A7 weapons: Background and problem with planting frustration
While the A7 vendor is still evolving I think it's worth discussing the potential pitfalls related to it, in particular the A7 weapons.
As it currently stands the A7 shop offers some niche utility&frame items, camos, but also the A7 weapons that were previously rare alert rewards. Given that A7 doesn't have an equivalent sink/drain like merit or means of conversion, most players will accumulate it and end up unlocking all available items, and this applies to vets and new players alike.
With regards to the A7 weapons and their former rarity they are historically quirky, variants of existing weapons, but universally regarded as inferior to the originals, somewhat 'meme-y' and often with a higher skill floor (niche style, emphasis on proximity/accuracy) and no added incentive to use them (originals or alternatives typically superior).
The problems arise if you consider the NPE. Vets generally will regard these weapons as time fillers or temporary challenges, but generally not as viable options (which is regrettable). In contrast, a new player strapped for certs while upgrading will inevitably unlock A7 weapons because they are essentially 'bonuses', and start using them instead of the viable alternatives, and this will plant frustrations in light of the relative inexperience.
A7 economy & vendor
Before moving into discussion there is something to say about how A7 impacts the cert and overall economy, and there are implications that pose limits to this like exchange or the portfolio of items on offer. That being said, I think certain sinks for A7 should be considered, e.g. items or deployables restocking with A7, possibly even resource conversion to outfit resources (donations of A7).
Who knows, there may already be more changes to the vendor as Sanctuary and the game evolve.
Regardless, it will be interesting to consider the following:
- offering items for A7 previously associated with expired promotion codes (i.e. platinum versions of real weapons)
- offering unique attachments to existing weapons that modify its stats, rather than new varaints (this basically diversifies the playstyle, but does not entail that players only pick up the quirky version)
Making A7 weapons more viable
There are some things to be said about the A7 weapons now that they are 'mainstream'. As outlind above moving forward unique attachments could be a thing for existing weapons, since that entails that players will have access to a viable baseline, while niche playstyles or tweaks would stem from the attachment. Regarding the existing A7 weapons there are some potential buffs/tweaks below, but moving forward it should be considered to only add A7 weapons that aren't niche or pitfalls for inexperienced players.
NS44L Showdown:
The showdown has an identity crisis, and is neither Blackhand nor Commissioner, while having downsides of both (slow ADS, no scope, reduced mag).
- minimize its equip time: given the name it should be more of a fast draw option
- give it access to a laser sight: this would remedy its mediocre hipfire in light of the already restrictive mag size
- the iron sight zoom could be increased to 1.5x
NS-357 IA 'Derringer':
Compared to the pilot or underboss it is a bad gun. Its only redeeming quality is the potential OHK within 2m, but that is often twarted by either hp/shield/resistance modifiers, effective distance, or its pellet spread. Overall it is very punishing to miss with, and the reward isn't there. The pilot is more forgiving and can achieve a instant kill more reliably in comparison.
- Alternative 1: increase max. dmg. from 250 to 260-275: this accounts for hp modifiers, while also extending the OHK range
- Alternative 2: increase max. dmg. range to 5m: this makes the damage and OHK range more consistent, but doesn't account for hp modifiers
- Potential addition: reduce the pellet spread (it currently makes the weapon inconsistent even in CQC), e.g. from 1.25 to <1
- Potential addition: Reduce the reload speeds (given the small capacity one needs to reload it frequently)
NS7 Shortbow:
Archers in general are not in a good spot to counter MAX units, especially with repairs etc going on etc. The HA punisher UBGL effect denying repairs, or a stunning status effect would be interesting. IMO archers should be able to OHK at least infils with headshots, and their damage and range falloff should be adjusted accordingly, as well as the trigger cutoff for the added explosive damage, which could be cut short from 25m to e.g. 5m to support that (added damage in infantry fights/CQC). The showdown features a reduced effective range and smaller mag, but a faster rechamber time, and would benefit from general changes to archers.
- Archers: overall changes as outlined above
- A thought: re-classification of the Shortbow as a engy-only sidearm or turret replacement would allow players to field it without being gimped by the lack of a primary. Vets will use ASP shotgun secondary to avoid being restricted with archers.
Tranquility:
In a good spot overall in a supportive/ranged capacity, although weaker than the Vandal. Ok considering it is a battle rifle.
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