
Dawso
1.1K posts

Dawso
@itzdawso
Off The Grid Player for @HexaCorporation 14 K.D #1 for Kills and Wins in Australia












🏆 BACK 2 BASIC - Winners 🏆 Huge congrats to the winners. GGs to all duos who dropped in and battled it out. Great games all around.





Yesterday’s @playoffthegrid tourney was the best and fairest so far but that's mainly because of @FlawgamingHQ new format. I feel like some things about current gameplay should change. I will provide a short feedback right now. (This is shortest I can do sorry) I think we’ve deviated a lot from the beginning of the game — the gameplay has changed dramatically and slowed down for reasons I don’t understand. This might’ve happened to give casual players more breathing room and keep them from being run down too quickly, or it’s just a different vision from the devs. Imo, slowing the game’s pace down is a big mistake because that constant action is what makes the game great. Casual or not, the best part of the game is taking fights nonstop. Right now, the competitive game loop looks like this: loot boxes, do a few missions, get a loadout, rush players calling their loadouts, die, loot again to buyback your team, die again trying to revive them because there are too few revive stations, loot again for loadouts, get jumped when calling loadouts late game, and repeat. It’s a constant struggle for no real reason — it hurts both players and viewers. I don’t see any reason not to let the economy be heavily inflated; you can always balance it later by raising the cost of buying teammates or adding longer cooldowns for spam buying. But things need to change — this game isn’t about looting crates. It’s about taking fights, making mistakes, dying, reset and repeat. (gameplay balance) -Double the money from crates and missions (not kidding). -Increase money rewards for kills; drop a percentage of held cash when killed. -Add more revive stations and give them better cover. -Reward money for extracting a hex. -Buff the respawn loadout. (guns balance) Some guns are just too op then the others and this is bad for the game. Limited supply guns should never have more ttk then the basic ones. You can just diversify with their recoil, firerate etc. But the ttk should always be the same. I'll give a shoutout to most broken weapons right now: -kestrel 1 shots should never be a thing in this game double shot body is still op. The kestrel was perfect as it was before, we all still loved it. -type 227 simply broken -flenser is the most op in the game right now, mostly because is a perfect match with the dash mechanic and cyberlancers. -tacoma pioneer is still crazy good. what makes it even more absurd is being such limited supply. This makes no sense and if this game wants to be taken seriously, this things should only act like cosmetics. (limbs balance) Some guns are just way too overpowered compared to others, and that’s bad for the game. Limited-supply guns should never have a higher TTK than basic ones — you can balance them through recoil, fire rate, and other stats, but TTK should be the same. -Painkilla shouldn't heal and revive in red zone. -Skunk aoe and damage should be addressed (can even be reworked in different ways) -Slugger aoe, charges and slow should be addressed -Shield needs a rework, be able damage it from outside, add more cooldown etc. -Cyberlancers slightly nerf the damage, screen visuals when getting hit etc -Paralyzer can have a rework too, can even make it skillshot again (without stunning) If @playoffthegrid really wants to put an effort into a competitive scene I really think those changes are a must. Also I would mention that those things I talked about are worth nothing if we can't have a fix about the lag issues in custom lobbies. Everything I’ve mentioned is completely objective, and I believe I’ve considered all factors. I really think this could be the best version of the game for all types of players. There's also few small stuff that I can't think of right now but that's for another day. @GUNbyGUNZ @GunzillaGames @VladK133






