18 Apr 12, 05:23AM
(18 Apr 12, 01:07AM)Harps Wrote: You do realise that 0.93 had a 15 bullet AR and the reason it is a 20 clip (like 0.92 and before) is because of balance, right?
0.93 is irrelevant. Good balance now doesn't depend on the past. If you'd like to evidence what has worked or failed in the past make your argument directly.
(18 Apr 12, 01:07AM)Harps Wrote: As health and armour spawn frequently (armour is 25 seconds, health is 20 seconds [decreasing in time on players added] http://assault.cubers.net/docs/introduction.html ) it would make sense not to 'nerf' weapons and reduce clip sizes and add recoil/spread, but infact to reduce it.
Amour does take 25 seconds to spawn, but health packs' respawn times depends on the number of players playing. In 3v3 it only takes 10 seconds, in 2v2 it takes 15 seconds, in 1v1 it takes 20 seconds.
(18 Apr 12, 01:07AM)Harps Wrote: AR: keep as is
SMG: lower damage per bullet, remove recoil/lower it by a lot
Shotgun: reduce damage, fix spread pattern
Sniper: keep as is
Carbine: keep as is
this should keep the momentum of gameplay the same
SMG is generally believed to be weaker than AR and already kills in the same or longer than AR. It's also already incredibly easy to aim currently due to its low recoil. Carbine is not even a good weapon in ac_douze which seems a pretty clear indication it needs buffing.