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Mc-war balancing.

Discussion in 'Ideas' started by chikenanater011, Apr 22, 2014.

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  1. chikenanater011

    chikenanater011 Well-Known Member

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    Today I thought I would make a big thread about balancing various things in mc-war.

    USP45: This thing really needs a damage buff, new people joining this server stand no chance against people with weapons such as c-bow, skully, raygun.

    M16: Despite being a starter weapon this is actually very capable weapon, though it could use a very slight damage buff to make it more competitive against better weapons, also I would like to see this being made a full auto weapon, 3 round bursts require more aiming where as you can spray and pray with full auto weapons, people who are new to the server will generally have somewhat bad aim, a full auto weapon allows you to get more hits without having to have such good aim.

    m1014: This weapon is an embarrassment, despite being a shotgun I will rarely ever insta kill with it at super short ranges, this is in dire need of a damage buff to even be slightly useful.

    l118a: I find this weapon to be fairly good as a starter weapon able to compete with weapons many tiers higher.

    m9: Though this weapon is a big improvement from usp45 I still feel if could use a minor damage buff.

    m4a1: This weapon does not really seem that bad, maybe a slight damage buff.

    spas 12: This weapon is honestly not much better than m1014 though it can actually insta kill enemies unlike m1014 I think it still needs a damage buff.

    dragunov: Nothing wrong with this weapon, no buffs or nerfs needed.

    magnum: This weapon is almost like a downgrade from m9, sure there is more damage but if is a 2-3 hit kill with a slow rate of fire and small clip, this should be 2 hit kill 100% of the time.

    ak47: I think this could do with a damage buff, I find myself unloading half a clip into someone to kill them fairly often.

    aa12: I honestly am not sure what to say about this weapon.

    barret 50 cal: This weapon is honestly useless, may as well be using l118a, it is no better if not worse than l118a, this weapon needs a slight damage buff and a rate of fire buff as well as a slight reload buff.

    desert eagle: this weapon is fine as it is, no changes needed.

    famas: Never used this weapon much, not sure about needed buffs/nerfs.

    model1887: The only truly useful shotgun in my opinion, A range nerf is needed though.

    MSR: Again never really used this weapon, not sure about buffs/nerfs.

    Executioner: I do not find this weapon to be very useful for anything other than oneinthechamber, a mild damage buff would make it more useful.

    lemantation: I find that it takes a lot of shots to kill a single person, a small damage buff would make this less ammo consuming.

    spas 24: Even though this weapon is not totally useless as a shotgun it still is no where near as good as model1887, a damage buff is needed to make it competitive with model1887\.

    l120_isolator: I do not have that much of a problem with this weapon though a small fire rate nerf would be good.

    Python: A very powerful weapon that is often not looked at, a slight firerate nerf and possibly reload nerf would be good (this is a rather fast firing weapon that is 1-2 hit kill)

    skullcrusher: this weapon is a really powerful weapon which is certainly overlooked, a damage nerf is needed, remember this weapon can kill you in a single burst and has a rather short time from the first burst being fired to the next.

    Typhoid: I find this weapon to have a really large spread of bullets making it almost useless at ranges of 3-4 blocks + an accuracy buff is needed, also a small damage buff.

    Dissasembler: I don't see any problems with this weapon and no changes are needed.

    Minigun/Minifun: I do not have any problems with this weapon and do not think any changes are needed.

    Flamethrower: This thing needs a damage buff, as a donator item it is useless.

    Law: I honestly do not think this weapon is too bad, it does have a slow bullet speed which can be a disadvantage and is not the most effective weapon in anything other than infect.

    Raygun: This weapon is god aweful in infect, Bullets reach target instantly, Has an explosion, has a fast rate of fire and in infect is insta kill. This weapon is in dire need of a nerf, First of all the explosion should be removed, Second it should have a rate of fire nerf and a damage nerf (damage nerf for infect only). The reload needs a nerf as well.

    C-bow: This weapon is horridly over powered, There are 2 options for a nerf for this weapon, first option is that no stats change but it only has 4 rounds (including the shot loaded), that means that each shot will use 16 clay, making scavenger a lot less effective, second option is that the ability to spam is removed and the reload becomes 2-3 seconds, also the arrow will do no damage, only the explosion will do damage, the explosion will not be a 100% insta kill.

    Grenades: These are almost always useless, enemies will almost always move out of the way before they explode, the fuse time should be decreased by half a second to 1 second.

    C4: This should not be able to blow up through walls, though a damage buff is needed, 2 peices of c4 to kill 1 person makes it a bit pointless.

    Tomahawk: This is rather useless, good for 1 kill, you should be able to throw this and pick it up again.

