Overall we have very balanced weapons right now, but still it can be improved.
No big/huge changes will be done, but lot of small changes to see if we going to right directions.
When we see weapons in use and if outcome is not desired, we can revert changes.
Small changes can bring up new weapons to use in meta and it will increase variety of builds.
- = Chances
* = Notes
Throwable WeaponsOnly Frag Grenade is being used at the moment. After changes each of these weapons got more usability.
Throwing Knife
-Added +4 critical chance
-Weight lowered from 453grams to 113grams
*This would give only a bit more dmg, but more desirable more weapon drops and cripples and knockdowns.
*Less weight allow sneaks to use this weapon in decent amount. You need to make choises how much extra weight you want to take not to be exposed too much.
*Currently not much used weapons.
*Low AP cost, reduced weight and critical bonus added this weapon can be used in sneaks, ninja builds, fast shot spammers 1AP/shot and tb builds 2AP/shot.
*Dmg is low but vs non armored character it is still decent dmg. It is more about effect and caused chaos.
Grenade (Frag)
-Weight lowered from 453grams to 220grams
*One of the most used weapons in game, it has many uses for many types of builds for both pvp and pve. Right now 1v1 fights frag grenade are not the best, but in team support it is really amazing to cause good dmg, knockdown effect for low AP cost.
*Less weight allow sneaks to use this weapon in decent amount. You need to make choises how much extra weight you want to take not to be exposed too much.
Grenade (Plasma)
-Increased dmg from 80-100 to 85-100
-Increased knockdown rate from 25% to 35%
-Weight lowered from 453grams to 220grams
*Then botb grenade types would have it uses. Plasma for damage dealing purpose and frag for locking down enemies.
*Increased knockdown rate would make this weapon preferrable used over Frag and because it is harder to craft both grenades would have it uses.
*Less weight allow sneaks to use this weapon in decent amount. You need to make choises how much extra weight you want to take not to be exposed too much.
Molotov Coctail
-Blast radius increased by 2 range
-Dmg type changed to fire
*This weapon has high AP cost and low damage. Increased blast radius would make this weapon usable vs toilet tc to give just a bit pressure.
Close Combat WeaponsRare melee weapons should be somehow better or unique compared to those you can craft. Each of them have different kind of benefits to fit their roles.
Spear
-Range increased from 2 to 3
*Ghouls in necro can hit you a bit further so harder to avoid them.
Sharpened Spear
-Range increased from 2 to 3
*Ghouls in necro can hit you a bit further so harder to avoid them.
Ripper
-AP cost Reduced from 3 to 2
-Dmg reduced from 25 - 46 to 25 -40
*Not much uses compared to other melee weapon of same tier.
*This change would make this weapon for favourate melee spammer when HtH attacks perks compined with this weapon. Then it would be 1ap/hit on unaimed.
*Reduced dmg lower dmg output a bit to compensate lowered action point cost.
Cattle Prod
-Added +5 base critical chance
*This weapon strenght depend on criticals and it is very good vs metal armors
Super Cattle Prod
-Added +10 base critical chance
*This weapon strenght depend on criticals and it is very good vs metal armors
"Little Jesus"
-Roll bonus increased from 8 to 16
*This melee weapon focus on critical roll which would be same roll as top tier TurboPlasmaRifle +16roll.
*This weapon is intented to go for highest rolls to have most chance for Knockout and Bypass.
*Range is 1, because it is only small blade.
Wakizashi Blade
-Added +10 critical chance
-Swing attack mode range increased to 2
-Thrust attack mode range 1 (no change), but min dmg increased from 30 to 40
*Wakizashi blade is intented to cause effects weapon drops and cripples. Added critical chance affect mostly for drops and cripples and only a bit for dmg.
*Added swing attack mode range to 2 would make this weapon much more versitale, because if you want to hit hands you dont want to get into 1hex.
*Trust attack mode is intented to use when you want to deal bit more damage, but then you also expose yourself into 1hex.
*After these changes this weapon works very similar as Super Cattle Prod with 2 diffecent attack options to use for different purposes.
Louisville Slugger
-Min dmg increased from 40 to 50
-Swing attack mode range increased to 2
-Thrust attack mode range 1 (no changes) and Knockback effect (no changes)
*Bigger min dmg = less randomness in damage. It is also nice buff for avarage damage. This weapon is best melee weapon for pure damage.
*Swing attack mode increased range gives this weapon better changes to figth vs bursters
*Trust attack mode would be better if want to use knockback effect.
*After changes this would be very similar as super sledge (super slege´s knockback only works if you hit from 1hex distance)
Small GunsSmall Guns have lot of variety of weapon, but only few is being used in current pvp meta.
H&K CAWS
-Weight Increased from 2267 grams to 6300 grams.
*This weapon dmg is awesome only if you sacrified all your tankiness.
*Increased weight makes it that sneaks that love to use this weapon will be seen much easier.
*After added weight 10PE character can see sneaks in front before sneak reach into bursting range (18hex), chars like 6PE can see tham about 10hexes only in front.
*So sneaks which want to use this weapon has to aproach from behind or target blind psycho bursters, which usually can endure 3 bursts.
*Caw is not op, when its not used on sneaks.
