean that shotguns should actually not be a one shot at close range, because the tightly packed pellets are effectively a single slug (and slugs should be at least a two body shot kill, bet keep a realistic range). I also think a one hit kill should require all pellets to land. This makes it so that a shotgun is less powerful at point blank and longer range, but has a certain range where it is lethal with one shot, but that zone should be relatively small. This means that shotguns require at least two shots at most ranges, which introduces the low rate of fire into the equation in a much bigger way. Each different shotgun should have a different range for its “kill zone” and a different fire rate. Longer range (I actually think range should remain high across all shotguns, with the spread tightness being the actual arbiter of shotgun effectiveness at range) shotguns should have a larger kill zone than short range shotguns, and fire rate should generally be proportional to fire rate. Only a sawn-off shotgun should be a one shot at point blank, but that is sacrificing range, and for sawn-off pump shotguns, magazine size. Shotguns should also have relatively small reserves of ammo because of the large shell size. Edit: I personally think headshots should be handled differently than body shots. I think that any shot to the face should severely stun the player and obscure their screen. Any rifle at any range and pistols at close to mid range should be a kill on the face. A single shotgun pellet to the face shouldn’t be lethal, but two pellets should be. If the game has players wearing helmets, armor penetration should matter. Medium range pistol shots shouldn’t penetrate a helmet, and so should only do a fraction of their normal damage (you still just got hit in the head), and shotgun pellets should also be subject to this. Assault rifles should only do half damage against helmets at long range unless they have AP ammo. Edit 3: I think that only pump action and break action shotguns should be able to support alternate ammo types (which is a nod to realism). I also think that they should be able to support any alternate ammo types from slugs to flechettes to sabots to incendiary to flashbangs to explosive to taser slugs. The greatest strength of shotguns is their versatility. They will fire whatever you put in them. 12 gauge shotguns can even fire .50 BMG if you can fit them in the chamber. It doesn’t work well, but you can do it. Each ammo type will probably need to be balanced separately, but I think it’s worth it. I think the best representation of shotguns in a video game is Payday 2. Though it isn’t a PvP game and lethality varies between difficulties and enemy types, the only things I think would need to be changed for a death match style shooter are calibrating the damage and reducing the ammo reserves.

  • @frogsjustfrogs6430
    @frogsjustfrogs6430 Před 2 dny

    id say go the overwatch route and make it a charge up, doesn’t fix the holding angles problem but it does fix quick scoping close range

  • @RussianNoises
    @RussianNoises Před 2 dny

    It's kinda inaccurate to measure everything of this in vacuum For example all persons are unique and have individual parameters We can take Phantom Forces as a good example of gun balance. All weapons have a damage reduction, bullet drop (ballistic), penetration depth and velocity of bullet (all bullets are projectiles). Of course snipers gets all good things of one shot bullets, but what if they missed or shoot in the limbs? A normal player can change his position and start approaching sniper from different side, and because of character movement mechanics it a bit hard to aim in close range moving target. But keep in mind there's any bullet from sniper in body or head will kill the target

  • @thebadartist
    @thebadartist Před 2 dny

    I just ran across this vid when looking on how to approach this problem in my game. Your shotgun/awp graph is invert of one another, but awp is actually doing same damage at all ranges. It's only the other stats like handling that compensate for it, so why is that not applicable to shotguns? You dismiss big recoil, for example, as it would be annoying to use but awp itself is only annoying to use at short range and that seems enough to balance it out

  • @kaiphoenix0
    @kaiphoenix0 Před 2 dny

    RIFLES: The Semi, The Auto, And The Burst

  • @Psycho_Duck_QUACK
    @Psycho_Duck_QUACK Před 2 dny

    I regretted it

  • @arwans1267
    @arwans1267 Před 2 dny

    Instead of adding a new shotgun for slugs, maybe give players a small amount of slug shells with a different amount for each shotguns, and they have to swap between bucks and slugs when needed.

  • @normar_of_da_SOVAGE

    Where is the burst shot shotgun?

  • @SnorrioK
    @SnorrioK Před 3 dny

    Why is 1/3 of the whole video about your favourite game and not how good games are going bad?

  • @BroCalmDown
    @BroCalmDown Před 3 dny

    what about making the scope move slightly up and down because of the weight of the sniper while ads'ing. And if you shift to walk slow make the scope stay stil for a least 5 seconds. İf the game has terrible hip firing accurasy it would make snipers longer range guns like it should be.

