Weapon Changes

Post » Wed Sep 01, 2010 9:47 am

So after about 45 hours with this game, I've noticed a huge trend. Everyone uses a hip-firing Carb 9. Frankly it gets a little bit annoying as my ADS Euston at mid range is sometimes out performed by a drum mag spray machine (Bursting goes a long way but spray usually gets you the kill). So if you had the chance to rework the weapons of Brink what would you change about them? Personally, I would love to see all out balance for most weapons.

Referrencing weapons stats from http://denkirson.xanga.com/738334226/brink/

Pistols:
- Not many changes here, they all fit a niche although the Tokmak loses a lot of damage for a better ROF, maybe increase the reload speed to compensate

Smg:
- The Galactic feels kind of weak without a weapons buff, increase the body/head damage by 1 bringing it closer to the kross at the sacrifice of a lower reload speed.
- Carb 9 damage to head/body/leg should be decreased by 2, now you chose between the more accurate smg (bulpdaun) or the more powerful/faster (reload) Carb 9
- Bulpdaun ammo increase from 27 --> 30 at the cost of a small reload or equip speed increase
- The Tampa has the second highest damage but it feels awfully weak/underused, the ADS is eratic, so maybe lower the spread of ADS, increase ammo capacity to 35 but reduce head damage to 31

AR:
- In general, reduce the ridiculous spread after 4+ shots in ADS on the Rhett/Euston
- In general, add another clip or 2 to ammo capacity
- FRKN, remove the 1 second delay between firing and either increase spread or recoil
- Bump Euston body damage to 27/28 (and maybe head dmg) making it a better choice than the Carb 9 for a medium's primary
- Decrease the Rokisteadi damage to 80/50/25, decrease reload time slightly

Light Rifles:
- Tone down the Barnett damage to 150/100/80, increase clipsize to 4/12

Shotguns:
- Decrease Mossington damage from 22x10 to 18x11 or something similar, decrease reload time slightly
- Increase Hjammerdiem damage from 16X8 to 25x8

Grenade Launchers:
- Increase mag/clip size of Lobster to 3/12, increase reload slightly (3 seconds)
- Increase Ez-nade damage to 100, decrease mag from 6 --> 5 but increase clip from 6 -->10

Machine Guns:
- Reduce Spread slightly on Chinzor/Maximus
- Increase Gottling damage to 27
- Increase Maximus clip size to 150

These are the changes I would make, what would you change if you could?
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Andy durkan
 
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Post » Wed Sep 01, 2010 4:40 pm

These are all pretty good suggestions that I'd be interrested to see implemented. The ones I'd most like to see would be better damage for the Hjammerdeim, I have much more success with the Mossington. The Rockstedi probably does need to be nerfed, whenever I use it I'm pretty unstoppable. The only one I really disagree with is the Tampa; I feel that was the SMG built to be used at close range, with its terrible accuracy and quick reload speeds. Up close it works like a shotgun, but it balances out at range where it becomes pretty useless.
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k a t e
 
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Post » Wed Sep 01, 2010 9:41 pm

Either give ARs more ammo or give SMGs less.
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Tanya
 
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Post » Wed Sep 01, 2010 8:11 pm

i would like to see the drognav's damage upped a bit so i can 2 shot people but not quite 2 shot because getting 3 shots of is very hard

yeah i'd love to see more AR ammo

some special weapons would also be nice tho omho like a barnett that ohko's but only has 6 rounds for the entire match and can't be refilled, an smg that won't recoil but only has 1 mag the entire match and so forth

i like to snipe as a light ()especialy on CCIty) but i feel a powerful sniper is a bit weird seeing as they can't carry 2 (relativly) small smg's but a big rifle (size not weight) and a big pistol

i also wouldn't mind higher level armour that buffs a bit (like 5% hp or damage) but is solely for X level +
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u gone see
 
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Post » Wed Sep 01, 2010 3:46 pm

what i would do it fix this damn thing where if i start hip-firing and then aim down sight, then it stops shooting :/
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Jhenna lee Lizama
 
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Post » Wed Sep 01, 2010 8:26 pm

Pistols:
- Not many changes here, they all fit a niche although the Tokmak loses a lot of damage for a better ROF, maybe increase the reload speed to compensate

If you put an extended mag and muzzle-brake on the Tokamak it becomes an absolutely insane weapon! I love to use it because you can fire extremely fast, extremely accurate and still very long. Plus the extended mag doesn't hurt it's reload-time too much.

