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The burst rifle is actually cool, we love looting them from you guys.
Didnt use your rifle excessively but it worked out for me. Its an carbine, so you'll snipe less long range but fare better medium range.
There is no pray when then they spray.
The Argenti is about the only reliable hitter but its RoF is kinda sad.
The Fascina needs a A/S option and larger mag like the storm rifle
The Pitch should just be removed IMO, pure garbage.
The shotty is better option for its niche use but you're still better off looting a Fiddler.
..and their sniper is so much better too 100-150 vs 70-105 for the same cost..lul wut?
Wardens also seem to have twice the view distance at night but that's another story..
I also recognize that Colonials got most/all of the new infantry weapons and as such it takes time to adjust to a new set of combat tools. That kinda sucks.
Pitch gun is an amazing secondary. If you use it as a secondary. From a commanders hatch it has LMG accuracy and the same range as standard SMG which means any vehicle with a commanders hatch basically has a pintle mount MG. As any non direct combat role it is perfect. It multiplies the force of builders, medics, and logi. It also does heavy work as an AT or support weapon trooper. As a secondary weapon it has an increased swap to speed. It is the absolute best sidearm. Stop comparing it to the Warden SMG. The Warden SMG is a primary weapon and its stats need to equal other primary weapons.
The Colonial Rifle is an amazing offensive rifle. It has almost the same accuracy as the Warden rifle, It weighs far less, It has a great rate of fire, its damage is high enough that you 2 shot players just like the Warden rifle, bayonet is an auto tech so you always have a CQC option of comparable strength to the Warden SMG, it has a faster accuracy gain/recoil defbuff making follow shots decently accurate, and it has some sort of strange hidden stat that lets it randomly snipe unsupressed players in full cover. Not to mention that it has the same/slightly better stats than the Warden carbine which is a weapon that we need tech to unlock and is much beloved in the veteran community. It is an aggressive rifle that favors flanking, trench rushing, trench to trench combat, and assaults. If you treat it like a long range slow firing bolt action rifle you only have yourself to blame when you lose in a fire fight.
The Colonial burst rifle is essentially the Warden base rifle but every shot has around a 2/3rds chance of one shotting your target. Its RNG. RNG feels bad when it screws you over. But statistically speaking enough players using the burst rifle on the frontline will decimate the oppositions infantry.
Also if you want to get rid of/nerf a majority of Warden weapons I really think we need to talk about how dumb the ISG is.
None of that matters when one team gets the OP, Broken, cheap, no-counters ISG gun. That thing melts bunkers, tanks, infantry at no rmat cost and from safe range.
This is what wardens tell their children at bedtime and why the grow up to hate us.
Head stuck in the sand fairy tale stuff.