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Balance ideas

SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
edited February 2017 in Balance Discussion
*note most of these are IDEAS, i recommend if any are considered implementing check if they have the tag of "discussed" since i have talked to others about the idea.
(Discussed)=these stats have been discussed with other players. These stats i highly recommend implementing while the other stats are my own opinion and knowing how balancing works 1 person cannot get everything right.


Oliver changes
Minigun (oliver)
Rof increased to 0.06
3s reload
0.035 dispersion
30 ammo
3 damage
(Discussed)

OCO gauntlet-
5 ammo
1s rof
400 units per second
60-80 damage
removed speed bonus
added +10% health

Acreambos:
0.35 rof
36 ammo

Urine Trouble-
7 damage
0.13 rof
(discussed)

Soaker-
0.1 rof
5 damage
65 ammo
4.5s reload
Ammo 1: 15
Ammo 2: 30
Damage 1: 0.25
Damage 2: 0.5

Regular HASR-
8 damage
0.15 rof
(Discussed)

SCI-Fi HASR-
damage 2 will also increase the rof to 0.13
(hidden stat)

TNT launcher-
3 ammo
35-60 damage

rockette launcher-
0.02 dispersion
3 ammo
0.2 rof
25-35 damage

sake bomb-
5 ammo
1s rof
3.5s duration
3.5s reload
ammo 1: 3
ammo 2: 5

Steamshot:
35 damage
2 ammo
Damage 1: 2.5
Damage 2: 5
1.25 rof
(discussed)

BEAR club:
50 damage
(discussed)

disciplinarian:
45 damage
+10% speed

queensbury rules:
40 damage
-10% speed
+20% health

kumakiri:
45 damage
+10% health
added +5% speed
Reversed animation (this was a huge indirect nerf as it doesn't show what kumakiri really does)

krikkit bat:
40 damage
+20% special speed
(discussed)
riggs changes
Bounce lazer-
25 damage
Damage 1: 1
Damage 2: 2
+10% speed added
(This was originally 45 damage and currently 3, weird damage scaling.)

Electric honey-
0.04 dispersion angle
120 ammo
3 second reload
spin down 300
spin up 500
max barrel rotation 1,000
Damage 1: 0.35
Damage 2: 0.5
(Low damage but faster reload, higher ammo and lower dispersion minigun)
(Discussed)

Beebee gun-
6.5 base damage
0.12 rof
0.05 dispersion angle
110 ammo
Spin up 400
Spin down 300
Damage 1: 0.5
Damage 2: 0.5
Ammo 1: 15
Ammo 2: 30
3.8s reload
(Middle grounds from the eh idea and the current provo)
(Discussed)

Flamethrower-
After burn added (6 damage per second over 6 seconds) (in game it's poison, hopefully either some flame effect on the person it's used on however having poison on the head and saying it's a glitch is fine too)
45 ammo
+15% speed and -15% health instead of +10% speed -15% health

Buzz kill-
3 ammo
Exp 1: 7.5
Exp 2: 15
1.7 rate of fire
Max damage 110
Min damage 220
Reload 3.5s
35-50 damage
Flyoff delay 2.5s
Projectile speed 800
2 second poison added (10 damage per second, purple skull)

Blood spurt-
Added 3 second poison when hitting enemy with this weapon
8 damage per second over 5 seconds (purple skull)

barbed gloves-
50 damage
(discussed)

huggable gloves-
40 damage
+10% speed
(discussed)

catastrophe-
40 damage
+5% health
+5% speed
(discussed)

zombee gloves-
40 damage
+20% special speed
(discussed)
huggable
Headlights:
damage: 45.0
duration: 4.3
range: 1500.0
Recharge: 7.3
(Discussed)

Losing your head:
30-40 damage
3 ammo
1.5 rof
Explosions 1: 2
Explosions 2: 4

Charged run:
2s duration
5 second reload
20 damage
After it ends whether from melee or just running out of duration there is 0.75 of 2x melee damage (easier to code but the same as crits)
(Discussed)

