TTK and weapon balance


(Mufftopolopolis) #1

i like that the TTK is higher, but its only higher on certain characters, characters with low health don’t get weapons that do enough damage to compete with the other classes. Aura has the shotguns yeah but they have a slow rate of fire and take 2-4 shots to down say a rhino which gives the rhino plenty of time to just hold down the trigger and basically insta-gib an aura. I think to compensate they really need to give aura weapons that do much higher DPS to level them out to a similar TTK.

This game plays out to me like a very fast paced halo, but in halo everyone had an even playing field and what really determined who won firefights was the person with better aim while in this if you’re an aura and you’re say using the Blishlock, while its a fantastic weapon on most classes it doesn’t have nearly enough DPS to compete with basically every other weapon in the game. The weapon’s aren’t balanced properly to suit each class, they’re just balanced for certain roles and that’s no good.

Going back to the aura, there’s basically no reason to use the Blishlock with that class because anyone who uses it is at a huge disadvantage with that class. They need to balance weapons to specific classes and leave them to those classes only.

So say you’re going to balance out the aura class with the blishlock and make it an Aura exclusive weapon, you’d really need to raise the RPM from 401 to like 490-550 to really balance out the DPS vs health situation. Sure if you’re accurate and get nothing but headshots it might be fine but because the aura needs to stay mobile that’s not a good solution.


(Szakalot) #2

Can’t agree with most of what you are saying.

Aura is a medic, and the fastest merc in the game. She should not be able to take on Rhino in a straight up combat - this is part of the game. However, using her mobility she can flank him when opportunity arises, and two juicy bodyshots, 3 at most is all its gonna take for rhino to go down.

Blishlok is imo a crap weapon but some people like to use it. Still, it allows Aura to pick a mid-rangey role, which can be very effective when taking potshots from the healing station.


(hiddenPalisade) #3

if they’re going to make shotguns kill at mid range…increase lmg dmg…is laughable how little dmg lmgs do…its an “light machine gun”. how is it inferior to a shotgun at medium range.


(Szakalot) #4

LMG has amazing power, just aim for the head

edit: in competition its not uncommon for a single fragger to mow down 4 enemies, with medic support


(KangaJoo) #5

I think the LMG damage is fine, the problem is the shotguns have too much range. The mercs that use shotguns tend to be really fast yet the shotguns have so much range you don’t even need to use that mobility to close the gap. At least in pubs that how it plays out, in competitive matches proxies use smgs and auras are basically just rez machines.

As for the blishlok, after they nerfed it there’s statistically no reason to use it that I know of. Long reload, very high spread increase, below average time to kill at all ranges, and a low rof make it worse than pretty much any other smg.


(Mr-Penguin) #6

Shotguns have “long” range because weapons in DB have no damage dropoff that I know of. However, the spread makes it so that only a few pellets actually hit the target, dealing little damage unless one hits the head. You still have to get quite close to do much damage at all.


(KangaJoo) #7

I’m not arguing that the effective damage of shotguns doesn’t dropoff sharply at range, I just feel that the effective range of shotguns is a bit too far. You can kill people pretty quickly even at 15-20 m away which, in my opinion, is too powerful considering that you’re using a gun you barely need to aim with and that you’re using a merc with very fast mobility. It would be one thing if the sidearms weren’t good but most of the shotgun using mercs have also have machine pistols.


(Szakalot) #8

im not sure, but I think there IS damage dropoff


(Gi.Am) #9

There is. And shotguns are effected by it the most (either check the spreadsheet or compare the Range stats on the loadoutcards).


(scrub_lord) #10

Light classes are fine and Shotguns are incredibly easy to use and min TTK with.