#Weapon Balance Thread (started as sniper vs sparrow)
1 messages · Page 2 of 1
BCG is OVER invasive AND trying to counter it is like trying to kill the Star-Nosed mole with your fist
Specifically the legendary variant, I presume.
The epic one can be just as annoying, had they not buffed the movement speed while it's charged, at least you'd have a fighting chance
and it'd be at least somewhat more balanced
But Ninja Boots + BCG pushing someone, you feel like you barely outrun them even if you're frame perfect with your rolls
I'd honestly not noticed an increase in movement speed once charged. I'll have to pay attention to it.
It's not an increase in movement speed when it's charged
I'm talking about they buffed it at one point so you're faster with it today
Oh.
They actually had BCG even slower than Sniper/Minigun/HR, it was the slowest movement gun in the game
But they buffed it to match it
why?
Hell if I know
it would make sense for it to be slow
didn't you say in our dms that originally the bcg was a glorified shotgun?
Most likely newer players were having a hard time warming to it.
since the dmg was pretty low?
I do recall avoiding it.
BCG was worse because the splash damage at the time used a different system
and you could deal 1 damage with it
💀
I've got that to happen once
But like, it literally could go from 1 damage to the max damage it could output in a full range
But now they made it a set range
I could argue Minigun and BCG should be even slower than Sniper/HR movement, even slower so it's in its own category
Cause Minigun is explanatory but BCG is a launcher, launchers in many games are extremely slow
But in SAR? Oh no, it's like AR movement
I admit that this too is a first time I hearing that particular complaint about BCG. It's eye opening.
there's only 2 sides of the BCG
That's cause I've never been on this server to voice all my complaints lol
you either fight someone who has no idea what they're doing
I get that. I am surprised others didn't point that out though.
or you fight someone that you wish stopped playing the game 💔
Ouch.
Oh, wiki says 2.2
The BCG patchnotes.. so criminal
I forgot they made the armor pen 65% up to 75%, THAT is why it was so bad back then
Honestly... does any other weapon have so much of a bump up in damage from Epic to Legendary?
No no not asking that. I'm just toying with the idea of reigning Legendary back to Epic levels.
M16 is +2 for Legendary from Epic, Silenced is +2, Dartfly is +1, Thomas Gun is +2, Sniper is +4, Sparrow Launcher is +4, Deagle is +3, Jag is.. well that one I don't know well cause pellet damage lol, but I think it's +2? and then obviously BCG is +17
and wiki check on Jag, Legendary is +2 per pellet from Epic when using Legendary
Yes - it's a big difference. So:
Legendary 72 > 60
Epic 55 > 50
And see how that goes?
If the Epic isn't a problem in power level then maybe 55 > 52
I probably should get back to what I was doing, been here a couple hours lol
Need to focus on Mystery Mode, wonder how it'll feel now
Thank you again for the feedback and insights. Have fun with Mystery Mode.
We still got 9 hours until MM lol
Oh true.
In any case since you have an interest in MM - any chance #1377067336745353306 message might be of interest?
If I feel up to it
(don't worry - has less than 1,000 messages)
I already did 3 feedback surveys for MM and nothing came of it lol
Fair and noted!
the thing with BCG is that, as long as you keep your distance, you are gonna give your opponent a hard time, the problem is finding such setup
Watch Vs BCG and millions of other Super Animal Royale videos captured using Medal.
BCG is the ultimate territorial control as opposed to the sniper being the ultimate offense
or better to call them, heavy defense and heavy offense
1k message wtf
(A fair number one-liners, to be fair)
Laisse ils ont chauffé leurs cerveau les philosophes la
Weapon Balance Thread (started as sniper vs sparrow)
(after getting some sleep and not being an insomniac gremlin hopped up on too much caffeine, i would like to say that i have been convinced otherwise and would like to rescind my statements vis a vis the balance of HR)
The topic generated some really helpful information. Thank you. ^_^
a good night's sleep can do wonders
1066 messages is WILD
weapon balance thread?
its hard to think of any balances off the top of my head, most weapons feel pretty balanced at least in br modes
i think a sniper spam fix would be nice but im unsure how it could be fixed especially since it's a pretty valid strat at close range
i just don't like there being an rng wheel of your hp getting deleted at max range by someone who is spam clicking sniper, it doesn't feel rewarding to do and it doesn't feel that fair
but that's kind of a nitpick and everything else in the game is pretty balanced other than emus in duos/squads
weapon balance? uhh.. lower the golden BCG damage by like 3 points.
