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I like this break down of these weapons. It pretty much explains to a T, what the main issues are with these guns. I have been thinking on these two a lot as well, and honestly I don't really know how they can't already realize there is a balance issue. When basically every major twitch streamer for the game, and almost any player past level 50 uses nothing but, there clearly is an issue somewhere with balance.
I was thinking of exactly what we could do to fix these issues, and the main things that came to mind for me, were some pretty simple fixes. They might not fix the problem completely, but at least help them go in the right direction, I hope.
- Wingman
- Remove the extended mag attachment from the gun: All other pistols in the game, are given only 2 attachments. Let's not make the wingman so much better, in the fact that it can have 3. One of the main reasons it starts to jump up in damage output, is going from only 6 shots, to suddenly 9+ if they find an extended mag. Reloading is one of the major downfalls for almost all of the guns, but you effectively remove that downfall by finding a level 1 extended mag.
- Reduce the damage: Let's face it, the damage on this thing is just too high. 40+ damage from a single shot, a shot that has the accuracy of a sniper rifle, at almost all distances. Is just to much. Being able to down someone in purple armor in 4 shots (if 2 are headshots) is just to much. I don't think it even needs that big of a reduction, 10 points, maybe even just 5 points would be more then enough. Even more so if we include the first part.
- PeaceKeeper
I only have 1 change for this weapon, and it's actually a pretty basic concept that, at least to me, would drastically change its usage int he game.
- Change the ammo type, to Energy: To me, part of the biggest issue with this weapon, is simply how plentiful its ammo is. Shotgun ammo is simply not the most uncommon ammo, and honestly once you have about 1 box of the stuff, you're pretty much good for the rest of the game. So why does a gun, that shoots a giant energy blast, firing shotgun shells? If we changed the ammo type to energy, it would drastically change it's usage, because 1. Energy ammo is pretty uncommon, 2. It would be using more then just 1 shell at a time. Specifically what I mean, is that instead of having say, 6 shots per mag. It would instead have lets say 60, and each shot consumed 10 shells.
A side addition to peacekeepers, reduce their commonality. Make their rarity to mach that of other energy weapons, and not only would that keep the energy ammo down, but make the guns overall appearance in fights, match that of those same weapons.
I hope these sound like good tweaks, just thought I'd share and see if anyone agrees,
Interesting. I would, however propose a different thing for the peacekeeper - perhaps reduce the effectiveness of the attachment that gives it higher RoF. In my experience, the main problem with it is that it kinda competes with eva in speed department if you fit it with stuff accordingly.
As for wingman, I don't know. I am torn about this because I am a quake player. I always go for low rof high alpha guns and there aren't many in this game, most of them are automatic weapons. But, eh, if it's so game breaking, then I'll let it go. I can go longbow/shotgun or something.
I wouldn't like for wingman to lose its identity (it might be the most satisfying weapon to use, regardless of the damage), so if we go for something, I'd go for damage reduction. For example, 39/80? This enables the gun to still have impact, but brings some interesting damage thresholds. For example, 39 body shot means that it takes 6 body shots to down a full kitted character. That's why I put 39, because lowering it from 45 as it is now, to anything higher than 39 means it still takes 5 body shots, so it kinda makes no difference.
Also, two headshots (at 80) and a bodyshot don't kill, they leave you with 1hp.
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