There are other causes to this issue.Strict31 wrote...
Rokayt wrote...
Sustained fire weapons also do not necessaraly give better DPS over guns of the same weight as well, due to the one shot weapons having reload canceling.Strict31 wrote...
I think we should be looking to the cause.Rokayt wrote...
Strict31 wrote...
K1LL STREAK wrote...
It would take something like this rather than simple damage buffs to make the game evenly balanced.
Any thoughts?
I also don't think damage buffs or enemy nerfs are necessarily a solution, because it's Gold, after all. And you can't tailor a game change based entirely upon one level of difficulty.
Ultimately, Gold is the least casual difficulty mode. People who play gold generally have higher expectations in terms of game balance. Warning flags should fly up when a gun is practically unusable in gold mode for various reasons.
The Locust, Vindicator, and Avenger all need love for gold.
It already takes longer to kill a trash mob with an Avenger on Gold than it does on Silver. That's because that trash mob has more Health on Gold. It's a tougher difficulty, so that is to be expected. But the Avenger will still kill that Trash mob.
The difference is the amount of time the player can devote to firing without being killed in the face. And on Gold, the reason for this is increased hit probability against the squad.
The way I figure it, you have Avengers doing more damage, and that upsets their balance on lower difficulties. Lowering enemy Health/Shields/Barrier on Gold would only have an incremental impact because the enemy does not care about suffering damage in the process of accurately hitting you from across the map.
It's the enemy accuracy that makes sustained-fire weapons problematic to employ on Gold.
In my opinion, of course.
Also, sustained fire weapons on average hit for 1/5th of their normal damage when firing on a target that isn't killed by 1 shot from the single shot/slow shooting guns. Making them tactically insignificant, as their designated targets still die instantly from single shot weapons, and they are worthless against the single shot weapons intended targets.
Again, if you increase the damage to a given AR just to make it useful on Gold, it will imbalance that weapon on lower difficulties.
Sure, I'd like for the Phaeston to do more damage per shot on Bronze or Silver. But I don't need it to do so. I'm not getting punished on Bronze for hanging out of cover, hosing an enemy down with bullet sauce until they fall over.
But this does happen on Gold, because enemy accuracy is dialed up to 11. As I have said before, it is this specific factor which necessitates the ability to do as much damage as fast as possible on Gold. It creates a world of difference in the leap from Silver to Gold.
It is a change in the parameters of the match. My suggestion is to dial back that parameter change; not to change weapon damage, because that seems like the less invasive alteration.
The fact that the phastron does 5, instead of 40 damage to about half of all enemies you could expect to appear is incredibly major.
Right now, any weapon that inflicts less then about 65 damage at its base simply cannot be deployed in gold, due to it being incredibly impractical otheriwise. (GPSMG exluded, due to having a ROF 2.8X the next in line for top ROF.)
Dialing this back would be nice, but a tremendous ammount of the difficulty of gold would vanish if the DR was removed, and a series weapon attachement would instead be trivialized instead.
With a proper build one can take enemy fire while inflicting sustained damage, but one cannot inflict more then 20 damage to half the enemies in gold with a shockingly large portion of the guns. A salarian can fire a clip of the phastron without fitness with proper energy drain utilization without taking cover, but one cannot kill things such as a pyro with it with half the efficiency of characters who use harder hitting guns, slower firing guns of the same weight.





Retour en haut






