A bunch of numberideas and stuff for the new weapons. Now, these suggestions might not be enough to nerf them to some people, but let's start a healthy discussion!
(And just a personal sidenote: I LOVE the new weapons otherwise! They look and "feel" really good, they are just a little overpowered numerically, or even underpowered in case of the nailgun))
-Buzzsaw Bow-
Damage: 400 (down from 500)
Headshotmulti: Stay at 2x
Backstab: Should no longer deal double damage when shot at enemies backs (!) (One of the most overpowered features about it, as it allows you to instakill a 6-man HoE Scrake with a headshot...)
Scrake resistance: Make the Scrake 20% resistant to the Blade (0.8x damage multiplier)
Ammo: Increase to 25 or so.
Weight: 8 (up from 7)
Weaponcost: Possibly reduced a tad? (1500, or 2000, down from 2500?)
Now, what does all this mean?
* Scrakes cannot be stunned by bodyshots, not even at the highest Berserker level! (400 * 2 * 0,8 = 640, lower than the stun treshold)
* Offperk headshots cannot stun a Scrake either! (400 * 2 * 0,8 = 640, same damage there again!)
* Scrakes can only be stunned by Berserker headshots (even at level 0!), and a (6-man HoE) Scrake would require 3 headshots to be killed by a highlevel Berserker
* Can still kill the first (6-man HoE) Siren or Gorefast it hits with a single bodyshot for a level 5/6 Berserker
* No more uberdamage on "backstab"-shots
Compared to the Xbow that would mean
- Higher bodyshot damage but lower headshotdamage than Xbow
- Less amount of ammo than Xbow
- Slightly lighter in weight, but also more expensive than Xbow
- Bouncing blades, rather than "railgun" bolts
- Closerange scope (which i think is awesome btw!), rather than highpowered scope
-Tommygun-
As i think it is a rather bland addition (brings no new feature to the game, other than a rather powerful weightadvantage)
* Increase its weight to 6 (the lower weight is a huge advantage for players with a bit of a brain >_> The lower weight would be a better idea for the BULLPUP of all weapons due to its weakness!)
-Scythe-
* Reduce primary fire damage to 200-ish (down from 260)
* Reduce altfire damage to 320 or max 330 (down from 385) to remove the ability to bodyhit stun Scrakes
* Increase cost to 1500 (up from 1250)
This makes it pretty much a Claymore clone, and that's good, because the DLC was supposed to be cosmetic, wasn't it?
-Trenchgun-
* Remove the 1.5 hidden fire damage code from ALL fire weapons, and just compensate those weapons by increasing their damages respectively, BUT, do not compensate the Trenchgun with this multiplier! It does way too much damage offperk (about the same as a level 6 Support's regular Shotgun, but offperk!)
* Alternatively, instead of keeping its damage (14 pellets x 18 damage), it could be rearranged (9 or 10 pellets x 27 damage), which would more or less net the same instant damage, but would give you a higher burndamage.
* However, make its damage scale with Firebug levels as well, which would compensate (even buff a little for level 6 Firebug) the loss of the 1.5x damagemultiplier
* Other than that, the weapon is fine and my personal favourite new weapon in this update (tied with the Flareguns)!
-Nailgun-
* Reduce the spread significantly (currently at 2500, almost as high as the Hunting Shotgun's 3000! Maybe 1500 is enough, a bit higher than the AA12/CSg/Pump's 1125?)
* Reduce number of nails per shot to 5 (down from 7)(meaning total damage per "shot" is reduced to 175, from 245)
* Increase rate of fire a bit (from 0,5sec/shot to 0,4sec/shot or so)
* Increase magsize to 10 (up from 6)
* Increase total amount of ammo to 70 (up from 48)
* Alternate idea: Instead of bouncing of walls, how about they can weld doors (that are already welded a little, it shouldn't weld on doors with no welding on it already, to prevent abuse and glitches etc)? Bouncing nails too me seems a little odd to be honest, but i guess some people like that, hence just an alternate idea. Maybe, instead of a flashlight as altfire, toggleable nailbehaviour would be cool
Flareguns and MKB42 i think are more or less fine though and don't need a close look at the moment. If anything, reduce impact damage of the Flareguns a little (a bit too strong at higher Firebug levels). Other than that, they seem totally fine
(And just a personal sidenote: I LOVE the new weapons otherwise! They look and "feel" really good, they are just a little overpowered numerically, or even underpowered in case of the nailgun))
-Buzzsaw Bow-
Damage: 400 (down from 500)
Headshotmulti: Stay at 2x
Backstab: Should no longer deal double damage when shot at enemies backs (!) (One of the most overpowered features about it, as it allows you to instakill a 6-man HoE Scrake with a headshot...)
