The recent CG with ground CZs has made the bad FPS balancing exceedingly obvious. We need some changes, because right now there's a couple of issues:
1) The double L-6 + Stowed Reloading method is immensely overpowered compared to any other loadout option.
2) The Tormentor and Intimidator are by far more effective than their kinetic or thermal equivalents, leaving the kinetic/thermal guns all but worthless.
I propose a set of changes that aim to fix these issues.
1) The double L-6 + Stowed Reloading method is immensely overpowered compared to any other loadout option.
2) The Tormentor and Intimidator are by far more effective than their kinetic or thermal equivalents, leaving the kinetic/thermal guns all but worthless.
I propose a set of changes that aim to fix these issues.
- All Kinetic guns: Raw damage increased by 25%. Damage penalty when shooting at shields reduced by 50%.
- Kinetic guns suffer from a lot of disadvantages compared to equivalent Thermal guns, due to poor shield damage and limited muzzle velocity. The fact that they suffer a penalty when damaging shields (a regenerating health pool) means Kinetic guns must have more raw damage than thermals to compensate. This will help bring their performance up to par with the top Plasma guns.
- All Thermal guns: 2x damage when hitting a headshot on an unshielded enemy.
- Thermal guns do poor damage to bodies as a game design decision. This is fine. However, skilled players should be able to augment this by going for headshots once the enemy shield is down. This will help bring their performance up to par with the top Plasma guns.
- L-6: Stowed Reloading removed from this gun.
- The Double L-6 + Stowed Reloading method makes combat a complete cheese. The ability to put Stowed Reloading on the L-6 should be removed entirely, and retroactively removed from older commanders' L-6s.
- Tormentor: Muzzle velocity reduced by 25%.
- Executioner: Muzzle velocity increased by 50%.
- The above two changes are to give the two guns a more defined purpose. As it stands, the Executioner is effectively a worse Tormentor, having effectively the same two-shot kill potential and effectively the same muzzle velocity, despite having much worse rate of fire and magazine capacity. Giving the two guns noticeably different velocities gives the Tormentor a dedicated short-range role and the Executioner a long-range role.
- Oppressor: Damage increased by 50%.
- The Oppressor suffers from the same issue all automatic slow-velocity weapons have to deal with (Advanced Plasma Accelerator, Plasma Chargers, etc): very poor effective DPS due to the combination of low velocity and low per-shot damage. It's by far the worst gun in the entire game, so it deserves a raw 50% damage increase.
- Kinetic sniper. A kinetic sniper that has extremely high kill potential against unshielded targets, but is worthless against shields, would be an incredible gun for stealth missions. You must remain stealthy with it, as if a target turns their shield on, your damage becomes minimal.
- Sci-fi melee weapon. Like a lightsaber or Halo sword. With the huge time-to-kill in this game, there's plenty of potential for a high-damage, high-risk melee weapon in on-foot combat. Karma has the L-6, Manticore has the Intimidator; why doesn't TK have a similarly unique weapon?