Short and sweet.
1. You guys like the idea of PvE bullet velocity being hiked up to match PvP? I noticed even enemy AI's rounds appear faster than ours, and that's from MACs.
2. Do you think PvE even requires balancing? Referring to aspects of weapons, tools, and abilities seemingly dumbed down.
I never thought it detracted from the gameplay in PvE as much as some others but I certainly wouldn't be opposed to it though. .....just as long as it doesn't change to a hitscan model.Originally Posted by Klaymond Go to original post
I always thought the LMG, SMG and shotgun classes could use some balance. I never felt they brought much to the table in PvE when a player can simply choose both a good assault and sniper rifle. A big reason for that (IMO) is that the players loadout is not restricted. If there were weight limitations I could see where an SMG (for instance) would become a feasible choice as a lighter secondary. .....folks would also have to give more thought to what role they will play in an engagement (e.g. sniper, assault, support, etc.).Originally Posted by Klaymond Go to original post
For LMGs, I think bipods would have made a great addition to make them more effective at covering fire / suppression. .....using one in the prone position would give the weapon an accuracy boost. For balance, there could also have been a bit of a delay when moving to and from prone with a bipod equipped. Perhaps even a restriction on how far you could turn in prone while it's being utilized (without getting up and moving around).
IMO, weight could have been a great addition to help balance out the weapons, make certain gun classes more relevant, etc.
.....of course, I'm just talking about the core game and not Tier One. That mode was a complete mess in regard to weapon balancing IMO / IME.
1. The only thing I would like to see is a balacing regarding bullet drop and damage based on caliber. I don't mind the reduced range (speed) compared to reality, since draw distance demand it, but it should be consistant.
2. Honestly speaking nothing beats an surpressed AR + large mag + grenade launcher. If you think you need anything else in this game you are kinding yourself. Using sniper rifles for enemies at 200m is an overkill. So except for those who want to one shot vehicles instead of using 20 AR bullets there is exactly no justification to not use an AR . Everything else is just for people who want to be different, so a rebalance should be made IMO. First of all large mags on ARs should actually have a penality beyond that minimal handling impact that you won't even notice, GL as well. I think the LMGs should get accesss to the same scopes as ARs and have surpressors as well. Shotguns are probably beyond being helped. For SMGs the biggest reason not to use them, is that AR are nearly as silent, but have more options and more punch. Sniper rifles should get their bullet drop fixed and everything is fine. I agree with Kean here, without a weight system there is very little balacing you can actually do. Probably it would end up in some RPG fictional advantages/disadvantages resulting in some classes like GW.
Tier 1 balancing is something I won't even bother with.
Since we're on a roll here (and on the heels of Bio's mention of calibers), I had previous thoughts on an introduction of different ammo types like sub-sonic which could provide a greater stealth benefit but a reduction in damage and range.
btw, I agree with Bio in regard to his comments on calibers. I understand that games need to get creative sometimes to create a balance but it always bothers me (for instance) when one weapon has a lower damage stat than another when they both use the same cartridge.
I've done the testing and found that some weapons like the P416 are likely already chambered in subsonic ammo, however nothing states as such. The damage/velocity these weapons do bother me to no end.Originally Posted by Kean_1 Go to original post
A PVE balancing pass to bring things in line with Ghost Wars would be nice, especially if there is some substantial new PVE/campaign content coming in Year 2. While I dream of a better ballistics, caliber-based damage, and a suppression mechanic, those all seem like such substantial reworks of the existing gunplay that I don't dare get my hopes up.