#More than half of the weapons in this game have zero purpose

15 messages · Page 1 of 1 (latest)

pseudo cove
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After returning to test the UZI, I realized that it's the second weapon in a row that functions almost exactly the same as the UMP45 that was released a bit ago.

Think about how many weapons are either too weak (pp90, p2k, mk46, etc.) or are either identical or +1 stat deviations from other weapons (m4/tar/416; ump/74u/uzi/lwrc; aug/rmm/m5i, tacops/1911). It feels pointless to add more guns to the game if they have no identity or purpose.

Black ops 4 had this neat little thing called operator mods. Essentially they were weapon-unique attachments that altered something significant about the way they functioned. I know this seems like a tall order, but implementing mastery attachments (level 30?) for each gun that actually did something different would solve both the issue of guns being literally too bland and identical while also partially fixing the attachment issue in this game (most of them do nothing/most scopes are bad) by giving players another 2nd slot option.

I know new attachments are in your roadmap, consider making these new attachments unique and powerful enough to change how each weapon works.

timid cedar
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Man there are some covered characteristics of guns in compare with just simple things like damage or whatever, if u didn't know

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For examle: the difference between the m4 and tar is in their head damage multiplication

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M4 is having 28 row damage and having 48 head damage, when tar is having 33.4 head damage with 75 fire rate instead of 72 m4

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Aug is having 17 in torso minimum damage on the max range when rm is having 20 min damage on the max range

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Some guns are having different speed of ads

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So there are just more then usual stats

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However some guns are kinda weak and useless indeed

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So don't actually remember what is ump's minimum damage but I'm pretty sure of uzi's 20 minimum damage on the max distance

pseudo cove
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I get you, but none of it actually ends up mattering in game at all. You can essentially lump weapons into categories of which guns kill fast enough and which guns don't (considering peeker's advantage/aim flinch). You don't end up playing any different with most weapons in their subcategories, because this is an arcade twitch shooter where most min-maxy stat deviations don't actually end up impacting ttk and weapon balance enough

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what ends up happening is that there are essentially only 1/2 stats that people look at (range/damage/recoil) and everything else has very little impact in the game. SMG and AR ads times are negligible, so much so that using quick aim as a perk is pointless as well

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headshot multiplier is another one that ends up mattering very little despite having larger deviations since most of the time, you'll get 3-5 hit kills with almost every ar in the game (even factoring in magnum bullets)

deep marlin
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I wrote about this for a long time almost under every topic about a request to add new weapon to the game, but I'm already tired of repeating myself. What is the point of so many weapons if many of them are similar to each other, i.e. they can be safely divided into groups. If a lot of players want new real life weapon skins, then lets just make the same stats for weapons in every class, and developers will add new skins so that each player chooses the skin that he likes the most. In a good way, you need to change the balance (meta) of weapons every major patch (at least once every 3 months with the release of a new battle pass), this has also been said many times and developers even have a separate item in the roadmap, but no serious there were no changes in the balance of weapons.

pseudo cove
# deep marlin I wrote about this for a long time almost under every topic about a request to a...

yeah, there's no point in balancing this game with minor stat hits to each weapon. There's literally a plethora of broken equipment in the game (det sight exp knives tear gas c4s crossbows), and I feel like ironsight does better by appealing to the casual audience by giving them dumb broken stuff to play with (i.e: riot shields). If anything is too broken it gets banned from comp play anyways, and I'd rather have fun in pubs with actual weapon variety.

stoic scaffold
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Well, what I love about this game is the weapon variety and players' weapon use diversity (no more than 2 people will be using the same gun in a single game every game, well probably except snipers that is),

but I do agree that the guns in this game should be differentiated to distinguish themselves for being unique or having a unique identity in terms of shooting performance, not just the gun aesthetics and design. Well there is, of course, some stats that are not seen in-game (such as headshot multipliers, reload speed, time to draw the weapon while idling, etc.), so I still take them into consideration for loadout builds.

I'm not the kind of guy who knows how to make the guns feel more balanced and at the same time they feel more distinctive (since I feel the overall gun balance in Ironsight is well-balanced, the same feeling I have for other cod games with similar gun balance like og mw3 and bo2), but I do fully support the idea, its only the matter of how good the implementation to do this.

Hopefully there won't be guns that are very meta that every player will use every single game.