#weapon nerfs and buffs (updated)
1 messages · Page 1 of 1 (latest)
NO
pistol - balanced, actually, one of the most balanced guns in the game
akimbo pistols - they are supposed to be weird, so give them a 20 round mag and make them fire in 2 round bursts
boulder - make it so this thing has a melee attack, bc it would be funny to smash peoples heads with a boulder
sawed off - either make it deal more damage or give it a second shot
compressor - make it so if you run into a player it deals damage and throws them, and then they take damage if they hit a wall
also, make it so if you hit a wall while using it, you take damage based on how fast you were going
noob tube - increase blast damage, but other than that, fun as is
auto pistol - increase headshot damage to 1.2, but nerf base damage by 1 or 2 points (which doesnt seem like much, but it will make a difference trust)
zapper - make it so it doesnt lose its charge when fired unless you fired its last shot
techy-9 - reduce the recoil
alien blaster - balanced-ish
assault rifle - balanced.
sniper rifle - maybe make it have more damage drop.
SMG - maybe nerf the firerate a little
LMG - not really balanced, but not unbalanced either
shotgun - dont change its range, increase its damage drop, and make it so it can get longshots if you kill someone who is on the outer edge of its exsisting range
revolver - not balanced, but idk what to change to fix that
semi-auto - actually the most balanced weapon in the game imo
rocket launcher - increase the blast damage
akimbo uzis - reduce the agent back down to 100 HP. make it so the uzis cant shoot thru walls
runner - make it so the runner does 75 damage with the knife and 50 damage with fists, OR make him move and attack faster
crossbow - make it reload slower and/or give the bowman 90 HP
famas - increase the delay between bursts (i was not impressed with your "nerf" where you removed 6 shots from the mag)
blaster - kinda overpowered if you know how to use it, only if you know how to use it tho
charge - its not balanced, but i cant think of any good changes
why no techy recoil reduction @knotty sleet ?
Techy is already the best secondary in the game
And reducing the recoil is stupid, when it's already easy to control it
behind ab, compressor, and boulder, anyways
I guess
Yeah, sorry to say, but if you can't control tehchy recoil, then you need more practice
i think it would be funny to turn yourself into a weapon with the compressor, which is why i suggested that change to it
If anything, make it higher because of that god-tier alpha volley
Compressor, boulder, and AB are overpowered as fuck, please don't buff them
AB is alien blaster?
yes
ok just making sure i was reading that right
Even though it only kills one person per mag usually, it does so faster than most primaries
A pocket semi
I'd consider rev balanced now that smg is 100 hp again
wow lol
just wanna say that despite any misgivings I have about this suggestion, it's WAY better than the last one
☑️
I think it should be like a heavy throwing knife, but only does 80 damage. So you can chuck it at people's heads but it doesn't one-tap anyone, and is heavy, similar to the noob tube rocket where it curves quicker than other rockets. This would give it unique physics and work as a secondary, rather than how the throwing knife is some people's go-to, as its a pretty easy one tap weapon.
not throw it
just hit people with it
give it like, 125 damage and a long ass cooldown
Compressor isn't meant to be a damaging secondary, its solely for movement and trickshotting
I like the idea of throwing it better
already pretty OP as a secondary, its just a one-shot rocket launcher with janky physics
already a pretty good secondary, doesn't need a buff
I could definitely see this working since range and HP are pretty much the only downsides to sniper, as it one shots all but the Spray n Pray
I think rev is relatively balanced, most classes require 2 shots to kill, while the stronger classes only require one shot. Its like a pocket sniper without the damage decrease, so the main downside is it requires good aim to use
rocket launcher can kill most classes in two shots, thats where the secondary comes in for those it can't
also very movement based class to make up for its slowness, thats where rocket jumping also comes in
should be nerfed differently, just not sure how
i didnt mean increase it by much, just by like, 5-12 points
Damage is based on the weapon, so everything would have to revolve around the movement itself
or HP obv
Thats quite a lot, and damage for explosions is also based on how close of a hit it is
I think giving 90 HP and making shooting faster would be a good balance
makes it one-tap for Revolver while giving it a smaller buff
considering its already pretty hard to use, especially with longer range
its basically just AK with some delay between shots, like a cross between the crossbow and AK
Charge Rifle just sucks tbh
I don't think it needs any changes, its literally just a one-tap sniper you have to charge, which gives recoil and makes it harder to aim
can i DM you rq
for what
knowledge about the charge
cause reasons
also thats probably intentional
It's great against LMG, SMG, and uzi
Which would only help if you’re hugging the enemy because anything further your crosshair will be looking at the sky if you’re aiming downwards
Which then at that point, what’s the point not Adsing
didnt read the suggestions yet, but why make a new thread? You have both your own, and asokra's forum to discuss weapon nerfs and buffs.
