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A Quinn rework was accidentally shipped to the PBE four years ago, and it may be the solution to her currently split playerbase
It’s 2019 now though, and Quinn’s new kit has been in the game for longer than her original incarnation. Many players have grown fond of her new roam-oriented ult, and they don’t want to lose their favorite champion to a revert. While new Quinn isn’t perfect by any means, she’s strong in the right hands due to her versatility and roam potential.
But what if we could preserve those things current Quinn players love about the champion while bringing back the core aspects that old Quinn players sorely miss?
Recently, Meddler published a Quick Gameplay Thoughts post on champions with “incompatible audiences,” noting that he felt Quinn was a good example of this due to many players wanting the melee ult back, but also many others wishing to preserve its focus as a map mobility tool.
Interestingly enough, a large set of changes was accidentally shipped to the PBE four years ago that aimed to do both before it was pulled, preserving Valor as Quinn’s melee half but also repurposing him into a roaming and scouting tool:
From [email protected]:
Attack Range increased to 550 from 525.Though it may require a few tweaks and adaptations to suit her new kit, these changes explored by Riot themselves would finally reinstate Valor as a melee combat form while providing the same powerful roaming, scouting, and ganking potential that Quinn offers today. It could potentially even resolve the issue of her split playerbase, an opportunity that doesn’t often present itself for champions with incompatible audiences like Graves, Karma, and Aatrox. As evidenced by the recent Diana update, sometimes simply re-exploring an iteration of the champion that didn’t quite make the cut back then could be what helps bridge the gap and bring them to a new era of the game — and I’m really hopeful Riot will be able to do the same for Quinn and Valor.
Movement speed lowered to 330 from 335.
Blinding Assault (Q) blind duration lowered to 1.1/1.2/1.3/1.4/1.5 from 1.5 at all ranks.
Tag Team (R) significantly changed:
First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker. Valor can move through units and gains +80/100/120% Movement Speed, decreased gradually to +5/10/15% when in combat.
Second Cast: Quinn returns, replacing Valor on the battlefield, and also resetting the cooldown on Heightened Senses.
Now lasts until cancelled.
Mana cost lowered to 80 from 100.
Cooldown now 40/20/1 from 140/110/80.
Battlefield V - Update 5.2
![]() | Hi folks, submitted by PartWelsh to BattlefieldV Our next update to Battlefield V delivers even more fixes, changes and improvements as our War in the Pacific continues - arriving on Wake Island later this month. We’re also pleased to confirm that Community Games will launch as part of Update 5.2. This feature launches later this month, where you’ll be able to create your own playlist of your favorite maps and modes, invite your friends and play Battlefield V your way. Below, we’ve detailed all of the changes that we’re making with this update, including insight on the new damage values affecting gunplay at long ranges. We’ve performed a large rebalance across the majority of weapons, ensuring that there’s now a better variety of options to help suit different styles of gameplay for each class. On behalf of the teams at EA DICE, we want to thank everyone for their support across 2019 and the thousands of hours of feedback that you’ve shared with us. We’re grateful for your support and look forward to seeing you on the Battlefield in the New Year. Freeman // PartWelsh Battlefield Community Manager What’s New?
