Weapon [i]balance[/i] requests premature

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the_Monk

FNG / Fresh Meat
Aug 4, 2011
286
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I believe requests to "balance" this weapon or that weapon to be premature. There are still far too many performance issues that need to be smoothed out before any sort of discussion with regard to balancing this versus that can be properly entertained.

Of course combination of the variables of server size, game mode, and player type have and continue to be creating any number of imbalanced scenarios.

I've read on these forums how it's almost impossible for the Russians to win against a good German team on most maps. I've read how the Mkb42 and AVT40 are pure ownage, and how the lowly rifleman is doomed.

Well I wanted to find out for myself, so I loaded the game, played for a few hours strictly as Russian on various servers. What I found out was interesting. While I immediately noticed the sounds of many of the newly minted auto-rifles I quickly adapted (I play almost exclusively bolt-action rifleman.....the class some have proclaimed to be dead :p ). The map was Spartanovka and the Germans (despite a constant rat-a-tat-tat warning of Mkb42 use) didn't win one single round. Oh it wasn't easy, but we held them back and on one round even had them run out of reinforcements before the time ran out. Oh and myself as lowly lowly boltie rifleman finished in the server's top 3! :D

Why the story bro?

Well.....

This game doesn't appear to model round lethality (a rifle round at 200m would do a hell of a lot more damage than an SMG if it travelled that far) which would be the best way to balance things but TWI have done a very nice job in reflecting the characteristics of the individual weapons in relation to their real-world counterparts.

Having said that, I understand the need for balance in a game so here are a few points/suggestions:

RO has always been about asymmetrical balance so map design, uniform colour, guns and even unlocks don't balance each other out when seen 1:1 rather when one looks at both sides of the big picture.

While these new weapons aren't inherently imbalanced, they are skewing the balance of the overall picture and that is not good. What is needed is some more tweaking at the map design level for instance spawn locations, cap zones, class additons (ie. elite assault for the new assault rifles on each side) and class limitations.

My suggestions would be to create an ELITE ASSAULT class for each side, let 64-player servers have a max of 2 per side (that can be dropped to 1 per side on a 32-player server). That and give the Germans a MAX of 3 regular assault class, and the Russians a MAX of 6 regular assault class. No nerfing/buffing of any of the weapons in the game required.

This way we don't entertain the game-dooming cycle of nerf-buff-nerf that so often spells the end of great potential before it can ever be realised.

Well....unless the DEVS want to buff my boltie rifles some....*cough* *cough*......hehe :D
 
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Flanker15

FNG / Fresh Meat
Jul 18, 2006
260
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I'd like to hear from the devs if the game does have round velocity drop/damage drop?
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
3,626
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The Elitist Prick Club
I believe requests to "balance" this weapon or that weapon to be premature. There are still far too many performance issues that need to be smoothed out before any sort of discussion with regard to balancing this versus that can be properly entertained.

The recent update unlocking the "hero" weapons for all assaults etc etc has ruined the game experience for me. Before there was just the odd performance issue (which didn't bother me as I was having such a good time), now there are the odd performance issues and Mkbs and AVTs all over the shop putting me off playing.

No doubt TWI are swamped, and have been working tirelessly since release to fix things - but sorting out the change they made to class allocation (on Thursday) is just as important as addressing the performance issues in my mind.
 
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Tea and Crumpets

FNG / Fresh Meat
Nov 20, 2010
242
75
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Trumpington Manor
I feel the same way Sheepdip. They should only be able to be used by a very limited amount of players. Having a team all running around with the MkB is ridiculous. It's not what RO is about.
 

the_Monk

FNG / Fresh Meat
Aug 4, 2011
286
145
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You guys act as if I didn't suggest that myself. I'm simply saying the threads calling for nerfs/buffs aren't seen the big picture.



.......

While these new weapons aren't inherently imbalanced, they are skewing the balance of the overall picture and that is not good. What is needed is some more tweaking at the map design level for instance spawn locations, cap zones, class additons (ie. elite assault for the new assault rifles on each side) and class limitations.

My suggestions would be to create an ELITE ASSAULT class for each side, let 64-player servers have a max of 2 per side (that can be dropped to 1 per side on a 32-player server). That and give the Germans a MAX of 3 regular assault class, and the Russians a MAX of 6 regular assault class. No nerfing/buffing of any of the weapons in the game required.

This way we don't entertain the game-dooming cycle of nerf-buff-nerf that so often spells the end of great potential before it can ever be realised.

Well....unless the DEVS want to buff my boltie rifles some....*cough* *cough*......hehe :D
 

Maizel

FNG / Fresh Meat
Jan 21, 2011
973
372
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You guys act as if I didn't suggest that myself. I'm simply saying the threads calling for nerfs/buffs aren't seen the big picture.


The fact that everybody walks around with automatics and the lack of immersion because of that bothers me more than the crashes and bad performance I get,

Sure the crashes and low fps I get bother me, but the game is playable. It was playable, I mean, until everybody got MKB's and it ruined the experience for me.
 

mostevil

FNG / Fresh Meat
Sep 11, 2011
5
2
0
I agree on both points, the guns are silly and given that the maps are mostly knife fights the riflemans doomed, however the games a mess of bugs and wouldn't be ready for release by any normal game studio's standards. TBH I want my money back... this is not what I signed up for....
 

Empty Box

FNG / Fresh Meat
Sep 2, 2011
144
9
0
Really, the balance isn't that bad at all. The real issue though is the MKB42 / AVT40 (I say AVT solely because they should be counted as one and the same on principal) is spammed to death. I have no problem killing those guys, despite them having a better weapon. I've used both autos for 3 rounds a piece, and can feel like the limit is much higher for the weapon. That's not a bad thing though at all. The sheer numbers though right now are too much - I saw maybe 5 MP40s all night last night.

They are good weapons, they are weapons that are nice to have certainly - despite being next to non existent, they are different weapons but not too absurd. What is absurd is the amount of them.

And the AVT is quite awesome, must say. 2 shot bursts = dead guy.

Hell, even I can top the team with a Mosin, and I'm fairly sure I suck. Just getchyoself in the capzone and kill people. It's not like this game is all that difficult to shoot people, regardless of what gun you are using. The team that loses is the team that had no initiative. It's that simple. If the whole team plays defense, you will get rolled. If the whole team plays offense, you will get rolled.

Elite Assault is needed though. Heck, give them MP40/IIs and Drum'd PPShs as well as the MKB and AVT to give them a reason outside of just being autorifle kits. 3 per 64 player lobby. Do it!