So, after over 100 hours of gameplay heres what i think about merc/weapon balance.


(strawberryJacket) #1

Its bad. I could probably stop at that because SD doesnt seem to care but anyway:

The only mercs i currently consider balanced are sawbones (-blishlok), skyhammer and arty.

1.Non agumented sawbones is pretty much the most balanced merc in the game and aside from blishlok i wouldnt change anything, maybe aside from giving him more ammo to both of his non blishlok smg’s.

Blishlok is pretty much assault rifle sold as smg and im not buying it, it either need to deal less damage or have A LOT more recoil.

  1. Skyhammer: Im still unsure about br-16 but his other weapons seems fine. His ability needs A LOT of work, i cant see it most of the time, i cant always hear it, it kills in buildings and so on. Power wise i dont find it overpowered but invisible air strikes are a pain.

  2. Arty: Didnt play him enough to be 100% sure but i never saw him being a problem so i will place him with balanced guys, aside from his worthless ability. For some reason SD avoid everything that was in ET but ET style artillery fire would be pretty great.

  3. Now we are getting to the good stuff. Proxy: I dont think shotguns fit the game at all but i dont expect them to remove them so yea (even if only from light classes). Anyway, her main shotgun is fine, power wise, im obviously against 1shot kills and would rather change shotguns so they fire faster but deal less damage but we wont probably see that as well. On the other hand aura shotgun is way too forgiving and it kinda bothers my why it shoot faster and deal more damage at the same time than the basic one. SMG proxy is insanity, and its not smg fault and while im all for more speed, some things need to change. Either every other class of mercs gets a speed buff or light classes lose strafing speed, right now its simply unfair for medium classes.

Mines are obviously too good at being offensive tool, this need to change. She either need to arm the mine or it should self arm a lot longer. I will even ignore the fact that i can barely see or hear it most of the time, and im not the only one. Machine pistol is pretty much a second primary weapon, i cant see the logic here as its pretty much sawbones smg-9.

  1. There was so many things said about aura and her station that there is no need to explain why her station is gamebreaking. Other than her station, she needs to strafe slower, she shouldnt shiet on medium sized mercs this easy.
    While blishlok is overpowered in itself, it becames insanity with her and killing over 5 people in a row isnt much of challange.

  2. Vassili: Sniper rifles in general are too easy to use. Even the semi auto rifle is easy to control and i didnt feel any recoil when using the default one so thats should change. Also while i hate aura, no rifle should kill her with 1 body shot, its call of duty territory already. Other than being super easy to play he have machine pistol which makes him strong at close range combat, which i also find pretty silly on a sniper class.

  3. Fragger: Current god of the game, he have the best gun, the most hp, you cant poke him because he have grenades, have backpack that cover head area from the back making it harder to hit and its the only one to reliably destroy hidden healing stations. At the very least he need to cook grenades longer, they need to fly slower, his mg lose damage/rof/get A LOT more recoil (which in this case im not a fan of) and he need to lose at least 10 hp. I honestly cant find a good reason why he should be this overpowered. Making him the most expensive merc in the game wasnt a good idea as it does make that “pay2win” vibe.

Mind you, its all based around “naked” loudouts. Its only getting worse when you add auguments to the list and i dont even have the power to explain how 30% more healing from an augument is a problem (or how can you instantly rez people with more health, or how already overpowered nades have even more aoe). The main augments that bothers me at the moment are the ones that affect how loud you move or how loud you hear. Audio in this game is already pretty broken with audio levels all over the place. MG sounds as if it was shooting with paintball bullets (with shitty trakers to boot), far away shooting sound louder than things that happen next to you, footsteps being almost inaudible when there is anything happening on the map or that insane “you are getting hit” feedback that is so loud that i cant even hear what is hitting me, let alone from where. Do we really need a call of duty style auguments when we already have audio problems ?

Im sure that i did forget about a lot of things that bothers me but i should cover the most frustrating ones. Sadly it doesnt seems like SD care about feedback but i had to vent it anyway.


(Humbug) #2

I agree on most points
the game should be balanced more around 1v1
it’s easy to kill fragger with a sniper, but not with an smg (like 7headshots -.-)
it’s easy to kill proxy with an smg, but not with a sniper
they should lower the differences in hp/speed in my opinion


(eggplantSafe) #3

More or less agreed.

