Weapon balance thread
- Derpislav
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Weapon balance thread
Why can't we just have a thread like this instead of spamming suggestions every time something gets re-balanced?
Fix L6 SAW. The super-slow rate of fire and awkward reload would be manageable (although don't make sense for a SQUAD AUTOMATIC WEAPON) if only it's damage was just a tiiiny bit higher. With current stats and the fact it can be fired one-handed but doesn't fit into backpacks it would make a good machine pistol, just without the reload.
Give it burst fire and it'll at least be of some use as suppresion weapon.
Fix L6 SAW. The super-slow rate of fire and awkward reload would be manageable (although don't make sense for a SQUAD AUTOMATIC WEAPON) if only it's damage was just a tiiiny bit higher. With current stats and the fact it can be fired one-handed but doesn't fit into backpacks it would make a good machine pistol, just without the reload.
Give it burst fire and it'll at least be of some use as suppresion weapon.
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- coroneljones
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Re: Weapon balance thread
I belive all the weapons apart from the SAW are pretty balanced
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Re: Weapon balance thread
Fairly sure L6 is being replaced at some point and all other weapons are fairly balanced currently well besides maybe the shotgun with 40 damage the same as the magnum(which makes no sense)
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- Haveatya
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Re: Weapon balance thread
I'm horrified at the new shotgun. 4 shots didn't crit a drone. what....
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- coroneljones
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Re: Weapon balance thread
Yea the shotgun is underpowered
A magnum with 45 damage seems decent and reasonable...if the shotgun is buffed
A magnum with 45 damage seems decent and reasonable...if the shotgun is buffed
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- Davidchan
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Re: Weapon balance thread
Is there anyway to change the projectile/way the shotgun attacks?
It should be a short range, high damage trade off. Up to 2 tiles away, it's full 60 damage. At the 3rd tile and every tile there after it loses momentum (spreads out) and doesn't do significant damage, at tile 5 it stops with 10-15 brute damage (which most aliums heal up almost instantly on weeds, IIRC) So 1-2 tiles= 60, 3= 45, 4= 30, 5, =15, 6 or beyond = 0
The more realistic, but utter bitch to code, would be at the 3 tile the projectile splits in to 3, making it a 3 wide attack that does 20 damage, at tile 5 it splits again into 5 tile wide with 10 damage each. This would give us a weapon with actual spread, allowing the shotgun to be a close-medium range weapon option. I have no idea how to do this though, and it would probably lag/bug out the server every time it was fired.
It should be a short range, high damage trade off. Up to 2 tiles away, it's full 60 damage. At the 3rd tile and every tile there after it loses momentum (spreads out) and doesn't do significant damage, at tile 5 it stops with 10-15 brute damage (which most aliums heal up almost instantly on weeds, IIRC) So 1-2 tiles= 60, 3= 45, 4= 30, 5, =15, 6 or beyond = 0
The more realistic, but utter bitch to code, would be at the 3 tile the projectile splits in to 3, making it a 3 wide attack that does 20 damage, at tile 5 it splits again into 5 tile wide with 10 damage each. This would give us a weapon with actual spread, allowing the shotgun to be a close-medium range weapon option. I have no idea how to do this though, and it would probably lag/bug out the server every time it was fired.
- HalfdeadKiller
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Re: Weapon balance thread
M41A - ~30 damage
M4A3 - ~25 damage
M39 - ~20 damage
M37 - ~40 damage
SAW - ~Unknown/0-25 (Damage seems to be random in tests with SAS)
.44 - ~40-45 damage (I'm unsure on this one)
If I'm correct, the above is the current damage for most weapons. I can't look at the source code to derive the actual values anymore, and the Marine Equipment Wiki is out of date.
Below would be suggested damage edits.