  • @bingoviini
    @bingoviini Před 3 dny

    My favourite take on a shotgun is probably in the Garden warfare games, the Plants vs zombies spin of shooters. In those games, the shotgun shoots a single weak projectile that works like most other projectiles, but also a strong and easy to hit "muzzle flare" with hard capped range. So it doesn't really have any real inconsistansy with pellets, beacuse there are no pellets. If only the projectile hits, the damage is low. If only the flare hits, the damage is big. If both hit, the damage is really big. There are ofcourse different versions of the shotguns to change up the gameplay, like faster rate of fire with worse damage, a smaller flare with a stronger projectile, only the flare without a projectile, or a shotgun that shoots coins.

  • @faidaimaidai
    @faidaimaidai Před 3 dny

    USAS Frag menacingly looking at everyone from the corner

  • @krotcute
    @krotcute Před 3 dny

    I watch arch btw

  • @koldonn1111
    @koldonn1111 Před 3 dny

    there is NO SUCH THING as an "Assault Rifle" The term was made up to make guns sound scarier than they really are. Many guns often referred to as one are often Semi-Automatic also, not necessarily Automatic.

    • @michael2636
      @michael2636 Před 2 dny

      "Assault Weapon" is the term you're looking for, snowflake. "Assault Rifle" has existed as a military term since 1944. Don't believe me? Just ask Ian McCollum (forgotten weapons) or James Reeves (TFB TV)

  • @bingoviini
    @bingoviini Před 3 dny

    Simply don't add a sniper Since they're so difficult to balance, and never fun to play against, just don't add them. And I'd rather have sad/mad sniper players, than sad/mad literally everything else players.

  • @Enclave_Soldier862
    @Enclave_Soldier862 Před 3 dny

    Funny thing is that shotguns have been called "unfair" as soon as they were used in real life war too! The Germans didn't like it!

  • @BrianandGage
    @BrianandGage Před 3 dny

    I think the reason Ubisoft wanted siege to be more tactical is because, if counter swapping is a large part of the game then players will be more incentivized to spend money on operators.

  • @GEB_Rosee_PPS
    @GEB_Rosee_PPS Před 3 dny

    2:31 Barbara tanking that like its nothing. nothing new really

  • @Logarow_Werewolf
    @Logarow_Werewolf Před 3 dny

    OK very good video but why don't you talk about Apex, Titanfall...? Maybe there are some things to say Again, good job for the video

  • @Ralsei31235
    @Ralsei31235 Před 3 dny

    wow somemone came up with the damage increace with range

  • @zmike9831
    @zmike9831 Před 3 dny

    headshots in games really is just a gimmick introduced by counter strike and other sports games, as headshots pretty much make the top 5% of aimers unbeatable with every weapon which is a huge balancing nightmare as it creates elitism and scares away new players. normal 9mm and 45 pistols are more the backup/utility while, like in real life, 45lc ,10mm, 357 and 44 magnus deal dmr/battlerifle damage while having worse recoil and clipsize, making then useful but never really being a primary or beating primaries.

  • @Ralsei31235
    @Ralsei31235 Před 3 dny

    oh . well tunellvision works

  • @Ralsei31235
    @Ralsei31235 Před 3 dny

    just make a code so base damage is like 50% on headshot BUT farther you are more damage you do

  • @ColesonSpeelman
    @ColesonSpeelman Před 3 dny

    3:18 explains why this country is just so great Edit: what I mean by this country I mean America

  • @Davie-jx4rh
    @Davie-jx4rh Před 3 dny

    Honestly different ammo types could help balance a lot Birdshot for newbies that can’t aim Buckshot for decent people with some range and damage Slug for good damage at medium but erratic accuracy at longer ranges

  • @racenturtlez
    @racenturtlez Před 3 dny

    the key here gentlemen is to not get into any games which can be changed (updated) after the purchase. only purchase games that are complete and don't ever again give in to the fomo that's peddled to you by those who resist this fact

  • @abdullamasud4278
    @abdullamasud4278 Před 3 dny

    I remember when I first played Rainbox six Vegas and I loved the tactical side of it. Then when I played Rainbow Six Siege I was overwhelmed by how it played like a fast paced COD game and not a tactical game (atleast not as much as I thought). I played for a month of two and stopped playing soon after. So ubisoft turning the game into tactical actually doesn't sound too bad. Maybe I will give it a try again.

  • @Orange_pie
    @Orange_pie Před 3 dny

    Hate crime isn't a real thing

  • @Renovartio
    @Renovartio Před 3 dny

    yeah no fuck that. all guns should always be realistic

  • @Shark_toofs1
    @Shark_toofs1 Před 4 dny

    Oh you live on twitch ni-