Arty’s ability should be more powerful - damage more, last more and have a bigger spread, because right now it doesn’t look or play like artillery at all. Perhaps add a little more cooldown.


(Khrode) #4

I agree on skyhammers airstrike being hard to see. I dont always see it, only hear it as the plane is flying over. I would prefer something like ETs colored smoke airstrikes over the current.

Sound can be irritating, in most every game you can tell when someone is using the big ass mounted gun. In this game its like the MG has a silencer on it. Its hard to comment on balance since some things are more glaringly ridiculous depending if you’re playing smaller games or bigger games.

Vasilli is pretty balanced in my opinion. The only class he can one shot body shot (currently) is Aura and thats with his strongest rifle. I dont think he needs to have recoil (or more recoil) added to his sniper rifle as the aim punch is quite brutal as it is. All my loadouts have his pistol as secondary so I cant comment on the SMG.

Shotguns would be the first thing I would consider needing re-balancing though. They can one shot most classes up close and they fire so fast and reload even faster. Their range still seems crazy good too. It dosent help that more and more players are playing proxy/aura. The SMGs seem fine though, Proxys SMG included. At medium to long range its effectiveness falls off.

I would say other than the above mentioned things, the classes feel pretty balanced at the moment.


(Nail) #5

but there’s 8 mercs not available at this time, hard to make decisions without full access to assets


(RuleofBooKz) #6

thye have the game for sale now. for real money. thats release. the game should be judged on as it is on release. “future blah blah” is all well and good but thats pie in the sky stuff until its actually in game so we need to look at how things are now.

Or maybe if we got a look at that release detailed schedule? might help


(Raz) #7

The game has not changed much at all since the beta where lots of mercs were available. Right now there just seems to be few to make the imbalance less obvious. If Dirty Bomb is to keep whatever relevance it has, the balance has to be nearly perfect.
The only advantage this game has right now is that Blizzard’s Overwatch is not yet released.
I wish they manage to get the stuff sorted, as well as create quite a lot more maps, because the current pool of maps makes it pretty darn dull after a while.

also plz buff arty.kthx


(bubblesKeyboard) #8

Thats the kicker really. Not all the mercs are in the game so it isnt balanced. The devs made available a chunk of mercs that they thought would be balanced by themselves but they’re not. To quote @Szakalot 's favorite words, the out of (I believe 6 or 7) mercs that can deal with Aura’s healing station with ease, only 1 of them is available to us atm.

The community has berated the DEVs about the imbalance of the healing station for the last 3 beta phases and shotguns to an extent as well. My best guess is the reason the DEVs haven’t done much in this category is because not all the mercs are in the game atm. When all 20 mercs are back in play, come back and see how you feel about the imbalances in the game atm.


(RuleofBooKz) #9

The issue is once you lose them they are gone.

Quake Wars showed that quite clearly. The devs chose the wrong map for the QW demo / beta and stuffed up launch with “floaty” movement and game balance issues and it never recovered even tho eventually it was a really good FPS.

What will happen is this: many will try and leave. some small few will come back. most will not. why bother? the next new shiny will be out.

when ppl pay, DL and play something and its bad they say so and move on - they dont care if “some time in the vague future” it might, might!, work out.

and fraggers nade is terrible - great that it takes out the healing station BUT terrible it can take out mercs with zero warning no matter how good of a player they might be.

This should be about gun skills and everything else just 2ndary to that. Not:

-first person healing station camping.
-first person nading
-first person mining

etc etc


(strawberryJacket) #10

Let’s be fair here, the game shouldnt be balance around counters. It only limit the possibilities. Sure i get that nader or stoker can deal pretty well with aura station but that doesnt change the fact that sawbones or bushwhacker cant do anything with aura station.

You cant force people in taking X mercs just so they can deal with Y mercs + if weapon is overpowered now it will stay overpowered unless we buff every weapon that is balanced and i dont think thats a good idea seeing that TTK is already pretty low.

Its like balancing league of legends champions around future synergies, doesnt make a lot of sense and in the worse case scenario mercs can be simply rebuffed. Fragger and aura are both big enough problem that it might affect player base, it would be unwise to leave them unchanged just because they might be less of a problem in the future.


(Humbug) #11

[quote=“strawberryJacket;11296”]Let’s be fair here, the game shouldnt be balance around counters. It only limit the possibilities. Sure i get that nader or stoker can deal pretty well with aura station but that doesnt change the fact that sawbones or bushwhacker cant do anything with aura station.

