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Off a quick glance I can see a few of those stats are wrong, I'll check the weapon scripts later and get the correct statistics. In the grand scheme of things, I also disagree with 2/3 of those weapon improvements. Great guide/whatever never the less. Just remember before you suggest improvements that all guns are made to have a direct counter part. Even the slightest change that you might think necessary at the time, will disrupt the balance.
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It would be great to see the actual stats behind everything. Every attack rate I posted is the average of 10+ stop-watch recordings of how long it took to empty a round of 18 bullets, with the watch started on the first shot and ended on the 18th.
The DPSs were calculated by using the fire rates and an average reload time I figured to be 0.7 seconds (best I could get by timing).
The spreads are probably way off because I just eyeballed those. The price of Watermelon launch is off, I have to update the image.
I think one reason my stats may appear wrong is that the fire rates are surprisingly variable. They are not constant; thats why tapping tapping rapidly makes most guns shoot faster and some shoot slower. I tested this over a few days totaling probably 4-5 hours of measuring the different stats multiple times and calculating averages and I'm certain that tapping makes a dramatic difference in fire rate. Also walking around will sometimes cause two bullets to fire more rapidly, especially with the Chaingun. Even if a gun is hard-coded to have a certain fire rate, some other aspect of the engine may be affecting their actual in-game value.
About the changes... I don't think the guns are balanced ideally. I realize there is consideration put into them before they are released but I don't think thats enough to even them out. You have to test them for a really long time and use them competitively, and on top of spar resets I've played 12k+ spar matches, seen every gun used many times and wouldn't suggest the changes I did if I didn't genuinely believe from experience they would help.
If all the guns were made to have a counterpart then why are only a few considered viable in PvP? Believe me if the underpowered guns were balanced then we would have found them and would be using them... And I remember when the nature weapons were released, they were extremely ill-balanced and it wasn't until lots of people including myself pointed it out that they got changed. If it can happen then, why couldn't it happen to the other guns?
About the three suggestions I posted, what is wrong with them? Flower Gun is currently the most popular PvP gun because it takes 7 hits to kill an enemy as opposed to the 8 it takes with the old popular guns. It costs only 6,500, so what reasoning is there behind how powerful it is?
And do you really believe the Apple Launcher is balanced? It has the same damage as flower gun, costs the same, but fires almost half as slow. I don't see how that is countering anything... it looks like an oversight.
And the Watermelons gun: if you believe giving a gun 8 damage compensates for having a 1.4 fire rate, then you ought to try sparring with it. 33% more damage than Green Rifle... but less than half as fast of a fire rate. In reality, the damage means nothing without the bullets needed to pin an opponent into a position where they will be hit. The Watermelon shoots slow and the watermelons travel slow: if you are sparring a competent person they will just move out of the way.
I don't mean to come off as aggressive or anything, its just that I feel after playing so long, and spending hours doing test, my suggestions shouldn't be kind of dismissed just cause I didn't make the guns.