A forum for every kb member's suggestions on weapon buffs and nerfs is unnecessary,
I don't think you understand. Perfect accuracy while hipfiring means that you can noscope at long range and still hit
I still don’t get how this is so special though
Why are you keeping that secret, you literally learned it from me and I have that as my game end message for all to see
Also I’m pretty sure most people know that
100 points minimum per kill because of the noscope bonus. You can die more and still win through sheer SPK
kinda like runner, except more viable
why not talk about like its actual benefit
which is not having to wait the scope time, spk should be irrelevant
Pans deleted message
Same argument can be made for prescoping on sniper
Just buff rev and call it a day
what?
If you start quickscoping 100 ms before peeking
I mean, I don't see how ADS time plays a large role anyways, since sniper scope time is only a tenth of a second
Prefiring with charge rifle also allows you to still not shoot around the corner blindly
You can still stop the firing before it shoots if you notice nobody is there
Unlike sniper, you’d waste a shot and possibly just die due to it. Nobody prefires with sniper
alright, but my point still stands. Sniper requires the ads, inf doesn't. In a pinch where you're not ads, you see where I'm going
As for ADS time not playing a large role, yea given how fast it is it's a small adjustment but significant when comparing to rev. Remember that ads time essentially plays as a the "ttk" measure for most games (yes I know this is not exact but you get the idea)
Okay yeah if we're doing rev vs. charge, ADS time does make sense. I thought it was for sniper specifically and hence my confusion.
Although in the case of rev, I've found that I instinctively start ADSing before a peek for that reason and thereby nullify it
(whoops)
we starting good
never mind.
2 burst is a good idea but just make them more reliable instead of adding more ammo
boulder- already op, don't make it better.
sawed- could do more damage sure but people use it for the impulse. make the impulse the same as compressor's, as sawed off is a lot less relevant since the addition of compressor.
compressor is already broken. let's not do that
noob tube - not necessary
ap - not nessecarily needed but sure ig
zapper - just repurpose the whole weapon damage over time isn't made for a fast paced game like this
t9 - lol no play it better
ab - yep
ak - lowkey slightly too strong imo but the community outrage isn't worth it, keep it as is. it's strong but not absolutely insane levels of strong.
sniper - meh it's fine as is on that aspect.
smg - not nessecary. a slight nerf I wouldn't be against but it's kinda okay atm.
lmg - less hp (170, 160 if we reduce sniper hs mlt), more movement accel. especially since boulder is in the game.
sg - we don't need another shotgun nerf it's already weak enough
rev - just slight reload nerf ig? idk tbh its kinda ok
semi - i guess. it's really fun to play as of now and is strong without being too strong
rocket - fix the high speed damage bug first then just add a 4th rocket probably. or make it so self-damage doesn't reset the cooldown to healing. i'm no rpg main but it's what i'd do
uzi - it should have 100 hp but a buff to the guns themselves. 110 hp + its movement is absolutely busted while the actual weapon lacks juice
runner - don't balance runner. its purpose is to be bad and a meme class
bow - 90 hp would be coherent without impacting its gameplay. it's a strong weapon that can one tap so it makes sense to have this, maybe accompany it with some slight buff idk. a slower reload would be aids to play though.
famas - yeah i agree with this. that mag nerf was a joke lol
blaster - saying ak is balanced but blaster op is actually wild (ak has 2x the ammo, more dps in a lot of situations, much better at long range, similar reload speed (and slower than famas, smg, semi..), and ak has a secondary. blaster has walljumps and consistent 35 dmg but that gets eclipsed by ak's strong points). it's op in nobody's hands as if someone's great with blaster they'll be greater with ak/smg in most situations.
charge - increase hp to 110 or so
shotgun and longshots 💀 probs the dumbest shit ive heard in 2025
Ahahah I laugh so much thx @indigo field
nerd talk insane got mfs typin paragraphs on why shi needa be changed 😂 yall goofy af
Suggestions are better if they are debated and specific
Plus balancing is a major issue with krunker
If you guys are gonna bring 0 value to these suggestions it would be appreciated if you guys don’t comment on them
There was no value in it to begin with 💀
Atleast the shotgun part