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Immortal Tombat

Ellipsis guys...

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Thursday, September 6th 2012, 9:25pm

1.07 patch. What would you put in it.

So, I wish I had saved my 100th post for this. But I'm an idiot. Anyway, this will include what I believe 1.06 did wrong but also what 1.06 completely missed. Here goes.

Assault.
M416. Sun put this brilliantly, 750RPM laser vs. 650RPM laser. Obvious choice is obvious. I'm not calling this OP, as it doesn't have the M16s close range ability, but the fact that it renders the AUG, L85, AK74M and SCAR-L useless is a testament to how it is far from balanced.
H.Recoil: 0.15/0.2 --> 0.1/0.3. This simply did not need buffing.
First Shot Multiplier: 1.8 --> 2.0. As I think its vertical recoil should remain at 0.26 to keep it in check with the M16, FSM of 1.8 impedes too closely on the AK74M.

M16A3.
Suppression bug fixed. Obviously.

AUG.
First Shot Multiplier: 3.0 --> 2.6

L85A2.
Horizontal Recoil: 0.3/0.3 --> 0.28/0.28. Just something small, but if it weren't for the bullpup design, SCAR-L would outclass it easily, 30RPM is nothing, but 25% less Horizontal recoil is noticeable.

FAMAS. This is still way over nerfed. It was only OP because fore grip and suppressor made it so. The nerfs to those attachments were almost enough IMO.
Horizontal recoil: 0.35/0.6 --> 0.35/0.55

Engineer.
G53.
Vertical Recoil: 0.28 --> 0.24. It had ONE advantage over the G36, and that was marginally better vertical recoil. Now it has the same vertical recoil, in the future it should have considerably less vertical recoil. This will become the "pro" G36, more skill required to handle, and more suited with the Heavy Barrel, whilst the G36 will be more low level friendly equipped with a flash suppressor.

QBZ-95B.
Horizontal Recoil: 0.335/0.335 --> 0.3/0.3. Just in tune with the similar L85 buff.

Support.
LSAT. The ADS base spread buff of all the other belt feds has removed one of this guns biggest perks.
Hipfire base spread: 0.425/3.5/0.275 --> 0.4/0.325/0.25. (In standing/crouched/prone format).

Type 88.
Vertical recoil: 0.5 --> 0.36.

Recon.
L96.
Bolt time: 1.37s --> 1.2s. Or in other terms, ROF buff from 43.5 to 50, a reason to use it over the JNG.

MK11 MOD 0/SVD/QBU-88.
Spread increase per shot: 0.8 --> 0.6. The rate of fire advantage that the M39 has over these weapons has nothing to balance it. M39 also has less recoil than all of these. This makes them slightly more "spammable" at close range.

SVD.
Bullet velocity: 530m/s --> 580m/s. Most sensible thing that can counter the slower reload.

PDWs.
M5K. Here we go, it took me a while to come round to this conclusion, but AEK damage output, L85 recoil and MP7 (ish) hipfire.
Vertical Recoil: 0.25 for all stances, ADS or not.
Horizontal Recoil: 0.3/0.3 --> 0.48/0.48. It needs that wicked side to side wobble that the MP7 and P90 suffer from.

PP-19. I don't know much, but I know I love you but I know this is tricky to balance. Same bullet as M5K, takes 50% more bullets to kill? Insert Nick's hilarious DICE meme. Using the Russian 9x18mm Makarov instead of the 9x19mm Parabellum allows a 64 round mag, and also has a lower bullet velocity IRL, this will give us scope to give it 20 damage instead of 25 of the other 9mms.
Max damage: 16.7 --> 20
Mag size: 55 --> 64
Courtesy of Anderson.

UMP45. I stand by this being balanced, its .1 spread increase per shot (ADS) compared to 0.06 of other PDWs alongside its poor damage at range keep it in check.

PP2000. I thought DICE were going to give this a long range advantage over the UMP, but they're both 8 bullet kill. Fucking idiots.
Min damage: 13.75 --> 14.3.

See very little problems with the Shotguns, apart from the USAS, but I have very little experience with them. Moving onto pistols.

Pistols.
93R.. Can keep the lower FSM as it is burst, but it still has too many advantages over the G18.
Spread increase per shot: 0.2 --> 0.3.