M41A - ~30 damage
M4A3 - ~25 damage
M39 - ~20 damage
M37 - ~60 damage (makes the shotgun actually useful again, but not the damage it used to do, which was 80)
SAW - ~15 damage and faster fire rate, 70 round clip. (proposed buffs by Apop a while a go)
.44 - ~40 - 45 damage (unsure if 40, or 45 would be better. I'm still not sure on the actual damage for it)
M4A3 - ~25 damage
M39 - ~20 damage
M37 - ~40 damage
SAW - ~Unknown/0-25 (Damage seems to be random in tests with SAS)
.44 - ~40-45 damage (I'm unsure on this one)
If I'm correct, the above is the current damage for most weapons. I can't look at the source code to derive the actual values anymore, and the Marine Equipment Wiki is out of date.
Below would be suggested damage edits.
M41A - ~30 damage
M4A3 - ~25 damage
M39 - ~20 damage
M37 - ~60 damage (makes the shotgun actually useful again, but not the damage it used to do, which was 80)
SAW - ~15 damage and faster fire rate, 70 round clip. (proposed buffs by Apop a while a go)
.44 - ~40 - 45 damage (unsure if 40, or 45 would be better. I'm still not sure on the actual damage for it)
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Re: Weapon balance thread
the L6 has randomized damage by the way.. sas tested it
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- Davidchan
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Re: Weapon balance thread
I just find it funny that the L6 fires 7.62 ammo yet has the lowest average damage. I know I know, realism =/= balance or fun. But even still, we've made a lot dumber decisions, like keeping ammo belts out backpacks.
From left to right: 9x19 mm Parabellum; .40 S&W; .45 ACP; 5.7x28mm; 5.56x45 mm NATO; .300 Winchester Magnum; and a 70 mm (2.75 inches) and 76 mm (3 inches) 12 gauge
And you're telling me that my .45 is more effective than my LMG every single time?
From left to right: 9x19 mm Parabellum; .40 S&W; .45 ACP; 5.7x28mm; 5.56x45 mm NATO; .300 Winchester Magnum; and a 70 mm (2.75 inches) and 76 mm (3 inches) 12 gauge
And you're telling me that my .45 is more effective than my LMG every single time?
- Juninho77
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Re: Weapon balance thread
The current shotgun is just... Oh god, please, no.
The damage nerf was absurd, and I will be honest: 80 damage was fine. Shotgun is just awful to reload and can't be put away (i.e. you gotta carry it all the time. Unless you're dumb enough to drop your backpack), so it restrains you quite a lot. The only alien class that could be 2-shot by a shotgun was the runner, but hitting a moving runner twice is pretty much impossible.
The shotgun was a weapon that would make aliens think twice before rushing towards a marine. Now the shotgun is just another useless weapon.
The damage nerf was absurd, and I will be honest: 80 damage was fine. Shotgun is just awful to reload and can't be put away (i.e. you gotta carry it all the time. Unless you're dumb enough to drop your backpack), so it restrains you quite a lot. The only alien class that could be 2-shot by a shotgun was the runner, but hitting a moving runner twice is pretty much impossible.
The shotgun was a weapon that would make aliens think twice before rushing towards a marine. Now the shotgun is just another useless weapon.
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- Haveatya
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Re: Weapon balance thread
Shotgun was great for a weapon specialist in a squad. Send him point, he gets one shot off and wrecks an alien and then the squad finishes and saves hi'm from the hugger or knockdowns.
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- Sargeantmuffinman
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Re: Weapon balance thread
That L6 needs a buff...and well the lmg might be replace but for now.....it's -meh or atleast buff it to the point that it is more or less more than -meh
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Re: Weapon balance thread
The problem with weapon balance is that Apop is stubborn and doesn't want to revert his changes. It's a classic case of "I'm always right no matter what."
- Sargeantmuffinman
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Re: Weapon balance thread
I don't think that's right but opinions are opinions...helios345 wrote:The problem with weapon balance is that Apop is stubborn and doesn't want to revert his changes. It's a classic case of "I'm always right no matter what."
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Re: Weapon balance thread
The .44 magnum is probably the best, easily avilable firearm. The damage and the ability to use it in one hand makes it powerful. I dont think it should be the go to weapon for killing larger aliens, that should be the SAW.