I’ve noticed that there have been a lot of complaints about loadouts in this game. I have a lot of complaints about them too. Which is why I’m going present a solution to them. My solution is by no means perfect, but I’ll try to address all of the major complaints. These include primary weapon balance, secondary weapon balance, and armor ability balance. I don’t think there are any glaring errors in the tactical packages, support upgrades, or grenades. [EDIT: Some people seem to advocate spawning with one plasma and two pulse grenades. I agree.] The pulse grenade, I believe, would have its problem solved when KotH is released again. So, I will start off by addressing primary weapon balance.
PRIMARY WEAPON BALANCE
Let’s start off by showing the current killtimes for each primary. These killtimes are 100% accurate because they were gotten through a frame by frame analysis in theater mode.
DMR- 1.47 seconds
BR- 1.73 seconds
Carbine- 1.63 seconds
LR (unscoped)- 1.77 seconds
LR (scoped)- 1.4 seconds
AR- 1.5 seconds
Storm Rifle- 1.4 seconds
Suppressor- 1.2 seconds
Okay. The major complaint about the DMR is simply because it holds far too many advantages and very few disadvantages. It has the second fastest killtime of the precision weapons, it is laser accurate, and it has the farthest aim assist range. Plus it has ridiculous bullet magnetism. Also, its one and only killtime disadvantage to the scoped LR is offset by the fact that it is only by 0.7 seconds, it has more aim assist and bullet magnetism, and it also has a much farther range than the LR. Oh, and for those of you scratching your head over the Suppressor’s killtime, it only seems to suck because it has a HUGE amount of bloom. Trust me. At shotgun range, it rips things up. So, now let’s get into my solution.
Step 1: Fix the DMR.
The only thing I will do to the DMR is half its bullet magnetism to about the amount it had in Reach. I don’t want to nerf it too bad as to not punish DMR users too much, and honestly, nerfing weapons always turns into trouble anyway, so the rest of my solution is in the other weapons being tweaked.
Step 2: Fix the Carbine.
I think we can all agree that the Carbine right now isn’t very good in general. My first order of business would be to make it a 7sk. It was a 7sk in the E3 build, but after that, they nerfed it to and 8sk AND they made it have more spread. Wow. See what I mean about nerfing? The spread can be the same, but it needs to be a 7sk. I would also make it have a 21 bullet magazine, because it already has plenty of other disadvantages to even it out.
Step 3: Fix the BR.
The BR needs a killtime buff. I would make it a 4sk (12 bullet kill), but reduce the rate of fire to 14 frames in between shots instead of the current 13 frames. This would give it a killtime identical to the DMR. Awesome. Then the BR would outclass the DMR in close range because of bleedthrough, aim assist, and burst fire. They would be equal at medium range. The DMR would be better at long range. The BR also now has an advantage over the DMR in terms of magazine size to damage output ratio.
Step 4: Fix the LR.
I would make the unscoped LR as powerful as the current BR (13 bullet kill). I’d make the unscoped LR fire every 12 frames rather than every 13, and I’d make the scoped LR fire every 13 frames rather than every 14. This is very interesring. The unscoped LR would be slower than all the other precisions by 0.13 or 0.2 seconds. However, it would have a 1.3 second killtime scoped in. So it sucks at close range and rocks at long range. Awesome. At long range it would tie the DMR for reasons stated above, and it would also have a very interesting skill gap because of the whole mixing of scoped and unscoped shots thing, while still not becoming completely overpowered because of its minimal aim assist and bullet magnetism.
Step 5: Fix the automatics.
To offset all of the killtime buffs in the precisions, I would make the AR and SR each kill in one bullet less, and I would make the max bloom of the Suppressor 75% of what it is now.
Now let’s look at the new killtimes.
DMR- 1.47 seconds
BR- 1.47 seconds
Carbine- 1.4 seconds
LR (unscoped)- 1.6 seconds
LR (scoped)- 1.3 seconds
AR- 1.4 seconds
SR- 1.3 seconds
Suppressor- 1.2 seconds
Much better, don’t you think? Now that the primaries are taken care of, let’s move on to secondaries.
SECONDARY WEAPON BALANCE
Step 1: Fix the Boltshot.
Well, well, well. The Boltshot. The pocket shotgun. That overpowered secondary. Whatever you know it as, you know it needs tweaking. The fact that we buffed the automatics already makes it less powerful. My suggestion is not to nerf the range, but to make it act like a Spartan Laser: the charged shot will shoot if and only if you charge it up for a specific amount of time. This would make it a lot harder to use and it would make it harder to recover from a missed shot, something I personally suffer from all the time already. In addition, I would make the Boltshot a 7sk for its regular shots, because it is kinda hard to aim and it needs a better primary shot.
Step 2: Fix the Magnum.
We need the Magnum to be a more viable choice. So I was thinking about how to make it a 5sk without making the Flagnum pointless. And this is my genius idea: give the Magnum bleedthrough. This would make it similar to the current unscoped LR. 5 headshots to pop shields/kill and 8 bodyshots to kill. The Flagnum would become a 4sk. This would make the Magnum actually viable compared to the Boltshot, while not being absolutely overpowered, because it has less range and aim assist than some of the other primaries. If necessary, I could also make the bloom on the Magnum slightly larger, maybe by 25%.
Step 3: Fix the Plasma Pistol.
I think we can all agree that the PP is mostly just for BTB. Therefore, my only change to it would be to make it lose ammo slightly slower, because it doesn’t seem fair for the other secondaries to be buffed and for the PP to not be.
ARMOR ABILITY BALANCE
Step 1: Fix Active Camo.
To balance Camo, I would make it last only 75% as long and also reduce the amount of scrambling dots on the motion tracker. That way, you can know when someone is using Camo and see them on the motion tracker easily, but it is still hard to see them.
Step 2: Fix Promethean Vision.
The only thing I’d do is make it last only 75% as long, just like Active Camo. You can already see the PV wave on the motion tracker, and you can counter it with Stealth or Active Camo.
Step 3: Fix Thruster Pack.
This is the only one I’m not sure about. I think it should go about 25% farther, but then I’d extend the recharge time by about 1 second (0.5 seconds for AA Efficiency). I don’t think people really use it every 3 seconds, and I think it should go farther so it can actually evade more effectively.
And that’s it. That’s what I’d do to fix loadouts. Now obviously, there are other problems about the game, but this is a big one and this is my favorite solution. Tell me if you think I should add something or if you disagree. Please be civil. And never give up on this game. It has great potential.