GU07 hit the live server tonight, and I was excited to get home from work and log in. I immediately bought the underboss and put a laser sight on it to go to work. I’ve been waiting for a long time to have a powerful sidearm and was pretty eager to try it out. I chose the undreboss due to the higher rate of fire and equivalent number of hits to kill at close range.
Thoughts on the pistol:
It’s a great weapon on paper. And I certainly was able to get a few kills with it. There were a few heavies that I killed who I would never have tried to kill with the repeater or emperor. That being said, I missed a lot of frantic shots that I expected to land, and having 6 bullets makes it critical that you make shots count. There were several times tonight that I felt with the repeater or emperor I would have survived and killed people but ended up dying in the reload. Since it is only my first few hours with the new pistol, I am going to keep practicing with it before I come to any firm conclusions. For now, I am a little mixed on the tradeoff of firepower for magazine size and rate of fire.
I played for 2 hours tonight and went 111-68. It’s one of the worst sessions I’ve had playing the game in well over two months. I know some people don’t care and would find that kind of record to be pretty good, but as an infiltrator, it’s a pretty bad session and something I’m not used to having. I found myself getting killed while cloaked far more often than pre-patch, although I’m pretty sure SOE didn’t mess with cloaking mechanics this patch. It just seemed like I was getting cheaply killed all night long and it frustrated me. I suppose we all have bad nights, so I won’t dwell on it. The only good point of the night was when I hopped into a wraith flash, I frequently went on killstreaks up to 10-15 and was the only reason I didn’t have a KD below 1.
Other thoughts on GU07 (related to infiltrators)
-New TR reload animation and sounds for bolt action rifles. It will take some getting used to but I like them. The rechamber animation does not obstruct vision anymore, which is a great improvement. I don’t care for the sound changes but it is not offensive to me either.
-Pistols have a lot of potential to affect the infiltrator class, as we often depend on our sidearm to fight close up. I will continue to practice with the underboss, I think I will eventually learn how to handle it effectively.
-Flash stability changes are always welcome, and I find them to perform pretty well post-patch. Hard to say just how much the improvements affected my killing performance, but the wraith with scrapper chassis 3 felt pretty good out there.
-The HSR-1 feels great, I love the recoil changes and the extra 2 rounds in the mag. I wish they hadn’t dropped the min damage distance to 65 from 80m, and I also was miffed that the battle rifles got a high-velocity option while we didn’t… but after using the rifle tonight, it feels better and performs better than before. And I didn’t have a lot of problems with it before the patch
-The changes to the SOAS-20 are overall quite welcome. I think they could have done more without imbalancing the weapon, but 4 more rounds are better than none, and the total of 240 rounds you carry make the weapon viable for more than 4 kills. Accuracy is better, recoil is more controllable. I don’t anticipate using the new SOAS-20 regularly as I prefer bolt actions for mid range, or SMG for close range. Hipfire is improved now and I have noticed it. I will give it a good healthy trial post-patch just so I am comfortable with its new capabilities
Overall GU07 was a great patch. I think some of the ways they balanced the weapons were strange – instead of straight buffing the scout rifles, they reduced some attributes while increasing others. It was an overall improvement but losing some range and velocity, in exchange for accuracy/recoil and magazine size was strange. The new pistols are a positive addition, and may end up being a good addition to the infiltrator class. I am annoyed that my map colors don’t match the colors of my faction (seems like a bug). Speaking of the map; timers, ally presence and generator status are awesome changes that will really help the game, in addition to the eventual lattice. I really like those map changes.
I will continue to put time in this weekend testing the weapon changes. I am planning updates to my TR weapons guide which will be revised and posted here and on the general forums.
Let me know what you think about the new patch!
Edit: One other interesting note – SOE finally put some numbers out there confirming what we already knew – damage falloff exists at range for bolt action sniper rifles. This explains numerous observations that damage falloff existed previously, and infantry with high level nanoweave could survive a headshot at 100m ranges and up. It’s not news, it’s just nice to have the data finally!