That's it, everything else is balanced.
i think like... bcg would be better off with a rework.
You can either make the damage scale more off of the charge, so lower charge shots dont do near as much damage
Or you can make it so the ammount of AOE the shot has, is based on the cahrge. Short charges have a small AOE. long charges have a big one. so that way you are rewarded for full charges, instead of just spamming shots.
or even a combination of both of these ideas. it still rewards usiong the weapon well, while still giving more counterplay vs it without really hard changing the weapon
i was complaining yesterday about that just before typing here
Watch Untitled - Copy and millions of other Super Animal Royale videos captured using Medal.
the sniper shouldn't kill that fast ever
you are supposed to switch to other weapon
or retreat
and attack again
this only works if stars align in your favour
i'd rather want the sniper to have a higher cooldown
There's more than one way to adjust the sniper to make this better or worse. You can reinforce the weapon swapping by tanking the movement speed with sniper. If you make it just barely faster than hunting rifle or even the same speed there's a huge drawback to keeping sniper out
You could rework the snipernslightly by giving it a 4 magazine size with a slightly slower reload so you are much punished for missing key shots. Or even keep the reload speed the same for that result
The question becomes what makes sniper unfun and how can you fu fymentally change the weapon to stop that
Another option is to make you always have recoil unless you're still or sneaking even but that might prove very unfun or potentially frustrating to new or even experienced players
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they can make it so that if you shoot the second shoot too early, it's either slow or has lower range
and that way this problem is fixed
take your time to do shoots = longer range
spam it = shorter range (lower than shotgun maybe)
people like debating about weapon balancing clearly
Yeah, i know this gonna happen.
Once the most OP weapon gets nerfed, other weapons are gonna get its title of OP and get nerfed eventually.
Same also with underpowered weapons, and the power up items
-# I can say it is how skillful they use one of weapons considered not so OP that people gonna think it is OP
there are a few weapons that i have yet to have seen someone convince me that its even POSSIBLE for said weapon to be viable
idk what other weapon can be seen as op if sniper ever gets a nerf
maybe bcg
Then if that weapon gets nerfed
yeah close ranged weapons usually dominate
i think like... sniper kind of always has been a gun to cause problems thoug
even in other games sniper rifles tend to be the thing that causes the most issues for balancing
absolutely
i think one of the best nerfs you could do potentially to silenced is a longer reload?
i do not think it makes sense to nerf any close ranged weapons tbh
recoil could be another one
but i think the big thing is the reload is a bit short for how people are tending to use it
literally just adding ANY amount of recoil instead of it firing in a straight line would be sufficient for me
yea you could do recoil too and it would not be a bad idea
id mention slow down the fire rate but one of the main draws is that silenced fires faster than dualies right?
but funnily enough, for a weapon that's more dangerous such as silenced pistols, they are designed to be announced
the damage of it needs to do less at a range
right now dualies out perform silenced only at absolute max range i believe?
damage wize that is
honestly, the damage is debatable
at this point it's this game's identity to have fast shooting weapons deal a lot of damage despite that
the game has low ttk
no they still do not outperform
iirc
the fire rate is too high
unless you are using a controller
i think the spreadsheet says the time to kill is higher??
what spreadsheet
another thing they should handle are the hamsterballs
emus are annoying too but easy to manage
ehh i rarely get run over with them
but hamsterballs are just downright random
i am more annoyed with emus
wtf is that
who made it
emus are reactable
it doesnt seem to work on mobile ill view it tomorrow

yes but they annoy me more
charge time for minigun and superite are included
i rarely die to balls
they perform badly with you are fighting them vertically
but all the times assume all bullets hit right
that isnt accurate tho since the sp has no recoil
they do but it's very small
i mean... the theory is there
im going off of average not the most unlikely scenario
believe it or not, even the sparrow launcher has recoil
i mean
talking numbers for balancing is 100% important
thats why i was talking about making the damage fall off more for silenced
i dont use it so ill take your word for it
so long range spam is even worse
and the average is more accurate than the highest possible
exactly why id want the fall off to be more
we are discussing this for realistic environments not someone standing still right next to you letting you unload on them
so dualies could be more all round
sniper has no recoil either
???
