Hey Runners,
Rare Weapon Rebalance (Part 1 - Raw Damage)
Problem:
Inconsistent rare weapon dmg progression - too many rare weapons that are not viable whilst some are OP. Some OP are low TL whilst some bad weapons are high TL.
Solution:
Rare weapons have had their damage numbers rebalanced to fall in line with their TL (e.g Higher TL = More dmg). This means some weapons have been nerfed but most weapons have had an increase to the overall dmg they output across categories.
AoE weapons have been buffed inline with their TL too, however with a lower multiplier so direct dmg to an enemy will always do more dmg then AoE.
In preparation for introducing more distinction between Spy vs PE (and other classes through roles) I have taken the decision to buff the dmg of both Rifle + Pistol a little too. Atm this means that any user of these weapons will be doing more dmg then before. During a later update higher TL dex weapons will be more difficult for PE to reach and they will have to make a decision between resist / psi utility / weapon dmg / etc. A step in the direction of making spies glass cannons and PE more jack of all trades master of none.
TLDR:
Weapon dmg numbers have been buffed (majority have anyway) and reorganised to closely tie dmg output to their TL. This includes AoE with a lower multiplier
Weapon types updated are: Heavy, Melee, Pistol, Rifle, Drone - PSI will follow in another update
Rifle + Pistol do most dmg, Cannon + Melee after this, Drone after this
This is WIP and not set in stone
Foreseen fallout:
This WILL have an impact on lower TL versions of rare weapons and these need to be tested to ensure that they aren't much more powerful then low TL rares
Next Steps:
Test these changes on PTS
Work on weapon characteristics such (freq, handling, range, dmg type shake up, etc)
Update Specifics:
- Heavy weapon damage rebalanced
Weapon Type Change %Winding Arguement -25% Summer Leech -6% Ionic Shotgun Cannon -7% Ravager 17% Equilibrium of Forces 4% Cursed Soul -10% Malediction 5% Doom Beamer 27% MIRL-600 Warhammer 17% - Melee weapon damage rebalanced
Weapon Type Change %Paw of Tiger 8% Perforator 15% Peacemaker 12% Claw of Lizard -4% Vien Ripper 9% Blade of Ceres 4% Soligen's Finest 15% The Dentist 14% Blackmist's Remorse -4% Hurler King Knuckles 17% Zsu Sun 14% Thunderbolt 9% Paw of Bear 8% Warbots Bane -14% Devils Grace 10% - Pistol weapon damage rebalanced
Weapon Type Change %Wyatt Earp -23% Liberator 0% Ionic Shotgun Pistol 0% SWAT Pistol -23% Judge -9% Xbow Pistol 12% Anarchist 20% Steiner -13% Beam of Hell 6% Sucker Punch 27% Freeman 9% Craftsman Dream -6% Ray of Last Hope 7% Dreadfire 11% Executioner 9% Ceres Handgun BHG-9 0% - Rifle weapon damage rebalanced
Weapon Type Change %Terminator -8% Ionic Shotgun Rifle 3% Ray of God 6% Thunderstorm -7% Reaper 9% Libra 33% SWAT Assault Rifle 13% Redeemer 34% Second Love -23% Infiltration Assault Rifle IAR-47 13% Healing Light 22% Ceres Assault Rifle CAR-47 15% First Love 17% Disruptor 31% HVSR-90 Ronin Sniper Rifle 14% - Drone weapon damage rebalanced
Weapon Type Change %HEW Adv Assault Drone GAL-3000 -10% Revenge 18% HEW Adv Assault Drone PLC-1000 -15% Hew Heavy Assault Drone FA-1000 14% Hew Adv Battle Drone FC-1000 -18% HEW Adv War Drone RK-1000 17% Raging Weasel Ceres Ion 7% Devastator Ion Drone 11% Particle Nemesis -1% Raptor 36% Mosquito 47% - Mosquito firing range increase by approx. 800%
These changes scale down to lower TL version of the weapons and there if a rare got a buff / nerf the lower TL will have received a similar sort of change.
The below charts show each weapon type and the dmg curve you can expect as your move from the lowest TL rare to the highest TL rares, compared against current progression.
STR.png
DEX.png
For those who can't see these images: https://imgur.com/a/w1Sl6kU
I encourage you all to test and leave feedback below