The new weapons are all shiny and pretty, but they need rebalancing and all that, along with some of the already existing weapons (and perks). Let's get right to it (and this is how my changes would look like):
FIREBUG:
* Mag and ammo bonus down to 50% at level 6 (down from 60%)(and appropriately rescaled for the lower levels)(and also properly written in the perk tooltip to be ammo AND magsize)
* All burn damage (the damage over time) is now dealt over only 8 seconds, rather than over 10 seconds. This means a pure dps-increase (all damage-ticks are done every 0,8 seconds rather than every 1,0 seconds)
* Flamethrower total fuel up to 500 (up from 400)
* Flamethrower cost increased to 1000 (up from 750)
* Flamethrower now belong to keyslot 4 again (instead of the current 3)
* Husk Cannon cost reduced to 2500 (down from 4000)
* Husk Cannon ammo up to 200 (up from 150)
* Husk Cannon minimum and max aoe increased a little bit (for both impact and ignition)
* Husk Cannon charge-up time reduced (and perhaps uses up to max only 5 ammo at max charge, instead of 10? If put to max 5, uncharged shots needs to be rescaled in damage and area a bit, obviously)
* Husk Cannon uncharged initial damaged increased a bit (Current is just 1? So, like 45 instead?)
* Husk Cannon max initial damage reduced to something between 550 and 600 (down from 750)
* Husk Cannon initial damage both levels and benefits from the Firebug perk (meaning Husk Cannon's max initial damage would be 880 to 960, depending on the base damage given)
* Husk Cannon secondary fire could be a "cancel charge"-button perhaps? (Alternative idea would be to have secondary fire shoot a fast, short, penetrating flamewave which uses 5 energy and deals medium damage etc, and then also given to the Husk specimen itself, so the Husk has a reason to always be trying to walk closer to the players)
* New perk bonus: From level 0 to 6, burning targets suffer additional damage from other sources. 0% to 6%, directly related to current perk level.
* Level 5 Firebug spawns with Mac10
* Level 6 Firebug spawns with Flamethrower
DEMOLITIONS:
* "New" perk bonus (aka, no longer hidden): Rockets and launcher grenades gets a discount. Up to 30% at level 6. What's new about this bonus though is that (imo) handgrenades should also benefit from this discount!
* The Handgrenade (and rocket) amount bonus change from % bonus to an absolute bonus (And fix the display to also say that it benefits for the LAW...). From +1 up to +7 extra ammo, directly related to perk level. This means, max 12 handgrenades at level 6, up from 11.
* LAW base rocket amount increased to 18 (up from 10), which equals 25 rockets at level 6 (due to the changed ammobonus).
* LAW ammo cost reduced to 25 per rocket (down from 30)
* LAW weight decreased to 12 (down from 13)
* LAW damage increased to 980 (up from 950)
* M4+M203 weight increased to 7 (up from 6)
* M4+M203 cost reduced to 1750 (down from 3500)
* M4+M203 bullets' mag (both this and the M4 version) increased to 32 (up from 30)
* M4+M203 bullets total ammo increased to 320 (up from 300)
* M4+M203 grenades base amount lowered to 8 (down from 12)
* M4+M203 also benefit from the handgrenade+rocket amount bonus (equals up to 15 grenades at level 6)(perk tooltip also edited to show that the M203 benefits from it ofc)
* M4+M203 bullet damage (both this and the M4 version) increased to 37 (up from 35)
* M4+M203 no longer autoreloads the nade launcher after use, you now have to click the secondary fire again to reload it
* M79 discount is equal to the Pipebomb discount now instead (cheaper for lower level players)
* Level 5 Demolitions spawn with 7 additional Handgrenades (which means a total of 10)
* Level 6 Demolitions spawn with only M79
COMMANDO:
* Damage bonus up to 60% at level 6 (up from 50%)
* Bullpup weight down to 5 (down from 6)
* M4 magsize (both this and the M4+M203 version) up to 32 (up from 30)
* M4 total ammo down to 352 (down from 400)
* M4 damage (both this and the M4+M203 version) increased to 37 (up from 35)
* M4 base reload speed (both this and the M4+M203's rifle-part)) is now a tad faster
* Commando also gets discount on M4+M203 (the weapon could have a split perksymbol, so it is notified that it is for both Commando and Demolitions)
* Bullets from M4+M203 levels and benefits from all Commando bonuses. Damage, mag, ammo and everything. The grenades get no bonuses (except reload speed, since that's a general bonus for the Commando).