- The Tampa has the second highest damage but it feels awfully weak/underused, the ADS is eratic, so maybe lower the spread of ADS, increase ammo capacity to 35 but reduce head damage to 31

Hm, I found the accuracy of the Tampa to be okay while ADS. A lot better than the Carb-9, at least, which makes it pretty much the counterpart to that weapon.

Shotguns:
- Decrease Mossington damage from 22x10 to 18x11 or something similar, decrease reload time slightly
- Increase Hjammerdiem damage from 16X8 to 25x8

Decrease shotgun damage? What!?

Could you please give us some founded reasoning for that?

Grenade Launchers:
- Increase mag/clip size of Lobster to 3/12, increase reload slightly (3 seconds)
- Increase Ez-nade damage to 100, decrease mag from 6 --> 5 but increase clip from 6 -->10

The Lobster must stay single-shot. Perhaps decrease the reload-time slightly.

The changes for the Ez sound good.

Machine Guns:
- Reduce Spread slightly on Chinzor/Maximus
- Increase Gottling damage to 27
- Increase Maximus clip size to 150

I think the Maximus and Chinzor don't need reduced spread. But the Maximus definately needs significantly reduced recoil while ADS.
Also if you increase the Maximus' mag(!) size, you need to increase the Chinzor's mag size and the Gotlungs mag size.
The Chinzor only gets 150rounds with extended mags, iirc.

Either give ARs more ammo or give SMGs less.

Definately less ammo to SMGs. They should be less spam-friendly.

what i would do it fix this damn thing where if i start hip-firing and then aim down sight, then it stops shooting :/

I think this makes a lot of sense. It circumvents a possible exploit of suddenly improving your accuracy by ADS for a moment.
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Travis
 
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Post » Wed Sep 01, 2010 9:10 pm

Smg:
- The Galactic feels kind of weak without a weapons buff, increase the body/head damage by 1 bringing it closer to the kross at the sacrifice of a lower reload speed. Galactic is fine as it is, but give it a buff for all I care. Makes my baby all the more better.
- Carb 9 damage to head/body/leg should be decreased by 2, now you chose between the more accurate smg (bulpdaun) or the more powerful/faster (reload) Carb 9. Wat? The Carb-9 is utter trash, it's completely useless and out-classed beyond CQC. It's accuracy is only MARGINALLY better than the Tampa, and it has the worst recoil of all SMGs. It's fine as it is, make it any worse and it would be unusable.
- Bulpdaun ammo increase from 27 --> 30 at the cost of a small reload or equip speed increase. Yes plz.
- The Tampa has the second highest damage but it feels awfully weak/underused, the ADS is eratic, so maybe lower the spread of ADS, increase ammo capacity to 35 but reduce head damage to 31. If you're using it like an SMG you're doing it wrong. It's essentially a Machine Pistol for Mediums, I use it in CQC just fine.

AR:
- In general, reduce the ridiculous spread after 4+ shots in ADS on the Rhett/Euston. Do it for all or none... though those two could do with a small base accuracy increase.
- In general, add another clip or 2 to ammo capacity. 2 would be too much.
- FRKN, remove the 1 second delay between firing and either increase spread or recoil. Sounds good.
- Bump Euston body damage to 27/28 (and maybe head dmg) making it a better choice than the Carb 9 for a medium's primary. Sounds good, even if it is a better choice than the Carb-9.
- Decrease the Rokisteadi damage to 80/50/25, decrease reload time slightly. Disagree. This is what I would want to change more than anything: give it 50% less spread. You pretty much have to wait a second between shots, which can kill you when you have to hit them 3-6 times, especially considering how fast people move.

