Uziel said:
Leave it the way it is.
I think it's a mistake to go around trying to "fix" weapon balances. Seems like it could be a never ending process that the orig dev's already put a lot of thought & hours into.
Well considering the weapons need to be remade from scratch, balance is going to need to be fixed/tweaked by default. Also, fixing balance should be a never ending process to some extent as people find new ways to play. Also see Naib's post above with quotes from me.
And onwards with a very long post.
As far as balance goes, XMP should be to a certain extent rock, paper, scissors. Given equal skill a gunner should win close in, Tech at medium range, ranger at long range. However, each class should have a counter that's at least good enough to force movement at any range. In general, build 6496-7 is probably the best balance for reasons I've explained 10 million times. First I'll break it down by class
Ranger:
With the speed and the amazing pistol and 'nade work I see at close rnage these days, except for the one thing I've noted, Ranger seems about dead on.
Sniper rifle: keep that very close to current.
Pistol: range needs to be knocked down from 7710 to 6497 levels. I should not be able to spam people to death at rifle ranges
Grenades: Seems about right with the frag grenade and smoke is well smoke.
Shock Lance: seems about right currently
Basically expect for the pistol range changes that came with 7710 ranger is fine.
Tech:
Tech has many problems in 7710. Weapon balance is signifcantly off from 6497. This had led to a myriad of really cheap tactics. Especial considering the tech has a whole range of spam weapons, they shouldn't be incredibly damaging.
Assault Rifle: needs better range, damage is about right, another change in 7710 from 6497.
Shotgun: Range is way off(too high) since 7710, and alt-fire damage is crazy since 7710. alt-fire damage should be around 82 not over 100. Also it should be impossible to do damage at ranges you'd prefer to zoom in as a ranger. Let's face it the few other situations where you can one shot someone, take either alot of skill or blind luck. This is also generally in keeping with build 6497 balance.
Grenades: EMP seems right on, Gas is a bit ridiculous on gunners seeing that they can't run/avoid it really. Gas damage should be effected by shields.
Gunner:
This class has probably suffered most from the game evolving and 7710 hasn't been kind to the fat kid either. The tech had a one shot weapon added making the tech better 1v1 at close range. The ranger now has over what 50 bullets at long range to use on the gunner in a pocket around the gunner where the ranger is still brutally effective but the gunner is a total sitting duck. The real question is what can you do to help the gunner without making the gunner an overpowering lumbering juggernaut. More on this in the next section.
Rocket Launcher: My solution would be to leave it as is. If you made the lock on rockets better it would just be obnoxious. And the regular rocket definitely don't need any type of boost.
Flamer: What a useless weapon, first off it blinds you(then again the early UTXMP screenie of the flamer doesn't bear this out.) Definitely something I use sparingly. Ans the secondary AKA flaming piss of doom is nigh upon useless, even defensively it doesn't really hurt the enemy more than a few points. FranKly, I think it should be swapped out for a minigun/chaingun with a weak primary and withering secondary that's only accurate out to flamer range. This switch was actually first proposed during the U2XMP beta. Also the lack of a hit scan weapon really hurts the gunner.
Grenades: about right currently
All this brings to my next thing about counters. Mind you this is all rather general NOT %100 specific and assumes people facing off with a relatively similar skill.
Short range/confined spaces:
Short range should be the gunners world, currently it's the tech's world. The rocket launcher and flamer/minigun combo should be dominant. Also the gunner grenades are geared towards this. A tech would use the shotgun alt-fire but it shouldn't be one hit kills and ranger should be using a combo of pistol/frag grenade.
Mid range: The tech's rather spammy weapons should excel at this with a potent mix of gas grenades, primary shotgun and assault rifle. Any of the gunner or rangers weapons should be useful here with the gunner trying to get in close for the kill. Currently this doesn't work real well. The ranger would tend to engage at long range if given 1/2 the choice(this should be as designed) and the gunner can't move in real well through some serious gas/turret spam nor run away and use lockons effectively. And once they do get in on the tech, they get blasted by the shotgun damaged or not. The ranger can counter by moving to long range or using the extremely accurate weapons and fast movement at his/her disposal. A gunner is just a sitting duck for gas currently.
Long range:
The ranger is the undisputed king of death at long ranges. Problem is there's very little to counter it currently in 7710. The gunner and tech should have a weapon that probably won't kill a ranger but will him honest by forcing him to move around. This is why the range on the assault rifle needs to be moved back up to 6497 range. The big problem here is the gunner. Crafty rangers have realized the best way to deal with a skilled gunner is to move from short/mid range to long range and stand there and snipe them. Lockon rockets are a bit tough to lock on and it wouldn't really be in the best interest of XMP to make them easier to lock on or smarter. Hence I propose the chaingun/minigun swap so it could serve the purpose of the assault rifle a tech has.
A few things to sum up real quick. Most of things I am saying are a switch back to the 6497 balance. The 6497 balance required more skill to be effective espeically in the tech class. Then again some of the best Techs from 6497 are still the best techs in 7710. That leaves 2 other changes. Gas damage being effected by shields. Rangers and techs can for the most part avoid gas spam, a gunner cannot effectively and you don't need professional gamer level skills to effectively use the gas grenade. The last one is the axe of the flamer for the chaingun. Whether this one gets considered and put in or not, I'm definitely making a mutator for that one. The game has evolved to a place where people actively exploit a hole in the game balance. I personally fear gunner may become a mostly unplayed class eventually if things continue as they are now.