it has like the highest recoil in the game iirc
PROOF!!
nah that can hit me 3 times, recoil on sniper is a myth
anyways that is rng
it is completely possible to have sp recoil on the sniper with enough luck
i think like...
idk, i have a permanent status effect on me where everyone has no recoil when they are firing it at me
the damage numbers are important
and the damage numbers affect potential time to kill right
again thats just luck
why are we discussing potential ttk instead of the most likely scenario ttk
with that logic the sniper rifle can kill anyone easily because its POSSIBLE to get no recoil twice while firing
realistically even with no recoil youll miss some shots too though if the target is moving
but the number of bullets to kill is important
and how easy it is to land them is important too so
adding recoil is a good way to nerf silenced
or you could slow bullet velocity
keep it accurate but have the bullets be slower
What.
Theres... more than one way to nerf a gun?
i agree with this
slowing down the bullet velocity wouldn't make much sense
it... actually would
imo i feel like the bullet velocity for pretty much every gun is fine excluding bcg
so ur gonna make the sp fire at like dart gun velocity
even if you slowed it to dualies speed not much of a difference will be made
it will still be incredibly powerful
yea, and its meant to be powerful i think
When and where is the recoil an issue?
id assume at mid or long range
think about it: why can you hit people with the dartgun even tho it moves so slowly
because it has no recoil.
yea
i would argue that sp having dart velocity would still make it viable
simply because of the dps, spammability, and lack of recoil
slowing the bullets down would fix none of those issues
it would change how the gun is played on average i think
i know that
and i am attempting to explain why said ideas wouldn't work too well
damn we cleared 1200 messages
Bullet speed only makes a difference if it's low enough
Otherwise with lag it doesn't really matter
The people are gonna complain if the slow bullet speed is noticeable and feel weird
Tbh lag also plays a factor in this
yea if i did bullet speed, i wouldnt make it much slower than dualies
lag plays a factor in everything
I can see the most obvious grenades and react to them but that's almost never enough
but i think like... the best solution would be both 1) add recoil and 2) maybe make damage fall off a bit more so its reinforced as a close range option
lag is why i hate emus more than balls
My point is, normally a skilled player could react to those bullets and dodge them
If it weren't for lag
not if you use darts correctly
like the bow
in theory
because of the low velocity
it wouldnt be that great
Dart x2 + melee is fun
ehh i dont like waitin for people to die
Bow is fast
Not that slow as a dart gun
now kindly let me sleep
The skillful player also makes other peoples think the weapon looks OP
Like skillful bow player
I think it's at the rare magnum level
Well I'm an AS player and some of them use bows efficiently and I always get hit even if I evade it
again that is simply lag
30 ping
their lag not yours
And that's why people can get hit
Because you do not get to realize when you should dodge
And it's not because you couldn't react to it
Ye
kindly allow me to sleep.
They also wait a right time after i dodge
Also I got hit by all bullets from an dmg during the slow bullets mode
Watch Super Animal Royale and millions of other Super Animal Royale videos captured using Medal.
-# Not sure if we use mystery mode as a part for weapons balancing especially the restricted weapons like handgun only and cowboy.
Ok it was an ak but
My point is
You can get hit by anything
No matter how slow it is
Due to lag
This is how people can hit their dart shots
Cause their opponent is not aware of how vulnerable they are to their opponents screen
Players who had +200 ping shoot at the corner before opponents even go there and manage to get kill.
