Weapon Tweaks/Balance Suggestions POST HERE!


(Terminator514) #1

I thought it might be easier on the devs if they could see what the fans thought was overpowered, weak, inaccurate, useless, etc., etc.

So fire away at what you think needs balancing, in my opinion assault rifles need less spread while using hip fire and SMG’s need reduced spread while aiming down sights.


(Hot-Wire) #2

Assault rifles need more ammo overall and a accuracy buff in general. Leave the jittering and spray to the SMGs.

Gatling gun needs to deal more damage, have a even fast fire rate then the chinzor without losing accuracy or stability.

Chinzor should deal more damage per a bullet and more stability.

Auto shotty needs to be able to go full auto on all of its rounds. Leave it up to the user to decide how much he or she wants to spray.

EZnade grenades need to not self detonate after a certain distance.

Make the eznade grenade explode on contact off soft body targets.

Nerf Carb9 effective range further.


(Terminator514) #3

Also, sniper needs a increase in default damage, instead of having to rely on buffs to become what a sniper should be, which is powerful.


(Artillery Tuna) #4

Are you talking in addition to the ammo buff they’ve already gotten on the PC version?


(Hot-Wire) #5

I don’ know how much ammo the assault rifles have now on the PC, but what I believe should be fair is that they should have about 150 to 200 rounds total (including the magazine in the gun.)


(Artillery Tuna) #6

Gotcha. And fyi. each assault rifle got an extra clip’s worth of ammo, except for the Rockstedi.


(Hot-Wire) #7

Oh okay, does ammo boost from soldier give you an additional magazine on top of that too?

For example:

Normal ammo: 100 (With 50 being the magazine size)
Soldier buffed ammo: 200

Normal ammo after patch: 150
Soldier buffed ammo after patch: 300


(Artillery Tuna) #8

actually, I’m a console player too. I just read about the extra AR ammo from the PC patch’s blog post. I would assume the soldier ammo buffs would still work though. So the counts should be something like:

Pre-patch:
30 mag + 60 reserve = 90
30 mag + 60 reserve + 30 soldier ammo buff = 120
30 mag + 60 reserve + 60 extra mags = 150

Post patch:
30 mag + 90 reserve = 120
30 mag + 90 reserve + 30 soldier ammo buff = 150
30 mag + 90 reserve + 60 extra mags = 180


(Qbix) #9

[QUOTE=Hot-Wire;357792]Oh okay, does ammo boost from soldier give you an additional magazine on top of that too?

For example:

Normal ammo: 100 (With 50 being the magazine size)
Soldier buffed ammo: 200

Normal ammo after patch: 150
Soldier buffed ammo after patch: 300[/QUOTE]

:mad: Are you serious? The extra magazine is based on the standard, non-modded weapon. (I am not entirely sure about the exact value anymore but: ) The Euston should have 56 rounds with the drum magazine attached, and since the last patch additional 56 rounds extra. Before it was 28 rounds extra. 28 is btw the normal clip size of the Euston. So the soldier buff adds additional 28 rounds, making it 84 extra.

It’s the same procedure as with every weapon. The CARB has 150 rounds extra with drum magazine attached, the soldier buffs gives you the additional 30 rounds the standard magazine would have.


(H0RSE) #10

You are right - A sniper rifle should be powerful, but they never intended sniper rifles to be in Brink - at least not in the traditional sense. The “sniper rifles” in Brink, were always looked at as more of marksman rifles - support weapons with higher damage and accuracy, but not 1 hit kill machines.

Like Rahdo said:

“Also, regarding the sniper rifle in the vid, yes we do have rifles in game that kind of look and feel like sniper rifles. But as I’ve mentioned in past interviews, the important thing is that this is NOT a game where guys can hide in the bushes and spend a whole match doing one hit kills against everyone they see. Our ‘sniper rifles’ are much less powerful than what you’d expect to see in other shooters. Plus, our levels are much tighter with very few huge wide open spaces. So we’re not really the game for players who like to snipe and nothing else.”

and this:

"We kind of cheat a little and label our ‘sniper rifles’ as ‘light weapons’ (and therefore, light characters can use them). It’s not really a cheat though, because as Ed Stern has mentioned in interviews in the past, while we have guns that look like a sniper rifle and sound like a sniper rifle and are scoped like a sniper rifle, we’re not a game that has sniper rifle style “go hide on a hill in the bushes and wipe out every enemy you see with one shot kills”, so they’re nowhere near as powerful as one you’d find in other games, for instance. So to use them effectively, you’ve either got to favour the skinny guys (who have fewer than average hitpoints), or think of sniping more as a ‘softening the enemy up’ so that your other teammates can finish them off… "

and also this:

"One hit kills – when you’re some asshole sniper up on a hill whose been camping there all game, having a great time, having the time of your life, just kill, after kill, after kill, you know what? For the good time you’re having, you’re making five, ten people MISERABLE. That is a really bad ratio for us as developers. We would much rather say, “sorry sniper guy, there’s plenty of other games you can play, we’d like everybody else to have a good time now.”