    Flashbangs: flashbangs are fine and do not need changing.

    Molotovs: These also do not need changing.

    Pistols overall: Overall pistols are pretty good.

    Automatics overall: Automatics need an overall ammo buff, they generally run out of ammo really fast.

    Shotguns overall: Besides most shotguns being rather bad they are fine, with an exception of AA12 and typhoid which need an ammo buff.

    Snipers: Overall snipers are good with the exception of dissasembler which could use an ammo buff.
     
    • Agree Agree x 2
    • Like Like x 1
    • Disagree Disagree x 1
    • Neutral Neutral x 1
    #1 chikenanater011, Apr 22, 2014
    Last edited: Apr 23, 2014
  2. marcel18167

    marcel18167 Well-Known Member

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    So first of all the skully is not an instand kill weapon. Its only instand kill if you get an head shot. And god daym the snipers don't need an firerate nearf they need to remove quickscoping. You never saw those people with their sniper jumping around the corner and just blub you in a blink of an eye....thats what orange has to nerf not the automatics.
     
    • Agree Agree x 1
  3. chikenanater011

    chikenanater011 Well-Known Member

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    Most of the time skullcrusher will kill in 1 burst, also if you happen to be owned by a sniper jumping around a corner you must be camping, remember the shot has to actually hit you.
     
    • Agree Agree x 1
  4. capnslapahoe14

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    If that's you're irl then you look almost identical to my irl friend. Would be ironic if you are him.
     
  5. F1r3tar

    F1r3tar Highly Established Member

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    USP45: I only see this needing a slight damage buff. If you know how to use this gun correctly, than you can kill with it in one clip.

    M16: I was able to do pretty good with the M16 as a noob in the beginning. The damage on all automatics are pretty strong, so I do not believe it needs a buff.

    M9: I do not believe it needs a buff. It can kill pretty fast and it has an overall decent clip.

    M1014: Maybe a range buff instead? Keep in mind that this is a free login shotgun, so the damage has to be weaker than the other shotguns. However, the range is the most horrid part about this weapon.

    L118a: I personally think it needs a slight nerf because it's currently better than the Barret.

    M4a1: Only ammo buff needed. Pretty strong damage and even had no recoil before recoil was disabled.

    Spas12: Even though it takes longer to kill with than some of the other shotguns, it can OSK at point blank and has a good range. Just play the tactical with this shotgun and you'll be fine.

    Dragunov: Totally agree. It's perfect right now.

    Magnum: I couldn't agree more. Maybe give it a slight clip buff?

    Ak47: No buffs or Nerfs needed. This thing is pretty well balanced right now and does even more damage per bullet than the M4a1.
     
  6. capnslapahoe14

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    I think the ISO and moddel need a fire rate and damage boost. And the moddel sure could use a range buff -.-



    Sarcasm c:
     
  7. BrawlerAce

    BrawlerAce Well-Known Member

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    The magnum shouldn't have a clip size buff, it is a revolver. I would rather give it a firerate/damage buff. Maybe both.
     
  8. blankbots

    blankbots Well-Known Member

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    USP45: Fine how it is. You'll only use it at level 1, or at gun game where you'll fight people wielding the same weapon. Its weak, and its meant to be.

    M16: Perfectly fine.

    m1014: Regarding to a thread a while back, if accuracy could be increased when scoped, the range in which this gun can one-shot will increase. Again, this is a starter shotgun, so you won't be using this for long.

    l118a: Perfectly fine.

    m9: Perfectly fine.

    m4a1: Perfectly fine. Perhaps ammo increase.

    spas 12: Again, give the scoped accuracy, and this gun will do better. Simply adding power isn't enough.

    dragunov: Perfectly fine.

    magnum: Perhaps a firerate increase.

    ak47: Perfectly fine.

    aa12: The aa12 with no recoil is exactly what i wanted with it, and it works wonders. You literally have to be right at a person to use it, or be a smart flanker, but it works wonders at taking our groups of people. Its max ammo should be doubled, though.

    barret 50 cal: Perhaps the firerate could be buffed, and the clip size increased. Something to make it stand out more.

    desert eagle: Perfectly fine.

    famas: Perfectly fine.

    model1887: The range on the gun should be decreased.

    MSR: Its fire rate for its clip is a good tradeoff.

    Executioner: Perfectly fine.

    lemantation: Definitely needs an ammo increase.

    spas 24: Again, with a scope, this gun will do pretty good.

    l120_isolator: Perhaps a firerate nerf. Other than that, it is fine.

