5 years ago
Bocek Bow Analysis [updated]
TL;DR: The bow is too quiet, does too much damage, and has tactical advantages that profoundly imbalance gameplay. [Note: Having put in more hours and games with the bow, I'm reposting with edits.] ...
@nebwise I really admire your ability to critically analyse the situation. Many other posts here are very simplistic and either boil down to raw emotion or in the case of the defense to "get good, noob". Everything you state is 100% true, and everyone with a hint of honesty will admit this. Sure, everyone likes to be strong in games and kill as many enemies as possible to be the last one standing, and as such is offended if one attacks the weapon which enables one to do so, but the bow ist in its current state just to much.
Simply spoken "One feels the need to use the bow for consistent wins", which is crucial to climb in ranked. The reasons for this are perfectly explained, even with a solid understanding of how game mechanics work with one another in a real situation, not on paper.
Just one little thing I would love to see differently, how to adress the balancing issue. Three screws would be needed to be turned in my opinion.
1) A nerf to headshotdmg is the right choice, but 70 on body is way to much, too. For example 55 body and 95 headshot could be a better way to bring in the bow into the meta with the advantage to get more shots our before needing to react.
2) At least some sort of vertical and horizontal adjustments in realistic combat distances, in this state it is nearly hitscan. This includes a way higher spread while jumping and hipfiring, just as charge rifle it is dead-precise at the moment, as well as the need of the normal skillset to snipe (bulletdrop, predicition of movement, etc.) for longer ranges. This would make the shotgun hopup useful, since it gives an actual addition to the bow (shortrange-usage).
3) And for the last part the magazine-problem... Something to force you to take a break from bringing havoc to the field. One way would be something mechanical as a quiver which needs to be filled or a drum magazine at the side (which would have the need of new models, so ... meh).
Another already inplemented mechanic is the charge mechanic of the sentinel. So while standing still and not aiming one can charge up the power and each shot draws energy with a passive reduction. One could even integrate this energy in the damage, so the bow would be a weapon which gets weaker the longer the engagement goes on and one has to decide when the right time to "power up" again is. This charging does some sort of noise, so at least in close range encounters a team has the possibilty to be prepared without taking away the long range sneaky-stuff. And with this "charged arrows" as excuse the arrows could soundwise redesigned to integrate effects like a crackling while flying and a discharge when hitting (with some sort of hit-pushback for the one being hit).
There are really many ways to change things, but I believe some things should be done before mid-season to further improve on the gameplay then. No need to test 45days which was alrady known after pre-testing.
Agree with almost everything nebwise. It just got a deserved nerf, I don't think it's enough but only have 1 match under my belt with that change.
I like the quiver idea. As you point out, it's endless magazine is a huge benefit over the other sniper and marksman weapons.
It shoots way too flat. It's a bow, if the damage is still going to remain as high as it is, then at the least needs slower speed and more arc.
The fire rate is too high with it's damage output.
It's quiet, but that's the idea with a bow. But to make up for that tactical advantage, it should be much less powerful than conventional arms in other areas (damage, ROF, projectile speed).
I've used it quite a lot Season 9 since it was so powerful.