Lets talk weapons! What would you like to see added, nerfed, buffed, etc.


(Kazang) #61

Reduce spread on all the guns, lower the damage and/or range on the all smg’s, raise the damage of the heavy weapons and some of the AR’s(that do less damage than current smg’s).


(TeaSeeOh) #62

Buff FRKN Burst-RoF or Damage
Buff Shotguns <- Inconsistent damages and in some cases I’ve had my bullets not even register as a hit.
Nerf Kross <- Hip fire accuracy is a bit too extreme. Spread increase required imo.
Nerf Carb-9 <- Too much damage. Engineer weapon buffed Carb-9…Forget it.
Slightly Buff Heavy Body Type in some manner <- This game’s biggest premise is mobility
Add utility, gadget, or ability of some sort to Operative to better strengthen the teamplay aspect of this class

All of these could be done in any way Splash Damage(with the community’s input, I suppose) sees fit. But overall, these are issues I think that need to be addressed above all else aside from obvious technical issues(AMD/ATI issues, performance problems in general, and any others affecting stability).

For the most part, I think weapons are probably fine. If you want less weapon spread, start using the Rokstedi, FRKN, or one of the two Snipers. If you’re using the assault rifles to “snipe” people, then start shooting in bursts. Not once have I found myself complaining about weapon inaccuracy or spread while at medium-long distances with any of the assault rifles, because I don’t fire auto, even close range.

Damage degradation over distance, however, I feel needs to be looked at/removed entirely. This mechanic has never been good in any game, and only encourages face-hug, spray and pray weaponry. The maps in Brink are small enough as it is, there should be no reason to lose damage over the current distances.

The addition of new weapons would be nice; like someone previous said, an AK variant would be cool. But ultimately I would like to see all guns viable and in line before all else(I’m looking at you FRKN).


(Rubbaduren) #63

^ The damage lost over distance for the smgs is good in my oppinion. Makes use of the ARs. I do agree that the FRKN needs a big boost in some manner. The delay before you can shoot a nother round feels unnecessary. Hate to bring up CoD, as alot of BRINK lovers hates that game, but the way the M16 fires in that game is somewhat how the FRKN should shoot, atleast in terms of delay between rounds.


(Scienti5t) #64

I don’t know whether it would kill the objective nature of the game but I wish there was a ‘hard core’ damage mode.

It bothers me to put more than 1 headshot to kill someone.

It seems that all the damage is about 50% what I would want.

Beyond that I’d like to see more AK styles also more bullpups.


(Aretak) #65

What bothers me is that it doesn’t feel like a proper FPS. If you accidentally bump in to 2 people (especially bots, and unless they’re pretty noob) you will die, thanks to stuff like accuracy spread meaning you can’t physically get enough shots in.

So I’d agree that the accuracy of all guns should be buffed, have some of the recoil on AR reduced (FKNK and Gerund mainly) and nerf SMG’s a bit. Shotguns(s) need a buff, maybe a bit more range or muzzle that gives a tighter spread. I’d also like to see another shotgun added.

Pistols could use a buff, machine pistols are alright but don’t have the ammo to compete with an SMG, maybe buff the knife so it actually knocksdown. Semi auto pistols could use a damage boost and recoilereduction.


(Smokeskin) #66

[QUOTE=Aretak;321812]What bothers me is that it doesn’t feel like a proper FPS. If you accidentally bump in to 2 people (especially bots, and unless they’re pretty noob) you will die, thanks to stuff like accuracy spread meaning you can’t physically get enough shots in.

So I’d agree that the accuracy of all guns should be buffed[/QUOTE]

The game is about tactics, teamwork and movement. With accurate high damage fire, those things go out the window, and it just becomes about getting the headshot, which woud be a real shame.


(Bodo_Fraggins) #67

get rid of drum mags for SMGs … duct taped clips should be the highest magazine attachment for SMGs


(DouglasDanger) #68

[QUOTE=peteXnasty;320697]No time to read the thread right now but I wanna toss in:

-SMG’s as a whole need less of an ammo reserve
-SMG drum mags should make the gun seriously unstable through sustained fire.

Doing these two should spread the love arounto other guns without damaging the role of the SMG.[/QUOTE]

but the drum mag makes the gun heavier, which would make it more stable
that makes no sense.


(iezza) #69

Tampa should be buffed. WTF?! Have you even reloaded with that SOAB It is flying, especcially with duct tape mags.


(DouglasDanger) #70

Rifles should not be more accurate from hip firing, nor should they have less recoil from hip fire. If you hip fire a rifle, without it properly braced against your shoulder, it will bounce, even if it is just 5.56.

I think removing the drum mags might be a good way to balance SMGs. An SMG with a drum mag right now is almost a mini machine gun, especially when you look at capacity and accuracy.

