Auto Rifles
It seems since the last update, auto rifles have not been able to perform as expected. Considering the changes we made to pulse rifles our small adjustments should be enough to make them more balanced. The goal is make autos an effective cqb weapons that can possibly content with mid-short range with steady aim. The doctrine of passing style weapons were left untouched because of its ability to inflict flinch and rapid damge.
-Slightly increased handling for all autos
-Slightly increased ammo in clip for legendary high impact autos
-Slight increase to precision damage for mid and high impact autos
-Slight reduction in damage fall off when range is added via perks
Pulse Rifles
Pulse Rifles are intended to be a great mid range option that rewards pulse control, but testing has revealed certain weapons (Grasp and Dragon) can be used effectively in a wider variety of ranges.
-Increased the damage fall off for all pulse rifles archetypes thus making the range stat more important when trying to prioritize stats
-decreased the amount of flinch for high rate of fire archetype
Scout Rifles
Scout Rifles are in a good place and are looking stronger with this update with increased damage fall off on Pulse Rifles, so the only change we made will help scouts maintain their dominance in mid-long ranges without becoming overwhelming in mi-short
-Slight decrease to weapon handling
Hand Cannon
A controversial weapon type ever since we implemented the bloom mechanic. We decided to remove bloom altogether. Now there will be less emphasis on finding perks to increase range. As a result, certain precautions needed to be taken in order to avoid Hand cannons from becoming the dominant force they once were.
- increased damage falloff at mid-long and long.
-reduction in stability across all archetypes. In certain scenarios pacing shots will be necessary
Exotic Primary
Many of exotics needed to be adjusted for the sake of balance or because they were not being used
The Last Word
Already belonging to the fastest firing archetype, the fan fire perk further increased the fire rate. As a result, we removed the bonus fire rate given. It can still fire continuously. To further emphasis its roll of a hip fire weapon super close combat weapon, we brought back increased precision damage on hip fire precision shots!
Thorn
With the stability reduction already implemented on hand cannons, we felt there were no more changes that needed to be made
Hawkmoon
We decided to remove the Luck in the Chamber and Holding Aces. The replacement being Icarus and a new perk named Swift Talons(name is a work in progress) which has the effect as follows, increased precision damage will in air. Start flying!
Hard Light
Fixed the glitch that caused the firing animation to actually represent the stability on the weapon. No more crazy bounce.
Fabien Strategy
-Increased base stability
Red Death
-Increased range and stability
-Added head seeker as an intrinsic perk
Special Weapons
Shotguns
Shotguns are intended to be the ultimate close range weapon. They perform the way they are intended save for a few exceptions. Ever since its comeback, Matador 64 has dominated the crucible by being able to kill in farther ranges that is appropriate for a shotgun. After the changes, they still perform well, but within its intended ranges.
-removed range finder as a possible perk roll for high impact shotguns. Replaced with knee pads.
-removed auto fire as a perk than can drop for mataor 64.
Sniper Rifle
The flinch that was implemented is working as intended. Unfortunately all the other adjustments may have pushed too far.
-Increased handling and aim down sights, thus returning them back to where they used to be before the previous nerf
Fusion Rifles & Side arms
Good place, nothing to see here
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This post is cancer. But thanks for making idea!