This is going to be long, so here’s a quick summary of the points I address to decide if you want to read:
- Comp is for teams, Core is for solo
- Both are very imperfect. Holding shots is too prevalent in Comp, but high, nooby damage is too prevalent in Core.
- New health regen in Comp
- Marshmellow Gnasher
Disclaimer: I prefer Comp overall, but I enjoy both for different reasons. There are pros and cons to both. I’m not a diehard fan of either tuning.
Comp for teams, Core for solo
This is a fundamental concept for the tunings. The Comp Lancer is weak because they’re meant to be a supportive, not a One Man Army type of weapon. Rifles are highly effective for draining the enemy’s health before they get into a fight with your teammate. They are also useful in double lancering an enemy down quickly.
In Core, you can just do everything yourself with a lancer. It’s totally viable to just never pull out a Gnasher in Core. You can just active your Lancer and be good for any situation, given that you have enough ammo. And no teammates are required. You can just two-shot down anyone with a Gnasher, down them with a lancer while moving between covers, etc.
Markza, Retro and Hammerburst in Comp
First of all, the Markza is incredible, even in Comp tuning. Not sure why you haven’t seen people get headshots, but they must just be using the weapon very wrong. If someone is running straight at you, spam it at their body and they’re going to go down. Shoot it slowly at their head or body when they peek or move around the map from far away and you’ll either pick them off completely, or make them ridiculously uncomfortable when fighting your teammates.
It’s either lag or you missed some shots while spraying during the recoil. It’s happened to me as well, but when I slowed the clips down, I found that I was spraying impatiently. And I think that’s a fair tradeoff for weapon balance, otherwise it would be more OP than it already is.
Retro is straight up OP.
Hammerburst is basically the same as the Markza, except you can be pushed in close range much easier.
Gnasher in Comp
Although it is a marshmellow after a certain range, I think it should be. You should be using different weapons at different ranges. Being a marshmellow shooter is still effective though. If you have someone full red and they’re running from you, shooting marshmellows at them will keep them damaged so you can continue to push them. Yeah it would just down them straight up in Core, but that’s what makes Core so unforgiving. Call that good or bad, but it’s really just using the wrong weapon for the distance.
This isn’t true anymore after Comp tuning 2.8. The spread is the same tightness while strafing.
Holding Shots in Comp and No Forgiveness in Core
This is something I totally agree with and it’s the biggest downside of Comp tuning IMO. Holding shots (not shooting until the enemy is in gib range) is extremely cheesy and unintuitive. Comp is plagued with people just walking slowly toward you and shooting at the perfect time that you’re in gib range. Shooting for damage is extremely risky once you’re close to each other. He’ll just get close to you in between shots and chunk you, even though you hit him for 60% just two feet back. Or 40% if he walks in on you from even farther.
On the other side (Core), this concept of holding shots is punished much more often. They can’t walk in on you from nearly as far in Core because you can do so much damage from farther shots. The same thing goes with people misrolling near you. They get away with it because your shotgun damage falls off too quickly in Comp, but in Core, you can brick them for making the mistake.
Obviously, this concept of being punished very easily in Core for mistakes comes with the cost of the shotgun being ridiculously overpowered. If someone is sitting on cover, it is basically impossible to push them in Core as long as they hit their shots. Unless it’s an area where you can go super, super wide, he’ll just pop over cover, take a simple shot and full red you. This leads to tonnes of stalemates. IMO, you should be able to get away with more aggressive plays in Core.
I thought this was a horrible thing they did in 2.8. It was fine before. The health regen now is very unintuitive. I feel like I never know when someone is full red or not. I put in a tonne of shots, get them full red, sprint to go wide on them, then hit them with a shotgun for 70% and they don’t go down. Huh? I thought they were full red. Oh, nope… they got their health back in 1.5 seconds because they were sitting in cover. Had they kept running, it would have been 2.5 seconds. Had they wallbounced twice and then ran, would have been 3 seconds. Had they wall bounced four times and then sat in cover, would have been 3.2 seconds. Like wtf?
But even if the enemies had a health bar over their head and I always knew how much health they had, the health regen system would still be stupid. It is far too quick to get your health back while sitting on cover right now. People run away after being full red for doing something stupid, and then they get their health back before I could even go wide. Doesn’t matter how quick I am. Playing for damage is stupid right now.
TL;DR Pros and Cons
So yeah, the health regen and holding shots is stupid in Comp, but the weapons are way more balanced IMO. The current weapon balanced makes it fair to move around the map and make plays. Every weapon has its place and time to be used. Rifles are used for teamwork and holding down open areas (Core rifles can hold down whatever the f*** they want).
In Core, one person can pin you down forever and force gameplay to a complete halt. And they can hit mostly inaccurate shots which will full red you. It gives people a tonne of lucky kills. But at least those OP weapons can punish stupid plays that deserve to be punished.
The reason I don’t prefer Core in general is because noobs get lucky way too often AND the gameplay is complete cancer in highly competitive games. Ever play TDM with all Diamonds vs all Diamonds? Yeah have fun. It’s impossible to move because the weapon balance is so horrible.