Weapons - Current State of the Game


(quickMicrowave) #1

Grenades

Feel good for the most part especially with only having a single class with grenades to cut down on spam. Adding in the character with the grenade launcher may change things however.

Proxy Mines - same as above.

Hitboxes

Feels like when sniping the hit boxes are a bit behind the character itself when they are running, resulting in very easy headshots even when it appears you miss, verified with OBS recordings in slow-motion. Other than that - A-OK!

Guns in general feel great, the aiming is smooth and the time to kill and damage of weapons are balanced I believe.

Shotguns are the only exception - mid/long range they should definitely do damage, but the spread does not seem to be as large as it should be, and in turn they are almost too effective at longer distances because the spread is not expanding as it should? In its odd Star-like pattern or whatever that is called internally :wink:

Damage Drop off - I could go on for days about this part of the game. With guns a headshot from 1m away should do the same damage as a headshot from 1000m away. It honestly makes very little logical sense as well that a player can take 5+ headshots at long distance and still have any health at all left over. When long range aiming tends to be harder than mid range, it should not be penalized.


(appreciativeBuster) #2

Yeah it’s unfair when you want to take out a sniper. Effectively making you cross sections that are easily sniped or you have to run around and hope to not get spotted.


(heavyRaven) #3

I definitely agree with the damage drop off thing… I want to get rewarded from hitting a tiny target from miles away…


(CCP115) #4

Nader is already in the game what…
I personally think the Proxy mines need a slight radius/damage nerf, either not both. Very slight.

And shotguns are a bit too effective at midranges


(Ghosthree3) #5

Dude read the post date…


(KangaJoo) #6

I’m pretty sure that was a coincidence lol.
@extravagentBypass I think the radius is OK for the most part, but I also think there should be ways for players to safely blow up/disarm mines that are in tight spaces. At the moment it’s possible to place a mine in some stairwells that are literally impossible to get past unless you blow it up with a nade, shooting it with your gun will either kill you or almost kill you. Making it so mines that you blow up with your gun don’t deal damage to yourself or your teammates seems like the best solution to this problem.


(distinquishedSandwich) #7

Shotguns? Hollund and Ahnuld are working as intended… What’s the problem? The fucking Remburg :cold_sweat:

I mean, where’s the balance? It’s got the same RoF with more pellets, slightly more spread but the pellets make up for that, and reload speed is the same as well.
They all have the same Fire Delay, RoF and Hollund and Remburg having same reload time per shell…

Remburg needs to be slower than the Hollund considering how it’s stronger and could even kill a man just by shooting his chest if 1 pellet hits the head…


(Ghosthree3) #8

What makes up for it is it only has 5 shots, you wouldn’t believe how much that can matter sometimes. The Hollund can’t one shot 90hp mercs without a head pellet - cos 88 damage - but I still use it instead since the extra shot is so good. Also because the best shotgun loadout for Aura had it instead of the Remburg though…


(distinquishedSandwich) #9

The is no reason to use the Hollund over the Remburg considering the ONLY downside is a single shot in the magazine…


(Fuze) #10

I’ll never understand why anyone would want mid to long barrel length shotguns to have a shot spread even more than what you would see with short barrel length shotguns.


(CCP115) #11

Shotguns are strong imo. And yea, that 5 clip really hurts sometimes, mostly because I can’t aim with shotguns.


(Ghosthree3) #12

I believe it is also more accurate. Here is another reason though, the augments on the Hollund loadouts might trump the Remburg quite hard.

Seriously though an extra shot is a pretty big deal, at least when you’re out numbered. I’ve noticed going back to the Remburg how much it sucks to not have it. But at the same time being able to instant kill light mercs that aren’t Aura is also sweet so yeah…


(RedJets) #13

Nader has 5 nades available at once, I think that is a bit too much. Cut back to maybe 3, otherwise it’s just grenade spam. Sniper should not be an instakill either, i mean a kill but not a full kill.


(Edzer) #14

Stop gravedigging posts meng.


(Ottah) #15

Players like you that act as balance advisors without any proper game knowledge are the reason phantom is now useless and we have to deal with melee slow.

What, youre gonna tell people that when they do reduce her nades to 3 and she hardly feels like nader anymore that people should just use the smg more and ‘git gud’?


(Gi.Am) #16

Na no need for the SMG, since Nader is considered balanced you would simply compensate by shifting the lost overall damage. Since two nades equate 150 damage we increase the damage of a single grenade to 125 and 140 on direct hits.
A single nade would kill all squishies and mediums. Direct hitting would most likely result in a gib on the squishies.

Since the grenades still deal less damage than a fragger grenade, have a smaller radius and can’t be primed it is fully justifiable that she has one more lower cooldown. After all we only moved around numbers. Would shift her role from a consistent area denial, enemy softening role into a inconsistent instadeath machine.

PS. no I don’t want that, was just a exercise in random balancing musing. Nothing to see here really the tread seems to be haunted anyways.