04-23-2022, 12:03 AM
I've noticed some big balance issues that are issues right now that make me sad, so here they are
The t's and detectives have too many credits. As a detective on any given round I can buy almost anything in the shop. And as a T near the end of the round I can have almost 10 credits most of the time. There's no strategy to buying T weapons when you never have to worry about running out of credits.
The red dragon tmp is way too powerful to be a secondary gun. It outclasses most primaries (at least at close range) and needs a nerf. Either the damage needs to be reduced, the clip size needs to be reduced, or the fire rate needs to be decreased. At this point it's a free second primary gun
The new silenced scout vip weapon isn't too much of a problem, but the issue is that it's not in slot 3. This creates the situation where someone can have the overpowered red dragon in slot 2, a regular primary in slot 3, then the slienced scout in slot 8. Basically they have 3 primary weapons they can switch between instantly, and can be effective at any range they want at any time. Snipe someone with the silenced scout but someone sees you? No problem, just mow them down with the red dragon. Then when you run out of ammo with that, switch to your shotgun and take out all 3 people that busted into the room. If you only had a scout and a deagle, it would actually take skill to make it out of there alive. And it's also very difficult to tell when you are getting shot by it (and I think it has less recoil than the regular scout?). So if it stays in slot 8, it should only have maybe 5 shots total and have more recoil. Or move it to slot 3 and make it do 45 damage body shots max
The T defib is too strong the way it is, a traitor with 5 health can just revive someone in a t room and significantly increase their chance of winning (this wouldn't be as big of an issue if credits were more scarce). The revived person should only have 20 hp, not be able to open the t shop, and not even have a crowbar or magneto stick when they spawn.
The barnacle weapon is too strong because the T can place 3 of them and they are too hard to avoid. In certain doorways you can't even see the barnacle until you are caught in it. I get that it's not an instakill so it can be a bit more hidden, but maybe there should be a window of time where the trapped player has control of their gun and has a chance to break free, and limit it to 1 use per T. At least with the melon mine there is a delay where you have a chance to avoid it.
The invisibilty cloak is too strong because it allows the T to move around a very far distance at a very high speed while invisible with no penalty. The T should be limited to walking speed while cloaked, or it should have a cooldown for how long you can cloak, and how long you have to wait in between cloaks.
Finally, why was the scout buffed to do 65 damage body shots? At 50 max there is a chance that it would take 3 shots if you hit the leg, so there is more skill involved. With 65 damage body shots, you don't really need to aim for the head, and you can 1 shot a greater percentage of people who have already take damage. You can mostly spam it at people and they will almost always die in 1 or 2 shots
The t's and detectives have too many credits. As a detective on any given round I can buy almost anything in the shop. And as a T near the end of the round I can have almost 10 credits most of the time. There's no strategy to buying T weapons when you never have to worry about running out of credits.
The red dragon tmp is way too powerful to be a secondary gun. It outclasses most primaries (at least at close range) and needs a nerf. Either the damage needs to be reduced, the clip size needs to be reduced, or the fire rate needs to be decreased. At this point it's a free second primary gun
The new silenced scout vip weapon isn't too much of a problem, but the issue is that it's not in slot 3. This creates the situation where someone can have the overpowered red dragon in slot 2, a regular primary in slot 3, then the slienced scout in slot 8. Basically they have 3 primary weapons they can switch between instantly, and can be effective at any range they want at any time. Snipe someone with the silenced scout but someone sees you? No problem, just mow them down with the red dragon. Then when you run out of ammo with that, switch to your shotgun and take out all 3 people that busted into the room. If you only had a scout and a deagle, it would actually take skill to make it out of there alive. And it's also very difficult to tell when you are getting shot by it (and I think it has less recoil than the regular scout?). So if it stays in slot 8, it should only have maybe 5 shots total and have more recoil. Or move it to slot 3 and make it do 45 damage body shots max
The T defib is too strong the way it is, a traitor with 5 health can just revive someone in a t room and significantly increase their chance of winning (this wouldn't be as big of an issue if credits were more scarce). The revived person should only have 20 hp, not be able to open the t shop, and not even have a crowbar or magneto stick when they spawn.
The barnacle weapon is too strong because the T can place 3 of them and they are too hard to avoid. In certain doorways you can't even see the barnacle until you are caught in it. I get that it's not an instakill so it can be a bit more hidden, but maybe there should be a window of time where the trapped player has control of their gun and has a chance to break free, and limit it to 1 use per T. At least with the melon mine there is a delay where you have a chance to avoid it.
The invisibilty cloak is too strong because it allows the T to move around a very far distance at a very high speed while invisible with no penalty. The T should be limited to walking speed while cloaked, or it should have a cooldown for how long you can cloak, and how long you have to wait in between cloaks.
Finally, why was the scout buffed to do 65 damage body shots? At 50 max there is a chance that it would take 3 shots if you hit the leg, so there is more skill involved. With 65 damage body shots, you don't really need to aim for the head, and you can 1 shot a greater percentage of people who have already take damage. You can mostly spam it at people and they will almost always die in 1 or 2 shots