Tough love-
User takes 25% less damage, melee does 50% more damage
Lasts 4 seconds
Reload 4 seconds
(Discussed)

Mini me-
5s reload
11s duration
(Discussed)

Peekaboo-
Maximum visibility 0.02
Recharge 6s
Duration 15s
(Discussed)

bite me-
50 damage
(discussed)

whacktus-
+20% special speed
(discussed)
tilman
Tilman update:
Blast o mole-
3 explosions per ammo
25-35 damage per explosion
2 ammo
Explosion 1: 3.5
Explosion 2: 7
Ammo 1: 0
Ammo 2: 1
1.0 rof
4s reload

Bouncing betty-
0.8 rof
27-37 damage
3 ammo
Ammo 1: 1
Ammo 2: 2
100 max damage (min damage stays the same, so it's the same aoe it's just you require more direct hits to get the higher damage)

Dark matter-
500 projectile spees
4s reload
35-55 damage
4 ammo
Explosions 1: 5
Explosions 2: 10
Ammo 1: 1
Ammo 2: 2
1s rof

Light matter-
450 projectile speed
4s reload
50-70 explosions
2 ammo
Explosions 1: 5
Explosions 2: 10
Ammo 1: 0
Ammo 2: 1
1.5 rof
130 max damage
300 min damage
(Discussed)

Big shot:
20-25 damage
0.08 rof
Max damage 120
Min damage 185
(Discussed)

Gold member:
30-35 damage
Max damage 100
Min damage 175

Fireworks:
15 ammo
(Discussed)

Let it cold:
Goes up and comes down just as fast as fire works
(Discussed)

Phat man:
Removed lock
200 damage
astoria
Mambas boy-
Ammo 1: 1
Ammo 2: 2
Damage 1: 1
Damage 2: 2
Dispersion angle 0.02
clipSize: 5
cooldown: 0.40
damage: 23
dispersionAngle: 0.02
LockRadius: 325.0
lockTime: 6.0
reloadTime: 3.5
warningTime: 3.0
(Discussed)

Viper rifle-
ammo_1: 1.0
ammo_2: 2.0
clipSize: 3.0
cooldown: 2.5
damage: 35.0
damage_1: 5.0
damage_2: 10.0
dispersionAngle: 0.0
reloadTime: 5.0
lockRadius: 350.0
lockTime: 4.5
warningTime: 2.0
(Discussed)

Capital pains-
ammo_1: 1.0
ammo_2: 2.0
clipSize: 2.0
cooldown: 2.5
damage: 45.0
damage_1: 7.5
damage_2: 10.0
dispersionAngle: 0.02
lockRadius: 375.0
lockTime: 4.5
reloadTime: 4.5
warningTime: 2.0
market_down_reload_change: -0.5
market_down_clipSize_change: +3.0
(Compared to the new stats, any stats not listed on the down market remain the same as the current.)
(Discussed)

Blowdarts-
4 ammo
30-40 damage
5s explosion delay

Dead eye-
-5% health
2 ammo
65 damage
Ammo1: 0
Ammo2: 0
Damage 1: 5
Damage 2: 10
Rof: 1.75
Lockradius: 200.0
Locktime: 6
Reloadtime: 3.75
Warning time: 3.0
(Discussed)

Unicorn crossbow:
2000 U/s
1 ammo
Non charged- 50 damage
Fully charged- 60-70 damage
1.5s reload
Ammo 1: 0
Ammo 2: 0
Damage 1: 5
Damage 2: 10

Art of war:
45 damage
-20% health +15% speed (only include this if the sniper stats on this thread are also implemented)
Damage 1: 2.5
Damage 2: 5

