Carter Raynor wrote:What I've Experience So Far Post TAC Nerf with the guns of DUST 514.
+ Scrambler Pistol - A powerful, albeit hard to use, close range weapon
+ Flaylock Pistol - A powerful sidearm, seems too powerful to be a sidearm, 25% lower ROF would prevent spammers
+ Submachine Gun - Limited range, but liquidates any suit close range
+ Nova Knives - Specialty weapon, very versatile and deadly if in very close range
+ Assault Rifle - Good RPM, Good damage output, good range, this weapon is the good at everything master of nothing choice
+ Breach Assault Rifle - High damage output if in smg range, bullets disappear after that, needs to be fixed
+ Burst Assault Rifle - Decent rifle in the hands of someone who can land lots of bullets midrange, close range it suffers
+ TAC Assault Rifle - Still excels at mid range combat and some long range combat, close range it suffers due to nerf
+ Scrambler Rifle - Charge OHK headshot is a massive plus vs snipers or stationary targets, fast ROF but will overheat if spammed
+ Assault Scrambler Rifle - Overall good weapon, range, damage, and clip are fine
+ Shotgun - Infuriating, but it's balanced, anyone outside 10m is not killable (but can be with scout suit speed)
+ Laser Rifle - Shoots confetti and silly string, lack of variants is frusturating, and proto version is almost identical to tier 1 version, needs some serious love
+ Mass Driver - Seems like gread crowd control, I have a corpmate who excels with it as a logi, perfect for the role
+ Plasma Cannon - Powerful but teeters on the brink of broken, it can OHK a heavy, but it's hard to hit much with the shot speed and projectile drop
+ Sniper Rifle - 5 round mag but slow ROF, balanced
+ Charge Sniper Rifle - 5 round mag, can OHK many suits, this weapon should have a 2 round clip to compensate for its capabilities, the SR and TSR can get 1 to 2 kills in a clip average (non headshots), CSR can get 5 if all land body shots, costs next to nothing vs other proto guns
+ Tactical Sniper Rifle - 3 round mag, high ROF, balanced
+ Swarm Launcher - Powerful vs MLT LAVs, Turrets, Armor HAVs, and Dropships
+ Heavy Machine Gun - Melts infantry close - medium range, does as intended
+ Forge Gun - Same as Swarm Launcher, but also kills infantry, shield HAVs, and pretty much anything the game has
In short, our current weapons seem like they are balanced for the exceptions of a few, which only need slight tweaks to ensure they keep their own identity.
In need of buff:
+ Plasma Cannon - Near complete reworking
+ Breach Assault Rifle - Range
+ Laser Rifle - Variants, and a closer look at damage and range
+ Mass Driver - Arc and Blast radius needs to be equal to that of a grenade even if it is at the cost of direct damage
In need of slight nerf:
+ Flaylock - ROF
+ Charge Sniper Rifle - mag size - needs price fixed
As you fellas can see, all CCP needs to do is add racial variants and tweak a few of the above weapons.