If things played in real time in both screens, I would have dodged those bullets
100%
And that's why
But normally they shouldn't do that
If everyone played LAN, that is where bullet speed truly matters
Silenced Pistol kinda makes a lot of sense if you actually learn some of the implications of adding a suppressor at the end
It gives it range and better recoil, as far as why it shoots faster well that's beyond me
Plus another thing that people don't realize is that some games when you do add suppressors too, the damage fall off also changes, so it would also make sense why the SP is really good
Pistols can be really powerful in the right hands, but the caveat is that you have to have the muscle memory in timing your spam perfectly and having good aim because you have limited mag size outside of the Dualies having 20 but harsher recoil to account for it
I used to remember Dualies was even deadlier because the recoil pattern I think was the exact same system as the Single Pistol so it was just a literal upgrade for free, although even with the recoil we can agree that Single Pistol and Dualies are relatively similar in almost every aspect
Hell, if you wanna go even further, Single Pistol, Dualies, and Silenced were all a LOT harder to perfectly spam because there was no extra input buffer system in place so that it would make spamming these 3 weapons at their maximum potential a lot more often
Hence why people like NotBlueJayZ / ZypherSilverlock was always called a cheater back in the day, he was just really good at it, even I was starting to shake my head over this as I finally nailed this perfect spam tech and always found this whole cheating thing a farse, people just had a major skill issue lol
But even I can agree Silenced Pistol is one of the best guns of the entire game, the only weakness it has is long-range fights but even those end up being tolerable for SP, it just means you gotta hit a ton of spam to kill someone at that distance
i really hate how you have to spam a certain way
ive played terraria for years and i can easily sink past ten cps without trying and i have to force my arm to move slower in order to use dualies
so i just dont use them
yeah pistols really fun in casual lobbies but annoying in skilled lobbies i think
i love single pistol in casual lobbies it's really fun
i hope no one saw that auto correct
I think you're safe. ^_^
I mean it's pretty fair tbh
I mean it doesn't require crazy cps
6 close bullets is enough
yh maybe
Btw if you want a tip, with the Dualsense on PC there's that cool software called DSX which you can customise your adaptive triggers to make it act like a button, it resists and makes some sort of click which makes it easier to spam imo
That's what i do atleast
i play on switch lite 😭
controller players get to have better shotgun/jag
in exchange
controller players are like better than keyboard players when it comes to dodge and advance through enemies' bullets at the same time
controller players have a higher skill ceiling
but also a higher floor skill
my first few minutes with a controller ended up me dodging 3 aks
by simply just moving my analog randomly like a maniac
and it's mostly scary to see someone moving most of the time
until you realise their aim is bad
and they are lvl 200
isn't that a lower skill floor?
higher skill floor = more prerequisite skill to begin to do anything decent
yeah i mean that sry
132(1) messages? here's the loopback to the OP's first message for anyone who wants to read all this (that is me. i am the nerd who wants to read all this) #1377461731357495426 message
i rebound my pickup to rmb because dropping -> movement is something i dont wanna do in order to pick things up
dart and dartfly who use compressed air 
dartfly: 
I honestly just think a simpler approach would be mid way through a roll a QTE appears for HR that lets you reload an empty rifle ala ROR2 Raillgunner
(the exact kit of railgunner isn't the important part here, it's the QTE)
NO
i was suggesting based on the conversation not saying this is what should be added :/
Unrelated I might make a thread about the bcg later...
im waiting for windows to install on my new hard drive so in the mean time ill scroll through this post and reply to the things ive missed
ok so basically i think every weapon is balanced
gold bcg is a bit powerful but that's about it
a really skilled sniper user will seem op but that's because sniper excels so well in long range while also being viable close range
i also think shotguns will seem op just because how quickly and easily players die to them
but these are putting the weapons in their most ideal setting
for example, smg and dualies are both very well rounded, excelling in both close and medium range and countering shotgun pretty well as long as youre careful and position yourself properly
then weapons like ak and magnum can counter sniper because aks spray makes it hard for sniper users to peak or to focus on accuracy without taking multiple effortless hits, and magnum actually has a reliable recoil pattern that can be used to out-dps sniper easily at long range even between jump rolls
tl;dr even op weapons have viable counters so i don't think they are truly op
except gold bcg, 2-hit kill weapon with splash damage can be really hard to deal with if someone knows what they're doing, but i still think this is situational with the area it's used in
Player perception on the power level of a weapon - and its resultant pick rate, makes a difference in terms of overall approach to balancing.
I do recall, back in 2022, that the BCG had a bit of an image problem. I still think I'd rather have legendary Deagle on Heavy II. Provided that another new class got the BCG - I also believe in full equipment representation in the mode).
Post 1337. ^_~
Heavy class level 2 in SAW vs. Rebellion.
