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Ambush isnt needed on a perk roll for bow and bow users are using it in your face if you mean it in the other sense. dont give your opinion if you dont know what im/you're talking about. hunters and warlocks can have a field day with a whole enemy team in QP and in trials a single bow user can map a 1v3 as ive already witnessed it.
So you basically saying that they should be able to just rush the bow users head-on over distance and be unkillable the entire time till they kill the bow-user.
I've made a living playing games. Won my fair share of actually skilled games in the quake franchise. You are just a sad because you suck at games and can't deal with it.
I find if there’s a particularly good bow user on the enemy team, I rely on my sniper, if not team shoot, he can’t kill both of you.
Bows on their own, however, are fairly mediocre. They are quite powerful for team-shooting, but have practically no dueling capabilities whatsoever. Unless you're peakshooting an overzealous goof from ~30 meters away, you will constantly struggle to close out your kills while getting eaten alive by every other primary weapon in the game. That, and lightweight bows still feel pretty terrible... I know lightweight bows have some fans, but bows themselves are already niche, so having a niche archetype within an already niche weapon type does little to help.
Basically, they're great combo/team-shot weapons, but struggle heavily on their own.
edit: oh and the solution to bows is nades but not everyone runs long-ball
Bow frames and draw times play a big part. Plus didn't they mess with damage drop-off thru scopes at the beginning of the season? So basically none of the bows drop off now because who hipfires one?
edit: again if you're having trouble vs bows equip the long-ball arm mod and huck grenades across the map until you latch a sticky one to his annoying face.
All bows are not equal, stuff like explosive head also adds damage.
Your fps setting and network adapter settings could potentially determine small differences here, given game's netcode runs p2p and game has known frametime issues. The game is consistently inconsistent :)