I've made several posts about the "cheese" currently in PvP, and it's apparent to most people that this cheese is due to special weapons.
Just to point out, I DO NOT WANT SPECIAL AMMO NERFS. In my opinion, limiting special ammo slows the game and only artificially deals with the problem. That's it.
My proposed solutions are actually a mix of buffs and nerfs to special weapons and straight buffs for primaries, but I'm not a game developer so feel free to reply with input.
1. Shotguns. Shotgun OHK range needs to be about 8 meters. 7.5 at the least. However, past that point, range dropoff needs to be far more steep. "Cleaning up" with shotguns should still be possible against a weak target, but that's it. This change will reduce the effectiveness of "aping" while allowing skilled players to still use their shotgun effectively.
Also, pellet spread RNG needs to go. No matter what the OHK range is, a dead-center shot needs to be a kill, not "RNG hates you so you die."
Lastly for shotties, quickdraw needs to go on aggressive frame and pellet precision frame shotties. A long OHK range should be brought down by low handling. However, all enhanced Armor 2.0 perks needs buffs across the board. This way, if a player wants to get better handling, they can actually INVEST with a mod or exotic, rather than get quickdraw. Enhanced shotty can't equal to quickdraw, but it should be a more noticeable boost to handling.
2. Snipers. Snipers are balanced, except in the case of flinch and aim assist both dragging reticles to the head of their target. Now all you have to do is shoot between shots and you'll get a headshot you didn't work for. I say significantly reduce flinch across the board, but make flinch consistently stray the reticle slightly away from the head. This way, a headshot through flinch is achievable, but is a demonstration of skill rather than luck/abusing AA and flinch.
3. Fusions. Buff all non-high impact fusions in terms of damage per bolt slightly (if reasonable don't know the damage numbers myself). If not, a hit detection buff for sure. Maybe reduce the spread of the bolts as well. They need to be extremely consistent within their intended range.
High impact fusions should not be able to roll back plan. (This perk essentially removes sound queues, visual queues, and the main drawback of the archetype with now downsides. It's all "give" and no "take.") High impact fusions needs a range cap of 25 to 28 meters (3x that of shotties). This way, they'll be extremely consistent against shotgunners while it will have to face the key drawback of its archetype - charge time. (At 35 meters, weapons with a TTK fast enough to kill it lose their lethality, making the long charge time a non-problem.)
Implement a range cap on fusions that is related to impact. Higher impact = further OHK distance. High impact is at 28 meters, next is 23, so on and so forth. Fine tune those numbers.
Last for fusions, they're currently hit scan. Make the bolts have travel time, but buff the hit detection significantly so we don't have "ghost bolts." Even fusions needs a skill gap people.
4. Autos and SMGs. Body shot TTK buff for autos and the close range SMGs. Slight range buff for high rate of fire autos. These weapons require a constant line of sight, which isn't achievable often. This will make fulfilling their purpose of CQC and mid range combat difficult if they require 95% crits. This buff will directly serve to counter shotguns and some fusions.
5. Hand Cannons. Extend the damage dropoff point of 110s and 140s RPM HC. Reduce the range pentaly on 110s. Make 140s be able to kill in 2 crit and 1 body shot. (They're currently just worse 150s.) These changes will help against high impact fusions and snipers (peek shotting).
6. I'm not getting into armor, as most exotics need a buff and that's too long of a list. But as mentioned previously, buff all enhanced Armor 2.0 mods across the board. (Maybe increase energy cap to 12 as well.)
Feel free to upvote if you agree and reply with some more suggestions. I'm curious about everyone's ideas. And please, no "nerf it into the ground because I hate it and everyone uses it" posts. Those nerfs ruin the game and we all know it.
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2 RepliesI don't agree with your changes to Hand Cannons. What you suggest would make scout rifles even more useless than they already are. HC's already encroach into scout rifle territory and, in most cases, wipe the floor with them.