Rake:
5 ammo
40 damage
+15% health
+15% special speed
3.5s reload

Daydreamer:
+15% health
+5% speed
+5% special speed
3 ammo
2s reload

Brr ram ewe:
10% health
30% special speed

Golden dragon:
55 damage
-5% health
Removed special speed buff

Sniper health:
90 health
255 backspeed
250 speed
250 side speed
(Discussed)
Wil
Doomstick:
2 ammo
1.0 rof
2.25 reload
55 damage
Damage 1: 7
Damage 2: 14
Ammo 1: 0
Ammo 2: 0
+7% speed
(Discussed)

Balance beam:
Score difference bonus damage: 2

Boomstick:
Score differnce bonus damage: 10

Snowtato:
min damage: 250
Max damage: 150

Bubble gun:
Max damage 175
Min damage 290
4 ammo
30-40 damage
0.4 rof
850 U/s

Chainsaw shotgun:
Max damage 60
Min damage
60-70 damage
1.4s reload
1 ammo
Ammo 1: 0
Ammo 2: 1
explosion 1: 5
Explosion 2: 10
(Discussed)

Whipped pain:
350-400 damage
-7% health

Ez-cheez:
200-220 damage
Graham:
Power glove:
50-60 damage (charged)
20 damage (uncharged)
(Discussed)

Gamma ray:
100 ammo
Ammo 1: 10
Ammo 2: 20
(Discussed)

Muskit:
60 radiation
3 ammo
(Discussed)

Hand cannon:
30-35 damage
2 ammo
3.5s reload
800 U/s
(Discussed)

Proximity mine:
110 damage
Added detonate button
Reloading does not detonate

Gernobyl:
Ammo 1: 0
Ammo 2: 1
(Discussed)

Radiation rod:
3 ammo
1.25s rof
+5% speed added

Double wrench:
Removed current buffs and nerfs
Added +10% health
35 damage
(Discussed)
botch
Cosmic fire:
Added 10% speed

Energy bombs:
35-45 damage

Orbs:
60 ammo
0.06 rof
4s reload

Fear orbit:
+10% speed
13 DPS

Cosmic bomb:
30-40 damage
4 ammo
0.2 rof (due to the animation it should be around 0.5 or 0.6)
5s reload
Comes down after 6 seconds

Pain field:
750 Units
saberi
Energy rifle:
30 damage
0.5s rof
5 ammo

Toxic rifle:
Removed -10% health

Plasma machine gun:
7 damage
0.15 rof
50 ammo
Damage 1: 0.25
Damage 2: 0.5

Minigun (saberi):
3 damage

Missiles:
2s rof
2.5s rof
40-50 damage
Reload 5.5s

Landmine:
1s rof
4s duration
50 damage
Mines last for 10s
Blow up on players
4s reload
sanchez
Greased lightning:
5 damage
0.15 rof
Increases health of your teammates by 5 when you shoot them (does not effect opposite team)
0.00 dispersion (basically no dispersion)
100 ammo
3.5s reload
(Discussed)

Glue bomb:
3 ammo
20-25 damage
Explosion 1: 1.75
Explosion 2: 3.5
Ammo 1: 0
Ammo 2: 1
(Discussed)

Carpet bomb-
20-40 damage
2 ammo
1s rof
3.5s reload
Explosions 1: 2.5
Explosions 2: 5
(Discussed)

Bind gun:
50 ammo
6 damage
Range increased to 1,250 units
(Discussed)

Speed field:
Range increased to 600 Units
Speed increase reduced to 1.5x speed
Description change to "Gotta go fast! Anyone inside this field will get their speed increased by 1.5 times!" (So it's accurate)
(Discussed)

Cloak field:
4.5s duration
Reloads in 3.5s
Range increased to 600 Units
+10% special speed
(Discussed)
b-1000
bass cannon:
-15% health
+15% speed
1500 units per second
35 damage
removed no cd when you tap rather then holding it down

bearail gun:
2.5s reload

grenader:
45-65 damage
4 ammo
4s reload
850 units per second

energy overflow:
-10% health
+10% speed

srcg:
4 damage
70 ammo
0.08 rof

lightning bolt:
0.15 rof

last resort:
2s reload
160-400 damage

metal crush:
1s of immobility
4s reload
45-60 damage

smoke screen:
when inside you are cloaked but the visibility is so high that its clear where you are, this makes it so you don't appear on radar.