Releasing later in December
https://preview.redd.it/hmcw1ulhim241.png?width=1920&format=png&auto=webp&s=efb39a9e36a8c26420ffd2c305e117a43de9f374 What’s Changed?Weapons, Gadgets, and Specialisations
Balance Changes With this update, we're continuing our work on weapon balancing across the game, and with this update we're focused on addressing the damage values of weapons over range. Note: Bolt Action Carbines, Sniper Rifles, and Anti-materiel Rifles have not been adjusted as part of this update. These have been addressed earlier in the year across previous updates, and we'll continue to review these Weapon Classes following these next set of changes. SMGs SMGs will primarily receive heavy damage reduction at long range. Close range damage is only reduced on some very fast-firing SMGs. This strengthens their general role as close range weapons. Some SMGs have seen revisions to their existing damage model in a way that allows them to favor long range damage over close range performance, giving medics more tools for ranged engagements. Close Range SMGs Weapons: Suomi KP/-31, M1928A1, MP28, ZK-383 when paired with its ROF Boost Specialisation Damage: 5-13 BTK Effective Range: 0-15 m Spawn ammo target: 150-180 Rather high rate of fire. Reduced damage per shot and fast damage dropoff. Balanced SMGs Weapons: ZK-383, MP40, STEN, EMP, Type 100 Damage: 4-11 and 5-12 BTK for the Type 100 Effective Range: 0-20 m Spawn ammo target: 150-180 SMGs with extended drop-off. Easy to use at the cost of lower ROF. Generally good handling that does not impact ranged performance. AR-SMGs Weapons: MP34, MAB38 Damage: 5-8 BTK Effective Range: 10-30 m Spawn ammo target: 150-180 SMGs with reduced damage drop-off at the cost of lower damage output at close range. Allows Medics to get extra range on open maps. Assault Rifles Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs. The M1907 SF has been revised so that it’s now treated like an SMG in order to ensure that Assault keeps a good option for close range gunplay. Ribeyrolles Damage: 5-7 BTK Effective Range: 15-40 m Spawn ammo target: 150 AR with a low ROF and reduced magazine capacity. Improved damage at long range. StG 44 Damage: 5-8 BTK Effective Range: 10-30 m Spawn ammo target: 150 AR with good damage per shot and accuracy. Increased ROF and magazine capacity help at shorter distances. Sturmgewehr 1-5 Damage: 6-9 BTK Effective Range: 10-30 m Spawn ammo target: 180 AR with higher ROF and reduced damage per shot. M1907 SF Damage: 5-13 BTK Effective Range: 0-15 m Spawn ammo target: 160 High ROF AR with increased damage up close and fast damage dropoff. Allows Assault to attain SMG style gameplay. Breda M1935 PG Damage: 5-6 BTK Effective Range: 20-50 m Spawn ammo target: 140 Hard hitting burstfire AR. ROF is rather low, as is damage drop-off. Best used at some distance. LMGs Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs, The FG42 and LS26 are treated like SMGs so that Support maintain options for good close range weapons. Flat damage is applied for the Madsen in order to keep it as a good ranged LMG option, while being very weak at close range. Balanced LMGs Weapons: KE7, Bren Gun, Lewis Gun Damage: 5-8 BTK Effective Range: 10-30 m Spawn ammo target: 180 LMGs with low to medium ROF. Decent damage per bullet give it similar effective range as the High ROF LMGs. CQB LMGs Weapons: LS/26, FG-42 Damage: 4-11 (LS/26) and 5-13 BTK (FG-42) Effective Range: 0-15 m Spawn ammo target: 180 Medium to fast firing LMGs with good damage in close range. Fast damage dropoff limits effective range. Handling is not an issue for the distances the weapon is designed to be good at. Ranged LMGs Weapons: Madsen MG Damage: 6 BTK Effective Range: >20 m Spawn ammo target: 200 Highly accurate and controllable LMGs with a very low ROF. Constant damage per bullet has them unable to compete at close range, but very strong at longer ranges. MMGs Less recoil adjustments are expected here in order to keep on using it for range limiting, since damage alone won't do at 1200 rpm. Bullet changes put the focus on very short range or weakness at close range traded for better ranged capabilities. Close Range MMGs Weapons: MG 42, VGO Damage: 5-13 BTK Effective Range: 0-20 m Spawn ammo target: ~200 Very fast firing MMGs with good start damage, but fast drop off. Handling needs to limit range further, as the damage drop off alone is partially offset by the high ROF and large magazine capacities for MMGs. Balanced MMGs Weapons: MG 34, S2-200, M1922 MG Damage: 6-9 BTK Effective Range: 10-30 m Spawn ammo target: ~200 Medium to fast firing MMGs with lower start damage, but gentler dropoff. Ranged MMGs Weapons: