I welcome anyone who disagrees to share with me why.
After playing in 3 flights and logging plenty of games since launch, I’ve come to view a couple of weapons as outliers that are under preforming in the sandbox and are in need of varying levels of buffs.
The plasma weapons being the biggest group of outliers.
-
ravager :
This weapon is rather deceitful, as it gives off a vibe of strength and power with its large and heavy projectiles, while the weapon deals lackluster damage and has little to no splash damage. Its charged shot mechanically is a great feature but again the plasma fires damage is low and beardly deters players. -
pulse carbine :
functionally the worst weapon in the game, The pulse carbine takes the role of a mid ranged shield Melter but is a rather unreliable weapon, The projectiles are slow and easily dodged despite tracking, due to the weapons design it functions in a way that removes player aim and skill, it preforms even worse in close range and has zero use in long range. -
plasma pistol :
The plasma pistols role as a dedicated shield striper is fine but the weapon it’s self under preforms with all its utility taken from it, the plasma pistol’s charge time feels slow and the tracking is weak resulting is a unreliable support weapon. also a big role the plasma pistol previously had was striping over shield but OS has been nerfed in infinite and removing it can be done easily by most of the sandbox. -
hydra :
A re-design with all the right ideas but poorly executed, the damage difference between the firing modes is unintuitive and unnecessary. the tracking is weak and the splash damage is low. I would also suggest reducing the tacking modes projectile velocity to allow more time for the tracking to be effective, allow players to read the missiles better, and to create a bigger difference between firing modes making the hydra more intuitive. -
heatwave :
the heatwave preform sufficiently in it’s vertical firing mode with a surprising level of effectiveness at mid range,
but its horizontal firing mode has little use, the projectiles are so spread out that the benefit of a wider spread to land shots isn’t worth the loss of damage making the firing mode rather ineffective, it’s also rather lackluster to see no mechanical advantage for bouncing projectiles leaving the effect feeling more like a gimmick then an effective mechanic. -
disruptor :
not much to say here besides a lack of damage, in terms of gunfights its one off the weaker guns which is fine for the most part but chain linked damage is rare and not widely effective since its generally smart play to not stand to close to teammates. -
bulldog :
The bulldogs fire rate was nerf from the flights and while I saw a need for it currently I’ve seen the bulldog losing to other weapons in CQC where it shouldn’t such as the AR and side kick. -
commando :
The commando has had it’s head shot damage dropped by one and I agree with this change however the body shot damage took a big hit as well, id like to see a small one or two shot reduced on the commandos required body shots to kill. giving back just a bit of its power.