* AK47 damage increased to 52 (up from 45)
* AK47 cost increased to 1250 (up from 1000)
* SCAR magsize up to 24 (up from 20)
* SCAR total ammo down to 288 (down from 300)
* SCAR penetrates a target (50% damage on the 2nd target)
* SCAR weight up to 7
* Level 6 Commando spawns with M4
(Note: All the M4+M203 changes would make them more balanced depending on which perk uses them. Demolitions would get more and stronger grenades, Commando would get more and stronger bullets)
SHARPSHOOTER:
* "New" perk bonus (aka, no longer hidden): Xbow gets ammo discount. Up to 40% at level 6
* "New" perk bonus (aka, no longer hidden): LAR gets an increased rate of fire. Up to 60% at level 6
* Xbow price increased to 1500 (up from 800)
* Xbow now benefits from discount
* Xbow bolt cost reduced to 15 per bolt (down from 20)
* LAR price increased to 400
* LAR benefits from discount
* The reload bonuses is now split in 2:
1) LAR and M14 has the same 60% (at level 6) reload bonus as before
2) All pistols (single and dual) and the Xbow now has only 30% reload bonus. Note: The Xbow now ACTUALLY benefits from this bonus, however, the Xbow is also a tad slower to reload offperk, coming up with pretty much the same reload speed in the end at level 6.
* 44 Magnum cost reduced to 350 (down from 450) per gun.
* Single 44 Magnum ammo reduced to 108 (down from 128)
* Dual 44 Magnum ammo increased to 216 (up from 128)
* 44 Magnum (single as dual) now only deals 90 damage (down from 105)
* 44 Magnum (single as dual) is now after the Handcannon in the pistol list (when you press 2)
* Single 9mm ammo reduced to 165 (down from 240)
* Dual 9mm ammo increased to 330 (up from 240)
* Dual 9mm weight reduced to 2 (down from 4)
* Single Handcannon ammo reduced to 88 (down from 96)
* Single Handcannon weight reduced to 3 (down from 4)
* Dual Handcannon ammo increased to 176 (up from 96)
* Dual Handcannon weight increased to 6 (or 5?)(up from 4)
* M14 headshotmultiplier increased to 2,3x (up from 2,25x)
* Level 6 Sharpshooter spawns with Dual Handcannon (instead of the Xbow)
MEDIC:
* Medic weapon discount changed to 90% at level 6 (from previous 97% and current 87%)(and appropriately rescaled for the lower levels)
* MP7 cost reduced to 1500 (down from 3000)
* MP7 now penetrates a target (50% damage on 2nd target)
* MP7 bulletspread slightly reduced
* MP7 only gets 100 bullets when bought (combined with the new discount, to eliminate the "sell and repurchase" issue)
* MP7 mag cost reduced to 5
FIREBUG:
* Mag and ammo bonus down to 50% at level 6 (down from 60%)(and appropriately rescaled for the lower levels)(and also properly written in the perk tooltip to be ammo AND magsize)
* All burn damage (the damage over time) is now dealt over only 8 seconds, rather than over 10 seconds. This means a pure dps-increase (all damage-ticks are done every 0,8 seconds rather than every 1,0 seconds)
* Flamethrower total fuel up to 500 (up from 400)
* Flamethrower cost increased to 1000 (up from 750)
* Flamethrower now belong to keyslot 4 again (instead of the current 3)
* Husk Cannon cost reduced to 2500 (down from 4000)
* Husk Cannon ammo up to 200 (up from 150)
* Husk Cannon minimum and max aoe increased a little bit (for both impact and ignition)
* Husk Cannon charge-up time reduced (and perhaps uses up to max only 5 ammo at max charge, instead of 10? If put to max 5, uncharged shots needs to be rescaled in damage and area a bit, obviously)
* Husk Cannon uncharged initial damaged increased a bit (Current is just 1? So, like 45 instead?)
* Husk Cannon max initial damage reduced to something between 550 and 600 (down from 750)
* Husk Cannon initial damage both levels and benefits from the Firebug perk (meaning Husk Cannon's max initial damage would be 880 to 960, depending on the base damage given)
* Husk Cannon secondary fire could be a "cancel charge"-button perhaps? (Alternative idea would be to have secondary fire shoot a fast, short, penetrating flamewave which uses 5 energy and deals medium damage etc, and then also given to the Husk specimen itself, so the Husk has a reason to always be trying to walk closer to the players)
* New perk bonus: From level 0 to 6, burning targets suffer additional damage from other sources. 0% to 6%, directly related to current perk level.
* Level 5 Firebug spawns with Mac10
* Level 6 Firebug spawns with Flamethrower
DEMOLITIONS:
* "New" perk bonus (aka, no longer hidden): Rockets and launcher grenades gets a discount. Up to 30% at level 6. What's new about this bonus though is that (imo) handgrenades should also benefit from this discount!
* The Handgrenade (and rocket) amount bonus change from % bonus to an absolute bonus (And fix the display to also say that it benefits for the LAW...). From +1 up to +7 extra ammo, directly related to perk level. This means, max 12 handgrenades at level 6, up from 11.