satellite:
40-50 damage
1s rof
3s duration
4s recharge
+20% special speed
Specials
Caffiene injection:
+100 speed
(Discussed)

Sw boots:
3.5s cool down
(Discussed)

Slow motion field:
7 second duration
14s cool down
-90 speed
(Discussed)

Iron curtain:
10s duration
(Discussed)

Healing tent:
20s cool down
+15 health
(Discussed)

Tesla shield:
10s duration
15s cool down

Sixth sense goggles:
7.5s duration
10s cool down
(Discussed)

Flawless disguise:
Can no longer be picked up on radar
(Discussed)
Personal idea ontop of the discussed stat:
+25% resistance to explosion damage while special is active
SSS

Comments

  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    There will be a series of videos explaining each change these will be posted on this comment when they are made.
    SSS
  • CatalystCatalyst Member Posts: 77 Recruit
    Weapons to change:

    Senor Potato: The Senor Potato deals way too much damage and even though it has short range, it kills even a full health heavy with 3 shots, it should at least have it's blast damage nerfed or it's attack speed reduced (a lot of players have being complaining about Senor Potato since it was released and apparently it never received a nerf (confirmation needed)).


    Unicorn Crossbow: This weapon is just really bad, it doesn't deal much damage, it's really hard to aim and it has a very high reload time, I think that It's damage should be increased or it's reload time decreased.


    Sattelite: Very expensive weapon and also really bad, It synergizes really poorly with other B-1000 weapons, since you must shoot your primary weapon in order to activate the sattelite's missile and this doesn't work well with other B-1000's weapons because of their explosive nature, and this is just really bad since it makes this weapon uselless while you are reloading. So the player must be able to shoot it independently of the primary weapon situation (pretty much like Saberi's missiles).


    Pop-tart shuriken: Extremelly overpowered weapon, It has every single stat that a weapon can have to make it good, Semi-automatic, AoE damage, Super High Damage, High attack speed, High ammo, High projectile travel speed and does not damage the user, It's just horrible to play with and against this weapon (Garlic got 15 kills and 0 deaths against experienced players using it and Senor Potato).


    Proximity Mine: The weapons is good, but I think it would be better if you increase the ammo and decrease the damage slightily.


    Flamethrower: It's good, but it decreases riggs health too much (-15%) and It's unecessary, make it -10% or less.


    Acreambo Pistols: Decrease the reload time marginally.


    Fear Orbit: Really innefective to deal damage to your opponents, Nova is a much safer alternative, you should make the fear orbit's balls create a poison aura instead of circling around Botch, as well as increasing the poison damage.


    Orbs: Nerf the damage just a liiiiittle bit.


    Toxic rifle: The poison damage is too low.


    Double-Wrench: Horrible melee. Swap special speed for 10% health


    Cloak Field: Useless and really predictable, may even cause you more harm than good.


    Disciplinarian: Too expensive.


    Super-Size-Me: Make you very easy to hit and doesn't deal much damage, sure you can heal yourself with it, but you are most likely prone to getiing killed by soldiers, heavies, demos and snipers. I suggest that you increase the damage or decrease the speed reduction.


    Bubble Gun: The AoE is too low, it should be increased at least a little bit.


    Power Glove: Worst weapon of the game in my opinion, has a very low AoE, very low damage and it's charge up time is just too long, the Hand Cannon is just a straight upgrade of the power glove, since it has a big AoE, High damage and does not need to charge up.


    Big Shot: Second worst weapon of the game, the damage is too freaking low and it's really easy to dodge (even if you want to suicide with the big shot it would take a long time to do so), I small buff in the damage or the projectile speed would be great.

    Weapons to remain unchanged:

    Sci Fi Hasr: This gun is strong enough as is and doesn't need a buff. If you were to do anything increase the reload speed slightly as SF Hasr currently melts SF Asr in 1v1s - especially out in the open because of its huge magazine.

