Weapon Balance Thread

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W0RF

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Apr 19, 2002
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Thought I would move this discussion off the old XMP board.

Now keep it real, people. Clean, concise, no flaming, no OMFG WTF type stuff. Just make a laundry list of what you think is unbalanced in the game. If you like the balance, just say "I like it the way it is" and leave it at that. Please don't turn this into a flamewar.

Comparative statements will be based on the 7710 build Legend released when they closed. I understand that the weapons seem to have been changed when they patched it so "balance" is relative to how the game plays POST-PATCH.
 

[GDC]Faust

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I think the (insert classname)-class is far overpowered because of the (insert random weapon of that class) Me as a (insert classname) has got no chance with just my (insert random weapon of that class) and my (insert unique properties of that class).

Oh, and (insert random american BUF-Member != Admin) stinks!
 
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W0RF

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My thoughts:

Ranger: Pistol seems a bit strong, maybe tone it down a notch or make shields absorb more. Incendiary Grenades might enjoy a bit larger radius and damage (or maybe I'm a poor shot with them). That's about it really.

Gunner: Rockets should lock on better, and maybe? do more damage. Napalm Grenades might enjoy a bit larger radius and damage (or maybe I'm a poor shot with them). Flaming Piss of Doom is practically useless; it needs to stay longer, do more damage (basically now it just does like 5 damage and blinds you), and it would really kick ass if you could ignite it with an alt-shotty, rocket or grenade (basically, any weapon which make my head asplode).

Tech: Assault Rifle accuracy MAYBE a little more accurate. Shotty needs shorter range, same damage. Gas nades should have a smaller radius and do a bit less damage. Not a lot, but just a bit of despamification.

Overall, I wouldn't want to see much changed, because I fear most changes would make weapons less effective rather than more, and I would hate to see the game toned down over and over again until rockets are just flying nerf bats.
 

Zaknafein

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Tech:
The gas grenades need to be more like the incendiary ... smaller radius and shorter duration. They do about the same damage. Maybe have them meet in the middle somewhere.

The shotgun's primary range needs to be cut down and the alt-fire needs its damage reduced. Either that or have the alt-fire's damage retarded more by shields. Right now it can outright kill a gunner with 100 life and 500 shields in one blow without scratching the tech. This happens more often when the tech boost jumps torwards the target.

The assault rifle needs a slight accuracy boost.

Turrets ... the only thing I don't like about them is that I believe that they need to be affected by shield much more then they are.

Ranger:
Shields need to have a greater impact on the pistol.

Gunner:
The flamethrower alt-fire duration should be increased.
It's too hard to lock on with the alt-fire "lock on rockets"

A few things to keep in mind about gunners:
1) Since both ranger and tech can jump higher then gunners they are more likely to get head shots on gunners.
2) Rangers and Techs easily outpace the gunner, making really short range weapons like the flamethrower very hard to use outside of closterfobic hallways.
3) Targets that dodge away from the point of impact of a rocket take little to no damage from the impact.
4) Even in close range combat, airborn targets are practically immune to rockets and are usually unhittable with the flamethrower.

Don't know what the solution is, but those are the trouble areas of the class.
 

Silver Sequence

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Feb 3, 2004
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On weapon balance I am actually a fan of the pistol damage as is. If one wanted to nerf it a bit a better way might be to decrease the clip size further. Since I usually play as a ranger I have to say that the clip size is the major limiting factor on the pistol as is, further reducing it would weaken the pistol quite a bit. On the other hand, I would like to see a useful alt fire for the pistol...as it stands the pistol is the only weapon with a completely useless alt fire.
 

fireball

Reach out and torch someone
Ranger-
Sniper is fine.
Pistol is painfully overpowered. Shields should absorb more.
Shocklance is fine.
Smoke grenades.. not sure what you would change anyway.
Frag nades - deadly, if used properly. Leave em alone.

Tech -
AR - primary fire is useless at long range. Increase accuracy. Leave the alt-fire, it's great for destroying turrets.
Shotgun - decrease primary range. Make primary more affected by shields. (The alt fire is short ranged anyway, imo if you let the tech get that close you deserve to die, but having TWO one-shot kill options on the same gun is a bit silly.)
EMP - Fine.
Gas - Decrease duration.
Not gonna cover deploaybles..

Gunner -
Rocket - the alt-fire is difficult to lock on, but once it gets there they seem to have infinite range. Bug? Increase the radius to acquire lock, decrease range. Primary is fine by me.
Flamer - primary is fine. The alt-fire is completely useless except for creating ghetto timebombs by placing it on top of a mine. Remove the self-detonation and have it burn only when touched or by shot with an incendiary weapon. If the flames spread between patches that'd be cool too, but not sure how difficult it would be to code that.
Conc nades - already stated somewhere you've blocked the jumping exploit, but why do these always seem to stun the user more than the person they hit?
Incendiary nades - Fine as is.
 