You cant force people in taking X mercs just so they can deal with Y mercs + if weapon is overpowered now it will stay overpowered unless we buff every weapon that is balanced and i dont think thats a good idea seeing that TTK is already pretty low.

Its like balancing league of legends champions around future synergies, doesnt make a lot of sense and in the worse case scenario mercs can be simply rebuffed. Fragger and aura are both big enough problem that it might affect player base, it would be unwise to leave them unchanged just because they might be less of a problem in the future.[/quote]

exactly my point, it seems they are trying to make a MOBA shooter based on counters.
I don’t want to play merc X just because they have merc Y
if I meet a fragger with sawbones i can basically just stand still and wait for him to kill me (given equal skilllevel).
This is why enemy territory felt so great, every fight was fair: mp vs thompson
In counter strike you can even win a round alone when all your teammates died, everyone did it already and it feels great (even if it requires 0 skill in cs xD)


(RuleofBooKz) #12

Balance should not mean X merc Counters Y merc,
Balance means the best skilled player wins


(Szakalot) #13

[quote=“Humbug;11300”][quote=“strawberryJacket;11296”]Let’s be fair here, the game shouldnt be balance around counters. It only limit the possibilities. Sure i get that nader or stoker can deal pretty well with aura station but that doesnt change the fact that sawbones or bushwhacker cant do anything with aura station.

You cant force people in taking X mercs just so they can deal with Y mercs + if weapon is overpowered now it will stay overpowered unless we buff every weapon that is balanced and i dont think thats a good idea seeing that TTK is already pretty low.

Its like balancing league of legends champions around future synergies, doesnt make a lot of sense and in the worse case scenario mercs can be simply rebuffed. Fragger and aura are both big enough problem that it might affect player base, it would be unwise to leave them unchanged just because they might be less of a problem in the future.[/quote]

This is why enemy territory felt so great, every fight was fair: mp vs thompson
In counter strike you can even win a round alone when all your teammates died, everyone did it already and it feels great (even if it requires 0 skill in cs xD)
[/quote]

what about rifle nade? good rifle nader and you don’t stand a chance to dodge. Or panzerfaust? or a camped mg?

@RuleofBooKz
ETQW wasn’t f2p. People are much more inclined to give a f2pgame another chance, regardless of how bad the beta was. Also some of the core issues player had with qw never got resolved (spammy, 30fps servers)

regarding the Sawbonez vs. Aura scenario: even with the healing station, a few good headshots will put the Aura down. So its not like sawbonez doesn’t stand a chance. He is just at a disadvantage.

All counters in this game are soft, because a bunch of HS puts anyone down.


(RuleofBooKz) #14

rifle nades wont an issue in ET. i dont need to tell you why because it had a balance. How to Equip them, and once Equipped no shootie shootie. Fraggers nades have none of the rifle nade balances

also know the map kno where a riflenade could reflect at u from etc etc BALANCE!

pazerfaust - really? u think the spam of having 2 nades = panzerfaust. I dont even recall anyone using it unless for lols again - time to equip and bring to bear - u are just being silly

Fraggers nade??? not balanced.

maybe in 6 months tho there will be a merc with a giant catchers mitt, yeah and right listen to this right and they will have a baseball bat yeah and it will balance it in 43 months yeah because in 3 years a ship will be in play and , lol thats what the apologists sound like.

if it isnt blanced today (or in the very near - like next week -future) its broken and needs fixing.


(strawberryJacket) #15

[quote=“Szakalot;11309”]

what about rifle nade? good rifle nader and you don’t stand a chance to dodge. Or panzerfaust? or a camped mg?

@RuleofBooKz
ETQW wasn’t f2p. People are much more inclined to give a f2pgame another chance, regardless of how bad the beta was. Also some of the core issues player had with qw never got resolved (spammy, 30fps servers)

regarding the Sawbonez vs. Aura scenario: even with the healing station, a few good headshots will put the Aura down. So its not like sawbonez doesn’t stand a chance. He is just at a disadvantage.

