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It's up to everyone's opinion on what's good, what's strong, and what's OP, and try to balance the weapons as they see fit. A very common mistake players do is setting bunch of limitations on default weapons, but none on crafted weapons. This can become very cheesy, and someone might (and often will) craft a very strong / OP weapon, like ming vase or TF2 turret very early, breaking the whole weapon balance of the game.
I feel as though certain weapons simply do not have any place in the game (in most cases) and should be *extremely* rare, like a 1% chance of getting one in a weapon crate.
I think that anyone who has a decent amount of experience with the game knows what is good, strong, and/or OP. The more OP the scheme is (either via starting inventory, or lots of crates, or lots of crafting materials) the less fun it is to play and people need to start thinking more deeply when it comes to scheme design before hosting god awful games.
And for the people who say that crafting adds strategy to the game, try this little experiment: Play 3 matches with a friend with crafting on and crate drops. Then play 3 matches with crafting off and no crate drops and then tell me which mode is more competitive and strategic. It becomes quite clear that crafting and crates REMOVE skill and strategy from the game and do *not* add to it.
In so many matches it almost doesn't even matter if you're good because random luck often wins the day
All anyone does is just hide and wait for SD and save their homing missiles / jetpacks / etc and hope to get some easy last second win. It's trash. If you turn off sudden death it's more about who is actually the best rather than most lucky.
Like I said before, if you're going to include high-powered weapons in schemes you need to consider how many players are in the game. If you have an item with, say, a 7 round delay on it and you have 6 players, that's 42 turns before it goes online. At roughly 30 seconds per turn that's 21 minutes into a match before those items become available. What is the point in waiting that long? All it does is just chaos and ruin the strategy and positioning that came before.
It's ok to have a handful of powerful items in a scheme, but when you have lots of movement utilities (ropes and jetpacks), lots of crate drops, lots of vehicles, lots of crafting materials, and powerful weapons... that ends up being a lame match that anyone can win depending on how the luck goes.
I strongly recommend people to try playing matches with no crates, no crafting, no sudden death, and no vehicles. Some people might complain that it takes too long but it really doesn't most of the time. It's so much more satisfying to play a match when the starting inventory is well-balanced and there's no randomness or luck involved.
People who set it so that nanas are available only into sudden death have a screw loose. Why incorporate such a high damage, high destruction weapon so late into the match?