Shotguns:
- Decrease Mossington damage from 22x10 to 18x11 or something similar, decrease reload time slightly. Mossington is considered weak as it is, it's very unreliable.
- Increase Hjammerdiem damage from 16X8 to 25x8. My Hjammerdiem is fine.

Machine Guns:
- Reduce Spread slightly on Chinzor/Maximus. Agreed.
- Increase Gottling damage to 27. Agreed.
- Increase Maximus clip size to 150. Why?


Rokstedi is the only one that urgently needs adjusting imo.
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Averielle Garcia
 
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Post » Wed Sep 01, 2010 1:16 pm

that was a great table u posted on that first link about weapon stats, nice nice.
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Sarah Bishop
 
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Post » Wed Sep 01, 2010 5:03 pm

Wait you want to lower some damage? They already take enough shots to drop some1.. now you want them to take more? Please oh please don't let them do this..
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Laura Richards
 
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Post » Wed Sep 01, 2010 11:11 am

Pistols:
- Not many changes here, they all fit a niche although the Tokmak loses a lot of damage for a better ROF, maybe increase the reload speed to compensate. - I would like to add that the Sea Eagle Might be a bit over the top.

Smg:
- The Galactic feels kind of weak without a weapons buff, increase the body/head damage by 1 bringing it closer to the kross at the sacrifice of a lower reload speed. - I have to agree the damage of the galactic seems somewhat low, but keep in mind the insane ammo capacity
- Carb 9 damage to head/body/leg should be decreased by 2, now you chose between the more accurate smg (bulpdaun) or the more powerful/faster (reload) Carb 9. - As it is a weapon I am a fan of myself I can't say I would be objective in judging this.
- Bulpdaun ammo increase from 27 --> 30 at the cost of a small reload or equip speed increase. - Highly disagree with any changes to this weapon, It is a monster, and without a doubt the most versatile smg.
- The Tampa has the second highest damage but it feels awfully weak/underused, the ADS is eratic, so maybe lower the spread of ADS, increase ammo capacity to 35 but reduce head damage to 31. - like someone else said I really don't feel the tampa is that bad in ADS.

AR:
- In general, reduce the ridiculous spread after 4+ shots in ADS on the Rhett/Euston. - I have to agree the spread is somewhat odd, but I don't feel the rifles you mentioned are weak.
- In general, add another clip or 2 to ammo capacity. - I honestly don't feel like AR should have more ammo, each bullet from the AR packs more of a punch.
- FRKN, remove the 1 second delay between firing and either increase spread or recoil. - Perhaps not remove it, but make it shorter.
- Bump Euston body damage to 27/28 (and maybe head dmg) making it a better choice than the Carb 9 for a medium's primary. - The damage of the Euston is something I cannot agree should be buffed.
- Decrease the Rokisteadi damage to 80/50/25, decrease reload time slightly. - So far I have not noticed any reason to decrease the damage of this weapon.

Light Rifles:
- Tone down the Barnett damage to 150/100/80, increase clipsize to 4/12. - I highly agree with this but I don't think such a drastic decrease is needed, 170ish/110ish/85ish would be enough, also for clip I would suggest 5/15.

Shotguns:
- Decrease Mossington damage from 22x10 to 18x11 or something similar, decrease reload time slightly. - Saw Revo React to this, Its a minimal diffrence 220 dmg vs 198, but more important if this were to be changed the spread would have to be aswell.
- Increase Hjammerdiem damage from 16X8 to 25x8. - I definatly agree that this weapon needs a weapon increase, I do how ever feel that 25x8 is a bit over the top.