All counters in this game are soft, because a bunch of HS puts anyone down. [/quote]

Rifle was overpowered in ET BUT some maps/parts of the maps were better for normal guns + you could survive direct hit and it was limited to 1 per team (on “proper” servers ;p ). PF on the other hand gave you enough time that you could kill him before he could shot it and he had 20-30 CD on it while only having colt/luger, and et main weapons were a lot stronger than pistol. I see your point but ET offered a lot more counter play than DB.

As for sabones vs aura, i feel that even without healing station aura isnt exactly at worse spot. While having less hp she still move a lot faster, have the best smg (same can be said about sawbones tho), she can chase better, she can disengage with less risk and revive faster . Even without her ability i simply find aura stronger, but sure we could argue about that.

Sure you can kill someone on healing station and you can also wipe 6 people in a row with sawbones but standing on healing station and racking kills is simply a lot easier, which is why it is a problem :). The problem gets bigger while there is more people on 1 station or when there is more than 1 station, sawbones doesnt get any more derpy when there are more sawbones ;p.


(Zenity) #16

If she’s alone on the healing station, it’s not that hard to deal with. If there’s a group on a healing station, a single grenade would wreak havoc, not to mention that you can usually just take a different route which now will be short of defenders. Some people are so focused on fair duels, that I feel that they are missing the fact that good play is also about knowing which fights to pick and which to avoid.

Those who brought up the PF or MG in ET have a good point. Those things were regularly used in top competitive play (with some teams even having a dedicated PF) and could be absolutely devastating. But both can be dealt with, and so can the healing station. It’s not just about picking the right mercs, it’s using the capabilities of your team to deal with any possible situation.

People get so easily upset about this or that weapon killing them, but unless practically everybody switches to Aura, Fragger, or whatever the flavour of the hour is, I feel that most of these concerns are greatly exaggerated. The real truth will be told once competitive play gets going, because if one strategy beats all others, you can bet that people will abuse the hell out of it.


(coruscate) #17

What? I feel like the Blishlok is the less favorite of the SMGs Sawbonez could potentially weild. Slow firerate and medium damage.

I believe an ET style Artillery wouldnt have much of an effect since the battlefield is moving much faster in DB and the artillery would just hold off enemys from leaving their spawn which is not really a discussable buff to him. Arty The Spawnraper.

The speed is just what the merc is looking like, I love the way Life and Speed is connected, that gives you a hard time timing stuff right, it needs a lot of mastery to be able to outtake “smg proxies” without much of a trouble.

You are ignoring the fact… yadda yadda yadda. Both weapons deal a great 18 damage to the chest. I believe to shoot an unarmed mine is the way to go to use them offensively, but I see a totally different problem, teammates wont get hurt by mines shot by the enemy if the mine is from their own team, that leaves the attacker to the question, die by mine, shoot mine maybe die and waste time because no one will get hurt.

I never expierienced an unexpierienced player to get a 5k with the blishnok in close combat, either you played against some new players or there is something wrong with me, but it is probably the term “row” do u mean if 5 man pushes she can kill them all without even blinking? Or if she got the time she can do more than 5 kills in a row?

Vaseline is op? Do I hear that right? You get fired up about him able to 1 shot the most low life merc in game while she can move at an incredible speed? Yeah, the sniper doesnt have any recoil, but why the heck should a sniper have recoil? I still have to track the enemy when I missed my first shot and where my crosshair is going after the shot doesnt really matter to a certain point. The mp he weilds isnt really the greatest of all times, further he is still one of the easiest to kill enemys in close combat because he isnt really prepared for it, you wont just go all in YOLO MODE ON with him, you got to smoothly play along your team. I believe that Vaselines one hit sniper for aura is the BEST counter that she could get, if an enemy is on sniper she should watch her steps and stay back where she belongs, as a frigging medic and not as the wargod of trainyard with her healingstation on the obj and rezing people left and right. “Death shall not rise today”. It is exactly what he is used for.

I don’t know why you think that SD doesnt care about the feedback, but u dont seem to be a veteran here, SD changed so many mercs big time because the feedback showed it is overpowerd, but to find proper changes is not to easy, lets take the “SO OVERPOWERD” Fragger as an example, his role in a team is to steamrole the obj to clear it for the proxies and auras, he is incredibly slow to prevent him really just steamroling EVERY obj on the map, his HP is equivalent to his speed, which gives him a bit of a chance in combat, believe it or not, if he had just 140 hp he would go down 1 shot earlier, which seems not to be a big problem, but he is as said the “tank” of the team, where he goes the obj is where he fights not 1 guy should face him but 2 - 3 that means he isnt that big a deal anymore… he moves more sluggish than a Skyhammer who weilds closely the same role, but he has his ability to do a lot of damage to a big area, fragger on the other hand just 2 nades that can take out potentially 2 - 3 people where the skyhammer could take out the ev, all the healingstations, mines, etc. and probably around 5 people on the way, because if placed right the obj is free from enemies. The question is not, DO HE NEED A NERF, but how the nerf should be working.


