Over the 2 weeks preceding liberty day 2019 i’ve worked towards making a list of balance changes, i’ve updated it with my thoughts post-update and i’d like to share it with you.
In order to obtain this list i’ve first collected the community’s thoughts (alongside my own) on each weapon and stratagem, then i’ve removed all ideas that were contested, thus leaving out only the balance changes that the vast majority of players would agree with.
All suggested changes will focus on number tweaks and/or recycling assets over adding new mechanics, in an attempt to make them more feasible to implement in future updates.
Community-approved changes (changes the vast majority of players should agree with)
- AD-289 Angel
While it’s true the angel has been buffed, the healing it provides is too limited, making it an inferior choice to the SH-20 when the goal is to improve survivability.
Good ways to further buff this stratagem would be to keep the healing amount the same, but making it heal more per second: currently it heals with 1/15th the speed of the rep80, if it were to heal for less time but at a similar rate then it’d be a nice consideration as a way to quickly get up after being downed.
Alternatively improving the reload speed or how much healing is handed out with a full reload would be good buffs too.
The angel should outshine the SH-20 when the player is able to take non-fatal damage consistently.
For example it’d be reasonable to expect the angel to keep you topped off while running through the line of fire of a hulk/warlord, while it won’t do much against hunters sniping you off.
- FLAM-24 Pyro
Currently the worst weapon in the game due to its range being extremely limited, low magazine size and low damage output, it excels against no specific enemy and is always a worse option over the Peacemaker.
For comparison, the Pyro deals 300 dps (including the fire DoT), Singe deals 425 damage/shot and liberator deals 1.100 dps.
The best way to buff it while keeping the flavour of the weapon may be to massively increasing the damage, essentially turning it into a blowtorch. A 5x damage multiplier would make it match the liberator, 3-4x plus added magazine size would make it an interesting choice.
Other players have suggested giving it the FLAM-24 treatment and making it spawn fiery puddles on the ground.
- MC-109 Hammer
Currently the worst vehicle by far: really quick but with negligible firepower and squishy.
The best way to make this vehicle more compelling would be to make it cooldown based (180s) rather than single use, making it a very interesting alternative in snow maps to move between objectives.
Alternatively buffs to firepower and armor would be necessary to bring it in line.
- Thunderer Smoke Round
Even after lowering the cooldown to 100s the general consensus is that it’s still too much given the effect.
One approach would be to simply lower the cooldown to match the static field, making it viable in order to cover reloads of heavy weapons, objectives and downed teammates.
Alternatively turning it into a wave-based stratagem like the thunderer would also be an interesting solution: 3 waves of 3 rounds each (much like the regular thunderer) would make it last much longer and cover a wider area, making it worth the lenghty cooldown.
- Orbital Laser Strike
Currently severely underused, mainly due to the lengthy cooldown.
Simply lowering it from 180s to 120s would make it much more appealing.
- Sledge Precision Artillery
Currently severely underused, mainly due to the lengthy cooldown.
Lowering the cooldown from 120s to 90s would make it a weaker airstrike with significant auto-aim.
- Railcannon Strike
Currently kills all non-boss enemies in the game with the exception of behemoths who survive with exactly 200 health left.
Adding 200-250 damage to it would make this stratagem much more compelling against bugs.
- MG-105 Stalwart
Currently struggles to keep its damage up as a significant amount of bullets is wasted whenever a player starts firing, making it less appealing than expected.
Buffing its COM damage from 100 to 120 would make it much more interesting, rewarding players who fire for longer and taking advantage of the bigger magazine.
- SMG-34 Ninja
Currently the ninja is in a very weak spot since the Knight deals almost twice as much damage while also offering crowd control. The ninja has a dps of 880.
Ways to buff it include adding unstoppable rounds or increasing the damage substantially (a 35% damage buff or greater would be interesting).
- LHO-63 Camper
This weapon is in a weird spot, especially since the dum dum has been buffed.
There are a fair bit of weapons that fit the sniper playstyle: Justice (to a degree), Paragon, Railgun, Gunslinger (and now the dum dum) all feel more interesting than the camper.
Justice and railgun have unstoppable rounds, the former can deal with groups better as it’s also an assault rifle, while the railgun offers more damage and superior crowd control.
The paragon has more dps, crowd control and versatility (some of the best players consider it a strictly better weapon against everything except warlords), while the gunslinger deals more damage per shot, burst damage and can be paired with other primaries.
The suggested buffs include increasing the camper’s magazine size significantly (could honestly double it, straight up) and making it match the gunslinger damage (if anything just to give a bit of logic behind the damage numbers).