Because that's the mode that I mainly know the BCG in - as I otherwise wouldn't pick it up in royale.
why not
(And that's true of a fair number of players, I suspect - because the BCG is less intuitive than most weapons and a live or die situation isn't a good one for getting comfortable with it)
That players may not give the BCG a proper chance impacts its pick rate - and this in turn impacts its balancing.
the bcg is extremely powerful
im not sure what youre getting at
why are we discussing "getting comfortable with it" instead of its actual potential
Because it helps to understand why things happen.
why what happens? how does players not giving the bcg a chance affect its true firepower and potential
that doesnt make sense
how would that affect the balancing
To put it another way, if you make a game with 'good' and 'bad' characters it is common for developers to balance the 'bad' characters to be a little more powerful as this helps even out pick rates.
Similarly, when a weapon is 'seen' to be bad - it can get overtuned to encourage its use.
im not sure what this has to do with anything
And of all the weapons in SAR, BCG is the oddest clucking weapon.
i guess
purple bcg is nothing compared to the gold one
exactly lmao
if the only experience you have with the gun is the slightly balanced version instead of the insanely powerful one then
Yes, that is understood. All the more reason why most people wouldn't pick it up, as compared to some other options.
why does it matter if people pick it up or not
Pick rate doesn't reflect power level. It doesn't need to matter whether it is picked up or not. Once again this is to explain how the legendary BCG became overtuned.
then why are you bringing it up
...
i do not think there was ever a time during which the bcg was under used
i think it's only it's early days when it was underused, then it got the most absurd buff in history, and then it got nerfed to it's current state
they lowered the golden bcg's base damage from 78 to 72 to prevent 2-shotting (spoilers: it can still deal 51 damage)
purple bcg in it's early days dealt 41 damage on direct hit
and it still got buffed 
Is the purple BCG's power level also a problem? I thought only the legendary was an issue.
not as much
purple is strong, not overpowered or weak, strong
gold is overpowered
even if the very tip of the yolk touches you, 47 damage with armor
and if you're lacking armor then around 60
most active forums recently just because people like debating about this
this forum might be the most active ever
BCG is some kind of grenade launcher right?
yes
@lofty island i get why you would think bcg isn't that great in battle royale mode but it's still extremely powerful
most players do suck at it or just avoid it altogether, but to critique a weapon's strength is to look at it at or near peak performance, and bcg is extremely hard to dodge when someone knows how to use it
usually you have time to punish bcg because you can survive the first two hits and that ttk at medium or long range gives you a good chance at killing them before they kill you
but gold bcg destroys you in 2 hits and it can do 50 dmg through armor even if it looks like it barely hit you, the splash effect is insane and it looks like it damages you without hitting you several times
this is ignoring the added buffs:
- only weapon that can apply slow effect
- only firearm that can shoot over objects (you can kill players with a gun when they can't even reach or see you)
- gold bcg will actually out-dps gold jag at point blank
in most cases they are honestly easy to deal with, but when you get a skilled player with gold bcg it can feel really unfair at times unless you have a lucky position or can get initiative on them
Oh. I'd generally avoid it not because it isn't strong but because I wouldn't trust myself to get the most out of it as a weapon. I has a ramp that needs getting over and in royale it wasn't worth dropping an automatic weapon for.
This isn't to question its power level. It is powerful.
2-hit is also a bit much. Dropping damage by 2+ would help with that. Maybe bring it all the way back to 3 damage above epic and drop the epic by 2 damage - and have the legendary charge up 10% faster with 10% faster projectile speed and call it a day.
