Please nerf Steyr TMP in the next update !

Comments

  • only in close range, at distance is useless because of high recoil, also runs fast out of bullets.
    but
    +1 should be nerfed
  • Yeah it needs a serious nerf. Way too OP and annoying.
  • They gotta nerf the D.Blade-Noble Silver.

    THAT'S JUST TOOO OP
  • They should've never implemented JPH bullets in weapons, but it's too late for a nerf now. It should've been nerfed waaay at the beginning, when the Ares JPH SMG's got released.
  • Forget nerfin, get rid of that pos. Hi creative :D
  • -1
    Because some of us paid a lot of money to get the Steyr TMP. Some of you have VIP'S,Noble or Prime weapons, but do you see us making a thread about it?
  • -1
    Because some of us paid a lot of money to get the Steyr TMP. Some of you have VIP'S,Noble or Prime weapons, but do you see us making a thread about it?

    ^^ this is part of the reason they are probably hesitant to nerf it. However, I do think it could be nerfed a little and I do own just about all of the TMPs. The biggest problem people really have with the TMP is the JHP effect which due to it's high rate of fire is just crazy with it. Unfortunately if you nerf the recoil and/or the accuracy of the gun it turns into something more along the lines of an Evo Scorpion or a not as strong per bullet but faster rate of fire than the kriss. If you remove the JHP it essentially just becomes a Jatimatic with faster rate of fire. I believe if they could reduce the effect of the JHP though by close to half and maybe make it take a little longer to reload then it'll be more balanced pretty quick right there.

    Another thing they could try but would likely gain a lot of hate....wouldn't really be with the TMP but rather the Ammo boosts that VIPs give in which they could cap that Boost off at perhaps no more than 2 MAYBE 3 ammo boost perks can be stacked per weapon type. So instead of +42 ammo they could be at best +21 if not just +14. That'd help in a few areas where VIPs have just made things a little too OP outside of just the TMP too. Meanwhile such a change would also perhaps make more people open to the idea of more Bags that players can have as if there is no cap in place on those ammo boost perks and more bags get introduced then things get even more out control in terms of boosting already OP weapons into further OPness.

    Now on to reality. IF they ever nerf the TMP or anything that helps it be OP....it simpy won't be NEXT patch and doubt it'll even be the patch after. As the GMs dont make the weapon stats generally. That's coded in by the Devs and such a change would likely have to be run by them. Then there's the issue of the other clients of CF....they would most likely push for the same nerf if one version gets it as I believe the TMP is fairly hated across all versions...but that might halt the Devs from implementing it knowing they'd end up doing this work for all versions (little differences between versions mean they most likely can't just do it once and copy it over with ease.) So unless they've already been planning a nerf....it won't happen for some time if ever at all.
    As for JHP itself....honestly the Devs applied that to the wrong weapon type IMO. I think it should have been applied to Pistols instead. A little stun effect from a pistol especially a weaker one wouldn't of been that big of a deal but would have made pistols more potent.

    I also think it'd be really great if the Devs did a massive update that included relooking at the balance of everything and re-adjusting stuff. Because honestly there's a lot of issues like that, but unfortunately a lot of people bought stuff BECAUSE of the fact that each new release of something brought something more towards the OP side so any changes that would affect players should probably need to be met with some kind of compensation if they were to do anything like that as well....and compensation is something that almost never happens in CF.
  • An host setting that ban selected guns would still allow paying users to use their op guns elsewhere, just not there where everone agrees on not using it.
    And once implemented ppl could select the type of gun themself so all stats can stay the same, even for new op guns...
  • Increasing reload and draw times, making the spray pattern impossible to hit around the center when moving, buffing the accuracy while increasing the spread when spraying. Increasing the damage falloff at distance greatly (so a random bullet to the head doesn't spell doom).
    ^My take on it.

    It's a run'n'gun weapon, but it's too good in every aspect. It's viable on close and medium range, and takes absolutely no skill to use since the JHP tagging effect allows you to get the upper hand on enemies you catch off guard while the chance of still hitting them when jumping around like a rabbit on steroids is remarkably high.
    -1
    Because some of us paid a lot of money to get the Steyr TMP. Some of you have VIP'S,Noble or Prime weapons, but do you see us making a thread about it?
    Ixith wrote: »

    ^^ this is part of the reason they are probably hesitant to nerf it.

