I think it's possible to get a game near balance. The game is pretty close to where it should be balance wise in PvP. Some things that I would like to see changed. Scouts/Pulse rifles having less stability unless super speced for stability. High impact pulse rifles requiring 6 headshots to get a kill not 4-5 and a body. Hand cannons getting an ammo buff 8-10 bullets (It is as bad as alpha/beta destiny now). Hand cannons getting a slight buff to range. Auto rifles getting a slight buff to impact. Rangefinder getting removed off of shotguns, and instead buff close and/or personal. Snipers need less stability, and more recoil from getting shot at. With that I think we'd get a pretty balanced PvP.
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I can't believe I'm going to say this, but the most PVP balanced game for me was Battlefield 4 and Cod Black ops 2. I'm being serious with Black ops 2. all weapons were used commonly
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For how much shit CoD gets most of the guns are pretty balanced. While some outliers exist (which I think they do intentionally) the games are pretty balanced for the maps that they play on.
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True. the only weapons I saw were "10/10 nothing can beat it" was the ripper and maveric on COD GHOST, and those were Pay2Win guns. The Ripper was the best gun for everything, one shot in Hardcore and switch between sub-machine gun (close and medium range) status to Auto rifle (Long range) status with the click of one button
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For me, this is how autos should go (Way to fix) Make the precision multiplier to 1.50 as before. Not 1.25 Buff the damage of auots as in launch..... BUT make damage drop-off even more severe. All autos a slight buff, but the slower rate of fire/highe impact it has, the less severe it has. And precision multiplier to 1.50, or or 1.375 Make autos as they were in 1.11 (I think that was the update that killed autos and buried them for good) in other words, damage/impact as in 1.11, and the damage drop-off range and stability values as 1.11
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I'd like to see Rangefinder be moved to ARs. They definitely need the precision damage buff (probably to around 1.35-1.45). ARs need to be close-medium beasts that can only be outplayed by HCs (due to recoil caused by HC shots). Buffing their multiplier should reward high end play while letting them not become dominant.