This thread was added on June 02, 2020, with posts from UbiMorning, UbiYubble.
Original Post
I ask this question, because as things currently stand, the best duo in this game in my opinion is castle and fuze.
If me or a friend are playing fuze on attack and we see a castle on a window or doorway by the objective...we get excited. If you hear a fuze put a charge on a wooden barricade theres a chance you can kill him or at least destroy the charge. But when he fuzes a castle barricade it seems much harder to hear him, as well as it obviously being alot harder to kill the fuze on the other side.
It's as if castle is trying to make fuze's job easier.
At least atm you can lob an impact towards to barricade. But soon even that won't be an option, as the lowish pick and win rate for castle has forced the hands of the devs, who are planning on removing his impacts.
So now almost anyone can destroy his barricades, he will have no impacts to get rid of them quickly himself, and he is the best operator for supporting fuze....am I the only one thinking he actually needs a buff?
I think you can say that this would be a "risk" to Castle's gadget. As Pulu mentioned, you have to think about where you put the Castle Barricades for situations like this.
Originally Posted by ZOFIA36Hm. Good point! Although, Castle barricades are meant to soak up attacker's utility, so it's actually a good thing that Fuze is wasting a charge (or sometimes two) on it.
I ask this question, because as things currently stand, the best duo in this game in my opinion is castle and fuze. If me or a friend are playing fuze on attack and we see a castle on a window or doorway by the objective...we get excited. If you hear a fuze put a charge on a wooden barricade theres a chance you can kill him or at least destroy the charge. But when he fuzes a castle barricade it seems much harder to hear him, as well as it obviously being alot harder to kill the fuze on the other side. It's as if castle is trying to make fuze's job easier. At least atm you can lob an impact towards to barricade. But soon even that won't be an option, as the lowish pick and win rate for castle has forced the hands of the devs, who are planning on removing his impacts. So now almost anyone can destroy his barricades, he will have no impacts to get rid of them quickly himself, and he is the best operator for supporting fuze....am I the only one thinking he actually needs a buff?
Originally Posted by xcel30There usually is ample time to run away and reposition yourself before his charges go off. If you're next to that barricade, you can hear that very distinct Fuze charge attachment sound before it goes off.
Say that to the people on the other side of the door that can't shoot back (really shouldn't have removed castle impacts)
Originally Posted by xcel30Fair point! Personally I don't think Castle getting his impacts removed will end up having that much of an impact (no pun intended) on his pick rate. It seems to be one of those changes not many players have brought up as a point of concern, but I have seen a few scant comments over it.
...or you could blow it up and stop fuze detonating and caught him with his pants down without having him blwoing up whatever defenses were setup
Originally Posted by Slyrr7Hm, I think I would have to disagree that Castle's barricades could be replaced with regular barricades, and there not be a drastic change in efficacy. His barricades aren't meant to be insanely strong. Their sole purpose is to slow attackers and soak up utility (nades, zofia impacts, breaches, etc) and I think those do the job pretty efficiently. Castle's weapon choice also plays a factor into why his pick rate isn't as high as some might want it to be. The UMP is seen by a lot of players as the "weakest" gun in the game, so while Castle's kit does provide some uses in a lineup, an operator's weapon loadout does play a factor in whether he's picked or not, and unfortunately, he doesn't have a very attractive set of guns at his disposal.
Have you considered that maybe you need to look beyond your one SSG vid? Beyond your one "Church/Armory" strategy? To consider that there are players who don't fall into that neat pigeonhole, and who don't play Ranked or Pro League? That there may, in fact, actually be players who don't conform to 'the meta'? Have you considered that maybe there's a 'bigger picture' that you're missing out on? A bigger playing universe where pro league strategies don't work, and where Castle is not 'strong'? Again - look at his stats. The stats do not lie. Castle's pick rate and performance rates are low specifically because he is ineffective. He doesn't have enough panels, the panels he does have are too weak, and they present little to no hinderance to the attacking team. If they took away the 'bulletproof' panels and simply gave him six wooden barricades, nobody would be able to tell the difference in terms of efficacy.
Originally Posted by kamakazimerc1Personally I'm not saying I agree, but I've seen quite a few threads and scant comments on forums and Twitter, Reddit, etc asking for the UMP on Castle to be buffed, or players suggesting we give him a new weapon in general. I like the UMP! It's not necessarily my weapon of choice, but if I have to use it I find myself to be pretty effective with it. I feel, in the right hands, it can be one of those sneaky good weapon, and one that some tend to underesitmate sometimes.
this one right here, I never understood this. His UMP is really effective and has a great recoil thats relatively easy to manage. And once the extended barrel is attached has a really good damage rating that works well down long hallways, and its got a good spread . plus a pump action shotgun.. I still dont get it. Its still probably my favorite gun. People want one gun for every op though. Acog, compensator for attacking. And holo, compensator on defense. Not very often I see people go outside this