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Chamber Nerf

Comments:
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#1
Danny

My ideas for how they should nerf chamber:

Remove the ads from headhunter

Slow the firerate for ult

Decrease the slow duration of the ult

#2
V0sotros
0
Frags
+

Actually good nerfs, maybe also reduce headhunter to 6 bullets to keep it in line with the deagle?

#3
PoohShiesty
1
Frags
+

Add more agents alongside a pick/ban system. Problem solved.

#4
V0sotros
1
Frags
+
PoohShiesty [#3]

Add more agents alongside a pick/ban system. Problem solved.

we're gonna need way more agents, because if someone bans something like jett and raze or sova and fade, then you lose an entire niche that is crucial to the pro game that can't really be worked around

#5
ItsHunter
2
Frags
+

The whole point of the headhunter is that it has ADS tf

Reduce Headhunter bullets 8 -> 4-6 (id say 4 so that you get punished more for spamming the gun aso ngl ive won so many eco rounds from it by 1 tapping ppl)
Reduce Ult bullets 5 -> 2 [Regens bullets back to 2 on kill] (This is so that ppl that play stupid and dangerous angles get punished for not hitting their shot and so that youll be more inclined to play standard more predictable positions) if not this nerf then maybe
Reduce or Remove slow effect on the operator (either make the slow effect less aggressive and reduce the size or just remove it completely, tho if it is removed it makes him even less of a sentinel so maybe just reduce and resize the slow)

#6
VALoka
1
Frags
+

Every time a character gets the top by just being a good character all u shitters want to make said character completely useless

#7
w0v
2
Frags
+

ngl removing the ads from the headhunter makes it a literal sherrif which i don't think is the purpose of the gun and it wouldn't be a worth-it ability, maybe fix the fire rate and recoil where it's worse

#8
ItsHunter
3
Frags
+
PoohShiesty [#3]

Add more agents alongside a pick/ban system. Problem solved.

pick/ban systems only work when there are repeating/redundant abilities throughout the agent pool which sounds like a terrible thing for casual play imo. I honestly think just make more counters to already existing over powered characters and allow for more options by balancing ALL agents. The goal is to make all agent viable for pro play even if its just on 1-2 maps

#9
ItsHunter
0
Frags
+
w0v [#7]

ngl removing the ads from the headhunter makes it a literal sherrif which i don't think is the purpose of the gun and it wouldn't be a worth-it ability, maybe fix the fire rate and recoil where it's worse

fix the recoil like make it more aggressive? Cause i think at closer ranges its waaay too lenient with spamming like how you see yay constantly spam that shit when someone gets close and its just a free kill. Just reduce the bullets to 4 so that spamming isnt viable

#10
burritx
1
Frags
+

Fr bro, I can't stand these 30 second ads on my headhunter

#11
Robbie0511
0
Frags
+

I’ll say increase the time of his tps, decrease the number of his headhunter bullets to six and make it cost more, and also lessen the time of the slow after an ult kill

#12
shockyyyy
0
Frags
+
ItsHunter [#5]

The whole point of the headhunter is that it has ADS tf

Reduce Headhunter bullets 8 -> 4-6 (id say 4 so that you get punished more for spamming the gun aso ngl ive won so many eco rounds from it by 1 tapping ppl)
Reduce Ult bullets 5 -> 2 [Regens bullets back to 2 on kill] (This is so that ppl that play stupid and dangerous angles get punished for not hitting their shot and so that youll be more inclined to play standard more predictable positions) if not this nerf then maybe
Reduce or Remove slow effect on the operator (either make the slow effect less aggressive and reduce the size or just remove it completely, tho if it is removed it makes him even less of a sentinel so maybe just reduce and resize the slow)

Tbh this is like my ideal nerfs

#13
chockdart
0
Frags
+

Recoil on headhunter match real sheriff
tp cooldown to 45s if used/destroyed, 30s if cancelled
Ult no slow/short 2 second slow
Alternatively: ult match golden gun ammo: 1 bullet in mag 2 in reserve, 1 bullet back for each kill

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