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Janko

๐Ÿ‘ค Speaker
1772 total appearances

Appearances Over Time

Podcast Appearances

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

What did you guys think about this update with the reloading?

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

Well, that's important to check because in warm-up server or something, it wouldn't matter about the reloading.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

But yes, okay, good.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

I think overall, it's another one of these things that gives us more to think about.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

I mean that in a playing perspective or doing what we do as analysts or casters.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

It gives us more to think about in terms of decision making.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

That's what this has added.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

And I think that the stance of, you know, we're not who was asking for this or why do we even need this?

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

I start to go down the rabbit hole of thinking, so this is another mechanism for Valve to be able to also balance the game, right?

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

We've seen them do things with ammo in the past where they've, you know, say reduced the amount of bullets that are in reserve of a gun or they've reduced the amount of bullets a gun can fire at once.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

Like the Tech 9 is a good example.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

It went from 32 down to 24, down to 18 now.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

This reload system obviously has some nuances to it.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

And I think that some of the key changes, for example, MP9, that's been nerfed pretty heavily in terms of the amount of ammo it has in reserve.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

So I think that's a good thing, right?

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

The MP9 probably still needed a nudge as far as a nerf was concerned.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

The AWP only having 15 bullets is pretty concerning, I think.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

The scout being brought down, what did it have, like 100 shots before?

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

So the scout was fucking insane.

Talking Counter
Episode 170: G2 and Liquid swap nertz/malbs, FaZe drop neo, the field is weak compared to Vitality

But the scout being brought right down now, the AWP only having 15 shots in total does make me go, oh, AWPing is already pretty hard, at least in the upper echelon.