R6 has a problem (it has a lot of problems lol) but this one is not something that's COMPLICATED to fix
This game has how many weapons total? And of that, id say AT LEAST half never see the light of day (outside of memeing) and I think thats an issue
It definitely contributes to the staleness of the game, when everyone runs the exact same weapon/attachment setups all the time
These are my suggestions to help re-balance weapons such that players ACTUALLY have a choice when equipping their characters
I understand PERFECT balance is basically impossible, and those who want the perfect min/max stats will always pick whatever the meta favors, even if its slight
But weapons CAN and SHOULD be made balanced enough where personal preference would be enough to sway some players between weapons
Weapons with less than 1% pick rates are the primary target issue here
General Weapon Changes
---Remove the damage reduction from suppressors
Suppressors almost NEVER get used, ever. The reason is two fold- not only do you lose out on recoil-reduction, giving you a disadvantage in a straight fight, but they ALSO reduce damage making it even MORE important to get headshots, which are already harder due to lack of recoil-reduction
Simply removing the damage reduction would make suppressors a solid trade off: Gain a slight tactical advantage at the cost of a slight disadvantage in a straight fight
---Balance shotguns with damage and damage-dropoff INSTEAD of spread
One of the biggest issues with Shotties is their insane spread makes it impossible to get consistent results. You can aim dead center mass on a target, well within a 1-tap range, but the insane spread can mean that pellets go wide anyways, go between legs, and what not (especially on the smaller 3-speeds). Giving them tighter spread to works with improves consistency, and makes them more dependent on proper aim, rather than spam (the only way they really work rn). Then they can simply be balanced through damage and damage drop-off to prevent them being snipers
---Give all shotguns "slugs" as an attachment option
No idea what the exact results would be, but it would definitely shake up the weapon meta, and maybe even get some use for those rarely touched weapons
---Make shotgun spread size constant (regardless of ADS, laser or otherwise). Instead, make hipfire land the shotgun blast randomly within the Hipfire circle, laser tightens the hipfire circle, allowing better prediction of the blast zone, but doesnt ACTUALLY tighten spread
(This would make lasers OPTIONAL for shotguns, not 100% necessary as currently)
---Revert the "fire in the middle of a reload" mechanic
I truly don't get why they did this in the first place (referring to how you can be in the middle of a reload, but instantly fire with all your remaining rounds even if your character removed the mag). Reloads have ALWAYS been a tactical aspect of any shooter. A player must ask "do i have time, cover, position, etc to do a reload right now". This is the ONLY game I know of that entirely disregards this. The game already has reload checkpoints; it should be that if you start a reload, remove the mag, you cannot fire your primary. You may switch to a secondary, but if you then go back to primary, you must STILL complete the reload to fire frmo the point at which you left off
Doc/Rook
---The P90 is basically never used, and for good reason. In a game all about headshots, the minimal recoil of the MP5 combined with its scope simply makes it arguably one of the easiest guns to use in the game (at least at higher skill levels where headshots are the norm) You could make its damage 1, and id bet a LOT of people would STILL prefer it to the P90 as it nets you those headshots. My suggestion is this: Increase the base damage of the MP5 back to its original value, and increase its recoil (the only REAL nerf in this kinda game) to be higher than the P90.
9mm should kick harder than 5.7
The result is you have a choice- High damage/High Recoil, or Low Damage/Low Recoil
This would also indirectly nerf spawn-killing as the Mp5 is the #1 weapon used to do so
Castle/Pulse
Slightly increase base damage, MAYBE also increase recoil. Its 45 ACP, arguably the hardest hitting SMG on the defending side. 38 dmg simply doesnt cut it
42 sounds about right.
Ash
The R4C is undoubtedly considered to be the BEST gun in the game. Nobody EVER takes the G36 over the R4C, and why should they?
Insane ROF, low recoil, solid damage; compared to the G36's what? SLIGHTLY higher damage?