The Kross does very little damage, but it has very little recoil. The gun it is inspired by has zero recoil. That is its thing. so giving the Kross more recoil makes no sense. The Vector is actually chambered in .45 ACP, the Kross seems to be 9mm. that’s good for balance. The only downside to the Vector is its difference from typical SMGs.

The Carb-9 should do a little less damage.

All the SMGs should do the same amount of damage, because they are probably all chambered for 9mm. The inspirations for the Kross and Galactic are chambered in .45, but I can understand them being 9mm for simplicity. (and it is a game, not a simulator)

The Rhett and Euston and fr3k should do the same damage.

The Gerund is based on a heavily modified m14, visually, but it seems to fire the same cartridge as the other three guns, so maybe it is instead based on the mini-14.

The Rockstedi’s default mag size should be 20.


(Rahabib) #71

ARs and MGs need to have accuracy increased while in IS. SMGs can remain spray and pray for close range combat, but the ARs need to be able to pull off headshots if you aim at the head. It will also make the IS more useful to use, I know a lot of ET players wont like that, but it needed.


(stealth6) #72

Does weapon stability effect the accuracy of your weapon? I thought that stability was basically only the effect of the weapon jumping around on your screen, but I just read otherwise…?


(thrill11) #73

I agree 100% that turrets need better armor, and heavy weapons (especially the grenade launcher) need tuning. heavy types need to be FEARED and taken out by team effort. HOWEVER, lets get off the tuning subject…I want MORE NEW weapon (not aks). Im talkin CANNONS and siege weapon!! also, his idea for a 1 hit knife is awsome!! my question is…when do we stop drewling over our ideas and make stuff happen!?


(its al bout security) #74

gerund with front grip and muzzle break has sniper fire from the hip i can long range myself, bat after two shots its like a bb gun form a mile away still though


(oddling) #75

Currently, it feels like the operative class is lackin’ some serious UMPF! Yeah, they do have their perks, but let’s be serious. It’s a ghost town of a class.

I don’t feel this way at all. 90% of my time is spent as Operative, whether there is a hack objective or not. Clogging bottleneck and objective points with caltrops, comms hacking for your team, tossing an EMP at the enemy objective, and being able to get the drop on enemies with disguise is quite a lot to work with.

Making operatives more “powerful” would be silly. We don’t want more. One or two per team tops. I’ll quit the game if it turns into everyone spychecking constantly.


(kratier) #76

the carb9 is way too powerful and accurate

it does more damage than a minigun, a minigun has to fire like 3-4 times to kill an enemy, a light /medium with a carb9 can outgun you point blank range, even when you’re laying 4-5 bullets into them already

everyone uses this gun, its better than any other gun in the game, dont let this game turn into like MGO where all everyone uses is the same 2 guns when theres 20+ guns to choose from


(Ino) #77

No, if you think the AK is sexy something is wrong with you. SCAR-H, ACR, XM8, now those are sexy :cool:

No seriously, I just can’t stand the sight of the AK anymore, it’s in too many games and too many game designers made it much too powerful. I liked the AEK in Bad Company 2 though…


(pinksocking) #78

If we want **** done we’ll have to show SD that the community wants **** done! To achieve this, we will continue to post our wants on these very forums… and this is a great place for that very thing!

Now, I completely agree with some of the previous posters. The drum mag should ABSOLUTELY be removed from SMGs! That would entice more people to use ARs over the SMGs. ARs should also start with another magazine… in their current state they run out of ammo so very quickly!

I used to play strictly as the medium body type and would wield the lovely Euston. This was up until one day I gave the light class a fair chance. I never went back to the medium body type.

Ever hear of spray and pray? Well, with the Kross and drum mag attatched, there is no reason to pray… because you’re going to annihilate your team.

However, I love the feel of the Euston. It’s a very well designed gun. What drove me away from the body type is the fact that the ammo for the ARs was so limited. You start with what feels like a fraction of what the SMGs start with. Not only that, but when you’re at a range that the bullets should be able to connect with your enemy, they’re going all over the place due to the spread of the gun.

If the spread was toned down by a bit and an extra magazine would be added I’d go back to using the medium body type in a heart beat.

I feel like the FRKN-3K has potential to be a great gun as well. The downtime between bursts just takes entirely too long! Okay, perhaps not ENTIRELY too long, but it is defintely too long. It needs to be toned down! If (WHEN!) that happens, the FRKN will be a viable option when it comes to competitive play…

until the ARs are buffed

CARB-9 ALL THE WAY.

Edit: Alright, so the Kross is incredibly accurate, but besides that… it’s got nothin’ goin on for it. When going head to head against someone with a CARB-9, you’re toast. I feel the Kross can use a bit of increased damage in exchange for … a bit of increased recoil or spread. I’d like to get some other folks opinions on this one.


(pinksocking) #79

I’m going to edit the OP and add some of the ideas that have been posted here :slight_smile:


(SphereCow) #80

i would like to be able to prone and roll around, as well as have no grenade charge timer

and a machine gun that fires shotty shells