    Kumakiri: It would be preferable to keep kumakiri the same but if the community really feels like a 5% speed boost is nessecary I say we lower the damage even more down to 40.

    Greased Lightning: Greased lightning as a healing gun?? And with no dispersion! That's just stupid and would break BBG.

    Charged Run: This weapon may be obnoxious at times but it certainly isn't OP and should remain the exact same.

    Losing your Head: Pretty much the same as charged run, any skilled player knows how to avoid the radius of this weapon and it also should stay the same.

    I will add more to this later on Made by Garlic and Catalyst
  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    Catalyst wrote: »
    Weapons to change:

    Senor Potato: The Senor Potato deals way too much damage and even though it has short range, it kills even a full health heavy with 3 shots, it should at least have it's blast damage nerfed or it's attack speed reduced (a lot of players have being complaining about Senor Potato since it was released and apparently it never received a nerf (confirmation needed)).


    Unicorn Crossbow: This weapon is just really bad, it doesn't deal much damage, it's really hard to aim and it has a very high reload time, I think that It's damage should be increased or it's reload time decreased.


    Sattelite: Very expensive weapon and also really bad, It synergizes really poorly with other B-1000 weapons, since you must shoot your primary weapon in order to activate the sattelite's missile and this doesn't work well with other B-1000's weapons because of their explosive nature, and this is just really bad since it makes this weapon uselless while you are reloading. So the player must be able to shoot it independently of the primary weapon situation (pretty much like Saberi's missiles).


    Pop-tart shuriken: Extremelly overpowered weapon, It has every single stat that a weapon can have to make it good, Semi-automatic, AoE damage, Super High Damage, High attack speed, High ammo, High projectile travel speed and does not damage the user, It's just horrible to play with and against this weapon (Garlic got 15 kills and 0 deaths against experienced players using it and Senor Potato).


    Proximity Mine: The weapons is good, but I think it would be better if you increase the ammo and decrease the damage slightily.


    Flamethrower: It's good, but it decreases riggs health too much (-15%) and It's unecessary, make it -10% or less.


    Acreambo Pistols: Decrease the reload time marginally.


    Fear Orbit: Really innefective to deal damage to your opponents, Nova is a much safer alternative, you should make the fear orbit's balls create a poison aura instead of circling around Botch, as well as increasing the poison damage.


    Orbs: Nerf the damage just a liiiiittle bit.


    Toxic rifle: The poison damage is too low.


    Double-Wrench: Horrible melee. Swap special speed for 10% health


    Cloak Field: Useless and really predictable, may even cause you more harm than good.


    Disciplinarian: Too expensive.


    Super-Size-Me: Make you very easy to hit and doesn't deal much damage, sure you can heal yourself with it, but you are most likely prone to getiing killed by soldiers, heavies, demos and snipers. I suggest that you increase the damage or decrease the speed reduction.


    Bubble Gun: The AoE is too low, it should be increased at least a little bit.


    Power Glove: Worst weapon of the game in my opinion, has a very low AoE, very low damage and it's charge up time is just too long, the Hand Cannon is just a straight upgrade of the power glove, since it has a big AoE, High damage and does not need to charge up.


    Big Shot: Second worst weapon of the game, the damage is too freaking low and it's really easy to dodge (even if you want to suicide with the big shot it would take a long time to do so), I small buff in the damage or the projectile speed would be great.

    Weapons to remain unchanged:

    Sci Fi Hasr: This gun is strong enough as is and doesn't need a buff. If you were to do anything increase the reload speed slightly as SF Hasr currently melts SF Asr in 1v1s - especially out in the open because of its huge magazine.

    Kumakiri: It would be preferable to keep kumakiri the same but if the community really feels like a 5% speed boost is nessecary I say we lower the damage even more down to 40.

    Greased Lightning: Greased lightning as a healing gun?? And with no dispersion! That's just stupid and would break BBG.

