1v1 me bro.
Nah but seriously, when we get to the final tuning stage, it makes sense to lean towards the strong side. Couple reasons: (1) hype new thing should be fun, and (2) if it’s fun to use, players get more reps in with it sooner. This helps a ton for properly diagnosing the specific fun/strength/frustration factors that emerge when the new gameplay thing is put in the spotlight by millions of players in the live game. Would rather release strong and nerf than release weak and buff. (NOTE: There needs to be a compelling gameplay reason to add the thing in the first place. With the CAR, we want that to be the magazine/loot versatility... that's always been its cornerstone. Change for the sake of change is blah.)
I remember playtesting the CAR close to release and essentially thinking, "damn, the mag versatility + strong hipfire + DPS make this thing a beast. Our last SMG had much more manageable recoil at range, and I suspect while people may eventually realize...
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