1. #1

    Weapon Feedback

    After the latest update, I think the balance feels nice. Of course, I need more time playing the game to be sure. I've read some of the feedback about weapons in this forum, and I believe that some are giving feedback based from a singular play-style.

    Some ideas that I've had that could differentiate guns better for different play-styles:

    1. To differentiate Salvo/Komodo, I think the Salvo should have a larger explosive radius and greater knock-back, which will make aiming more difficult for the player being hit, while the Komodo should do more damage, greater range (as it is now), and have less ammo capacity.
    2. To differentiate Hexfire/Ripper, make equipping the Hexfire decrease your mobility and have increased spread when moving or in the air.
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  2. #2
    UbiMorning's Avatar Community Representative
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    Thanks for sharing! Increasing the Salvo explosive radius and increasing the knockback is an interesting take. Most players I have seen think that the AOE explosion is frustrating also because of the Rate of Fire for the Salvo. Some have suggested nerfing the RoF and decreasing the AOE to help make it feel more-fair to play against. Why do you think it should have greater knockback?
    I do like the idea of the Hexfire having a harder movement penalty. From our recent patch notes:
    Contextual movement Spread in Hip-fire (run, sprint & in-air states) has been slightly increased to reinforce difference with Ripper in term of mobility. Aim Down Sight (ADS) accuracy is unchanged.
    Have you tried out the new patch at all today? Do you think it still needs to be increased?
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  3. #3
    I realize that you already increased the spread for the Hexfire. I was just trying to state everything that would differentiate the Hexfire from the Ripper. The movement penalty I was thinking about is just for having the weapon equipped. It would cause a player to change weapons when moving positions or running for cover. This would give the slight disadvantage of having to pull the gun out when attacked and put it back up when running for cover.

    For the Salvo, increasing the explosion radius would need the counterbalance of decreasing the total damage. The reduced damage along with increasing only the knockback radius, and not the actual knockback effect, would give the Salvo a play-style revolved around disrupting your opponent's aim/movement more than killing them fast.

    The downfall of the Salvo is its slow lobbed projectiles. Increasing the explosive/knockback radius would also make this weapon more useful at short range in open areas. Comparatively, the Komodo would be used in mobile, out in the open combat with higher damage and faster, easier to hit projectiles.The way I envision it working is to have the Salvo used for disrupting someone's path/aim who is trying to escape from a building or aiming at you within a mid-range distance, while the Komodo is used more for damage and easier to hit at range.

    I realize that I need to spend more time playing to understand all instances of how to use these weapons. I love this game more than any other BR I have played so far. I feel like I am excited and having fun the entire match. I have played today for a few hours, and I am about to get it in for a long while more before you shut down the beta .

    If the Salvo and Komodo are going to have the same damage, then maybe just decreasing the rate-of-fire for the Salvo would prevent it from dominating in buildings. Although, I think that would make the Komodo the only weapon of choice when picking between the two.
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