    Python: Eh. maybe a firerate nerf. In groups, the head shots this gun can do are ridiculous.

    skullcrusher: Probably needs a bigger delay between bursts. if possible, maybe the scoped in range could be SLIGHTLY nerved, so at a certain range, you can't guarantee an entire burst will connect.

    Typhoid: This thing has been begging for an ammo increase for too long.

    Dissasembler: Perfectly fine.

    Minigun/Minifun: As long as it has recoil, you can't really complain.

    Flamethrower: If the firerate could be buffed, perhaps it could be a no-recoil mingun that relies on burn damage.

    LAW: it has deserved a buff for too long now. Its explosion radius should not compare to that of the ray-gun. The reload is fine, but there was also a slight delay added to each shot, which should be removed.

    Raygun: Add a needed scope, and it will do better. Reload nerf and perhaps a clip nerf will do good. Won't do anything in TDM, but it was never meant to.

    C-bow: Add a reload between shots to prevent spam.
     
    • Agree Agree x 1
    #8 blankbots, Apr 22, 2014
    Last edited: Apr 24, 2014
  9. Hilroy

    Hilroy Well-Known Member

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    I think that the only guns that should have a buff are: magnum with a little bit more damage, and the barret 50c to have a little bit faster fire rate.
    -jet
     
  10. Scoat2

    Scoat2 Well-Known Member

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    I agree with this.
    I find this gun perfectly fine, as I have nuked with it plenty of times.
    The cbow needs a clip. Like you said, about 4 shots would be nice, just to keep people from spamming it.
     
  11. chikenanater011

    chikenanater011 Well-Known Member

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    Please try to stay on topic :v
    Give me a name on my profile :3
     
  12. fast11471

    fast11471 Well-Known Member

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    I agree with most of these excep=t for the moddel.
    I think shotguns should be VERY powerful because you have to get up close.
    SO I think a range nerf should be added so people cant insta-kill you from 25 blocks away
     
  13. chikenanater011

    chikenanater011 Well-Known Member

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    The point of buffing weaker guns like usp45 is to give the users more of a chance to kill better people who have weapons like l120_isolator.
     
  14. pevs

    pevs Well-Known Member

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    I did get a little discouraged starting out when my first game I went 0-20
     
  15. Romand271

    Romand271 Member

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    I think ak47 should increase a little bit more ammo just because it reloading speed is really fast. Leman and Typhoid really need a ammo increase or it will be state as the worst gun ever. And I also think that raygun should add a damage nerf coz its way too op in Infect , or maybe adding a stronger armor on zombies? I don't know.
     
  16. blankbots

    blankbots Well-Known Member

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    A short-sighted approach on the weapon.

    I say this and still stand by it. While it isn't as useful now that the desert eagle and python have no recoil, but this pistol serves a different niche, and it does this quite well. Used correctly, it can kill people with 2 shots, while being able to focus on more important things than aiming your gun. It does use more focus on your primary, which is probably why it turns some people off. You can't just go on head shots sprees with it. You need to be smart with it.
     
    • Agree Agree x 1
  17. BrawlerAce

    BrawlerAce Well-Known Member

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    After using it several times, I agree with you. It is quite deadly, and is a good support/cover weapon. It's also quite fun to use.
    I used the Magnum a few times, it isn't too bad. Although the M9 is better.
     
  18. Knaber

    Knaber Well-Known Member

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    The guns that needs buff/nerf;

    All shotguns (and executioner): 50% more accuracy and 75% more scoped accuracy
    Flamethrower: damage buff
    Barret 50 cal: 1 hit all body (its not that op becouse of its not-so-good accuracy)
    Lemantation: small firerate nerf and damage buff 128 ammo at start
    Moddel 1887: small range nerf
    Desert Eagle: knockback nerf
    Tomahawk: usable by zombies
    Flashbang: usable by zombies
    Crossbow: 2 sec reload
    Magnum: 1 shot in head and 2 in body
    Grenade: 2.5 sec fuse
    Minigun: damage nerf 128 ammo at start
    Typhoid: damage buff
    Molotov: usable by zombies 2.5 hearts of damage when explode
    RayGun: Cant be used in non infect games
    Spas 24: damage buff
    AA12: tiny damage buff and massive range buff 64 ammo at start
    LAW: massive buff
    C4: cant be used by zombies damage buff
     
    • Disagree Disagree x 1
  19. blankbots

    blankbots Well-Known Member

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    I'm afraid I do not understand the statement about accuracy...
     
  20. Knaber

    Knaber Well-Known Member

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    At fifty blocks i missed by up to around two blocks. And a real barret50.cal blow you in pieces when hit almost anywhere in body...

    (yes i mean the scoped accuracy)
     
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