Serious balance issues as of 2.5.8
2013-08-21, 12:02 PM
#1
Exclamation  Serious balance issues as of 2.5.8
Hi, I haven't played ACR for very long, but it was all too easy to discover some faults in weapons balance.

  1. The shotgun is almost useless. While it fires a solid 12 pellets, the area it fires at is huge. Even in very close quarters combat it isn't very good. Somewhat unrelated, but the crosshair for the shotgun is rather ugly.
  2. The RPG is extremely over-powered. I propose two things to correct this; first, a small delay between when the player clicks and when the grenade is actually fired. Secondly, I don't think it should depend on standard grenade ammo, but ammo pickups of the RPG which shoud not be found in maps. I suggest that RPGs start with 2 rockets (1/1).
  3. Grenades are too difficult to time. An overall reduction in the timer would be better, because currently they are not very useful at all.
  4. The sniper rifles don't feel all that differentiated from each other. Except the Barret letting you fly of course. Smile

Thank you for this amazing game, I look forward to seeing your thoughts on my proposal!
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Messages In This Thread
Serious balance issues as of 2.5.8 - by Superuser - 2013-08-21, 12:02 PM
RE: Serious balance issues as of 2.5.8 - by RPG - 2013-08-21, 12:09 PM
RE: Serious balance issues as of 2.5.8 - by rXn - 2013-08-22, 09:48 AM

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