[QUOTE=Coup_de_grace;440971]Well im not sure if you get it, but these are the words from catnadian himself to me back then.
"You also seemed confused about how lower SP counts would prove detrimental to newer players, and I asked you which weapons you were hoping would have been changed. It upsets a very delicate balance set by the SP system already to lower melee weapon SP counts: that lower damage, lower AP cost weapons go on one end, higher on the other. The change proposed here would move most middle-tier weapons down to lower than they arguably should be, and even with a pure SP reduction, this means that melee teams have an advantage, if not on melee damage, then on ability damage, which is where introducing this strategy to 14-point games proves lethal.
Originally, you could sneak 4 soldiers into a 14-point game, which was a 12-point game back when the selective beta phase started. Every weapon you see on the market now had one less Squad Point than it does now, which meant the Knarly Knife had a cost of 3, which meant you could field up to three soldiers and a Captain, but what’s more: you had the ability to introduce additional ability damage to your team loadout, such as Archie’s, and anyone who didn’t also use this strategy was at a severe disadvantage that isn’t found at higher point tiers. Anyone who simply could not utilize the strategy, back in a time where the least expensive soldier was roughly 29k credits, meant that the only point tier they had a chance in ran the risk of everyone who wasn’t new employing the four-soldier strategy, which would have been absolutely toxic to the game, hence why it was one of the first things that got changed."[/QUOTE]
Okay, I get what he says. Here is my revised melee weapons layout below. I believe they need to buff the knarly knife. Lets just make its damage output worth its cost.
Knarly Knife: 4 - 50 Damage, 3 cost to use. (Damage Buff)
Damage Output:
Light: 200 (4 hits)
Medium: 200 (4 hits)
Heavy: 300 (6 hits)
Reason: Deals higher damage overall than the Karma Katana. Deals lower damage per a strike.
Seville Slugger: 4 - 55 Damage, 1 Knockback, 3 cost to use. (Lower cost by 1)
Damage Output:
Light: 220 (4 hits)
Medium: 220 (4 hits)
Heavy: 330 (6 hits)
Reason: Deals higher damage overall than the persuader. Deals lower damage per a strike.
Karma Katana: 4 - 65 Damage, 4 cost to use. (Damage buff, lower cost by 1)
Damage Output:
Light: 195 (3 hits)
Medium: 195 (3 hits)
Heavy: 260 (4 hits)
Reason: Deals higher damage per a strike than the Knarly Knife. Deals less damage overall. (Equal trade for same squad points cost)
The Persuader: 4 - 70 Damage, 1 Knockback, 4 cost to use. (Damage buff, Lower cost by 1. This weapon is just horrible anyways.)
Damage Output:
Light: 210 (3 hits)
Medium: 210 (3 hits)
Heavy: 280 (4 hits)
Reason: Deals higher damage per a strike than the Seville Slugger. Deals less damage overall.
Lumber Numberer: 5 - 76 Damage, 4 cost to use. (Squad cost lowered by 1)
Damage Output:
Light: 228 (3 hits)
Medium: 228 (3 hits)
Heavy: 304 (4 hits)
Reason: Deals higher damage than the Karma Katana by per strike and overall damage. Advantage is paid by 1 additional squad cost.
Chain Awesome: 6 - 87 Damage, 4 cost to use. (Unchanged)
Damage Output:
Light: 261 (3 hits)
Medium: 261 (3 hits)
Heavy: 348 (4 hits)
Reason: Deals higher damage than the Lumber Numberer by per strike and overall damage. Advantage is paid by 1 additional squad cost.
Salad Jammer: 6 - 90 Damage, 2 Knockback, 4 cost to use. (Unchanged)
Damage Output:
Light: 270 (3 hits)
Medium: 270 (3 hits)
Heavy: 360 (4 hits)
Reason: Deals “much” higher damage than the Persuader by per strike and overall damage. Advantage is paid by 2 additional squad cost.