THE FINALS

THE FINALS

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moo.tion Nov 6, 2023 @ 5:52am
Weapon and gadgets balancing
What do you guys think needs to be balanced?
I think Gadgets are a means to counter each class, right? Buffs for some gadgets that don't really affect counter play are also necessary, such as night vision gadgets.
Balance of weapons needs to be touch as well, like the FCAR because it has a smaller magazine than the AKM, it must have advantages other than the range supported by the scope, adding a laser as a buff to narrow the bullet spray for hipfire seems like a good idea.
Ahh, for the jump pad, I think the addition of a deploy placement mechanic so you can place it further to get a running stance is very important.
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Akameka Nov 6, 2023 @ 7:44am 
IMO :

Medium :
- reduce turret HP. The fact this thing can soak up as much damage as a heavy and cannot be ignored is way too powerfull, especially when stacked.
- Enhance cooldown on defibrilator.
- decrease initial healing power of healray, increase the healing power the more it gets maintained. Ability to regen only start to increase when damage is healed.
- Decrease colldown of moving abilities such as bumpers and ziplines.
- Decrease max HP by 25.
- give them the crash grenade to cancel abilities.
- slightly decrease stick'n 'shield damage.
- decrease splash damage of grenade launcher OR lower ammunition count and increase reload time. Increase direct damage.
- Give them breaching charge, as right now they are the only class with 0 demolition ability.

Light :
- decrease taser duration, decrease stunning power.
- decrease sword dps.
- reduce recoil on machine pistol. Increase damage fallover distance.
- Increase damage fallover distance for silenced pistol.
- reduce recoil of marksman rifle. Decrease rate of fire. Right now it is used point blank as a spam weapon, which makes no sense.

Heavy :
- Decrease splash damage of RPG, increase direct damage. damage over structure stay the same.
- decrease splash damage of C4. damage over structre stay the same.
- decrease damage or Firerate of auto-shotgun
- decrease splash damage of grenade launcher. Decrease the ammo count or increase reload time. Increase direct hit damage.
- Decrease max HP by 25 (50 might be a little too much)
- Increase dome cooldown
- Give them the possibility to take crash grenade.
- Decrease shield damage resistance OR don't allow ally to fire through it.
- I might wanna reduce flamme thrower damage, but I don't see a way to do so without turning the weapon useless. It already has very short range.
Last edited by Akameka; Nov 6, 2023 @ 7:45am
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Date Posted: Nov 6, 2023 @ 5:52am
Posts: 1