Pancor Jackhammer (T4 Shotgun)
-Added in game as t4 shotgun
-Can be crafted using 10x Metal Parts, 2x Tubes, 1x High Grade Steel, 1x Machined High Grade Steel, 1x Pancor Recipes
-6 Ammo per shot instead of 5
-Clip size increased from 15 to 30 (5burst)
-Range Increased from 16 to 26
*Dmg kept same 23 - 35
*Damage is much less than bozar or gatling laser damage, but you can burst 5 times before reload.
*Damage compared to caws see dmg tables below. It is good but not overpowered.
*Weight (5443 grams) not changed
.223 Pistol
-Base Critical Chance bonus added +5
-Critical roll increased from 4 to 6
*Right now this weapon not used at all
*This weapon as small gun comparison for plasma rifle (both range 35)
*This weapon can be masscrafted which is benefit compared to plasma rifle
*Versus non psycho build avg. damage would be just a bit lower (few %) than plasma rifle and vs psycho build it is lot worse. Enemies tend to have more normal resist than plasma resist.
*There is no projectile and lot lighter than plasma rifle, so those are benefits for sneaks which want to use this weapon
*Increased critical chance helps to cause cripples/weapon drops and it increase dmg on other body parts than eyes.
14mm Pistol
-Range Increased from 24 to 32
*Fast shot spammer weapon on psycho user (also work with psycho+accury Implant)
*Compared to pulse pistol this do a bit less dmg, but 5 hexes more range
HK P90c
-Damage increased from 16-21 to 17-22
*This small change will make this weapon weapon to work versus defense implant character. Because right now def implant char could tank two 1hexes.
*This increase also going to make this weapon to cause more damage than XL rifle. Right now it has been really similar damage with XL rifle.
XL70E3
-Range Increased from 40 to 42 for both single shot and burst
*This is highest range burst weapon in game, but damage quite very avarage
*Weapon is very versitale for many different situations
*This weapon has not been used much in long range fights in current meta
H&K G11
-Burst Range increased from 30 to 34
*Weapon damage is nice, but current range has been really awful.
*Weapon is one of the cheapest t4 weapons, but the ammo is really expensive.
H&K G11E
-Burst Range increased from 35 to 38
*With this change this small gun weapon range match with gatling and bozar burst range.
PPK12 Gauss Pistol
-AP Cost to shoot decreased from 4 to 3
*Gauss Pistol dmg is only a bit bigger than regular sniper rifle´s damage
*Benefit for this AP reduction is to shoot fast and cause lot of effect in long distance + decent damage.
*Gauss pistol damage compared to Gauss Rifle: Rifle damage is about 44-48% bigger.
Big GunsLight Support Weapon
-Range Increased from 35 to 38
-Dmg Lowered from 30-40 to 30-38
*These changes make it preferable used in mid-range fights instead of Avenger (Both got 35range and Ave better dmg).
Improved Flamer
-Range Increased from 7 to 9
*Not used too much in current meta
*7 Range was not enought to beat burster, since burster was able to get into 1hex while flamer animation was going on.
Vindicator Minigun
-Range Increased from 30 to 35
*This would match up with avenger and lsw range.
*Also this weapon is not used that much in current meta compared to bozar and gatling (40range), so range increase could make it bit more useful.
Bozar
-Single shot range increased from 50 to 55
-Added Weapon Perk Long Range
*Increased range making this weapon highest ranged weapon in game
*To do 2x Eye shots you need to have 16AP with brof
*Single shot damage not changed because right now single shot do much more dmg than sniper Rifle, but a bit less than Gauss Rifle
*Weapon perk added so character wont need 300bg skill to have max hit%. Wihtout this perk it could be impossible to reach max hit% at 55range.
Energy WeaponsSolar Scorcher
-Added Burst attack mode (Straight line burst, 3bullet burst)
-Ammo capacity 6 (2burst)
-Range increased from 20 to 26
*DPS build would do about 200+ dmg vs Naked chars & Kamikaze Sneaks
*VS Camk2 chars it would deal about 60+ dmg
*Ideal antisneak weapon, because low weight and enought dmg to kill unarmored enemies in 2 shots.
*Also no ammo to carry = less weight for sneaks.
Pulse Pistol
-Range increased from 18 to 26
-Base Critical Chance bonus added +5
*Just to make it more usable for psycho users (they have 26fov)
*Good weapon for fast shot spammers since attack is electric type, so no need to bypass.
Plasma Rifle
- Base Critical Chance added +10
- Base Critical Roll removed (8 to 0)
- Dmg changed from 30-65 to 45-60
*Dmg will be more constant. Same avg dmg for eyes as before, but more dmg on other body parts.
*Removed roll = less KO and less very high end dmg.
*Added critical chance increase fast shot builds dmg output and to cause more cripple/weapon drops and knockdowns. This also increase the chance of intented effects.
*Tesla armor would get it uses, because most dmg is not bypass (less roll) so it can be resisted more easily.
Pulse Rifle
-Range increased from 30 to 35
*To make it usable as middle range as we already have alienblaster (26range) and TurboPlasmaRifle (40range)
Ammo5mm JHP
-Change DR +40% to DR+35%
*This would mean damage resist 31% and less would be vulnerablity to JHP ammo
*Also Combat looter would certainly die with range 2burst using XL and Avenger
14mm ammo
-Ammo DR mod from -50% to -60%
*This would make this 14mm pistol better for fast shot spammers versus high resistances
Explosive Rockets
-Blast radius +1
*Higher Blast but lower dmg than AP rocket
*Good for controlling chokepoints