Here at BSN, we have a pretty well defined schism: people who want weapons balanced and those who dont. Personally, I see a lot of ignorance and undue aggression on both sides of the argument. Basically, I'm posting this thread to explain the rationale behind the argument in favor of balance, so we all can have a grown up discussion. Aditionally, it should be noted that I only speak for myself on the matter.
1. The idea of balance (both 'nerfing' and 'buffing').
-I think what makes this topic so heated is that balance itself is incredibly difficult to achieve, especially in a game like Mass Effect where you have so many options. Guns can shine in one field and falter in another, so how does one compare those separate fields and attach the optimal numbers?
The most obvious example I can think of to illustrate is the Tempest vs. the Locust. Both guns personify the idea of the typical SMG well; light, with a high rate of fire. The Tempest, for one, shines in its damage, which it exchanges for accuracy. The Locust, on the other hand, is very accurate, but has low damage. However, we can all agree that the Locust is trash-tier, no? This is where balance is hard: how much damage can the Locust get without being better than the Tempest? Now, apply this conflict to other weapon types that have many more different variables: for instance, the Krysae vs. the Widow. Where exactly can we put the Krysae's damage so that its other advantages (AoE damage, weight, less emphasis on aim while maintaining full damage, multiple round clip, ignoring shield gate) stack up so that its comparable to the Black Widow's straightforward, single-target damage? Its a trick question: this is an impossible calculation, we can only get a relative comparison. Guns have so many variables, and none of them are equal.
How big a role does Rarity play in a gun's effectiveness? How much damage should a gun with a huge clip deal, in comparison to one with a small clip? How does weight factor in? And what about sustained fire: its riskier, shouldn't it be rewarded? But if its rewarded too much, high 'burst damage' weapons could become moot. These are all points that need to be considered!
Its daunting, no doubt. And this leads into my next point: Why is this all even necessary?
2. Why is balance necessary?
-ME3's MP is a cooperative horde mode, where everyone gets roughly the same amount of experience and credits. The most commonly given argument against is 'If we're on the same team, it doesn't matter when your teammates are stronger than you'. I, for one, think this is a moot point. When you put a gun in a game, its meant to be used. This may seem obvious to you, but how many of you use your Eagles and Incisors? Why are they even there, then? When I present this idea, many would say: 'Well, buff them, don't nerf.' Well, here's where the biggest misconception about the pro-balance guys lies: Everyone wants these guns buffed. Yes. I do, the nerfcryers do, GodlessPaladin does, and Stardusk does.
If that's out of the way, what's the problem? Well, here's the thing: if every gun is as effective as the best gun, where does that leave game difficulty? When new guns are released and they're better, do all the other guns get buffed up? No, that isn't a good idea; BioWare would need to buff the enemies too, in order to keep Credits valuable. How about instead, we establish a baseline: Balance weapons so that every gun makes Bronze easy, Silver moderate, and Gold difficult? You know, how its supposed to be. A sniper rifle that steamrolls Gold is simply going to get Infiltrator picked more. This leads to stagnant gameplay, and everyone gets bored faster. Who wouldn't want to play a game where everyone is playing a fresh class, instead of seeing GIs, SIs, and AAs with the same cookie cutter builds?
3. 'If you don't like it, don't use it' / 'This isn't pvp'.
-Section two encompassed this idea, but I feel it deserves its own section. If you want the game to be difficult, then restrict yourself. Well, this has two problems.
- If I restrict myself, how am I helping? - This is a co-op game. Everyone, no matter where you stand, hates when a leecher sits in on their game. Fighting with 3 instead of 4 is tougher and more time consuming, not to mention that leecher is going to get full credit for your work (which, again, is more substantial than if he played). Take a look around: how many threads are there complaining about others not pulling their weight? If I restrict myself, how is that helping anyone? If anything, applying your own rules to a public game is selfish.
- If you want something nerfed because it kills you in pvp, you don't understand game balance. - People who truely value balance don't ask for nerfs because they're salty about getting killed. In actuality, its best to pull your own preferences and skills out of the equation when discussing balance. When a skill, gun, class, or whatever is so powerful that it has no weaknesses, or its weaknesses fall short to sufficiently counter its strengths is when it should be considered to be nerfed. Example: The Hornet is very effective as far as light weapons go, but its kick is a solid counter to its strengths. The Avenger is an easy gun to max, has a solid clip size and weight, but falls short in higher difficulties. Its ease of use and unlocking is its strength, and its low DPS is its weaknesses.
- There seems to be a convulated opinion as to what we want. No, I don't want everyone to use the Black Widow. I don't want more Falcons and Eagles. And no, I'm not jealous that new Krysae outscored me, score doesn't matter (Defense Bubble, Tac Scan, I'm looking at you). What I want to see is everything having a use, to have options. Quarian Engineers and Human Adepts should be getting picked, not kicked; they should have a useful role on a team that isn't completely eclipsed by the others. There shouldn't be end-all, best options in every situation; they all should have a useful role.
So, there's my





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