    Charged Run: This weapon may be obnoxious at times but it certainly isn't OP and should remain the exact same.

    Losing your Head: Pretty much the same as charged run, any skilled player knows how to avoid the radius of this weapon and it also should stay the same.

    I will add more to this later on Made by Garlic and Catalyst

    I avoided a few weapons like señor for a reason (specifically 3)

    I buffed the crossbow not sure what else you want

    Other people can do better with b-1000 i did not touch him.

    Poptart shurikens were nerfed a lot it is actually pretty hard to hit it but if you can you do a lot of damage it's imo pretty balanced.

    graham having more mines would be OP lol

    Flamethrower i would rather have the 15% speed buff to set it out as it makes more of a sub class then the normal riggs.

    God no acreambos is fine rn buffing it in any way would make it super OP :/

    By giving a minor buff to the damage of fear orbit and speed bonus it will be more voable and appealing even as a more passive use.

    I did nerf orbs DPS?

    Toxic rifle stacks poison it was UP mainly from the restriction of sets you could use due to the health nerf.

    Double wrench that stat is literally what i already put.

    Cloak field was buffed and no it's good for mind games if you know what you're doing

    Cost isn't really balance

    Yeah that's what i did for bubble gun along with some damage buffs

    I buffed the power glove too and hand cannon is just OP it shouldn't be compared.

    I did buff big shot lol

    The sf hasr change was a nerf not a buff, it reduces the damage 2 DPS from 64 to 61.
    P.S. The excuse of "hasr melts" is a terrible one as it has draw backs that make it balanced but the damage 2 makes it a bit OP hence the slight nerf.

    Kumakiri i see what you mean but it being a high damage weapon since it's a sword sort of makes sense and it isn't really OP it's 5 damage.

    If you read the whole of the stats greased lightning had huge nerfs to it's damage and rof making it super non offensive and more focused on healing teammates but you still have a primary to do tiny damage of 33 DPS

    Charged run is annoying the changes are supposedly to make it more viable as an offensive weapon and have more counters to essentially make it much better, the 5s reload goes fo 3 if you went the full 2s of use for the weapon.

    Losing your head you NEED sw boots and you NEED to know how to dodge it otherwise you take like 80 damage, you may not see it that amazing but you only use sw boots so you can counter it fine this is for players using other specials.
    SSS
  • thecheeseloverthecheeselover Member Posts: 3,338 Noble
    edited January 2017
    @Catalyst
    Here is a thing you need to keep in mind with crossbow:
    A charged shot can deal 180 damage,with uncharged shots dealing 45 damage.
    A problem with this weapon is that it is extremely glitchy,and hard to confrim damage with this.
    This weapons is so glitchy that it is possible to teleport from one spot tot the next using crossbow
    Here it is for proof:
    https://everyplay.com/videos/21614336
    A way for it to have a easier hit confirmation would be to debug it or just increase the aoe
  • Dban1Dban1 Banned, Member, SkyVu Beta Tester Posts: 9,507 Fabled
    Lmao "LYH you NEED SW Boots to dodge". I might as well say that I need Iron Curtain to dodge bullets so nerf bullets.


    Huggy has low HP, low range. The only reason LYH is like this is due to the reasons above.
    rwT4Yae.jpg
  • CatalystCatalyst Member Posts: 77 Recruit
    Dujuran wrote: »
    Catalyst wrote: »
    Weapons to change:

    Senor Potato: The Senor Potato deals way too much damage and even though it has short range, it kills even a full health heavy with 3 shots, it should at least have it's blast damage nerfed or it's attack speed reduced (a lot of players have being complaining about Senor Potato since it was released and apparently it never received a nerf (confirmation needed)).


    Unicorn Crossbow: This weapon is just really bad, it doesn't deal much damage, it's really hard to aim and it has a very high reload time, I think that It's damage should be increased or it's reload time decreased.


