27 Jan 16, 10:47AM
This idea as been shared already, I think it's not a bad one, the current balance is made by modifeing the wrong weapon parameters IMO. Giving armor piercing to the Carbine wont really make the weapon viable since the Shotgun has the ability to deal almost as much damages at (not so) long distances of the official maps, with a higher rate of fire and an ultimate advantage at short ranges whereas Carbine is almost useless at such a range and his highly affected by pickups.
Shotgun's spread looks like this, red dots have higher damage values than green then blue.
This issue is almost the same with the SMG and AR where the SMG has the short range advantage in a game where maps are full of short range situations and anyway the SMG is not that bad at long ranges.
The spread system is here to disable short range weapons to have a good accuracy at long range, but the spread increases bullets after bullets meaning the first ones are somehow accurates. This system could be a bit more relevant if the increasing spread was not reset on the release of the left click and instead, kept in memory for a short period of time (about a second?) in case the player was "abusing" the said reset.
I think fixing the current system first would already be a huge step into the weapon balance, it's obvious each weapons are supposed to shine at particular situations, mostly range situations but giving utimately limited ranges to some weapons is quite radical and would not fit each maps.
Shotgun's spread looks like this, red dots have higher damage values than green then blue.
This issue is almost the same with the SMG and AR where the SMG has the short range advantage in a game where maps are full of short range situations and anyway the SMG is not that bad at long ranges.
The spread system is here to disable short range weapons to have a good accuracy at long range, but the spread increases bullets after bullets meaning the first ones are somehow accurates. This system could be a bit more relevant if the increasing spread was not reset on the release of the left click and instead, kept in memory for a short period of time (about a second?) in case the player was "abusing" the said reset.
I think fixing the current system first would already be a huge step into the weapon balance, it's obvious each weapons are supposed to shine at particular situations, mostly range situations but giving utimately limited ranges to some weapons is quite radical and would not fit each maps.