Gabriella Grey wrote:Hotfix Charlie is on its way, but what concerns me is that it will be further nerfing the rail rifle, with nothing done to the combat rifle again. From a big picture, the game is set-up from your story that Amarr and Caldari are aligned, and the Gallente and Minmitar are aligned, which is fine! The problem is light weapons are very unbalanced to make factional warfare mean nothing, or really a worth preference for Dust to have many weapons to use and invest time in making better. Below I will voice my concerns about how things are balanced between different weapons, from light weapons, side arms, and weapon damage output.
Weapon damage Percentages: With most weapons, be it Caldari, Gallente, or Minmitar it does +10 -10%, with the exception of explosives. Laser weaponry is in trouble because of this. Like the explosive weapons category. it does +20 -20%, only in reverse from explosives, which Is great but there is a overlooked problem. Laser weapons do not put out as much raw damage wise as explosive weapons. I feel this is something that is a minor tweek in balancing the whole light weapons for those who use laser weapons to not fall behind all the other weapons available. These weapons need some sort of boost to their raw damage outpout, or the other weapons need some kind of reduction, either way will give more of a better experience for all.
Combat Rifle: There are always complaints about the rail rifle and how strong it is when compared to other weapons, but the combat rifle is just as bad. In hotfix charlie CCP is looking to push this weapons damage output similar to how the amarr laser weapons work but in a reverse manner. The same should happen to the combat rifle range and damge. Also the combat rifle performance really pushes the Gallente Assault rifles aside. How? Damage and RPM. To start, the burst combat rifle, needs more of a delay between burst. It's damage is fine but without an increased pause between 3 round burst it gives little to no difference between the assault auto variant. The Rounds Per Minute for the Minmitar I feel is fine for the combat assault variants, but if it works in this manner, the amount of raw damage per bullet needs to be reduced. If not the damage being reduced, then the RPM needs to be reduced in order to allow players to choose a racial weapon type by preference, not advantage over others not using the same weapon in their set-ups. If that is done along with the changes to rail rifles, then all the weapons used by assault, logistics, and commandos will give more of an entertaining experience towards the direction all players and CCP can be happy.
MagSec & SMG: These are great side arm weapons but there is an issue with them. Not that they are effective at killing infantry, but the issue is they really work more along light arms when compared to the other side arm variants. This is not something saying they should not be able to be effective weapons. As a whole, side arms are not very effective stand alone weapons, which is a main reason why their rare use. The issue with them is that they out perform the other side arms very easily. The scrambler rifle has too slow of an RPM, with its +20 to shields -20 to armor, the bolt pistol, and ion pistol can also use a slightly better RPM buff as well. Something I hope CCP can look into is the SMG. This weapon is far too effective even at an militia grade level. It has little to no rise-up when firing, when compared to the MagSec.
Shotgun: How is this gun balanced? Like the SMG no skills are required within its treeline to effectively use it. In fact militia is really all you need. The problem with the shotgun is it just does way too much damage per shot at lower levels. Most games that have something along the logistics/engineer role are usually the users that can use weapons like shotguns. Why isn't this weapon either a logistics or a medium frame exclusive weapon. This could seriously balance out the issue with scouts, rather than the actual cloaking issue and if CCP chooses not to do this, why not make it much harder to where scouts will not be able to effectively fit shotguns and cloaks together?
Sniper Rifle: Aside from the sniper rifle suffering from issues with players being able to really do significant damage only at prototype levels, with the officer sniper rifle having more of a better grounding to a sniper rifle, why isn't this weapon a scout exclusive? The biggest issue the player base and CCP have had with the sniper rifle was first doing too much damage even at militia level, and the current remaining issue of medium suits and heavy's being able to use them. Based on how the damage display worked initially with the scout, they could be dispatched in a balanced way due to their glass cannon effect. A scout using a sniper rifle can do high damage at a medium to slow RPM damage, but if found can be killed fairly easy without off setting the game balance.
Well I hope to hear others feedbacks. Be it other players, CPM candidates, or CCP themselves, my only intention is balance and to give honest feedback to Dust 514 and Eve Legion Project.