    Sattelite: Very expensive weapon and also really bad, It synergizes really poorly with other B-1000 weapons, since you must shoot your primary weapon in order to activate the sattelite's missile and this doesn't work well with other B-1000's weapons because of their explosive nature, and this is just really bad since it makes this weapon uselless while you are reloading. So the player must be able to shoot it independently of the primary weapon situation (pretty much like Saberi's missiles).


    Pop-tart shuriken: Extremelly overpowered weapon, It has every single stat that a weapon can have to make it good, Semi-automatic, AoE damage, Super High Damage, High attack speed, High ammo, High projectile travel speed and does not damage the user, It's just horrible to play with and against this weapon (Garlic got 15 kills and 0 deaths against experienced players using it and Senor Potato).


    Proximity Mine: The weapons is good, but I think it would be better if you increase the ammo and decrease the damage slightily.


    Flamethrower: It's good, but it decreases riggs health too much (-15%) and It's unecessary, make it -10% or less.


    Acreambo Pistols: Decrease the reload time marginally.


    Fear Orbit: Really innefective to deal damage to your opponents, Nova is a much safer alternative, you should make the fear orbit's balls create a poison aura instead of circling around Botch, as well as increasing the poison damage.


    Orbs: Nerf the damage just a liiiiittle bit.


    Toxic rifle: The poison damage is too low.


    Double-Wrench: Horrible melee. Swap special speed for 10% health


    Cloak Field: Useless and really predictable, may even cause you more harm than good.


    Disciplinarian: Too expensive.


    Super-Size-Me: Make you very easy to hit and doesn't deal much damage, sure you can heal yourself with it, but you are most likely prone to getiing killed by soldiers, heavies, demos and snipers. I suggest that you increase the damage or decrease the speed reduction.


    Bubble Gun: The AoE is too low, it should be increased at least a little bit.


    Power Glove: Worst weapon of the game in my opinion, has a very low AoE, very low damage and it's charge up time is just too long, the Hand Cannon is just a straight upgrade of the power glove, since it has a big AoE, High damage and does not need to charge up.


    Big Shot: Second worst weapon of the game, the damage is too freaking low and it's really easy to dodge (even if you want to suicide with the big shot it would take a long time to do so), I small buff in the damage or the projectile speed would be great.

    Weapons to remain unchanged:

    Sci Fi Hasr: This gun is strong enough as is and doesn't need a buff. If you were to do anything increase the reload speed slightly as SF Hasr currently melts SF Asr in 1v1s - especially out in the open because of its huge magazine.

    Kumakiri: It would be preferable to keep kumakiri the same but if the community really feels like a 5% speed boost is nessecary I say we lower the damage even more down to 40.

    Greased Lightning: Greased lightning as a healing gun?? And with no dispersion! That's just stupid and would break BBG.

    Charged Run: This weapon may be obnoxious at times but it certainly isn't OP and should remain the exact same.

    Losing your Head: Pretty much the same as charged run, any skilled player knows how to avoid the radius of this weapon and it also should stay the same.

    I will add more to this later on Made by Garlic and Catalyst

    I avoided a few weapons like señor for a reason (specifically 3)

    I buffed the crossbow not sure what else you want

    Other people can do better with b-1000 i did not touch him.

    Poptart shurikens were nerfed a lot it is actually pretty hard to hit it but if you can you do a lot of damage it's imo pretty balanced.

    graham having more mines would be OP lol

    Flamethrower i would rather have the 15% speed buff to set it out as it makes more of a sub class then the normal riggs.

    God no acreambos is fine rn buffing it in any way would make it super OP :/

    By giving a minor buff to the damage of fear orbit and speed bonus it will be more voable and appealing even as a more passive use.

    I did nerf orbs DPS?

    Toxic rifle stacks poison it was UP mainly from the restriction of sets you could use due to the health nerf.

    Double wrench that stat is literally what i already put.

    Cloak field was buffed and no it's good for mind games if you know what you're doing

    Cost isn't really balance

    Yeah that's what i did for bubble gun along with some damage buffs

    I buffed the power glove too and hand cannon is just OP it shouldn't be compared.

