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The TTX22 is one of the worst weapons I have ever used in a video game.
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Grinding this things challenges was agony. On its own, the weapon seems like a mediocre sniper rifle. It's not too outstanding when compared to other FPS games.

However, the issue is that Deathgarden is not a standard FPS, and the TTX22 seems like it was built for an entirely different game.

I will now go into detail about each of the horrific aspects to using this weapon, and while on their own may not be too big an issue, together they make the weapon basically a meme pick or something to stomp on players in their first match.

  • The weapon has massive scope sway. It's not too difficult to account for, but it's pretty damn severe compared to even standard FPS games. It's like Stalker is standing on a boat trying to keep steady.

  • The weapon doesn't do very good damage. Even at close range it takes three shots to down a Scav in most situations, and that's without accounting for the plethora of healing opportunities a Scav has to mitigate it. Three shots may still seem like a pretty low TTK, but it's prevented from being as much due to more issues.

  • The weapon has massive spread and recoil recovery time. The upgrades for the weapon increase its RoF, an attribute that is almost completely worthless because after each shot, the weapon becomes almost completely unusable for roughly 2 seconds, as the spread increases to the maximum. The reticle is also displaced and the vision cone is jerked upwards as it lazily curves back down to its original angle, even if the scope is reoriented.

  • The weapon has virtually no hip-fire accuracy. Granted, I don't think it SHOULD be useable as a no-scope cannon, but the fact that it can't even be used in a pinch is just more on the pile of crap.

So yeah, those are the mechanical aspects of the weapon alone that make it pretty bad. In another game like Halo, it would be comprable to the beam rifle or something like that (though still worse). Not particularly good, but useable.

The problem is, this game ISN'T Halo.

  • Deathgarden features extensive cover. With massive amounts of trees, bushes, ruins, and vastly varying terrain elevation, it's good for Scavs to be able to evade Hunters. However, it makes using the sniper at any decent range almost completely a non-option. This issue is even further compounded by the dense fog that makes visibility past a certain distance almost 0. Additionally, the Hunter can't really utilize high ground to mitigate this, as most elevated structures will just cause the Hunter to slide off. Only in VERY luck RNG situations will the level even present an opportunity where using the sniper rifle as a SNIPER would be viable. Even further, you cannot really use it against good Scavs who are depositing at a Blood Post, as most of them know that Hunters approach from the center of the map, and thus will position themselves on the other side of the post. Unless you happen to be coming from an odd flank or fighting against a careless Scav, the main time a Sniper would be useful is, again, worthless.

  • Deathgarden features extensive mobility. Scavs are able to roll, climb, evade, etc. at the first sign of danger. So even if you manage to land a hit on a Scav, any player with half a brain will immediately reposition, long before the shot spread returns to normal and you can follow up.

  • Deathgarden has many evasion / defensive options for Scavs. Even if a Scav was caught out in the open, they would simply need to use a healing bolt, camo bolt, or smoke to completely throw off further attempts at sniping. Even if you were able to down them at a distance, they would simply be revived by a heal bolt long before you could close the distance.

  • Scavs are able to evade "revealed" status easily. Being revealed is more a useful tip for a Hunter to know the Scav's general area as opposed to being an actual mark. So even though highlighting a Scav in bright red from infinite distance might seem like a perfect chance for a Sniper, the odds of being able to line up a shot before they simply mitigate the status is extremely low.

  • Hunters emit a musical cue when nearby. So given that utilizing a Sniper rifle in any given map from long range is almost completely non-viable, it would be a decent proposal to snipe from medium range. However, even at medium range a Hunter emits an aura of music to alert nearby Scavengers. So before you can really set up a decent vantage point, most Scavs will have scattered by the time you aim down the scope. For a weapon that has the main purpose of being an unseen surprise attack for high burst damage, this just puts another nail in the coffin.

TL;DR: The TX22 does not have any meaningful role in Deathgarden and is almost completely worthless due to a mountain of negative mechanical effects combined with unique features of the game that are not suited to its playstyle.

I don't really have any suggestions for it, as the main idea of a Sniper in the game isn't very viable. I don't think it should be a massive one shot kill or anything, but I think that something as simple as the music cue being slowly reduced while ADS, or highlighting Scavs that are within a certain range without alerting them while ADS would go a long way in making the weapon actually USEABLE.

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5 years ago