With a Balancing Update in the near-ish future,


(Verticules) #1

What balance topics are you hoping are addressed? No suggestions on how, please keep it simple.

Mine:

  • Arty
  • Bushwacker
  • Thunder
  • Burst Rifles (BR16, Stark)
  • Shotguns (Remburg, Hollunds)
  • Sniper Rifles (FEL-IX, MOA, PDP)
  • SMG9

(Melinder) #2

As stated in another thread

  • Thunder’s Concussion Grenade
  • Burst Rifles
  • Shotguns
  • Sniper body shot damage
  • Health Station (the healing rate is simply too high)

I pray for the day where I no longer get 1 shotted for 100+ health by a flying shotgun proxy.


(TheStrangerous) #3
  • Phantom Balance

(Noir) #4

Nerfs:

  • Thunder Nade
  • Burst Rifles
  • Shotguns, but not a nerf. I would just change them, higher RoF, less DMG.
  • Sniper body shots

Buffs:

  • Skyhammer could have his CD reduces to 60 seconds ? Why would one pick him instead of Arty ?

Do NOT touch SMG-9. Please.


(Verticules) #5

IMO Skyhammer is a perfectly balanced merc, the fact that Arty is out performing him is why I say Arty.


(watsyurdeal) #6

Red Eye

  • HP changed to 110, Speed changed to 420
  • Smoke nade duration nerfed to 8 seconds
  • IR Goggles nerfed to 8 seconds

Thunder

  • Cooking added to Concussion Grenades
  • Increased fuse time
  • HP nerfed to 150

Vasilli

  • HP nerfed to 100

Skyhammer and Arty

  • The Interact command allows players to take ammo packs from you, if they are allies, and if you have more than 1 ammo pack in reserve

Phantom

  • EMP Nade Added, 20 second cooldown, works in the same manner the concussion nade did, without the flash and concuss of course
  • EMP Field removed
  • Visibility for Refractive Armor changed, so that staying still and crouch walking allows you to be fully invisible, walking is 10% visible, sprinting is 25%

Aim punch changes

  • Aimpunch is purely visual when the target is hipfiring
  • Aimpunch affects crosshair movement when using sights (indirect nerf to Snipers)

Timik

  • Rate of Fire nerfed to 420 rpm
  • Clip size nerfed to 30
  • Damage buffed to 18

SMG 9

  • Rate of Fire nerfed to 600 rpm
  • Damage buffed to 13

Grandeur

  • Falloff added, loses up to 75% of it’s damage so 40-30 damage, begins at 20 meters, ends at 40 meters
  • EO Tech style Sight added, with a red dot

Just some things off the top of my head, hope they are not too extreme.


(everlovestruck) #7

Buff Phantom and Bushie
Nerf Proxy and Thunder (oh yeah, and Redeye too)

#Obliterate shotguns stat-wise


(Melinder) #8

@watsyurdeal said:
Thunder

  • Cooking added to Concussion Grenades

You’ve got to be joking.


(watsyurdeal) #9

Nope, increase the fuse time and add cooking, will fix a lot of issues.


(Melinder) #10

@watsyurdeal said:
Nope, increase the fuse time and add cooking, will fix a lot of issues.

Though not the main one, the one that renders entire teams blind and immobile.

Extend the fuse time by 2 seconds? Pull it out shortly before the spawn wave, rather than shortly after.


(neverplayseriou) #11

nerfs,
Thunder
Sparks
Redeye
Fletcher
Burst rifles
Dreiss
Grandeur
Hochfir
Shotguns
Minigun
Aura station (cd should start once the station is gone).
Kira laser
Sniper rifle rof and body shot damage
Proxy (not a nerf but fucking fix the mine audio and buggy shit trigger radius, it’s been broken for months now).

Buffs,
Bushwacker
Skyhammer (cd is too long).
Smg-9 (or nerf other smgs so that the smg9 actually has a use compared to others, I personally see no reason other than personal preference to pick it currently).
Fraggers nade (not really a buff but more of a fix so that a nade inbetween 3 people doesn’t get absorbed by a deployable).

And buff the m4 or nerf the timik.


(blufflord) #12

@neverplayseriou is m4 not better than timik? could you elaborate on minigun, dreiss or laser?


(neverplayseriou) #13

minigun is a sniper when u tapfire it, dreiss is just a mini grandeur that deals way to much damage for its firerate, laser has a too low cd or a too long duration, last stage chapel u can just keep the defenders in spawn with it, no reason to pick the m4 over the timik.


