No long intro just my thoughts:
[b]Hand Cannons[/b]
- Remove bloom (did't work well in Halo Reach either)
- HCs have (arguably) the largest skill gap in the game make the the kills feel rewarding.
- Make the Exotics feel as there are named. Removing bloom will do it for TLW, Boost base range for Hawkmoon, Give Thorn more accuracy and and bring the DoT to where it will kill with "Head-Body-Body" shots so it will shoot on par with the HCs used.
[b]Pulses[/b]
- Remove HCRs or at least from the Hawksaw and Clever Dragon families.
- Use the Pulse damage layout from TTK, that was balanced until you could put max stability on the Red Death family. So minus Red Death lower the base stability making it harder to hit that 2 burst kill.
[b]ARs[/b]
- Bring back Y1 ARs, or something close. Sorry I don't have more on these I don't use them much.
[b]Scouts[/b]
- These are in a great place right now, leave them where they are.
[b]Snipers[/b]
- Remove the ADS flinch from the last patch.
- remove the range stat, I don't think a sniper should have a range limit. Replace it with a Accuracy stat like most other games have.
[b]Shotguns[/b]
- Don't nerf them into the ground, but make it harder to get a kill. The high impact ones should have lower range and remove range finder from them.
- Other families could use a range buff.
[b]Fusions[/b]
- Make the projectiles shoot tighter together and all at once.
- Fix the glitch where the projectiles randomly disappear when you die making a trade impossible.
- Give them a faster ready time, you almost need Quick Draw to use them right now.
- A stability buff would also be helpful
[b]Side Arms[/b]
- These feel fine right now, there might be a balance problem with the changes I have stated above though. In that case lower the Damage a little, some of them feel like LMGs are hitting you. I also think that they should not out gun HCs, which right now they do.
[b]Overall Changes[/b]
- Lower the flinch on Primaries A LOT. Be able to flinch someone out of hitting their target makes getting a kill more RNG and less Skill.
- Lower flinch on secondaries a little.
In my opinion Sub Classes need to be looked at as well but this is just about weapons. [b][/b]
English
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the medium and fast rate of fire hand cannons should be fine if they take the bloom away. the slow rate of fire hand cannons needs to be 3 hits kill, regardless of a headshot or not with a range gap obviously. the high rate of fire pulse rifles shouldn't have the range of a scout rifle or be able to compete with an auto rifle at close quarters.
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I think the "Head-Body-Body" shots work better for high impact, being able to 3 tap body would speed the game up too much. I agree with the Pulse range, but it wouldn't matter too much because they would be back down to a 4 all head shots burst kill. I view pulses as being on the level as ARs so I could go either way on the last comment.