* [ Mass Testing ] Balance changes planned for the next update

It doesn’t sound like we’re really that far apart on this.
You also identify that the way ammo is implemented currently isn’t very fair. Yes, the devs could raise the base amount of ammo enough that people didn’t need to use ammo crates (or they could remove the mechanic completely), or they could level the playing field by making everyone use ammo. All of those options are about making the disadvantage of carrying ammo less unfair.

And yes, cannons and missiles should hit harder, which is part of what they’re doing. If they just buffed damage and didn’t increase reload time, we’d probably be facing a really annoying cannon meta. Remember, the reload changes aren’t set in stone: it all depends on how things turn out in the test server. They may end up going with less of a reload nerf, or even more of a damage buff.

The advantage of using ammo as a balancing mechanism is that they can continue to let some weapons be capable of high damage, while introducing more risk in their use. And as I previously noted, ammo is going to help keep dogs and other close range builds from being too OP, as plowing into victims will have more risks and downsides.

The more I think about it, the more optimistic I am about the proposed changes. But then again, I’m into PVP and you are into PVE. The changes will play out differently for us.

Well, this will be a complete, unmitigated disaster…

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why

the closest thing to omnis i have it’s tracks, omis doesn’t say much to me… never did,
Billie gave a second wind to my Caucasus, never thought much of him until i unlocked him.
I’m not up to speed about the changes, but yeah, i changed my Cyclones to AC-62s even before my time out ( not game related )

Removing hitscan but giving them double range.

its fine hitscan players wont be capable of hitting anything further than 5 meters away

I am a bit excited about the Dusk change, especially paired up with the Lucifer, because I feel like more spread is going to actually benefit that gun and help it make more use of the perk possibly with the added damage

Steppe spider being forced even more to be THE missile/rocket cabin, neat that homing rockets are getting a slight buff with it but, I just hate the singular cabin being the only option for guns because other cabins you could use with them do not fix the fundamental flaws of the weapon, fixes that were instead of being applied to the guns themselves individually were pushed onto a singular cabin to fix everything in a lazy quick manner

Varuns might get to be somewhat good again, but then again minus 1 energy has never really been that great of a change, like the Threshers recently. But on the other hand Varuns do suffer from not being able to bring along as many modules, while Threshers never had that problem, I always had the support modules I needed on a Thresher build without any trouble with the energy cost, the gun itself just sucks with no damage and poor hp

Astreus is getting a slight buff which is cool, but it’s still pretty much killed off by the devs after the huge nerfs it got in the first place, I don’t think it makes much difference, maybe see a few more builds with Astreus but they are not hard to engage in general and much more easier to deal with than double scorps for example

Phoenix, this could be good depending on what Stability means. if it’s just general accuracy and possibly bullet speed then it’s a meh change, I never struggle with any of that when playing this gun rather than the bolt being shot off even without people trying, even in places their own guns should not reach by logic. Too much bullet spam to ever do great on this gun unless you get lucky with stealthy gameplay or being ignored by the enemies. Feels kind of like a throwaway perk to just slap on it in the hopes it does something without really understanding why the gun does not do good. Hit damage and penetration might do it some good though

Oppressor could be nice, many guns need you to buff the projectile speed to even compete in any way, but sadly said guns are also not very good at being used at higher speeds, and it just buffs miniguns etc again rather than the guns that really need it

Swarm and Slaughterer, wish they showed as much love to the ravager pass weapons of instant buffing because they aren’t doing good, I’d say Swarms and Slaughterers are both way better than Lucifer even in their current state, and the Spider drone is just dead in the water like Vultures

Lucifer change…that’s way too little hp to be felt anywhere, 41 more hp is not “increase survivability”. Perk change too kinda feels same as the earlier perk, but worded differently. Rather than 6 projectiles for 8 parts, you get 3 projectiles for 4 parts. It just sounds like the performance will stay the absolute same.

So, you’re “nerfing” this weapon’s energy consumption by 1 point to 23 energy to “prevent” the Raijin from being mounted on a “rare” cabin and being used in low PS battles. Cool! But wait! there’s more! You’re increasing its’ reload to 3.3 seconds while every… single… other cannon’s reload is being moved up to 6 seconds? Cool! But wait! There’s more! You’re also increasing it’s base bullet damage from 25.5 to 82 (3.2 times!) and it’s blast damage from 51 to 61.

This epic weapon is already on par, or better, than two legendary Mammoths and now you’re buffing it again!

Two Mammoths have 24 energy cost, 5266 kg in weight, 2568 durability, and 30% full stack damage buff. The Raijin has 23 Energy Cost, 3038 kg in weight, 36% full damage AND protection stack. The Mammoth only wins out in durability when using two of them, but we’re comparing an Epic to Legendaries!

I’m happy to give you guys money when you come up with decent pack-only items that are creative and fun to use but this Raijin abomination is off the charts overpowered and your so-called nerfs have been buffs each time. It’s completely dominating all forms of PVP because of your greed.

I’d love to go on a profanity-laced rant for the next five paragraphs about how blatant you devs are in your desire to sell packs but I might as well be talking to a brick wall. You are ruining this game with your predatory Pay to Win business practices. Just stop it. JFC!

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130 ps more, 1 extra energy used, less base accuracy, and 1.3 seconds longer reload. the base bullet damage doesnt make the weapon better. and other cannons reload slower but 50% damage buff overshadows that

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Yeah but what about the machinegun bots with perfect aim?
What happens when hitscan players are no longer able to hitscan, but perfect aim bots get double range?

the bots dont see that far, and if they do they rush you instantly anyway because theyre stupid

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Maybe this will also change CW

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Getting real hope to see friendly fire damage too. ASAP do to some people just jamming together and shooting anything that moves. If we can damage our self’s we should be able to damage team players or make it even and disable self damage.

Is this a game or a simulator?

It’s probably more like a ranch.

I think the developers have incorporated more than a few allusions to this, I believe as jokes.

Exibit: A
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The default garage is a farm too. Just sayin’… (moo?).

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The more I think of it, the less I like the idea of the Oppressor change.
Now we have no way to speed up weapon rotation, and even though all turreted weapons turn faster now, there are still some that benefit from a way of speeding their rotation.
And while a projectile speed increase is a decent perk, having it tied to the speed of the vehicle sounds clumsy to me, and of limited use. Either have it on all the time, or choose a different thing to buff with speed.

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Not a horribly received planned balance update.