There’s no actual place to post it so I’ll post it in “Weapon Discussions” even thought I’m gonna suggest to balance mercs and stuff too.
A few notes:
Values are subject to change
In ammo values, I’ve written it by [clip size]/[ammo capacity]
Augments
I did not include 1st edition only augments as they are not relevant anymore
Bomb Squad:
-Remove the arrow in the middle of circle. Allowing you to see what deployable you are shooting at
-Make the circles a bit more transparent
-Remove the symbol from obvious deployables (health stations, ammo stations, turrets and shields - when Turtle is introduced)
-Should no longer display the symbol for deployables through walls and objects
Looter:
-Make small ammo packs refill 1 clip instead of half a clip
-If your teammate picks up a health/ammo pack from an enemy you killed, you get support xp
-Enemies cannot see or take the ammo/health packs
Chopper:
-Instead of +15% damage bonus, make it +7 damage to left click attacks and +12 damage to right click attacks
*It’s not too important but I think it will be a lot nicer this way and it’s actually a buff to the perk (except for Katana)
Double Time:
-Allow snipers to sprint while reloading another shot (pulling the trigger after firing a shot)
-Allow shotguns to sprint while reloading another shot (the tiny mini-reload thing that prevents shotguns from firing another shot)
Lock On:
-Also increase Fletcher’s weapon switch TO the detonator
Enigma:
-Should also reduce the defibrillation time from SNITCH
-Should also decrease the EMP time if your deployables are affected by it
Drilled:
-Increase the fire rate for bolt action snipers by 4 RPM. It makes sense because you have to reload the gun after firing a shot (pulling the trigger thing) and it makes the perk not useless on snipers
Weapons
K-121, MK46, BR-16, Stark AR, Timik-47, M4A1:
I want to give credit to @ProfPlump for making this thread and saving me time:
http://forums.dirtybomb.nexon.net/discussion/31009/overall-balancing-suggestions-for-the-auto-ars-the-brs-the-dreiss-and-the-lmgs
Timik 47:
-Increase damage and DPS to be bigger than M4A1’s
-Reduce fire rate to be less than M4A1
-Decrease ammo to 30/60
All shotguns:
-Slightly increase damage (by ~5%)
-Slightly decrease spread (make shots more accurate)
-Increase damage falloff and make bullets completely disappear after traveling a few meters (each shotgun will have a different falloff value)
*This will make shotguns the best option at very close range but pretty useless at mid range and completely useless at long range since the bullets won’t even reach there
Machine pistols:
-Increase damage falloff
Grandeur SR:
-Give it an iron sight similar to the scope in csgo for AUG/SG553
MOA SNPR-1:
-Increase headshot damage to 160
-Decrease bodyshot damage to 60
-Make it accurate while midair
FEL-IX:
-Increase headshot damage to 170
-Decrease bodyshot damage to 64
-Make it accurate while midair
*This will make both bolt actions able to jumpshot and allow them to insta gib Aura and Sparks
*FEL-IX will only be able to 1 shot 80hp mercs with the SNITCH debuff
*FEL-IX headshot will be an instant kill on Thunder
PDP:
-Increase ammo to 12/24
-Decrease damage to 36/72
*This will reduce the efficiency of the weapon to match it’s skill level. Currently it’s a no-skill sniper but it’s the most efficient weapon in the game. Reducing the damage would make the skill level of the weapon match the usefulness of it. 2 headshots will still kill most mercs and 1 headshot + 1 bodyshot will kill mercs with 100hp or less
Stilnotto Stiletto:
-Increase attack speed by ~5%
-Right click attacks from behind will result in a backstab (300 damage)
Beckhill Knife:
-Right click attacks from behind will result in a backstab (300 damage)
Cricket Bat:
-Decrease damage to 35/70 (left click/right click)
-Increase mobility to 100%
-Increase range to be ~2.5x of the knives’ range
-Right click attacks will have a 50% chance to stun the enemy (make them unable to move or fight for 2 seconds)
-Right click attacks from behind will guarantee a stun
-Fix hitboxes
Katana:
-Right click attacks from behind will do 1.5x damage (135 if you have no Chopper)
-Fix hitboxes
Kukri:
-Increase range to be ~1.5x knives’ range
-Right click attacks from behind will do double damage (170 without chopper)
-Fix hitboxes
Objective (that you need to deliver):
-Decrease attack speed to be the same as right click attack speed for knives
-Increase range to be double knife range
-Add it’s own kill icon
-Decrease mobility to 92.5%
-Allow attacking while sprinting
-Fix hitboxes
Game mechanics and visual stuff
This idea was originally to add stamina but I replaced it with something better that will fit the gamestyle more
Add penalties to jumps:
-Every time you jump you gain 1 jump penalty point (you won’t be able to see it, it’s just how I decided to call it) up to a max of 4. You always spawn with 0
-If your jump penalty is at 0 or 1 your jumps will be normal like they are now
-If it’s 2, your next jump will only have 75% of the height
-If it’s 3 your next jump will be only half as effective (50% height)
-If it’s 4 all your jumps will boost you by 25% of the normal height which is almost nothing
-Every 3 seconds you don’t jump will reduce your jump penalty by 1, so if you have the max jump penalty number after 15 seconds your jumps will be normal again
*This will nerf bunny fighters (especially shotgun Proxys’)
*It will also make Springy a useful augment because it will lower the time to 2 seconds (maybe change the value to 33.3% less penalty to make it more accurate)
-Make you able to see friendly deployables’ health by placing your crosshair on them
-In ranked, allow you jumping on teammates’ heads so they can boost you to places you normally can’t reach, if they jump while you stand on them it will boost you even higher in the air
-In ranked, you shouldn’t be able to see the enemy health (not after you get killed and not after simply damaging them) and remove the death ghosts
-Allow us to see exact values instead of just percentages. If an enemy kills me, show “Skyhammer - 24hp left” instead of “Skyhammer - 20% hp left”
-When calling for medic/ammo, you should see a symbol above all friendly ammo/health stations/packs and also friendly medics/fire support mercs, currently it’s supposed to be like that but you can see enemy packs too and you can only see them if you are low on ammo/health, calling for ammo only shows you the location of ammo crates and calling for medic does nothing.
-Allow fire support mercs see exactly how much ammo their teammates have
-When you die, you should spectate your body rather than your death ghost. I actually prefer if death ghosts are completely removed from the game but they probably won’t but at least remove them from ranked
-If a player tabs out while downed, you should still get the finish xp (just like if they suicide while still alive after you shot them). This also applies to a Nader using Martydrom
-YOU should get the kill and xp if you shoot an enemy deployable (such as mines and stickybombs) and damage enemies with it (also give the +30 tripped xp and +20 splash damage xp if it hits), also if you get a kill/finish you will get the xp for that too and it will add to your K/D in the end of the match
-Also you deserve the kill if you do damage to an enemy and then they die from their own attack (example: deal 115 damage to Nader and then she dies from her own grenade, you should still get the kill and xp, or at least an assist)


But I would like to see other cards made a bit more viable.