from “Tiny recommendation?” thread
First off, I want to say this is coming from a perso who hasn’t played this in 4 months (since July), so here’s my perspective on things:
Balance is almost perfect. All of the weapons are relatively fair in my opinion. The gunner’s shotgun I could argue about, b/c it had stun, long range for a shotgun, and kills a scout in 4 shots stunlocking, but it gives gunners a fighting chance against us trolls.
New map. Awesome!
Mega damage is hilarious, just getting it and one hit killing people. Love that addition.
To me, this game seems perfectly balanced. I play as a scout, so that’s from that perspective. I tried tank, and it was awesome with the uber shield: Tech was same as always, and gunners still kick ass with full auto AR.
ONLy potential issues:
Gunner shotgun COULD get a nerf, because it does stunlock and kills scouts in 4 shots. It does give them a chance though.
Possibly increase the power of tech’s weapons and in turn decrease the healing beam and Supressor power but increase spreader health. Literally a team of techs and tanks at CP is unstoppable without a clear plan. I do feel that techs need weapon upgrades though, but without making them too OP nerfing the healing and/or supressor Dmg as well. Just throwing out ideas.
Scouts seem fine, troll gun is great.
Tanks are excellent, and their shield is STILL insane. In a good way though.
Also I heard something about new classes? Idk, jar pointing out my observations. Game seems almost perfect tho interns of balance
Well, there really are 2 different levels of balance you have to think of:
First, is it fun for casual gamers?
Second, is it fun for competitive gamers (potentially interested in long-term team rankings, etc)?
For the Casual gamers, this game is very well balanced. But without a large population, there really aren’t any casual gamers. We have people who have been playing for a long time, and new people who are only trying the game on for size before moving on. There are no intermediates anymore.
That being said, as to the competitive (“hardcore”) gamers:
Mega Damage is too much; the focus of the game becomes who can get mega damage the “firstest and the mostest”. Do I need to buy a cooldown timer so I can see when the buff is back up? I mean come on, really? Chop/kick/bomb 1 shots a tank?
Shotgun is ridiculous, but this has already been addressed. I’d say scale it’s damage down SIGNIFICANTLY by range, but keep the stun.
Hail Raiser seems pretty decent, don’t really see a need to change it. Everyone knows SMG is the scout v. scout weapon; flaregun has trouble hitting scouts sometimes, but no one complains about buffing it’s projectile velocity.
Minigun doesn’t see much action these days, but I don’t know if that’s necessarily evidence for it needing a buff.
Plasma Gun could use a nerf, I’d agree with that. Such precision/damage/range/rate-of-fire is kind of overpowering. Not a HUGE priority though.
In regards to tech:
Suppressor: Leave it, except I would argue for a new mechanic to replace Shockwave
Repair Beam: I’ve been advocating this for years; the solution is reduce the repair beam healing on all techs to the rate that it is for the USER. So it would be 5/10 crits instead of 20/40 crits. Then the tech would need a major buff to balance out the fact that its survivability just hit big time (tech spam wouldn’t be very effective with this nerf). I have always argued for an armor buff, but at this point FRG doesn’t seem likely to implement the modest 10% that I originally suggested. Perhaps a 5%…I don’t know.
Ion Rifle: I like the idea of a slight damage buff (no change to the current damage vs. shields, though. Maybe scale down the increased damage vs. shields (Ion Rifle’s special) to account for the extra base damage), but also give it a debuff when it starts to damage an enemies health. My suggestion:
Irradiated: enemy target deals 25% less damage for 5 seconds.
Orb Caster: I don’t feel like this needs a buff. It’s a very situational weapon, and definitely not for consistent use in a tech’s weapon setup. But I’m pretty confident that this is a weapon that has enormous potential if used correctly.
Sonic Disruptor: Awesome, as noted.
Pad, Dj, Dot (doesn’t have it but has the funds to get it) and I all have the minigun and don’t use it. That is easily enough evidence. Especially since me and Dj use HMG over it.
I actually don’t have the minigun (although I also have the cash to buy it), but I do think it needs a buff. Partially because when weapons were first announced I was extremely excited at the thought of a rapid fire weapon that could hit the other classes while they were moving (since the HMG lacked greatly in this area before its buff). But as I have said before; right now it is essentially just a weak version of the flamethrower. I think the damage is about right for it (haven’t used it to know if the range is as well, but it seems about fine), but it needs something else. What that something else is though, it’s hard to say; perhaps a (very) slight push effect with each shot to move enemies? Augment its damage so that it damages shields more than it damages health? Maybe have it shoot a rocket at the end of its clip or something interesting like that? It’s up to the devs to decide, I won’t stop using my HMG for it because the HMG has the best range of all the tank weapons, but I wouldn’t mind having a weapon that could be interchangeable with my flamethrower.
i agree with djin about the minigun, the ending rocket is rly a good idea, i like it
Oh sorry dj…. I must have confused your loadout with koj’s (he used minigun/flame early on). I mainly think it needs a small range increase… this in turn will nerf the flame as it now has a counter (minigun used to be able to counter flame) and will give the tank an option of a long, med and short ranged weapon.
Also M_Sixteen has the minigun and never uses it.
Personally I think the Minigun needs a mechanic that would make it unique.
A mid-range weapon would be nice, but does the MG’s dps match up with the HMG’s? Because if it can’t beat the HMG, why should it be used at all?
Yeah, a range buff for the mini would be good for it. It could become the tank’s long range weapon. As for the plasma pistol, it needs a little nerf. Perhaps a slightly lower max damage or a minimum charge value. As for a repair beam nerf, I say there needs to be some changes, but not too drastic. Perhaps as more heal beams are added to a target, the less effective they become instead of flat out nerfing the heal rate. For the suppressor, I agree with DS, damage is fine and the shockwave needs a MAJOR change.