- CR-9 Suppressor
Currently this weapon, bayonet aside, is a worse scorcher in every way: lower damage output, doesn’t set on fire, smaller magazine and slower fire rate.
The best way to buff it would be to massively increase the magazine size, allowing it to actually suppress enemies.
A magazine size of 30-40 would make it a worthy rival to its plasma-based counterpart.
Alternatively a mini-stun effect akin to the SMGs would be worth considering.
- AC-3 Arc Thrower
Niche weapon, worst weakness is how it struggles against tanky enemies (like butchers).
I’m not sure how this could be fixed just by tweaking numbers, but the best solution would be to have the weapon strike already-struck enemies multiple times if few targets are in the area.
Adding the option to cancel firing the weapon by meleeing would be a huge quality of life change.
- AC-5 Arc Shotgun
Also a niche weapon, yet even players who enjoy the arc thrower tend to be critical of the arc shotgun.
The least intrusive change i can suggest is to let the players move faster (same as if they were using the double freedom) while charging, making it easier to connect shots.
The ability to cancel firing the weapon by meleeing would be very welcome.
- Heavy armor perk
Currently it’s hard to justify picking this perk over other options as often enough it won’t let you tank more hits than usual and the decreased movement speed is a deal breaker.
Increasing the minimum amount of armor provided would be a very interesting way to buff it.
Adding stronger side/back armor would also be a compelling change, allowing divers to turn around when about to take damage in order to further mitigate it.
Removing the speed debuff would be a neat improvement, but i feel like it’s not what the perk needs.
- Strong arm perk
While it has been recently buffed with what looks like a flat +50 damage buff, this perk still remains underwhelming when comparing it to other popular choices like autoinjector, cardio accelerator, displacement field and stratagem priority.
It’d be interesting if the perk further improved melee damage when using a bayonet, or if it let players run while holding items (like a blackbox), even if a reduced speed.
Other changes (changes some players may disagree with)
- FLAM-40 Incinerator
While it just received a fairly significant buff, it’s still a weapon that strikes me as oddly weak, despite the praise it received from the community after the update.
The damage of the incinerator is still mediocre at best (400 dps including fire DoT) and the fiery puddles don’t add much to it, while also causing enemies to split apart.
The fiery puddles can be used as a way to prevent enemies from moving through chokepoints, but i’ve haven’t had much luck with it (the puddles spawn too infrequently while swiping to seal off the perimeter), plus it’s yet another hazard for teammates.
It does at least set behemoths on fire, thus letting us kill them in 32 seconds, but that’s still strictly worse than the tox against bugs.
I would like to see an improvement to direct damage.
- Precision call-in perk
I know some people do use this perk from time to time, but i’ve yet to see anyone actually use it (other than accidentally picking it instead of stratagem priority as they look similar and via random loadouts) and i’ve rarely, if ever, considered picking it myself.
I’m not sure how it could be buffed.
- SMG-45 Defender
Some players, mainly on console, argue that the defender makes for a better CC weapon compared to the knight.
However, it’s undeniable that the knight’s stats are either equal or better compared to the defender in every way.
If someone can handle the higher rate of fire by tapping it’s possible to stun an enemy for longer thanks to the bigger magazine size and it’s also possible to deal twice as much damage if the need arises.
Personally i would like to see the defender buffed to make it a better crowd control weapon, for example via unstoppable rounds or slower RoF and higher damage (making it more ammo efficient to stun enemies with).
- DBS-2 Double Freedom
While a very fun weapon, it’s generally not amazing from a purely pragmatic point of view.
The only change i’d like to see would be to add enough punch to the weapon to let it kill a group of cyborg squadleaders consistently from point blank, as usually 1-2 of them survive and manage to sound the alarm.
- A/GL-8 Launcher Turret
An amazing turret when it works, providing the same fire support the obliterator would, but often time it does not work: when enemies get too close to the turret it’ll stop firing, even at secondary targets that would be in range. This doesn’t happen with all enemies, weirdly enough, which makes it sound like a bug.
One solution would be to have it ignore all enemies that get too close.
Another solution that only relies on number tweaks would be to increase its armor by a whole lot, allowing divers to kill enemies that get too close without destroying the turret in the process.
- Mod support
Not a balance change, but it’s something people would absolutely love, just thought it’s worth suggesting while i’m here.
That’s it, i hope this list turns out to be useful in some way, hopefully a chunk of the proposed changes make it to a future update!
Thank for for reading!