I only recall you saying to "move the m14 to commando" nothing about weight increases, well i didnt read it if you did.
yeah the suggestion has been spread out through various threads.....i actually don't think i mentioned this part in this particular thread, but yes, the blocks would have to be increased so that the perk cannot carry both weapons at the same time.
Technically Berserker can but I wouldn't say the Chainsaw and Katana are equal as the top tier of melee weapons at all.
technically yes, that is if the machete is 1, axe 2, chainsaw 3, katana 3......but like you said chainsaw =/= katana.
but then commando will have too many weapons, unless you want too give every other perk an extra tier 3 weapon, or like you said, move the bullpup to medic, which then leaves commando with a tier 2, and 2 tier 3 weapons, but then you also said to bring in a new weapon (L85?) or something to restore the balance. So it would still have too many weapons...
well by "too many" i meant numerically.....since that was the arguement some people made ealier saying that "other perks only have so and so amounts of weapons". my actual opinion is that because the SCAR/EBR would be interchangeable as tier3 weapons, then nothing throws off the balance despite having 4 weapons........think zerker with 4 (actually 5 if you include the knife) perk weapons.
but to counter the "has too many weapons" argument, i offered the suggestion to move the pup to the medic, leaving the commando with AK, SCAR, EBR. adjust the AK to make it a tier1, and nerf either the SCAR or EBR to make one less effective than the other and become a tier2 with the other staying the tier3 weapon.
back to my original stance of the commando having 4 weapons and SCAR/EBR both as tier3 weapons, i thought it'd be pointless to go messing around with tweeking the numbers of 3 weapons. that's why i liked the idea that CandleJack (i think) mentioned about adding the L85 to replace the bullpup as the commando's tier1 so that the medic could recieve another "weapon", and the commando's current tier2 and tier3 (including the EBR assuming it was moved) wouldn't need to be touched.
so after all that, not one weapon's numbers have to be tweeked. 2 weapons are moved (EBR and bullpup), 1 brand new weapon is added (L85). three perks receive attention. the SS gets the nerf if needs. Medic gets a boost it needs. Commando stays balanced, BUT gets a new weapon for people to enjoy so that they get some love from TW too
Now that may work, but sounds alot more troublesome than simply changing a few stats of the m14, like fire rate for example, that alone would stop the spamming and encourage people to aim for the head, in fear of not doing enough damage to whatever target with bodyshots before it kills them.
it only seems troublesome because there are a few steps to follow and there's multiple weapons and perks involved. if you look at everything coding wise that'd need to be done to the EBR as it is, which again would only reduce the problem and not solve it, it'd be a much more practical solution to impliment the changes i've suggested as opposed to just looking at one weapon and still not completely "fixing" it.
like i said, my "ideal" solution with moving the EBR and pup would mean that not one weapon's numbers are touched. it'd actually be much less troublesome to just change which perk bonuses are applied to a couple weapons then actually go in and tweek the multiple stats that be needed to even "help" solved the problems with the gun. a stat like rate of fire is something that shouldnt be changed.....the EBR has a high rate of fire since it is a semi-automatic weapon. sure the game doesn't make every weapon perfectly realistic, but something like rate of fire should stay as realistic as possible. granted they could just remove the EBR's semi-auto capability, but why waste the time? why tweek stats and have to then test the new stats to determine balance when you can leave all the stats the same and have them already be balanced? remember the EBR's current stats (with commando bonuses applied instead of SS) would already produce a very balanced weapon, at least as balanced as say the SCAR is.
as for the other stats like reducing base damage, increasing reload time, adding more recoil etc... those would not stop people from spamming but just make it less effective. my approach would be to prevent people from being stupid in the first place, as opposed to letting them be stupid and then hoping that they figure out they're acting like idiots and in turn change their behavior. i'd rather set people up to be successful instead of giving them the opportunity to fail just to provide them a "learning moment".
The M14EBR will stay with the SharpShooter and the SCARMK17 will stay with the Commando. End of discussion.
sorry, but do you work for Tripwire Interactive? that's what i thought.....
so either argue points to support your opinion or refute other's opinions, or shut your pie hole