Grenade Launchers:
- Increase mag/clip size of Lobster to 3/12, increase reload slightly (3 seconds)
- Increase Ez-nade damage to 100, decrease mag from 6 --> 5 but increase clip from 6 -->10

Machine Guns:
- Reduce Spread slightly on Chinzor/Maximus. - Completly disagree with this, the spread really isnt bad on these guns.
- Increase Gottling damage to 27. - Agree.
- Increase Maximus clip size to 150. - Dunno about this.
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Ray
 
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Post » Wed Sep 01, 2010 3:57 pm

@ Hearne, Now that I think about it, the tampa is pretty much the TMP from the Counter Strike series, it fits a niche role for rushers in CQC

@ Wyatt, Definetly give AR's more in my opinion.

@ Kill12355, The only problem with a OHKO rifle having limited ammo is that its absolutely dead weight afterwards. If you get 3/6 kills with it, the rest of the team will steam roll. Same thing with any other weapons with limited ammo. I guess if could be a fun game mode, if implemented though (much like the golden gun mode in Goldeneye 64).

@ Revoluzzer, I've tried the Tokmak, not my cup of tea. I like a little more punch out of myside arm since it limited in range and capacity.

A decrease to the mossington because it out damages a heavy weapon which requires a heavy body type. I would however increase the damage drop off range to like 3 meters (it seems like anything farther than 5 ft. = wasted shot). A decrease would balance it heavily though, it all pellets hit its 200 dmg which is able to one shot any unbuffed body type.

The downside of the lobster is the delay inbetween reloading with very low damage. Either give it more shots or dramatically increase the damage (which is a bad idea for AOE)

I can live with the recoil, the spread is pretty bad for anything other than a closed corridor. As for the mag I meant to make the Maximus 75/150 instead of 75/75

@ Super P, The ADS is better than the Euston (you can get more shots off before the spread kicks in, along with less recoil), the gun dominates with ROF/DMG from close/midrange with hipfire. You can get drum mags and sit there spray from the hip and get 3-5 kills. The Brink tournament in Europe showed a 5v5 where pretty much every team/person had a Carb-9. That speaks a lot from the competitive perspective seeing as this is/was the first tourney I believe.

The Gerund is amazing, give it more accuracy/stability and its OP. Rockstedi and FRKN are semi auto and burst, making them extremely accurate. Also the spread on the Rocksteadi is non-existant, you can pop 3 shots off in a tight group very easily/accurately (at least for me aiming at the chest, then neck and finally head).

I'd increase the damage drop off range by a bit and maybe make a tighter spread at the cost of damage. Real life shotguns shoot much further than in most games. Hjamm should have higher damage at the cost of shorter range, bigger shotguns on bigger bodies should do more tbh.

@ NME
, if you aim at the head you have a 1.5X multiplyer, take for example the Rocksteadi with 81 dmg for a headshot X 1.5 = 120 Dmg apx. enough to drop an unbuffed light.

@ Munx, If the Seagle gets nerfed in damage, then the range definetly has to be increased, there has to be equal tradeoffs so I agree somewhat.

The ammo capcity is awesome but your outclassed in any CQC/midrange fight with hip-firing Carbs/Kross'. If it got a Dmg increase I would sacrifice ammo to 35-40. The bulpdaun handles like a AR minus the added damage and range, it gets out classed CQC by Smgs and out classed in distance by ARS. Its technically got the best of both worlds, but the downsides too, ammo won't make much of a difference in my opinion.

The spread is absolutely insane on the rhett which has 25 in the clip to begin with. They aren't weak in damage persay, but they lack the precision (not damage) they need for the range they're meant for. Some Smg's have 5 spare clips which most AR's have 2, the damage isn't the concern, its the usage. You need to find a soldier/command post very often in smaller maps.

170 on a HS will OHKO a unbuffed heavy, that isn't balance from a game that didn't want OHKO's. Another thing I would add to the Barnett rework is the time it takes to leave zoomed scope after pressing reload. It adds another 2-4 seconds ontop of a 5 second reload, insanely annoying.

Phew.
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Alisha Clarke
 
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