(strawberryJacket) #18

I kinda hate when people use fragger as an example how to deal with healing station, lets not forget that fragger is currently the best thing in the game so no wonder that he can deal with aura just fine. In the end why would i pick sawbones or phoenix over aura when she heal faster, rezz faster, have aoe heal on low cd (unless destroyed, smart aura can simply pick up her station when she see fragger and place it again after grenades) and she can cover 2 spots at the same time (you can just place station in a corner somewhere and focus on rezzing somewhere else).

As for PF or MG in ET, thats not exactly true. MG was only used on few maps and only for few spots (goldrush last phase comes to mind), same as flamer for last phase of supply depot (and no where else). PF was used more often but there was no team that had pf player for the whole map (or rather it was really rare and most of the time it was because of lags), unless it was battery, also if you screwed your shot it turned into 4v5 for another 20-30 sec, there was no risk in taking medic. No such risk in dirty bomb as your spam comes with strong weapons.

Lets not forget that we are limited to 3 mercs per map, good luck with counters when you like to play your favorite merc and didnt had slot for “counters”.

Also waiting to the point where everyone is playing the same mercs is a problem as it might negatively affect the game (player base can shrink, not everyone will deal with bullshit fine not to mention bad press).

[quote=“Coruscate;11334”]
What? I feel like the Blishlok is the less favorite of the SMGs Sawbonez could potentially weild. Slow firerate and medium damage.[/quote]

You might not like it but its the strongest smg in the game. I drop people without landing headshots with it, its easy to kill 3+ people without reloading and it doesnt eat ammo as fast as other smgs. Unless you mostly land headshots with other smgs you can forget about killing 3 people without reloading, thats no problem with blishlok.

[quote=“Coruscate;11334”]
I believe an ET style Artillery wouldnt have much of an effect since the battlefield is moving much faster in DB and the artillery would just hold off enemys from leaving their spawn which is not really a discussable buff to him. Arty The Spawnraper.[/quote]

Thats not true, artillery doesnt need to kill to be good and anyway his current ability is worthless so i dont see how ET style artillery would be any worse. If maps were better there would be no risk to spawnkilling but when you have 1 exit from the spawn then yea 8D.

[quote=“Coruscate;11334”]
The speed is just what the merc is looking like, I love the way Life and Speed is connected, that gives you a hard time timing stuff right, it needs a lot of mastery to be able to outtake “smg proxies” without much of a trouble.[/quote]

I dont have problems with killing smg proxies, but i do have a problem with the fact that she is better at killing than medium mercs because she can flank like mad, its only fair that she would be weaker in duels.

[quote=“Coruscate;11334”]
You are ignoring the fact… yadda yadda yadda. Both weapons deal a great 18 damage to the chest. I believe to shoot an unarmed mine is the way to go to use them offensively, but I see a totally different problem, teammates wont get hurt by mines shot by the enemy if the mine is from their own team, that leaves the attacker to the question, die by mine, shoot mine maybe die and waste time because no one will get hurt.[/quote]

Unless friendly fire is ON on public servers, mines will stay to be a problem. Machine pistol is obviously too strong as well, its secondary weapon after all and it shouldnt be almost as strong as most smg’s.

[quote=“Coruscate;11334”]
I never expierienced an unexpierienced player to get a 5k with the blishnok in close combat, either you played against some new players or there is something wrong with me, but it is probably the term “row” do u mean if 5 man pushes she can kill them all without even blinking? Or if she got the time she can do more than 5 kills in a row?[/quote]

I can kill 5 people without reloading, in a row. Obviously i need to be in a good spot to do it but i cant do that with other smg’s. Also it takes a lot less effort to pull because blishlok have high body damage, unlike other smg’s.