Scrake resistance: Make the Scrake 20% resistant to the Blade (0.8x damage multiplier)
Ammo: Increase to 25 or so.
Weight: 8 (up from 7)
Weaponcost: Possibly reduced a tad? (1500, or 2000, down from 2500?)
Now, what does all this mean?
* Scrakes cannot be stunned by bodyshots, not even at the highest Berserker level! (400 * 2 * 0,8 = 640, lower than the stun treshold)
* Offperk headshots cannot stun a Scrake either! (400 * 2 * 0,8 = 640, same damage there again!)
* Scrakes can only be stunned by Berserker headshots (even at level 0!), and a (6-man HoE) Scrake would require 3 headshots to be killed by a highlevel Berserker
* Can still kill the first (6-man HoE) Siren or Gorefast it hits with a single bodyshot for a level 5/6 Berserker
* No more uberdamage on "backstab"-shots
Compared to the Xbow that would mean
- Higher bodyshot damage but lower headshotdamage than Xbow
- Less amount of ammo than Xbow
- Slightly lighter in weight, but also more expensive than Xbow
- Bouncing blades, rather than "railgun" bolts
- Closerange scope (which i think is awesome btw!), rather than highpowered scope
-Tommygun-
As i think it is a rather bland addition (brings no new feature to the game, other than a rather powerful weightadvantage)
* Increase its weight to 6 (the lower weight is a huge advantage for players with a bit of a brain >_> The lower weight would be a better idea for the BULLPUP of all weapons due to its weakness!)
-Scythe-
* Reduce primary fire damage to 200-ish (down from 260)
* Reduce altfire damage to 320 or max 330 (down from 385) to remove the ability to bodyhit stun Scrakes
* Increase cost to 1500 (up from 1250)
This makes it pretty much a Claymore clone, and that's good, because the DLC was supposed to be cosmetic, wasn't it?
-Trenchgun-
* Remove the 1.5 hidden fire damage code from ALL fire weapons, and just compensate those weapons by increasing their damages respectively, BUT, do not compensate the Trenchgun with this multiplier! It does way too much damage offperk (about the same as a level 6 Support's regular Shotgun, but offperk!)
* Alternatively, instead of keeping its damage (14 pellets x 18 damage), it could be rearranged (9 or 10 pellets x 27 damage), which would more or less net the same instant damage, but would give you a higher burndamage.
* However, make its damage scale with Firebug levels as well, which would compensate (even buff a little for level 6 Firebug) the loss of the 1.5x damagemultiplier
* Other than that, the weapon is fine and my personal favourite new weapon in this update (tied with the Flareguns)!
-Nailgun-
* Reduce the spread significantly (currently at 2500, almost as high as the Hunting Shotgun's 3000! Maybe 1500 is enough, a bit higher than the AA12/CSg/Pump's 1125?)
* Reduce number of nails per shot to 5 (down from 7)(meaning total damage per "shot" is reduced to 175, from 245)
* Increase rate of fire a bit (from 0,5sec/shot to 0,4sec/shot or so)
* Increase magsize to 10 (up from 6)
* Increase total amount of ammo to 70 (up from 48)
* Alternate idea: Instead of bouncing of walls, how about they can weld doors (that are already welded a little, it shouldn't weld on doors with no welding on it already, to prevent abuse and glitches etc)? Bouncing nails too me seems a little odd to be honest, but i guess some people like that, hence just an alternate idea. Maybe, instead of a flashlight as altfire, toggleable nailbehaviour would be cool
Flareguns and MKB42 i think are more or less fine though and don't need a close look at the moment. If anything, reduce impact damage of the Flareguns a little (a bit too strong at higher Firebug levels). Other than that, they seem totally fine
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