He was originally bringing up why BCG just isn't even worth having for Heavy 2 in SvR
It's just garbage upgrade over the Magnum
If I get Heavy 2 I just suicide, I'm not throwing away a gun that fires way faster and does roughly the same damage as the BCG, the only difference is there's no splash but who's sitting in 1 spot to ricochet 24/7 or getting back to back multi's with BCG? You can't even do that
The way the splash and how its impact shot does, it'll detonate before it even hits the middle of a crowd, it's literally useless as crowd control cause it only hits the front of the pack and not the middle where it can do a signifcant amount of damage more, it's why I had a laugh the first time I touched the SvR Rework and saw it added to Heavy 2, it's a joke
Either throw in the Deagle or put the Minigun in
Or as a compromise, bring the Thomas Gun back
Medic 2 used to have Thomas Gun but it got removed
Why not toss that in Heavy 2, make it worth something
But going back on the BCG, you cannot convince me at all that the BCG was ever balanced to begin with nor is it ever going to change my mind that I wish the drop rate became so low, you can't even see a micro percent of it
...you'd think people would be smarter than to stand still in a large group in SvR when a Heavy II is present
I throw it in the bin because it's a horrid gun and to this day the buffs it got were uncalled for, and that's not even counting the prior updates where the 2 shot range was so free for Legendary version, there's a reason the devs got rid of literally half of the guns' ability to 2 shot kill
Alas, the average SvR player is not that intelligent, even after excluding the bots
Even if people stand in a group, you're only hitting at best 3 if there's like 8 in one spot
And you're upset about hitting "only" 3?
The BCG just hits the very first guy it touches, if there's a bigger group behind that player you hit, the BCG basically becomes a wasted opportunity
Even if I aim behind him, if he's in the direct line of the shot, it's going to splash him
So aim to the side of him
I love how you wanna argue with someone with nearly 5K hours about this lmao
There's many.
Back on topic, even if you can't land a hit on multiple people with the BCG, the BCG still has an equal fire rate to magnum (once every roll)
Only drawback is the movespeed.
Granted, that affects dodging, but dodging doesn't affect anything if people are busy shooting your teammates.
So if you're trying to be a light tank, Heavy I could be superior to Heavy II.
Okay? People suddenly forget to stand ground and spam which is way faster and more efficient than once a roll, if BCG at least had a rework where it never instantly explodes eggs on direct impact mid flight, then you'd have to rely on skillfully charging the shots to a precise distance AND you'd hit more players out of it
Might actually make the BR modes of BCG a lot different because now you're no longer reliant on a direct impact explosion giving free damage but it would make Legendary slightly easier if you know how to aim and charge the shots effectively to do that
Would make BCG actually worth it somewhat on Heavy 2, but Magnum is just too good to trade away
Even the rare shotgun is still just as good as the Epic Jag, so it hardly feels like the class gains anything minus an extra nade, 3 armor, and impossible tape
In a 1v1 situation (as is common in BR) this would be a devastating nerf to the BCG unless BCG is granted the ability to charge mid-roll; otherwise its only setting after each roll is the maximum
Which means your opponent is safe from you if they stand at midrange
Another thing worth noting. Dodging BCG requires a major dodge compared to magnum, and it does (some) direct HP damage. The former makes it good for fighting standing targets (assault spammers, recuperating players), the latter makes it good for finishing off players who are low on health (recuperating players, again)
and you're upset that you're dealing 150 damage + AP instead of 50hp/2armour???
Yes, hypothetically, I would like to discuss something critically with you that I also have 2,600 hours in, which excludes time on Xbox, switch and a little on PS, and the time i've spent editing and also thinking of/about the wiki.
BCG is just as viable to stand your ground? if you do a half charge or 3/4 charge you can get eggs out quicker than magnum and the damage penalty is offset by, you guessed it, firing into crowds
I agree that bcg shouldn't explode on contact and should instead deal damage once it lands. Granted, it could make some things look weird as thats a projectile that passes straight through you then damages you, which could lead to confusion or difficulty reading in the heat of the moment
I personally think that it makes sense for an egg to smash on impact - but I understand the lack of penetration argument.
So here is are a couple potential improvements:
1 - Difference between impact range and charge range impacts the blast radius.
1b - Blast damage could drop based on bast radius.
2 - Perhaps as the egg starts to explode, the yolk travels as far as the position of the target allows - and further explodes with the white accordingly. This would improve penetration of crowds (without getting into bouncing eggs to hit the flank of a flow - understanding that only a very confident player would try that).
3 - Treating the direct impact of the egg as 5-15 charge damage and reducing blast accordingly might be interesting for overall balance.

How is there 1500 messages here? I agree completely though. This is an awesome idea!
Yeah, even if all the current weapons manage to get balanced and fair to each other somehow. It will break once a new weapon is added.
-# The other weapons need to step down in order other weapons to step up