    I did buff big shot lol

    The sf hasr change was a nerf not a buff, it reduces the damage 2 DPS from 64 to 61.
    P.S. The excuse of "hasr melts" is a terrible one as it has draw backs that make it balanced but the damage 2 makes it a bit OP hence the slight nerf.

    Kumakiri i see what you mean but it being a high damage weapon since it's a sword sort of makes sense and it isn't really OP it's 5 damage.

    If you read the whole of the stats greased lightning had huge nerfs to it's damage and rof making it super non offensive and more focused on healing teammates but you still have a primary to do tiny damage of 33 DPS

    Charged run is annoying the changes are supposedly to make it more viable as an offensive weapon and have more counters to essentially make it much better, the 5s reload goes fo 3 if you went the full 2s of use for the weapon.

    Losing your head you NEED sw boots and you NEED to know how to dodge it otherwise you take like 80 damage, you may not see it that amazing but you only use sw boots so you can counter it fine this is for players using other specials.

    I copy and pasted this from kik sorry, didn't realise their were mistakes.
  • CatalystCatalyst Member Posts: 77 Recruit
    Didn't realise Hasr was a nerf either as you said increase the rof instead of decrease
  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    edited January 2017
    Catalyst wrote: »
    Didn't realise Hasr was a nerf either as you said increase the rof instead of decrease

    Increasing a rof is a nerf because you decrease the amount of times it fires per second etc
    SSS
  • King_Of_DOOOMKing_Of_DOOOM Member Posts: 57 Recruit
    with who did you discuss these stats?
  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    with who did you discuss these stats?

    There were a lot of people i've discussed these wirh specifically huggable with cheeze, dban, lethal and slate and others with general people who i thought could help like sanchez who helped with sanchez
    SSS
  • Dban1Dban1 Banned, Member, SkyVu Beta Tester Posts: 9,507 Fabled
    Dujuran wrote: »
    Catalyst wrote: »
    Didn't realise Hasr was a nerf either as you said increase the rof instead of decrease

    Increasing a rof is a nerf because you decrease the amount of times it fires per second etc

    Technically Rate of Fire = No of shots per unit time.

    So increased RoF means more shots per unit time, which is a buff.


    What you were trying to say was increasing cooldown, which decreases RoF, and connotates a nerf
    rwT4Yae.jpg
  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    Dban1 wrote: »
    Dujuran wrote: »
    Catalyst wrote: »
    Didn't realise Hasr was a nerf either as you said increase the rof instead of decrease

    Increasing a rof is a nerf because you decrease the amount of times it fires per second etc

    Technically Rate of Fire = No of shots per unit time.

    So increased RoF means more shots per unit time, which is a buff.


    What you were trying to say was increasing cooldown, which decreases RoF, and connotates a nerf

    I spent like a week on figuring out stats for bbg i have no brain cells left
    SSS
  • Dban1Dban1 Banned, Member, SkyVu Beta Tester Posts: 9,507 Fabled
    edited January 2017
    Dujuran wrote: »
    Dban1 wrote: »
    Dujuran wrote: »
    Catalyst wrote: »
    Didn't realise Hasr was a nerf either as you said increase the rof instead of decrease

    Increasing a rof is a nerf because you decrease the amount of times it fires per second etc

    Technically Rate of Fire = No of shots per unit time.

    So increased RoF means more shots per unit time, which is a buff.


    What you were trying to say was increasing cooldown, which decreases RoF, and connotates a nerf

    I spent like a week on figuring out stats for bbg i have no brain cells left


    U shd take a break then


    rwT4Yae.jpg
  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    edited February 2017
    -updated big shot and gold member for having mixed up maximum damage stats.
    -updated queensbury rules and minigun for having better ideas for them
    -added acreambos and dark matter ideas.
    SSS
  • SSP_RismSSP_Rism Member Posts: 2,061 Underlord 2016
    -added soaker stat
    -updated fd idea (added personal idea on top of the discussed stat)
    SSS
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