Increase the R4C recoil, such that the choice between the two becomes: Precision accuracy, vs Spray
Id also let the R4C have ACOG again
Finka
Increase her SPEAR 308's damage
Right now, there is no reason to take it over the LMG
AK12
Slightly increase recoil, again, to give the LMG something over the AK for Fuze
And I think Ace is performing well enough that he can survive a SLIGHT combat nerf
This is all I can think of off the top of my head, feel free to add to it
I want to see the weapon/attatchment meta get spiced up
We dont need NEW items
We need old items to be consistent, reliable, and competitive to the other options
Additional:
Glaz
---The sniper for Team Rainbow has a rather pathetic weapon right now
If nothing else, up its damage to like, 80
It needs to be a feared weapon
MAYBE reduce ROF slightly to compensate
I kinda think the balance between Kali-Glaz should be similar to Pump vs Semi shotguns
1 can RELIABLY 1-tap
The other, not as much, but still does a lot of damage
This game has how many weapons total? And of that, id say AT LEAST half never see the light of day (outside of memeing) and I think thats an issue
It definitely contributes to the staleness of the game, when everyone runs the exact same weapon/attachment setups all the time
These are my suggestions to help re-balance weapons such that players ACTUALLY have a choice when equipping their characters
I understand PERFECT balance is basically impossible, and those who want the perfect min/max stats will always pick whatever the meta favors, even if its slight
But weapons CAN and SHOULD be made balanced enough where personal preference would be enough to sway some players between weapons
Weapons with less than 1% pick rates are the primary target issue here
General Weapon Changes
---Remove the damage reduction from suppressors
Suppressors almost NEVER get used, ever. The reason is two fold- not only do you lose out on recoil-reduction, giving you a disadvantage in a straight fight, but they ALSO reduce damage making it even MORE important to get headshots, which are already harder due to lack of recoil-reduction
Simply removing the damage reduction would make suppressors a solid trade off: Gain a slight tactical advantage at the cost of a slight disadvantage in a straight fight
---Balance shotguns with damage and damage-dropoff INSTEAD of spread
One of the biggest issues with Shotties is their insane spread makes it impossible to get consistent results. You can aim dead center mass on a target, well within a 1-tap range, but the insane spread can mean that pellets go wide anyways, go between legs, and what not (especially on the smaller 3-speeds). Giving them tighter spread to works with improves consistency, and makes them more dependent on proper aim, rather than spam (the only way they really work rn). Then they can simply be balanced through damage and damage drop-off to prevent them being snipers
---Give all shotguns "slugs" as an attachment option
No idea what the exact results would be, but it would definitely shake up the weapon meta, and maybe even get some use for those rarely touched weapons
---Make shotgun spread size constant (regardless of ADS, laser or otherwise). Instead, make hipfire land the shotgun blast randomly within the Hipfire circle, laser tightens the hipfire circle, allowing better prediction of the blast zone, but doesnt ACTUALLY tighten spread
(This would make lasers OPTIONAL for shotguns, not 100% necessary as currently)
---Revert the "fire in the middle of a reload" mechanic
I truly don't get why they did this in the first place (referring to how you can be in the middle of a reload, but instantly fire with all your remaining rounds even if your character removed the mag). Reloads have ALWAYS been a tactical aspect of any shooter. A player must ask "do i have time, cover, position, etc to do a reload right now". This is the ONLY game I know of that entirely disregards this. The game already has reload checkpoints; it should be that if you start a reload, remove the mag, you cannot fire your primary. You may switch to a secondary, but if you then go back to primary, you must STILL complete the reload to fire frmo the point at which you left off
Doc/Rook
---The P90 is basically never used, and for good reason. In a game all about headshots, the minimal recoil of the MP5 combined with its scope simply makes it arguably one of the easiest guns to use in the game (at least at higher skill levels where headshots are the norm) You could make its damage 1, and id bet a LOT of people would STILL prefer it to the P90 as it nets you those headshots. My suggestion is this: Increase the base damage of the MP5 back to its original value, and increase its recoil (the only REAL nerf in this kinda game) to be higher than the P90.
9mm should kick harder than 5.7
The result is you have a choice- High damage/High Recoil, or Low Damage/Low Recoil
This would also indirectly nerf spawn-killing as the Mp5 is the #1 weapon used to do so
Castle/Pulse
Slightly increase base damage, MAYBE also increase recoil. Its 45 ACP, arguably the hardest hitting SMG on the defending side. 38 dmg simply doesnt cut it
42 sounds about right.
Ash
The R4C is undoubtedly considered to be the BEST gun in the game. Nobody EVER takes the G36 over the R4C, and why should they?
Insane ROF, low recoil, solid damage; compared to the G36's what? SLIGHTLY higher damage?
Increase the R4C recoil, such that the choice between the two becomes: Precision accuracy, vs Spray
Id also let the R4C have ACOG again
Finka
Increase her SPEAR 308's damage
Right now, there is no reason to take it over the LMG
AK12
Slightly increase recoil, again, to give the LMG something over the AK for Fuze
And I think Ace is performing well enough that he can survive a SLIGHT combat nerf
This is all I can think of off the top of my head, feel free to add to it
I want to see the weapon/attatchment meta get spiced up
We dont need NEW items
We need old items to be consistent, reliable, and competitive to the other options
Additional:
Glaz
---The sniper for Team Rainbow has a rather pathetic weapon right now
If nothing else, up its damage to like, 80
It needs to be a feared weapon
MAYBE reduce ROF slightly to compensate
I kinda think the balance between Kali-Glaz should be similar to Pump vs Semi shotguns
1 can RELIABLY 1-tap
The other, not as much, but still does a lot of damage