[quote=“Coruscate;11334”]

Vaseline is op? Do I hear that right? You get fired up about him able to 1 shot the most low life merc in game while she can move at an incredible speed? Yeah, the sniper doesnt have any recoil, but why the heck should a sniper have recoil? I still have to track the enemy when I missed my first shot and where my crosshair is going after the shot doesnt really matter to a certain point. The mp he weilds isnt really the greatest of all times, further he is still one of the easiest to kill enemys in close combat because he isnt really prepared for it, you wont just go all in YOLO MODE ON with him, you got to smoothly play along your team. I believe that Vaselines one hit sniper for aura is the BEST counter that she could get, if an enemy is on sniper she should watch her steps and stay back where she belongs, as a frigging medic and not as the wargod of trainyard with her healingstation on the obj and rezing people left and right. “Death shall not rise today”. It is exactly what he is used for.[/quote]

His machine pistol is good enough to be on equal footing with smg’s at close range, not to mention his unlimited range. He still have his wallhack ball to make him prepare. The only thing that limits vassili is the user skill, if its already this easy to kill people with how do you think it will turn out after more people play him for a year ?

[quote=“Coruscate;11334”]
I don’t know why you think that SD doesnt care about the feedback, but u dont seem to be a veteran here, SD changed so many mercs big time because the feedback showed it is overpowerd, but to find proper changes is not to easy, lets take the “SO OVERPOWERD” Fragger as an example, his role in a team is to steamrole the obj to clear it for the proxies and auras, he is incredibly slow to prevent him really just steamroling EVERY obj on the map, his HP is equivalent to his speed, which gives him a bit of a chance in combat, believe it or not, if he had just 140 hp he would go down 1 shot earlier, which seems not to be a big problem, but he is as said the “tank” of the team, where he goes the obj is where he fights not 1 guy should face him but 2 - 3 that means he isnt that big a deal anymore… he moves more sluggish than a Skyhammer who weilds closely the same role, but he has his ability to do a lot of damage to a big area, fragger on the other hand just 2 nades that can take out potentially 2 - 3 people where the skyhammer could take out the ev, all the healingstations, mines, etc. and probably around 5 people on the way, because if placed right the obj is free from enemies. The question is not, DO HE NEED A NERF, but how the nerf should be working.[/quote]

Just because i dont post at forums doesnt mean i didnt watch the game. I was here when we had sparks, and all the different maps, so why do i think that they dont care ? First of all maps, how long do you think people whine about them ? They even added bridge instead of its alternative version which was more liked by players.

There were a ton of salty tears about fragger and aura for months, nothing changed. Artys ability is worthless for years now probably, still nothing changed. There is a ton of examples, ask “veterans” if you like. There is also lack of communication, they avoid hard topics and wont even talk about what they are working on. Obviously it could be worse, they do talk at times but i would expect a lot more from a company that market their game as “shaped by gamers” =/


(Nail) #19

[quote=“RuleofBooKz;11243”]thye have the game for sale now. for real money. thats release. the game should be judged on as it is on release. “future blah blah” is all well and good but thats pie in the sky stuff until its actually in game so we need to look at how things are now.

Or maybe if we got a look at that release detailed schedule? might help[/quote]

3 years ago a bunch of people paid for alpha access, you mean that should be considered release ??

you have absolutely no concept, your lack of understanding is quite baffling


(Szakalot) #20

I really don’t get the love for green-dot smg. Its really hard to score consistent headshots, and thats where the skill ceiling is. So yeah, maybe against weak players its easier for those who cant track the heads, but the SMG-9 or Krotzni are way better at consistently dealing out DPS at all ranges, without relying on ADS.

I agree that Fragger’s nades are a little bit OP. But not as much as you might think.

I consider DB to be a game of OP vs OP. Every merc has a unique advantage, Fletcher can sticky bomb you to pieces, Stoker can block an entire push with molotov (or throw it in your face), Nader can spam nades like nobody’s business, Redeye can snipe people threw smoke while being invisible himself, Vassili has OHK with wallhack, etc. etc. etc.

Aura’s heal is faster, but if her station is knocked out, she can’t provide any heal of any kind for 20+sec.

Also Aura+shotty as supporting medic is forced into close combat, whereas Sawbonez & Phoenix can support at any range.

Either way, the game will most likely be balanced way into the release, overall things are not as unbalanced as they seem. Perhaps thats the biggest problem DB has lately: it is not what it seems.