* LAW base rocket amount increased to 18 (up from 10), which equals 25 rockets at level 6 (due to the changed ammobonus).
* LAW ammo cost reduced to 25 per rocket (down from 30)
* LAW weight decreased to 12 (down from 13)
* LAW damage increased to 980 (up from 950)
* M4+M203 weight increased to 7 (up from 6)
* M4+M203 cost reduced to 1750 (down from 3500)
* M4+M203 bullets' mag (both this and the M4 version) increased to 32 (up from 30)
* M4+M203 bullets total ammo increased to 320 (up from 300)
* M4+M203 grenades base amount lowered to 8 (down from 12)
* M4+M203 also benefit from the handgrenade+rocket amount bonus (equals up to 15 grenades at level 6)(perk tooltip also edited to show that the M203 benefits from it ofc)
* M4+M203 bullet damage (both this and the M4 version) increased to 37 (up from 35)
* M4+M203 no longer autoreloads the nade launcher after use, you now have to click the secondary fire again to reload it
* M79 discount is equal to the Pipebomb discount now instead (cheaper for lower level players)
* Level 5 Demolitions spawn with 7 additional Handgrenades (which means a total of 10)
* Level 6 Demolitions spawn with only M79
COMMANDO:
* Damage bonus up to 60% at level 6 (up from 50%)
* Bullpup weight down to 5 (down from 6)
* M4 magsize (both this and the M4+M203 version) up to 32 (up from 30)
* M4 total ammo down to 352 (down from 400)
* M4 damage (both this and the M4+M203 version) increased to 37 (up from 35)
* M4 base reload speed (both this and the M4+M203's rifle-part)) is now a tad faster
* Commando also gets discount on M4+M203 (the weapon could have a split perksymbol, so it is notified that it is for both Commando and Demolitions)
* Bullets from M4+M203 levels and benefits from all Commando bonuses. Damage, mag, ammo and everything. The grenades get no bonuses (except reload speed, since that's a general bonus for the Commando).
* AK47 damage increased to 52 (up from 45)
* AK47 cost increased to 1250 (up from 1000)
* SCAR magsize up to 24 (up from 20)
* SCAR total ammo down to 288 (down from 300)
* SCAR penetrates a target (50% damage on the 2nd target)
* SCAR weight up to 7
* Level 6 Commando spawns with M4
(Note: All the M4+M203 changes would make them more balanced depending on which perk uses them. Demolitions would get more and stronger grenades, Commando would get more and stronger bullets)
SHARPSHOOTER:
* "New" perk bonus (aka, no longer hidden): Xbow gets ammo discount. Up to 40% at level 6
* "New" perk bonus (aka, no longer hidden): LAR gets an increased rate of fire. Up to 60% at level 6
* Xbow price increased to 1500 (up from 800)
* Xbow now benefits from discount
* Xbow bolt cost reduced to 15 per bolt (down from 20)
* LAR price increased to 400
* LAR benefits from discount
* The reload bonuses is now split in 2:
1) LAR and M14 has the same 60% (at level 6) reload bonus as before
2) All pistols (single and dual) and the Xbow now has only 30% reload bonus. Note: The Xbow now ACTUALLY benefits from this bonus, however, the Xbow is also a tad slower to reload offperk, coming up with pretty much the same reload speed in the end at level 6.
* 44 Magnum cost reduced to 350 (down from 450) per gun.
* Single 44 Magnum ammo reduced to 108 (down from 128)
* Dual 44 Magnum ammo increased to 216 (up from 128)
* 44 Magnum (single as dual) now only deals 90 damage (down from 105)
* 44 Magnum (single as dual) is now after the Handcannon in the pistol list (when you press 2)
* Single 9mm ammo reduced to 165 (down from 240)
* Dual 9mm ammo increased to 330 (up from 240)
* Dual 9mm weight reduced to 2 (down from 4)
* Single Handcannon ammo reduced to 88 (down from 96)
* Single Handcannon weight reduced to 3 (down from 4)
* Dual Handcannon ammo increased to 176 (up from 96)
* Dual Handcannon weight increased to 6 (or 5?)(up from 4)
* M14 headshotmultiplier increased to 2,3x (up from 2,25x)
* Level 6 Sharpshooter spawns with Dual Handcannon (instead of the Xbow)
MEDIC:
* Medic weapon discount changed to 90% at level 6 (from previous 97% and current 87%)(and appropriately rescaled for the lower levels)
* MP7 cost reduced to 1500 (down from 3000)
* MP7 now penetrates a target (50% damage on 2nd target)
* MP7 bulletspread slightly reduced
* MP7 only gets 100 bullets when bought (combined with the new discount, to eliminate the "sell and repurchase" issue)
* MP7 mag cost reduced to 5
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