G18. Option of being suppressed has made me re-evaluate how much it needs to make it a contender with the 93R.
Spread increase per shot: 0.5 --> 0.3.


MP412 REX.
ROF: 255 --> 225
Hipfire: 1.5/2.0 --> 1.25/1.75. (In stationary/moving format, I think)
Courtesy of Nick.

This post has been edited 3 times, last edit by "Immortal Tombat" (Sep 7th 2012, 2:05am)


Nick 30075

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Thursday, September 6th 2012, 9:34pm

REX suggestion:
Hipfire 1.5/2.0->1.25/1.75
RoF 255->225
Done.

In general, I agree with what you're saying. I'm already working on my own version of this that looks at tank stuff too. I'm about halfway through but I'm waiting to actually play AK to finish it.
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ToTheSun!

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Thursday, September 6th 2012, 10:57pm

Did you forget the 1.25x chest multiplier for the g3 or do you, simply, only care about the scar-h?

Either way, it'd become OP very easily. The chest hitbox is HUGE! At close/med, you could assume multiplied damage because chances of missing the chest are just small. I'd rather have a 2.4x headshot multiplier because it, actually, takes some effort.

Immortal Tombat

Ellipsis guys...

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Thursday, September 6th 2012, 11:01pm

Did you forget the 1.25x chest multiplier for the g3 or do you, simply, only care about the scar-h?

Either way, it'd become OP very easily.


G3A3 is already a 3 hit kill. SCAR-H would only be a 3 hit kill if accurate. Although I think 1.25 is too high, 1.15 would be sufficient to make it 3 hit kill. So would you rather the SCAR-H simply get 34 max damage?

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Thursday, September 6th 2012, 11:07pm

I'm not too bothered about weapon balance, so a fix for the sound loss would be nice. Isn't a year enough to fix a huge bug like that? :thumbdown:


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Thursday, September 6th 2012, 11:28pm

dice nurf stingerz pl0x
kthnx

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Thursday, September 6th 2012, 11:33pm

Only a few things i can think of right now.

make the AUG have an actual role. Lower its moving spread to match the other rifles in its class and reduce the side to side recoil to make it better long range.

Buff the 40mm shotgun some more. Increase the bottom end damage slightly and add 2 more pellets per shot. right now an 870 or mass is a better choice since you can get off more shots much faster. The 40mm shotgun should be able to kill someone at a fair range even though it is buckshot due to the nature of the round.

make the mobile artillery have the same radar as the mortar to let you see your targets. right now this thing is better to roadkill people in than anything since in order to get an accurate burst you have to use a lot of guess work and keep checking the main map by pressing start to confirm it.

Number 1 thing i would like to see even if it meant nothing else in the entire game would be fixed

Remove the objective taking display from the dead center of the screen. I dont need a giant letter in my face every time i go to cap a flag that is 3 feet away from me. Why they took it from the little bar just above the radar nice and out of the way i will never know but that is where it belongs. At least add in a toggle for me to take it off. Also the ever present letters above the flags you can see anywhere on the map are super annoying and most of the time that big red A is right over a guy so i cant see him even if he is spotted.
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Thursday, September 6th 2012, 11:34pm

The M5K is only OP because it's bugged. Its ADS vertical recoil while standing is only 0.25 instead of the intended 0.5, and its max spread is 0.3, meaning its spread cannot be wider than that very tight spread. It also has a couple more that I cannot remember.

Fix those issues, and the gun is balanced.

I'll make a more detailed post when I get home in a couple of hours.

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Thursday, September 6th 2012, 11:37pm

The M5K is only OP because it's bugged. Its ADS vertical recoil while standing is only 0.25 instead of the intended 0.5, and its max spread is 0.3, meaning its spread cannot be wider than that very tight spread. It also has a couple more that I cannot remember.

Fix those issues, and the gun is balanced.

I'll make a more detailed post when I get home in a couple of hours.
Honestly, it having a .5 vertical recoil seems to be a bit high. I say keep it at .25, it might be a mistake... but it's a good mistake :rolleyes:
But, yeah, fix the max spread only being 0.3.

Immortal Tombat

Ellipsis guys...

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Thursday, September 6th 2012, 11:41pm

Woah woah, its max spread is 0.3, how is that possible when its base spread is 0.6?