(Potato_Ladder) #14

Nerf

Hochfir(Either damage or fire rate nerf, this thing is way too powerful even in the hands of a new player because of its fire rate and stability)

MK46(Same issue with Hochfir)

Hollunds(This thing is supposed to be the fastest firing shotgun among its kin but currently it tops them all because of its fire rate and effective range)

Thunder(since his flash is finally an actual flashbang, best to remove the slow since it basically renders you helpless when you get hit without a way to dodge it due to its low fuse time and please do not increase it, it’s fine as it is or you can change it to make it work the same way as Fragger’s frag.)

Turtle(The barrier generator is too strong atm and makes going after it instead of the barrier feels effortless.)

Aura(Same issue as Turtle’s barrier generator except it’s health station)

Nerf/Buff

Sparks(give her actual guns instead of machine pistols for main weapon and encourage people to actually revive with it instead of sniping and allow her health pack to be thrown further because of its size.)

Buff

Sawbonez(increase the amount of health regen he receives when he heals himself.)

Fletcher(makes his sticky bomb more reliable)

Skyhammer(reduce the cd of his ability as well as its aoe but increase this ability feels too luck based at times)

M4(give it a better sight and more reliable reload animation)

Stoker(his molotov damage on impact with an enemy or enemies is now increased based on the travel distance(30 base impact damage + distance before impact with target)).

Phantom(make him less visible when using his cloak overall).

Timik-47 is fine considering it has actual recoil when firing.


(watsyurdeal) #15

@Melinder said:

@watsyurdeal said:
Nope, increase the fuse time and add cooking, will fix a lot of issues.

Though not the main one, the one that renders entire teams blind and immobile.

Extend the fuse time by 2 seconds? Pull it out shortly before the spawn wave, rather than shortly after.

As oppossed to them being DEAD by a frag nade?


(GatoCommodore) #16

-this discussion again


(watsyurdeal) #17

Why the fuck was that flagged?


(GatoCommodore) #18

@watsyurdeal said:
Why the @$!# was that flagged?

-you cant complain about the same dead discussion being brought up again and again.

i suggest you guys fill this form


(Press E) #19

@watsyurdeal said:
Nope, increase the fuse time and add cooking, will fix a lot of issues.

No, please no. It’s the same issue with fragger’s grenade tbh. When you add the ability to cook grenades, you remove most of the chance for enemies to dodge it, which is really just cheap.

I would support slightly longer fuse time doe to how large the grenade’s AoE is, but the ability to cook them would just make them even more overpowered and annoying.>

@Verticules said:
No suggestions on how, please keep it simple.

The issue is that there’s a lot of ways things can be reworked in this game, and there’s a lot of different opinions on how. Just saying “shotguns” doesn’t really help anyone.

-Arty is fine, maybe just a slightly longer cooldown and delay between when airstrikes can be called.
-All bush needs is a slightly shorter cooldown and his turret to face him when it’s deployed, which would allow for better positioning.
-For thunder, maybe 10 or so less health, more spread on his LMG, and a slightly increased concussion grenade cooldown and fuse time.
-Burst rifles are alright, honestly. Maybe a slightly smaller clip on the BR.
-The only fix sniper rifles and shotguns need is for the cocking animation to finish after a weapon switch. As it is, it’s just too clunky and obtrusive.
-SMG9 is fine, idk why people keep wanting it changed.
-Kira is fine, lasers are easy to avoid if you pay any attention whatsoever. If anything she eneds a buff on where you can call a laser.
-Red eye needs an XP rework. Looking at people is not grounds for a topscore alone.
-Phantom is fine, he just needs an XP rework to encourage certain playstyles. People are trying to play him as he was before the rework, but that no longer works. Watch some of @Shinywindow’s phantom gameplay to see how he should be played.
-Health stations are fine, people just think for some reason they shouldn’t have to shoot it first instead of the enemies.
-Dreiss is fine, Grand could use a massive rework imo.


(watsyurdeal) #20

Given that someone could call the beckhill op and be taken seriously here, I can see why people would be fed up with these discussions.

The word overpowered has lost all meaning

@STARRYSOCK said:

@watsyurdeal said:
Nope, increase the fuse time and add cooking, will fix a lot of issues.

No, please no. It’s the same issue with fragger’s grenade tbh. When you add the ability to cook grenades, you remove most of the chance for enemies to dodge it, which is really just cheap.

I disagree with that being an issue, it takes a lot of educated guess work to plant a solid nade. You need to spawns, timing, etc, so it’s not as if the Fragger didn’t earn the kill.

By your logic hit scan is overpowered, because you can’t dodge instant bullets.