There are actually many different ways to balance weapons in a game but I really want to focus this discussion on the 2 ways I see to be most viable for Dirty Bomb. When I say viability I really just mean ways that could be easily switched between using current game assets and without changing the games course. I will attempt to list both the pros and cons with each of the systems and explain quickly and clearly my methodology.
SYSTEM [1] - Balance the weapons within their “class” - (Current System)
Currently the weapons are balanced within there respective classes. This means that you could likely substitute any SMG for any other SMG on any Merc without drastically shifting the balance. Obviously this is not completely the case right now as Bushwhackers SMG seems very strong in comparison to the others but overall, in future they should be relatively equal and really down to preference.
However, due to the solid balance on weapon types it becomes harder to allow Mercs to have a weapon selection outside of their default weapon class. This becomes evident when you have a Thunder with a Skyhammers assault rifle. While the assault rifles are very good, without the ammo packs and larger clips that would suit a heavy Mercs role better, the assault rifle is effectively left feeling rather weak. With this first pass on the card loadout system we are able to see a few variations of this issue, specially when it comes to secondary weapons.
This system does allow Mercs to have a very simple selection of weapons within their default weapons class and it does mean balancing is easier in some respects. What it does not allow for is player choice and that is where we could do with some more discussion. If the plan is to have each Mercs have a very distinct play style, then it will work fine mechanically. I still cannot help but feel we are all missing out on some real diversity though.
PROS
[ul]
[li]Easier to broadly balance multiple weapons at once.
[/li][li]Allows Mercs to maintain a set thouhout play.
[/li][li]The system is almost already complete.
[/li][li]
[/li][/ul]
CONS
[ul]
[li]Limits the number of Merc play styles
[/li][li]Poor balance instantly effects multiple Mercs.
[/li][li]Weapons all effectively become one and the same.
[/li][li]One of the weapons in the class will always be the “best”
[/li][li]
[/li][/ul]
SYSTEM [1] - Balance the weapons within their “tier”
Balancing within a tier basically means you can have different weapons from different weapon classes provided that they are around the same power. Obviously, in a Merc based game you would not allow a shotgun class to run around quickly with something like a huge LMG but I am sure you get the picture. This does however work well provided that you are able to balance weapons between the classes fairly well.
I suppose the basics of a system like this would mean while having weak SMGs we would also have SMGs that are technically more powerful than an assault rifle. Even an assault rifle that that puts more damage per shot down range than an LMG.
At first glance the system may sound flawed but I can assure you that it would not have to be the case. One of the things that really stands out is giving a Fragger or Thunder an assault rifle that pumps out more damage and has a lower RoF kinda like Fraggers default weapon but with more recoil and a smaller ammo count. This way you can try and balance vs many more interesting avenues. While the weapons would still be balanced they would not feel the same to use. With the right selection of weapons per Merc (limitations set my SD) you can even maintain things like the optimal ranges and overall play style. One example of this already in many respects is giving Stoker the bust rifle that Kira had by default. In some instances I would prefer to have the AK but others the AUG. The way you play Stoker when it comes to his role remains basically the same however the way it feels to play that role can feel drastically different.
The only real issue that I would have with this model is where shotguns and snipers are concerned. Giving an option outside of them classes would kinda feel strange. However, I feel with attachments and/or other variations on them weapons that problem could be solved. I still want to see a slug based shotgun and even a weaker auto sniper that is effectively spammed at close range. This would then allow for a wider group of people (with different skill sets) to compete with any Merc in the correct team role while managing to maintain player choice and diverse feel.
PROS
[ul]
[li]Does not render certain weapons of a class, non-optimal
[/li][li]Allows for more player choice while maintain set roles.
[/li][li]Let’s you balance weapons without effecting classes.
[/li][li]Widens the potential to balance for skill.
[/li][/ul]
CONS
[ul]
[li]Would require a few more weapons.
[/li][li]Shotguns and Snipers would need a rework.
[/li][li]More individule aspects to balance.
[/li][li]Poor weapon choices by SD could result in removing Mercs from roles.
[/li][li]
[/li][/ul]
Overall this is just the way I wish things where done for many reasons that I really don’t have time to go into right now. This would really help out on the secondary weapons front where the class balance is the most flimsy right now. I would love to have a hard to use assault rifle that deals some decent damage being held by Thunder. I would like to see a powerful carbine with slower fire rate in the hands of of Sawbonez. I would also love to see a high powered at medium range SMG with low recoil but higher random bullet deviation for the less skilled players to be able to be effective with a Field Ops Merc.
What do you guys think?

