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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
In the following statements I'll try to be as much impartial as possible. I don't intend to make any gun over or under powered.
- Change Type 95 damage to 45 - 24. It would still be a good mid to long range weapon, with very high fire rate and low recoil, but without the stupid two hit kill. With 24 minimum damage, it would be a 4 hit kill at any range IF at least one shot hit the head.
- Change M16A4 damage to 45 - 30, so it would be a three hit kill weapon at all ranges IF at least one bullet was a headshot.
- Although the AA-12 can be used effectively as a second primary, the MPs ultimately destroy it (G18 excluded). I believe it needs a SMALL minimum range buff (500 instead of 450, we don't want it to be a nooby gun after all) and a damage buff, such as:
17 - 8 ( from 6 to 13 pellets to kill) and 24 - 11 with Damage proficiency (from 5 to 10 pellets to kill).
I would buff the maximum damage just enough to make it easier to win situations against the ultra fast 3hk weapons that are present in this game and most importantly, the annoying panic knifes. The other buffs would only be fair, since you are with a shotgun, after all. They would not make you overpowered, but would give you at least a chance.
- Change Model 1887 damage to 40 - 20. Remove Attachments proficiency and put every other following up proficiency in the previous one unlock level*. We have to take in account that the Marksman challenge for the Model is bronken and so it actually takes even more (remember: No attachments challenges to help) time to level up the weapon.
* How it is now:
Proficiency Level to Unlock Kick 4 Focus 9 Attachments (Useless) 14 Melee 19 Range 23 Damage 28 How I suggest it:
Proficiency Level to Unlock Kick 4 Focus 9 Melee 14 Range 19 Damage 23 - Since the Striker has a potential two hit kill capability at the very edge of it's range, plus the high fire rate, I suggest no buffs to it. (Personal note: I would reduce it's fire cap to 275 rpm)
- Buff the Spas-12 damage to 35 - 14. It already have:
Tighter hipspread than the Model;
Practically the same fire rate as the Model;
Attachments available, such as the Grip or Extended Mags;
More ammo than the Model;
So I believe it shouldn't have the same 2 pellet to kill ability. Leave that niche to the Model alone.
Since the Dragunov and the LMG's rebalancing are already in discussion, I will not go into this topic. Anyway, that's my suggestions to the Devs (if they ever read it =P)
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
It's not "official" official. If a moderator or developer started this thread and stickied it, it would be "official." I am not a moderator. The reason I am calling it official is because I'm attempting to get one centralized thread for all (or most) discussion of weapon balance so feedback is more clear and concise for developers who check these threads.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I don't think it really matters whether I call it official or not. The word "official" just gives the idea that the thread is an attempt to organize and centralize all weapon feedback. If this thread stays on topic and keeps a direction and gets a lot of feedback, there is a chance it might eventually be stickied by a moderator.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I'm only going to talk about the shotguns in your post.
The aa12 should hack people to bits inside of its range. But that range should be short. For a vast majority the people that use the aa12 that I have talked to its not the range that is the problem. You can engineer engagements inside the aa12's range with relative ease depending on the map. What they told me it was the weakness of the gun itself. They were having to dump half of an emags clip into them to get a kill. So it wasn't getting people in range that was the problem it was weak damage in that range. Thats where we came up with the 20-10 damage. With steady aim and damage it is reliably 3 shells to kill at range with good aim. That takes .3 seconds to kill at max range with damage on considering that all smgs kill in less than .16 seconds at the same range and we have had similar damage on the mw2 aa12 but that had a tigher spread and longer range and ,more damage at range than its mw3 version. So we figure 20-10 with 2 more mags of starting ammo balances the aa12 out nicely.
The striker with its current damage is fine at 350 rpm. I would keep it the same. I don't find striker guys hard to deal with anymore.
The spas would need to be a 2 pellet kill with damage to keep it from being entirely outclassed by the 1887. The 1887 performs so much greater at range than the spas when both are eqipped with steady aim. The 1887 will be the longest one shot shotgun in the game and that is its niche. The attachments and tighter spread on the spas are generally superficial. The extra ammo the emags gives is not really needed with a pump because you don't use that much ammo. And the grip only increases your fire rate by less than 3% so generally its just for show. And the 1887's spread is tight enough to outperform the spas at range consistently. All the pumps need to be a 2 pellet kill with damage on to keep them balanced with eachother. This just happens to work out perfectly if they all have 40 damage per pellet in close range.
40-20 is what we all agree on for the 1887, the proficiencies are fine. Once the gun does 40-20 it wont be nearly as bad to level up anymore so keep the proficiencies the same.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I believe the Spas-12 actually does have 35-14 damage already. I have done some of my own testing and it can kill in just 1 pellet in hardcore (30 damage at least) but cannot kill a half-health enemy with just 1 pellet while using the Damage proficiency. If it were 36 or higher, it could kill an enemy with 1 pellet in half-health mode whilst using Damage. However, I've tested this many times and it's not true. In full-health, both the non-Damage and Damage variants of the Spas-12 require 3 pellets to kill a full-health enemy. Therefore, the max damage per pellet must 34 or 35.
Min damage has been confirmed to be 14 per pellet. Evidence here: http://denkirson.proboards.com/index.cgi?board=general&action=display&thread=406 5
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I definitely agree about the 40-20 on the Model 1887. The MW2 Spas-12 did 40-20 damage, and you could also add Stopping Power to that. And it was a secondary weapon.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
Yes, and on that same thread, me (the No Avatar guy) and Bedlam tested out Max damage and we have evidence that it's 30.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
The damage on the spas is 30-14. I am from the denkirson board and did some of that testing myself. We turned off health regen in a private match I landed 3 single pellet hitmarkers up close and threw 10 flashbangs and the 10th killed him. so it had to do 90 damage in those 3 pellets so its damage is 30 up close.
That make the spas for sure 30-14 damage.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
Oh fair enough. Well not sure if you looked or not but if you can tell i have over 1,000 kills with all the shotguns but the Model and Striker and i will be hitting 1,000 kills with the KSG tonight i'm at 959 right now. I thought the only shotguns thats NEEDED a buff were the KSG and the AA but it's nice to have a buffed up SPAS and USAS.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
This is the best idea yet!
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