M1919A6 Damage: 5-8 BTK Effective Range: 20-50 m Spawn ammo target: ~200 Medium ROF MMG with good damage per bullet and gentle dropoff. Not the best up close, but good handling and damage dropoff give it better range than other MMGs. Semi Auto Rifles Tweaks are heavily dependent on the specific weapon. Performance is generally reduced at all ranges, but ranged performance should remain above average for most SARs. M1A1 Carbine Damage: 4-6 BTK Effective Range: 10-50 m Spawn ammo target: 90 Good magazine capacity, fast reload, very high rate of fire and low recoil. Ag m/42 Damage: 4 BTK Effective Range: >15 m Spawn ammo target: 90 With its fixed, decent damage and medium ROF, it can take care of enemies at any range quickly if landing headshots. Recoil is low, but low magazine capacity and damage per bodyshot make it unattractive if not going for headshots. Gewehr 1-5 Damage: 3-6 BTK Effective Range: 0-30 m Spawn ammo target: 90 Medium ROF and good maximum damage make it very good for closer ranges when combined with its big detachable magazine. Turner SMLE Damage: 4-5 Effective Range: 15-50 m Spawn ammo target: 90 Fast firing SAR with medium damage per bullet. Not good at close or very long range, but the in between. MAS 44 Damage: 4-5 BTK Effective Range: 15-50 m Spawn ammo target: 90 Has a longer reload but slightly less recoil and faster bullets make it a bit easier to use. Heavy Hitting SARs Weapons: M1 Garand, Karabin 1938M, Gewehr 43, Selbstlader 1916 Damage: 3-4 BTK Effective Range: 20 m and beyond Spawn ammo target: 70 Rather slow firing SARs with good damage per hit and ranged capabilities. Recoil is balanced around magazine capacity and reload, with the M1 Garand coming in very low. Self-Loading Rifles Changing damage is not viable on SLRs. Adjustments made via reduced ROF. Aggressive SLRs Weapons: Model 8, RSC Damage: 2-3 BTK Effective Range: 10-50 m Spawn ammo target: 60 Slow firing semi automatic rifle with a very strong bullet. Damage drops off at long range.. At closer distances, they can keep up with regular SARs, but are less forgiving. Long Range SLRs Weapons: ZH29, Selbstlader 1906 Damage: 2-3 BTK Effective Range: 30 m and beyond Spawn ammo target: 50 Very slow firing semi automatic rifles with an extremely powerful bullet. They can keep up with or even beat the heavy hitting semi SARs, but are less forgiving to use due to their ROF. Shotguns Reduced one hit kill range for all ammo types. Around 2 meters less. 12g Automatic Effective Range: 8 m (base buckshot) Spawn ammo target: 35 Fast-firing semi automatic shotgun with a rather low effective range. M1897 Effective Range: 9 m (base buckshot) Spawn ammo target: 35 Slow firing pump-action shotgun with increased effective range. M30 Drilling Effective Range: 10 m (base buckshot) Spawn ammo target: 30/15 Triple barrel combination gun. The two buckshot barrels can be fired in quick succession and have the best effective range of all shotguns. The rifle barrel fires a unique bullet that is different from slugs in that it can always kill with a headshot. Pistol Carbines Mainly reduced damage with increased ROF. P08 Carbine Effective Range: 0-20 m Spawn ammo target: 160 Very fast firing carbine with a generous magazine. Trench Carbine Effective Range: 0-20 mSpawn ammo target: 160Very fast firing carbine with a massive magazine. Bolt Action Carbines Spawn ammo target: 50 No further changes have been made. Sniper Rifles Spawn ammo target: 40 No further changes have been made. Anti-materiel Rifles Spawn ammo target: 30 No further changes have been made. Soldier
Vehicle Damage Changes
General Vehicle Changes
Maps and Modes
Outpost Game Mode Improvements
UI & Others
Spotting changes:
Minimap readability:
PC Specific Improvements
Xbox Specific Improvements
PlayStation 4-Specific Improvements
Our Updates may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates https://preview.redd.it/9q7kgva1jm241.jpg?width=1280&format=pjpg&auto=webp&s=7975b41fd3dccbbb5c4193aecfc8e99320a474b2 Player feedbackAs always, we value your input, and we want you to reach out to us with feedback. For general feedback, please use our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit and Discord.Should you encounter any issues or bugs we recommend that you report them on our Battlefield V – Answers HQ forum. You can also reach out to our Battlefield Community Managers on Twitter if you have any further topics that you would like us to write about in future blog posts. You can reach them on Twitter @PartWelsh and @Braddock512. Edit: Estimated Update Sizes are below! PC - 12GB PS4 - 6.7GB Xbox One - 7.3GB |
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