[DF]phalanx

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i agree with the pistol
its a pistol ffs
taking 15+ damage (i only had 15) at sniper range is just ludicrus maybe reduse its accuracy
conc should stay the same but should be with gas taked out of deuling contets cos they are unfair :/
gas should be reduced in radius damage and duration o and stop it going through walls and doors fed up of being killed by gas from the other side of a ****ing wall or door and being killed by the invisabel thing it does near the end of its duration :/
assault rifle primary should by made more accurate at long range like the pistol other then that its fine at close its lethal to rangers
sniper make it eefect shield having 12 health and 500 shield after being sniperd is rediculous whats the point it shields if nothing effects them
gunner - primery rockets are fine (maybe a bit more damage :) ) lock ons should lock on to the target properly i try to lock on to a jugger but u have to find the guy INSIDE the jugger to lock on maybe make them lock quicker so rangers dont dodge the thing in the time delay
emp - overpowered kills both PLAYERS AND VEHICLES very quickly
auto turrets - to accurate
rocket turrets - to in accurate
walls - useless :/
rangers need a deploybale
o and fireball
gas turrets - should burn in hell
 

W0RF

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fireball said:
Conc nades - already stated somewhere you've blocked the jumping exploit, but why do these always seem to stun the user more than the person they hit?
Because of blast radius. These are sub-optimal for close-quarters combat but that's where ppl always seem to want to use them. But at mid-range it's tough to lob them just right. :/ Don't know the answer to this one.
 

Zaknafein

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Conc gernades are only good for jumping with, which was never an exploit and the only compensation gunners had for the fact that they don't get anywhere near the same amount of performance as other classes per unit endurance or jump juice.
 

Maxx

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Dec 19, 2003
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1. shotgun: shorter range, same power
2. assault rifle: alt-fire, with faster rate of fire
3. Shock grenades: larger radius
4. gas grenades: shorter cloud duration
5. pistol: make it slightly less accurate
6. rockets: increase rocket speed (that'll fix the lock on issues, and make it easier to hit someone in air)

I've also hard mentioned that people want the gunner to have some sort of small arms. I'll trade the assault rifle for the flame thrower any day.
 

Zaknafein

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I'll trade the assault rifle for the flame thrower any day.
You would trade your primary weapon for a secondary ...

Well, the jumping part is fine, it's the not being blinded while you're doing it that's an exploit.
Can we have wall jumping blind the target please?
Cost the gunner 5 - 15% life per jump and is the only thing that helps compensate for the fact that the gunner doesn't get anywhere near the same performance per unit endurance and/or jump juice that the other classes get.
Personally I don't like the idea of being a sitting duck to a ranger that wall jumped high up onto some surface with cover and having no way to reach them.
 

Maxx

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The assault rifle is rarely used as a primary weapon by most techs. It's generally used as the weapon when you run of ammo for eveything else (that last statement applies to me, and mayeb others I dunno). "I" would trade the assault rifle for the flame thrower...I'm sure many would disagree.
 

Zaknafein

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If techs got the flamethrower they would be the undisputed kings of close range combat. As opposed to the disputed due to the shotgun alt-fire vs. flamethrower debates, which are close enough to be alarming.
 

W0RF

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Maxx said:
The assault rifle is rarely used as a primary weapon by most techs. It's generally used as the weapon when you run of ammo for eveything else (that last statement applies to me, and mayeb others I dunno). "I" would trade the assault rifle for the flame thrower...I'm sure many would disagree.
It would be a shame if this were true. The CAR is an amazing all-purpose weapon. If the accuracy were tweaked a bit it would be quite nice at long-range as well.

Given the fact that it IS supposed to be a team game, and given that we can change classes every time we respawn, I don't think giving hitscan to a gunner, or splash to a ranger, is an optimal solution. These are built-in disadvantages that are supposed to force interdependency between the classes, such that no one class is THAT good at EVERYthing.

Of course, at present, the tech might be just a tiny bit too good at too many things, I would prefer if he could rely a little more on the other 2 classes for support.
 

`rK

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rangers should get better fire power since theyr armor is so weak they should atleast put up a good fight, the gun is puny shoots only 1 or 3 shots at a time and the sniper isnt made for close range so i think that we should get a shotgun or something either that or armor bonuses powerups etc, or be able to use a suit that blends us in with the enviroment better.
 

Maxx

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actually after reading the preceeding thoughts... I take back all my suggestions, as it appears to be well balanced as it is. When nobody can agree on anything then balance has been obtained :).