Hey guys,
Just a really quick post to share my issue with adjusting reload times at this point of development, especially such small changes like the one we recently saw with the KEK-10.
Rarely in Dirty Bomb does a weapons reload speed effect the outcome of a fight. The only exception to this is on weapons with much longer reload times such as the K-121, Blishlock, Snipers, Shotguns and Pistols. The reload speeds on SMGs, Machine Pistols, ARs and Battle Rifles are all so short that even switching to your secondaries is not always needed, specially when you master the reload cancel.
So with that said, I believe you need a VERY GOOD reason to mess with the reload times. People that have been playing this game for a while have locked in the muscle memory for the majority of these weapons and any changes, even small ones, do very little to effect balance while doing a lot to the feel. Not being able to rely on your muscle memory is a direct path to frustration.
I totally appreciate that this is BETA and things are likely to change but at the same time I personally do not see the benefit in cases where reload times are tweaked by such small amounts.
Again, The length of a reload rarely factors into the outcome of a fight and certainly not to the point where it was worth destroying the muscle memory of the current player base. In this case a single bullet reduction, 2 RoF difference and even 10 units lower range could have all been alternatives.
Please never put micro balance in front of kinesthetics. We have already seen many weapons that felt good to use reduced to clunky feeling messes. This is not about power of a weapon either, the caulden pistol now feels horrible to use compared to almost all other pistols and just because its now better “balanced” does not mean it was the right changes that where made.
Thanks,