News - Are Streaks Too Weak Warzone 2

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In fact, I kind of missed the days when launchers were the most effective method for taking out these higher-end aerial streaks. I'm not saying bullet damage should be completely useless, but I think it should either have to be like a concerted team effort to take down a higher-end streak, so multiple people on the team should have to work together to shoot that down with their bullets, or you should be heavily incentivized to use the anti-armor round field upgrade, because that's what those are designed to do, but honestly, it's not even worth the time to reload your gun with that ammo, compared to just spawning in and shooting the helicopter down, because you can do that faster than loading these anti-armor rounds. So I do think that's the first issue with some of these higher-end streaks, like the Chopper Gunner, for instance; they're just way too easy to shoot down with bullet damage alone.

Spawn protection too strong?

Spawn protection too strong?

And this leads me to the next thing that I feel is making streaks, which are quite weak. I think it's kind of in combination with the previous thing I just mentioned, and this is spawn protection.

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Now, to be clear. I think this is a perfectly fair duration. Because 4 seconds should give you enough time to try to make a break for some cover and in many cases you can actually get to cover just fine coming off spawn within 4 seconds and saying that though when we combine this with the fact that currently, like I said the brein mark 9 with incendiary rounds can take out a chopper gunner in less than 4 seconds, and our spawn protection is 4 seconds that means a single person with an lmg on the ground will win a 1V one gunfight against one of the highest streaks in the entire game and for me that is a problem because there's also nothing that person in the chopper Gunner can do about it they can be unloading on that person that's standing there with an lmg, and nothing will happen for 4 seconds and in that 4 seconds that person has enough time to shoot you down so if it were up to me I think the ideal solution here isn't necessarily just nerfing spawn protection across the board cuz like I said I think you should have a fair shot to try to run for some cover and I think 4 seconds is reasonable.

However. I do think the moment you fire your gun, spawn protection should then be disabled, or if they're able to do a more advanced version of this, the moment you deal damage to that streak, you no longer gain any spawn protection from that streak. I think this would be a lot more fair, so if you are just one of those types that wants to spawn in and get to cover, you've got a realistic shot at doing that.

If, however, you want to spawn in and try to take that streak down, now you have to work a little harder for that. Maybe you have to switch to coal-blooded or you have to try to mix using cover in with putting shots onto that streak. To me, that just makes a lot more sense because then you aren't completely helpless in that Chopper gun or just watching the guy shoot you down while you can't deal damage to them.

I think it's totally fair that if they're dealing damage to you, you should be able to fight back and deal damage to them, and honestly, an adjustment like that to spawn protection would be enough. I think it would be excellent to see something like that.

Why the swarm sucks. (extremely simple counter)

Why the swarm sucks. (extremely simple counter)

However, none of this covers the highest streak in the game, and this is where I want to talk a little bit about the Swarm, because it turns out the Swarm is incredibly easy to counter without having to use hijacked if you strobe this blue My mind when I figured this worked was that when I was doing my testing, what I noticed with the Swarm was that you could simply outrun it.

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The way this works is that when one of those drones targets you and starts flying in toward you, it actually targets the point that you were standing at in that moment, and that's the point it locks on to; it doesn't lock onto the character model itself, so as long as you keep moving, you won't die from a swarm, and to show just how extreme this is.

I wanted to use the lmg with the slowest sprint speed on the most open map in the game Wasteland. And I'm not using hijacked ifs strob here, and yet with a standard sprint, I don't even have to use tactical sprints at all; I can just sprint around the map regularly. And that swarm will never hit me as long as I never stop to turn around and look at it like I did at one point here, and like I said, that's an extreme example that's using a really slow-moving lmg.

And I'm pretty sure that explains exactly why the swarm is not getting a whole lot of kills when you call it in. I would say in my experience, every time I call a swarm in. I'm happy to get any more than four kills, and for the highest streak in the entire game. I'm not really going to get all that excited to earn it if it's only going to yield four kills.

And in my opinion, these drones should be locking on to the character model, not the point at which they were standing. And that way, there'd still be some soft counterplay in the sense that if you dip around a corner or a wall in time and put a wall between you and that drone, then you can avoid death, and I did that all the time back in Black Ops 2 against the Swarm, but if you genuinely get caught out in the open, then too bad you're dead, and I think that's totally fair against the highest streak in the game, especially when there's effectively a hard counter, which is just hijacking a strobe. If you pop that on, these drones won't target you, and the only way you're going to die is if it targets a teammate that's nearby.

Wrap up & final thoughts

Wrap up & final thoughts

And with that, that is going to wrap it up for today's topic. In my opinion, streak balance is nowhere even close to being the biggest issue with this game right now, but it's still a topic that I feel is worth discussing since I think there is room for improvement here.

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I definitely think some of those higher-end streaks should definitely be more exciting than they currently are when you earn them, and they should be something that should absolutely be feared the moment they're called in because, as of right now, their power in the game doesn't really seem to align well with the skill and effort required to earn them.

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