    Another thing they could try but would likely gain a lot of hate....wouldn't really be with the TMP but rather the Ammo boosts that VIPs give in which they could cap that Boost off at perhaps no more than 2 MAYBE 3 ammo boost perks can be stacked per weapon type. So instead of +42 ammo they could be at best +21 if not just +14. That'd help in a few areas where VIPs have just made things a little too OP outside of just the TMP too. Meanwhile such a change would also perhaps make more people open to the idea of more Bags that players can have as if there is no cap in place on those ammo boost perks and more bags get introduced then things get even more out control in terms of boosting already OP weapons into further OPness.
    So it's not okay to nerf the TMP too hard because some people paid for it, but it's perfectly fine to make all those people who bought 6 Thompsons and RPKs regret ever spending money on the game?
    Read it again, but slowly : D
  • despite the fact it should be nerfed, the main issue is that beside it being op and incredibly annoying is that they are giving it away for free to starters and through events and monthly mixup rewards even in this monthly mixup, there is a reward of valentine crates which contain a tmp.
    the issue is not the wounds that tmp cause, the issue is that they are adding salt to these wounds.
  • [QUOTE=[MOD]4Real;n6883853]So it's not okay to nerf the TMP too hard because some people paid for it, but it's perfectly fine to make all those people who bought 6 Thompsons and RPKs regret ever spending money on the game?
    Read it again, but slowly : D[/QUOTE]

    Nah you missed the point of the post overall.
    A)They are likely hesitant to do nerfs on stuff people paid for in general
    B) But IF they were to consider say nerfing the TMP. they need to take into high consideration nerfing other things at the same time. The TMP itself wouldnt need as much nerfing if people can't run around with 77 bullets in it. So instead of nerfing one thing they need to consider all things in the mix especially things like the VIP ammo bonuses perks that should NEVER have been allowed to stack more than a couple of times if at all.
    C) and a later part of the post you didnt quote was the idea of compensating those that this effects directly. IE those who own those things and likely owned them for that specific reasons that lead to the nerf/balance adjustments.

    Also, people who spun specifically for a TMP might have gotten it in 10 crates with only 10k ZP or even from free crates. or maybe they spun 1000 crates and could have bought 6 thompsons instead. Though let's be honest if you own 6 thompsons you almost guaranteed to have a TMP permanent in your storage too. But it's hard to put a value on what people spun for it while we can easily put a value on what people did for the Thompsons and other VIPs to specifically get a lot of extra ammo perks to be OP with. Provided they hand temporary free TMPs out like candy it seems too, which would be a huge help if they stopped doing that. People think those who buy VIPs spend a lot of money, but it's really the people who buy crates that spend more. Then you get people that do both of course.
  • Utmost wrote: »
    They should've never implemented JPH bullets in weapons, but it's too late for a nerf now. It should've been nerfed waaay at the beginning, when the Ares JPH SMG's got released.

    You can discus this topic all you like but in the end a developer can't just nerf a weapon that's been in a game this long. It will cause termendous outrage for a big part of the community.
  • First it was Scar Light, then Kris Super V, then M12s, then Vips, now Steyr TMP and I'll add 9a-91 to this as well... Time to kill is just becoming shorter and shorter. But there's even more what needs to be balanced/nerfed: you could particularly snipe with Slug; Melee is a mess - lagg compensation making people use words like 'tanking' frequently, karambits, vip knuckles, blade made vanila shovels/kukris/axes feel like a low tier weapon (also, who remembers katanas?). Berreta Vip with Vip character kick cancel is just--"insert misery here". And Ranked is legit pay to win and unbalanced--why do I still get people on my team going 0/17 in platnium melee? Is there even a mmr system of sorts?--which is compleatelly the oposite of what it should be, and balance NEVER got fixed since the begining (I'm not even including hacking in Ranked).

    By the way, I own Steyr TMP - Dead Eye and I don't like it, looks cool though.
  • Creative_E wrote: »
    They gotta nerf the D.Blade-Noble Silver.

    THAT'S JUST TOOO OP

    This one has a deffinetly YES from me.
  • New_Pro wrote: »
    First it was Scar Light, then Kris Super V, then M12s, then Vips, now Steyr TMP and I'll add 9a-91 to this as well... Time to kill is just becoming shorter and shorter. But there's even more what needs to be balanced/nerfed: you could particularly snipe with Slug; Melee is a mess - lagg compensation making people use words like 'tanking' frequently, karambits, vip knuckles, blade made vanila shovels/kukris/axes feel like a low tier weapon (also, who remembers katanas?). Berreta Vip with Vip character kick cancel is just--"insert misery here". And Ranked is legit pay to win and unbalanced--why do I still get people on my team going 0/17 in platnium melee? Is there even a mmr system of sorts?--which is compleatelly the oposite of what it should be, and balance NEVER got fixed since the begining (I'm not even including hacking in Ranked).

    By the way, I own Steyr TMP - Dead Eye and I don't like it, looks cool though.

