![]() ![]() The adjusted back site breaks the head peek to B Main while also giving players new cover to work with.The new cover on the pillar allows for new pre and post plant opportunities.Added cover to the pillar on B Site, blocked off the back site with a new wall, and added a stack of crates to B Wall.This change simplifies the space and removes the extra pocket.Plant site extension is also to match the new shape of the pool.Extending the pool should make playing in this space more comfortable. The cover changes should give defenders both a safe place to fall back to and more cover on retakes.Adjusted cover on the back of A Site and extended the pool to the far wall.This provides some cover for attackers pushing the cave while also giving defenders more options for contesting the space.It also removes the 50/50 when both entering or exiting the cave, allowing you to be more methodical when pushing. This should give defenders more options when playing around A Main.Increased the width of the A Main choke and removed 50/50s (where you must choose one of two locations an opponent may be located).There’s also a small, new bench for a mix up when taking that first peek.Sentinels will still be able to clog the space, but the new layout should open a few options for attackers pushing in.The double stack of cover at short A has been changed to remove a very powerful one-way smoke location that made the area a little too difficult for Attackers to approach.Lower recovery time should improve burst fire efficiency. Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time.We’re giving the Bulldog some love to help make it feel like a better buy in those situations when you might need a cheaper but versatile rifle option. Added an extra bullet before it enters a recovery curve.Removed firing rate penalty on ADS (Aiming Down Sight).Adding another bullet before it starts to get unstable should make the weapon feel much more proficient at tapping shots, and improve its overall effectiveness in a fight. The Guardian didn’t need the fire rate penalty compared to its fully-automatic counterparts, so we’re removing it. While spraying, the time you have until you could switch yaws (horizontal movement) again is lower, meaning it can happen more oftenĪlongside changes to the Spectre, we hope to improve the feel and power of the Ares and take it out of the shadow of other weapons in its price tier.Protected bullet count from yaw (horizontal) switching while spraying, decreased 8 > 5 bullets.Increased pitch and yaw (vertical and horizontal) recoil multipliers when running/jumping/on ascender from 1.25 > 1.5.For example, instead of errors occurring at bullets 4, 7, 10 (in terms of firing order) they will instead happen at bullets 3, 6, 8.Firing error occurs at earlier bullet stages.Likewise, the close range sprays will require more control to be effective. By making the accuracy error come in a bit earlier and switching yaws more often, we hope it will make it more difficult to get kills when spraying over a long range. The Spectre’s versatility makes us happy, but it was over-performing in long range engagements and was too powerful even within its intended close range and mobile scenarios. ![]()
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