I don't think weapons need balancing in the game since each weapon has its own skill level to get used to. The problem here, I reckon, is that some weapons don't need much effort to use but that doesn't warrant it being balanced, especially when they do certain roles just fine. However, some people here are forgetting that each weapon is good and bad in certain situations and are ignoring their intended roles more for the sake of balancing them. I've come up with some changes that should, in theory, make weapons more in their suitable and intended roles. Some make the weapons more unique in their respective classes while some are just basic changes
maxim12 wrote:C-01p Pistol
Nerf Projetile damage, Nerf the projectie Penetration.
CS-Pistol
Buff Projectile damage, Buff the projectile Penetration.
I think pistols are fine here. They're not supposed to be on par with say, rifles and shotguns for example. Slot 1 weapons are only really just backup weapons that you use to defend yourself but not necessarily kill outright, i.e it offers some kind of protection with the drawback of lacking easy killing capability.
C-01p: Why nerf the damage? It's the only pistol in its class to deliver power more than the rest and is supposed to be used as an aggressive weapon. That's why it's closer in regards to slot 2 weapons and the TTK with a C-01p in an approved map (if we're talking 130-150 HP) is generally realistic for a pistol. In this case, it'd be better off to reduce the penetration of the projectiles so that it can balance out the damage output and have the weapon still retain its offensive capability and nature.
CS pistol: This needs a downside otherwise it'd be a reincarnate of the C-01p. It's practically what pistols should be in terms of its role and it does its job just fine. Granted it doesn't kill people as fast as you would want, but the point of pistols isn't to kill people in 2 shots and call it a day. It's a backup weapon and should be treated as such.
What really needs to be looked at is the Alien Pistol, which is often overlooked because of better options like the C-01p. A slight damage boost would make the weapon more viable; at least bring it up to par with the CS pistol while retaining its passive trait of possessing the fastest projectile travel time. Either that or increase the fire rate while keeping the same damage output. It'll counter not being able to shoot through walls and make the Alien Pistol more viable overall
maxim12 wrote:CS-BNG
Make it a charge-able weapon. You need to hold the fire bottom to fully charge the weapon to shoot at full power
No, this isn't really needed. The projectile should travel slower but have a faster reload since it already deals enough damage on direct hit and possesses an AoE while its traveling. Consecutive shots should deal less damage over time per shot - both in direct hits and in its AoE (or the AoE's range can slowly decrease) - to prevent spamming and easy kills from multiple projectiles. Damage from direct hits and the AoE both make the BNG valuable as a weapon that actually does its job as a heavy weapon, which is to deal massive amounts of damage in a short amount of time
maxim12 wrote:Alien Shotgun
Slightly nerf the Fire rate. Make it a slot 2 weapon, because it acts more like an assault rifle weapon than a shotgun. Rename the weapon to Advanced Alien Rifle. And make a replacement for it that will be a an Alien Shotgun, perhaps a Rail-Shotgun hybrid as a Alien shotgun.
Or you can simply increase the spread of the Alien Shotgun, making it less of a rifle and more of a shotgun. That would kill its viability in longer ranges and bring the weapon closer to short-mid range, which is where the Alien Shotgun should be. It shouldn't have too much spread since that makes it less unique as a shotgun with rifle traits and would practically be a faster firing CS-DAZ or C-01s. The Alien Shotgun still needs to keep the unique trait of being the best shotgun in mid-range
maxim12 wrote:Alien Rifle
Slightly buff the Projectile damage.
That would make it a better weapon than the other rifles since it excels in damage output better than the CS-RC and the C-01r with a sacrifice to speed. To me, the damage should be the same but the Alien Rifle should have the same fire rate (delay between shots). However, instead of firing single shots, the rifle should fire in 2 round bursts, with the same time delay between bursts. This'll help lower the TTK, make the rifle still viable for long range, make the weapon more unique, and make the rifle possess enough speed so that it kills enemies in roughly the same pace but not in a single burst. It'd be 2 round simply due to the fact that at least 2-3 bursts would be required (in comparison to 1-2 bursts if it was three shot) and the delay can help other players take down people with the Alien Rifle before they fire the next burst. Unlike cases with faster RoF automatics, players with the Alien Rifle will actually have to aim their shots since they'll be pressured more due to the burst delay, meaning that the rifle won't be a spray and pray weapon. It's not intended for that purpose
tehswordninja wrote:Ray Rifle: Nerf its projectile speed, to on par or worse than the CS-BNG. This would be a good downside to its otherwise very high stats, while making it take some skill to use.
I always regarded the Ray Rifle as a CQC weapon so it having more spread over longer distances should counter the fast fire rate and the damage output. There aren't many CQC viable weapons other than the shotguns and swords but there should be an alternative to them at least. There's no slot 2 weapon that excels at close quarters so far either (the C-01r doesn't really count since it can also be good in mid-range) so having this change will make the Ray Rifle unique in its own class, even if by a minor change
tehswordninja wrote:Sniper Rifle: Give it a default 5 round mag (aka 5 shots till recharge), and make the fire rate much faster, with a slight damage nerf. To promote taking your time with shots, your spread would go up heavily if you fired it somewhat fast, but if you waited a few seconds, your spread would go down. Buff the range.
I'd prefer if the rate of fire was originally fast (same as the Alien Rifle) but shooting quick shots would make the projectiles deal a small percentage of its base damage. For the rifle to do full damage output, the player would have to wait about a second or two after firing a shot or just by waiting if all 5 shots are still in the magazine (those 3 lights could light up similarly to when reloading) until the lights turn green. There should obviously be recoil but not too much that players lose target acquisition. In addition to those quick shots I mentioned, they would also have little recoil since they possess little power. It'd be helpful so snipers that don't have any other weapons can still use their sniper rifles as a battle-rifle type defense weapon instead of waiting for the next shot to be fired, which in most cases would allow everyone else to kill the sniper since he or she has no chance to at least hold them off when reloading. It'll stop them from being too vulnerable when they have no other weapon
TLDR discount Alien Rifle with far less damage as an alternate firing mode
tehswordninja wrote:Heavy Railgun: Give it a 2-3 second charge. Buff the accuracy a tad.
The accuracy is fine enough but a faster cooldown could be interesting to see. It shouldn't be fast to a point where it demolishes the sniper rifle however