    To melee i can say you Axe is still way to op, it can reach you from so far away, before you can reach him with a kukri or dual karambit. The Reason the Katana Died is because the only way to obtain it was to spend zp for a week or month limited version and nobody is such an fool to buy a 30 days gun when he knows the most of this time he even cant use the gun, because he needs to go to work/school or is sleeping and that is just wasted zp. The Big Problem in this game is still the Synchronisation, as example in knife mode when i try to get a enemy, i cant even kill him why ever, then he walks through me, his char is stuck into mine and i cant reach even his hitboxes then anymore and i just die. The Problem is that the Game dont feel like its server synced, it feels like its synced from computer to the other computers, and thats why they even can kill you even when youre behind walls already. That you have Player with 0 kills in ranked, that can happen, it happend in S&D ranked by myself too, nut everyone has sometimes a game where it feels like you could use a rpg and still couldnt get a kill because you cant focus.

    in my opinion melee, or better said all modes could be better if there would finally a better game synchronisation, and the Hitboxes would match to the Skins right, because at least it happens to me often when i give a player a hs with a AK or M4 on a distance in between 10 meters its just counting 30-40 dmg and that for a hs. The Problem with the steyr,or 9a is it feels like that this guns have more dmg then the "normal" rifles
  • I do hear where you're coming from, but at the same time I've personally never had an issue with TMP users, even when using basic guns. You just have to be aware of them, and play around them like you'd play around, say, a sniper. Or an MG. Its just a different strategy. If you see a TMP user, play the distance game instead of run-and-gun.
  • [QUOTE=[GM]Kanadian;n6884177]I do hear where you're coming from, but at the same time I've personally never had an issue with TMP users, even when using basic guns. You just have to be aware of them, and play around them like you'd play around, say, a sniper. Or an MG. Its just a different strategy. If you see a TMP user, play the distance game instead of run-and-gun.[/QUOTE]

    Yeah, but like 90% of players do have an issue with TMP users. Sure you can try to play around them, but mostly it's not possible to do so, because 5 of them rush your site and there's not much you can do at that point. You cannot deny that SMG's in CF are overpowered, im talking 9A-91 and TMP. Anyone who plays ranked in this game knows this. Its disgusting to play against that tactic.

    NERF smg's and make CF great again!
  • Actually, the weakness of these weapons is the distance, but what happens if someone suddenly appears before you
  • [QUOTE=[GM]Kanadian;n6884177]I do hear where you're coming from, but at the same time I've personally never had an issue with TMP users, even when using basic guns. You just have to be aware of them, and play around them like you'd play around, say, a sniper. Or an MG. Its just a different strategy. If you see a TMP user, play the distance game instead of run-and-gun.[/QUOTE]

    What? You can't ALWAYS keep your distance from someone with a tmp, especially in modes like SnD, free for all, wave mode and mutation mode where you have to try to find players and kill them. And what if they rush you? Almost everybody has a problem with this gun because it's OP. This is a very stupid reply from a gm.
  • Burned989 wrote: »

    What? You can't ALWAYS keep your distance from someone with a tmp, especially in modes like SnD, free for all, wave mode and mutation mode where you have to try to find players and kill them. And what if they rush you? Almost everybody has a problem with this gun because it's OP. This is a very stupid reply from a gm.

    You've got a point, but once this happens a single time you can account for it. If they are rushing you, set up a defense with your team. If you turn the corner and are facing down someone face to face, then of course the SMG is going to win. They're supposed to win in that situation. Thats how it works.

    Shotgun - Close quarters
    SMG - Close quarters
    Rifles - Mid to long range
    Sniper - long range
    MG - cover/suppressing fire
    Melee/Pistol - Secondary resort
    Grenade - Mid range/tactical use

    Sure, you can't ALWAYS guess where your opponent is going to be and win as a result every time - but nobody is expected to win every time.
  • There are so many players complaining about this gun and here you are, telling us "but at the same time I've personally never had an issue with TMP" .Like, do you even play the game? Real talk
    Have you ever peeked around the corner and there is a TMP player strafing and running towards you, LITERALLY ignoring anything and everyone else and chasing you for ages? Beside that, close, mid or long range, if a TMP player starts shooting at you, it bumps your aim up into the air.They're not impossible to kill but I would rather fight a full BP, SPOP and M4 Obsidian pro chinese player than a TMP kiddo.Don't take anything I've said as an insult, it's just hard for me to believe that GMs actually play the game and they come up with things like that.A TMP simply bumps your aim in the air and it slows you.You need like 0 skill to get kills with that weapon and an unskilled player shouldn't be able to get THAT many kills imo..