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If the weapons overperforn at low level dives, then they nerf them.
They don't plan 7-9 difficulties where your weapons really matter.
Shotguns are actually effective at long range in real life, and DON'T have the ridiculous spread seen in games.
I LIKE that shotguns are realistic and do damage at range, because this is one of the few games to get that right.
The SMG is probably better suited to the enemy it's doing damage to, while the main weapon and machine gun are probably less suited to where you're shooting.
The game is FUN, especially when you get to play with a squad that has voices active, so you can coordinate strategies, laugh at exploding yourselves, and share the fun.
Yes, there could probably be some better balance choices, but I'm betting a lot of the issue is that the guns vary in armor penetration and such.
- Where *is* the giant handheld toxin sprayer weapon for use vs bugs? (want general purpose? say its "acid" instead. Makes more sense than using a flamer on bots.)
- Where *is* the handheld directed EMP weapon for use against bots?
- Where *is* the suit of armour or helmet that gives protection vs the bugs' acid and/or divers' own gas stratagem?
- Where *is* the "attention seeker" grenade used in almost every zombie horde game?
- edit add: Why *didn't* the polar-themed addons give cryo weapons and armour that resists it? Cryo damage is already in game from PLANTS ffs.
I'm guessing making new visual models is easy, but a new mechanic is difficult.
Well, in reality it all depends on the caliber, barrel length and the amount of gunpowder used. By the way, you can also attach longer barrels to submachine guns, for example in a bullpump design. In games you can do it as easily as you said, and maybe it should be that way. The SMGs with high rate of fire and light penetration normal magazine capacity and fast reload, the ARs with lower rate of fire and medium penetration but high capacity and medium reload, the sniper rifle with lowest rate of fire, very high damage, very high penetration but low magazine capacity and slow reload, the shotguns with no penetration but high Damage and stagger at close range, with low capacity and medium or fast reload, depending if its mag or single reload, yeah and the mgs, with very big mag, medium pen and slow reload depending on mag size.
But there are also special weapons and it is difficult to accommodate everything in such a way that nothing is unnecessary and everything can fulfill a role. I think one can see, that this is already a lot of work. I'm so glad I'm not a developer who has to balance weapons and abilities in a game ha ha ha xD
Obviously mechanics are hard. Especially when they are set on releasing multiple guns every month.
Last time they released a gun with a mechanic (Eruptor) they broke explosions in general and then dumpstered the thing by fixing its bugs.
That's what we can expect when a gun with a new mechanic gets released I guess.
Bullpup… bull pump is something you do at a cattle ranch.
I don’t want to see the bull pump cryo shooter :D
Arrowhead's balancing department is in a sad state right now.