(yuval152) #11

To All SMGS:
lower accuracy & recoil when not aiming
higher accuracy & reciol when aiming
reduceing the recoil by little
Nerf down the damage
Smaller Magazines
crouching reduces recoil
lower rate of fire

AR:
Increase the magazine sizes to 50/200
more accuracy
little bit higher damage
lower accuracy & recoil when not aiming
higher accuracy & reciol when aiming
give the sniper rifles a 6x or 8x scope
crouching reduces recoil

Heavy weapons:
Increase minigun damage
make the minigun heavier than the chinzor
lower spread
spinning takes little bit lesser time
higher rate of fire

Another idea:
lights have the highest recoil
Mediums have medium recoil
Heavys have the lowest recoil


(H0RSE) #12

Make the Heavy weapons truly feel like Heavy weapons. They should be, for lack of a better word, “devastating” in one way or another.


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(Smokeskin) #14

No. Sniper rifles badly need a damage nerf. They’re highly annoying and detrimental to gameplay as they are. I don’t get why they didn’t stick to their design intentions on this one.


(morguen87) #15

While that would be balanced, it would be because there wouldn’t be any difference between smgs and ars.

smgs = close quarters hip fire
ars = controlled sighted bursts

Before the thread goes further, I want to clarify: Console gamers: you do know that they’ve already tweaked the weapons, correct? We will get the weapon tweaks when the DLC is released. Most of the weapons were changed, so a thread like this is a little vague. If you’re on a console you haven’t played with the new weapon tweaks so all your advice is for the pre-patch weapon and your advice may be outdated / not needed.


(taodemon) #16

PC here.

Random spread eliminated from ADS and use weapon recoil to balance/cause naturally occuring spread. For hipfiring this wouldn’t be necessary since you don’t see the sights or rounds not behaving correctly and could be left as is though lowering the randomness and amount of the spread wouldn’t hurt either.

The spread is a problem for the heavy weapons as well because no matter how close to perfect your aim is with weapons like the gotlung most of your rounds end up on the walls. Additional damage adjustments might still be necessary with heavy weapons or giving them some sort of bullet penetration (through player bodies) so that they become effective at room clearing but I would first see how they behave with lowered spread before adjusting these.


(Kendle) #17

[QUOTE=yuval152;357800]To All SMGS:
Increase spread by alot
lower accuracy when not aiming
lower recoil

AR:
more spread
lower recoil[/QUOTE]

Basically the opposite of this.

Reduce spread by a lot, on everything. Pin point accuracy while ADS, centre weighted spread when not ADS so burst firing works. Basically hit what you point at with a MUCH greater reliability than currently, on EVERYTHING.

Then, to balance the weapons, reduce damage and increase distance damage fall off on SMGs so they’re only really effective at close range, and increase the damage on ARs so they’re viable if you’ve got good aim etc.

Balance guns using recoil, damage, rate of fire, damage falloff etc, i.e everything EXCEPT spread.


(tangoliber) #18

The assault rifles feel great… I’d like for them to be the best medium range weapons in the game in their current form. (I wouldn’t mind seeing the spread decrease faster so that I could tap-fire with them though)

That would mean nerfing the SMGs… But at the same time, shooting with a big spread has a very unaesthetic feel to it. So, I’d like to see the SMGs have a very tight spread, but lower damage and range.

I’d like to be able to crouch with the Barnett or Dragonov and hipfire with pinpoint accuracy. Basically like this gun: http://www.youtube.com/watch?v=dOiFeccAXAY
When he crouches, the hipfire spread becomes pinpoint. I don’t think this would make the gun imbalanced, as crouching makes you stationary just like ADS does.


(Hot-Wire) #19

[QUOTE=Qbix;357794]:mad: Are you serious? The extra magazine is based on the standard, non-modded weapon. (I am not entirely sure about the exact value anymore but: ) The Euston should have 56 rounds with the drum magazine attached, and since the last patch additional 56 rounds extra. Before it was 28 rounds extra. 28 is btw the normal clip size of the Euston. So the soldier buff adds additional 28 rounds, making it 84 extra.

It’s the same procedure as with every weapon. The CARB has 150 rounds extra with drum magazine attached, the soldier buffs gives you the additional 30 rounds the standard magazine would have.[/QUOTE]

I am serious just to spite you.:cool:

</monocle trollface>


(Terminator514) #20

[QUOTE=morguen87;357807]While that would be balanced, it would be because there wouldn’t be any difference between smgs and ars.

smgs = close quarters hip fire
ars = controlled sighted bursts

Before the thread goes further, I want to clarify: Console gamers: you do know that they’ve already tweaked the weapons, correct? We will get the weapon tweaks when the DLC is released. Most of the weapons were changed, so a thread like this is a little vague. If you’re on a console you haven’t played with the new weapon tweaks so all your advice is for the pre-patch weapon and your advice may be outdated / not needed.[/QUOTE]

I understand, but some of the suggestions may not be outdated, and hopefully this thread continues long after the patch/dlc; at least until the game achieves a weapon balance that is as close as we can get to perfect. :smiley: