So…it seems pretty much agreed upon that the Boltshot is an OP weapon…
or at the very least…it’s too strong to be a LOADOUT weapon.
So…how do you balance it?
“REMOVE IT FROM LOADOUTS”
“REMOVE IT COMPLETELY”
Hmm…well, alright, I suppose that technically works, but what if I add a rule to this?
You cannot remove the gun from it’s current position in the game.
It must stay in the game, and it must stay in the loadout options.
So…what would you do to balance this weapon under these circumstances?
Keep in mind the uses the Magnum and Plasma Pistol already have in their spot, and make sure you’re thinking about the game completely…and not just how much damage it does.
I want to see what people can come up with.
I have my own ideas, but what are yours?
I haven’t even figured out how to use the boltshot. It doesn’t make sense to me so I took it out of my loadouts. I start with suppressor in all my games.
I would make it require the full charge time, subsequently removing the ability to fire it prematurely. Also, I would make it consume the entire clip instead of just half.
Severely nerf its range. It’s 1 hit kill will remain, as long as your very close. Also, I will reduce the amount of time you can hold the charge by much.
If I truly had the say, I would get rid of it. A side arm should not be capable of this. It’s essentially a free shotgun. It’s better than a sword, which is a power weapon.
> Lower range of charged shot
> Buff single fire so its on a par of the pistol
> Make it so charged shot just completely drains shields only.
Problems with this.
Even if the shots are stronger, it’s still not nearly as accurate at the pistol, not even close…in fact, it has an awful accuracy if you’re more than 10 meters away, thus ineffective as a precision weapon, making the Magnum far far superior in that aspect.
And the plasma pistol already removes players shields, and does it BETTER because you can do it at longer ranges, and there’s no limit to how long you can hold it’s charged shot (other than you depleting it’s ammo)
You go from an OP weapon
To the worst weapon in the game.
> Upon a fully charged shot it kills the player wielding it.
actually a blow back on the player might be nice. Maybe it drains shields or kills the user depending on shield strength. but really if it takes around 5 to 10 seconds to charge with no premature shots then that will really add a level of skill and difficulty of use. But if it should still one shot then it should be at pointblank melee range, while doing no damage outside that range. It should hold a candle to the shotgun and the scatter shot is so random in its range that thing could use a lil help.
I think the best solution is to keep the reticle tight when charged. That way you have to aim with a precise point that could miss over someone’s shoulder or under the armpit. If you want that one-shot kill, you gotta aim.
Reduce the range and maybe make the charge shot a beam rather than a shotgun blast. That way, it would only be a one shot kill if you shot the person in the head. Anywhere else would just deplete shields.
> Best way to balance the boltshot is to REMOVE motion tracker w/out it the gun can be used as a correct single shot weapon.
But you aren’t really balancing the weapon, since now you’re putting a “handicap” on everyone.
And it’d still be better than the other CQC weapons such as the shotgun because of it’s superior range.
Reduce the range a tad, increase the ammo consumed on the shotgun blast, and set it so that the weapon requires a full or 2/3rds clip (depending on how much you increase ammo consumption) in order to charge. And religate these changes to multiplayer only. No need screwing with the campaign and spartan ops to soothe the complaints of matchmaking.