Weapon balance is atrocious in brink

Post » Wed Sep 01, 2010 10:50 am

I'd rather read what everybody else has to say and learn from others' experiences with other guns, but I must ask: don't heavies have access to pretty much as much of the map as everybody else does? I thought they just had to take longer routes around and that there were only a handful of places only lights can get to.


In a game where chokepoints=failure, being able to get around chokepoints is one of, if not the, most important caveats you can have access to. It's certainly worth much more than 2 extra hits from the most common gun in the game, or an extra few seconds of hilariously inaccurate fire.

Just as important is the light's speed, which can grant him a relatively easy out of combat gone bad or a method of circle strafing a fat heavy to death.
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MR.BIGG
 
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Post » Wed Sep 01, 2010 2:03 pm

In a game where chokepoints=failure, being able to get around chokepoints is one of, if not the, most important caveats you can have access to. It's certainly worth much more than 2 extra hits from the most common gun in the game, or an extra few seconds of hilariously inaccurate fire.

Just as important is the light's speed, which can grant him a relatively easy out of combat gone bad or a method of circle strafing a fat heavy to death.


Yeah, well, somebody's gotta hold that front line so that the enemy can be flanked, right?
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yermom
 
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Post » Wed Sep 01, 2010 12:56 pm

Yeah, well, somebody's gotta hold that front line so that the enemy can be flanked, right?


Which would be fine if the heavy had a perceptible difference in survivability, 2 extra shots from a Carb-9 is laughable. You people act like he can actually tank. 909RPM from the Carb-9 brings that extra HP to less than 1 second extra survivability... does that sound like a good tradeoff to you?

EDIT: It's actually less than a second.
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Samantha hulme
 
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Post » Wed Sep 01, 2010 1:13 pm

Which would be fine if the heavy had a perceptible difference in survivability, 2 extra shots from a Carb-9 is laughable. You people act like he can actually tank. 909RPM from the Carb-9 brings that extra HP to less than 1 second extra survivability... does that sound like a good tradeoff to you?

EDIT: It's actually less than a second.


I think the heavy weapons can suppress an area better than light weapons, though. Matter of opinion I guess.
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Tessa Mullins
 
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Post » Wed Sep 01, 2010 12:17 pm

I think the heavy weapons can suppress an area better than light weapons, though. Matter of opinion I guess.


It can't supress anything, no one is scared of a heavy laying on the trigger, because accuracy doesn't just taper off with continuous fire, it takes a nose dive off a cliff. Anyone who's played with heavy weapons knows that. For suppression to work your opponents have to fear the suppressing fire.
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Craig Martin
 
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Post » Wed Sep 01, 2010 3:54 pm

It can't supress anything, no one is scared of a heavy laying on the trigger, because accuracy doesn't just taper off with continuous fire, it takes a nose dive off a cliff. Anyone who's played with heavy weapons knows that. For suppression to work your opponents have to fear the suppressing fire.


I've been ripped up pretty quickly by the gatling but I see your point.

Edit: Though, what I really mean to say is that the enemy needs to be kept busy while they're flanked but I suppose that could be done by anybody.
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Lewis Morel
 
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Post » Wed Sep 01, 2010 9:25 pm

Word. Nerf the Carb, nerf the light health, maybe nerf the mossington, and all is good.
New subject.
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TOYA toys
 
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Post » Wed Sep 01, 2010 5:55 pm

Word. Nerf the Carb, nerf the light health, maybe nerf the mossington, and all is good.
New subject.


If they nerf the Carb-9 they need to nerf the Eustone as well, or Medium will be the new light and we will have 2 body types at a disadvantage instead of one. The Eustone actually does more damage and DPS than the Carb-9, you just don't see it used as much as the Carb-9 do to the superior mobility of the light trumping the minor damage bonus.
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Crystal Clear
 
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Post » Wed Sep 01, 2010 7:29 pm

Again though Worlocked, you are talking about 2 different issues.

1. You feel some weapons are unbalanced... or at least SAY that.

2. What you are actually talking about is making the heavy more useful in the game.


This thread is labeled wrong and all that is happening is your argueing for the wrong thing.


If the heavy had twice as much health then it has now... would the current ammo compacity be good enough on those heavy weapons? Yes... this would mean the heavy could stay and use those weapons as they were meant to be used. We do not need to nerf anything. What you want is an increase in useability for the heavy class.
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Chris Johnston
 
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Post » Wed Sep 01, 2010 3:08 pm

I have, and you're right, there is a difference; The Hjammerdeim is weaker, just as Den Kirson posted.

Ummmm...

PER SHOT, the Hjammerdeim does less damage. Not arguing there. But you didn't read what I'd written AT ALL. That wasn't even remotely close to the point I was trying to make.

Pick ONE of the two shotguns, and get a point-blank body shot, and look at the damage. Then, with THE SAME SHOTGUN, try a headshot, and see how much damage you do.

SHOTGUN HEADSHOTS DO MORE DAMAGE. DEN KIRSON'S DATA SAYS THEY DON'T.

Also, if you fire steadily with the Hjammerdeim, if has a dps advantage over the Mossington. And double-firing will instant-incap enemies the Mossington won't put down.
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JD bernal
 
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Post » Wed Sep 01, 2010 6:58 pm

The Carb has terrible accuracy... Gotlung is great for pinning down considering it's huge mag and wide spread, but yes I do agree that the damage is a bit too low...


http://www.gamesas.com/index.php?/topic/1195364-carb-9/

You want/need a nerf ASAP or is it ok now? :flamethrower:
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Rachel Briere
 
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Post » Wed Sep 01, 2010 8:02 pm

I do agree that some body types and their aresenal are imbalanced, but nerfing everything isn't the best outcome. I'd rather see some innates added to body types, for example something like;

Light: 20% Increased reload speed, 10% increased weapon equip speed.

Medium: 12% Quicker Resource Regen, 10% Increased reload speed, 5% reduced incoming damage.

Heavy: 15% reduced incoming damage (stacks with kevlar), 25% increased melee knockback and/or damage.

Innate being these would be free passives always available as soon as you choose the body type. This way lights could make up for having smaller clips, mediums are still the middle men, and heavies get the survivability we thought and hoped they would get pre-release.
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Brentleah Jeffs
 
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Post » Wed Sep 01, 2010 3:43 pm

4. EZ-Nade knocks over with a direct hit. The EZ-nade also detonates on impact and can fire 6 grenades relatively quickly and on full auto.


I know for a fact all grenade launcher nades knockdown on a direct hit, but do they really detonate on impact?
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Claire Jackson
 
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Post » Wed Sep 01, 2010 11:47 am

How about we wait for stats from SD eh? Because they'll be the ultimate truth in this hand. Heck.... MAYBE IT WILL BE IN THE STATS SITE? because it is stats after all. And how many people so far have agreed with the OP?
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Trey Johnson
 
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