Hello everyone. I felt tonight like giving my opinion about the weapon balance from UT2004 (since UT3 isn't out yet...) but I already see people "flamming" me. Mostly those that abuse from the unbalanced/overpowered stuff and that known they'll be less good if it get fixed someday.
Ok so here it goes, I'll just give my opinion next to every weapon of the game "excluing super weapons":
Shield: The primary fire is pretty much useless since it's very buggy in UT2004. Often you hit ur enemy but it does no damage, or you don't hit him (the gun still charging) and it does like if you hit/killed him and so on. But worse is the secondary fire since it have a huge impact on the gameplay and the way fights are being played. It encourage the player to be more coward, and play more at long range which isn't how UT was meant to be played. People just use it to get out of fights and AVOID them which makes the game even more boring. At least it's out for UT3.
Assault Rifle: Totaly useless weapon, although interesting when you get 2. It's way too innacurate to be worth using it. If you spawn near someone with another weapon, you have no chance to win unless he is almost dead. So the way it's being used is just by spamming it anywhere near the target. The enforcers from UT99 were so much better. I'm happy that they make a comeback in UT3. Also what I liked in Quake 3 is that you weren't sure to die if you just spawned in front of someone as the default gun was quite efficient but not too much. It was just perfect for Q3. As for the secondary fire, bah it's pretty much useless and most people just empty their AR grenade as quick as possible in a room full of people and hope to get someone. So it's contribute to the whole spam.
Lightning Gun: One of the most abused weapon in UT2004. It's suppose to be a sniper (only used at long distance) not a weapon as powerful as a rocket in close range... First of all, I would lower the damage from 70 to 60. Fix the childbolt which are actualy a netcode issue as there's no splash damage on the LG. Then I would reduce a little the ammo you get when picking it up and remove the crosshair on that weapon so you can ONLY use it when zooming.
Bio Rifle: The primary fire is really weak and almost useless but once you load it, it gets powerful. I think a full load of Bio should always 1 hit kill you as sometimes people with 100-100 or 100-150 will receive a full load then have like 5-10hp left, that's pretty dumb. It would also be better if you would take damage from walking on it (before it blow up and do a splash damage) and make the blob bigger but I think they already did that in UT3.
Shock Rifle: The most unbalanced and abused weapon of the game. That gun almost totaly ruined the fights/gameplay. It's the most accurate weapon, it have a high RoF while doing a lot of damage with the primary fire AND knocking it's target for a sec, the secondary fire is easy to spam and since it blocks everything, you can create a "shield wall" with these to run away then "snipe" him front long range like a chicken. Then like if it wasn't already that powerful, there has to be the shock combo... I think it's range (splash damage) should be reduced and also the damage and it should take 8-10 ammunition instead of only 4.
Minigun: The secondary fire is totaly useless. No one unless people that are named "Player" use it. It might do 14 instead of 7, it's so **** slow that you end up doing much less damage and it's not really more accurate. If only it had something special like going through armor and being more accurate, then it could get useful. Anyway it's being "removed" in UT3.
Link Gun: The primary fire is a total joke. Soooo slow that it's like impossible to hit a moving target even up to close range. People just use it as spam. The secondary fire is the only use of the link but for the ammount of damage it does, I say that it's range should be a little more far so it gets more balanced with the minigun.
Flak Cannon:It's my favorite weapon (mostly for the primary fire which is kind of like a shotgun) but in UT2004 it's a total joke, just as the link gun (ok a little less worse). I noticed by trying UT2003's mutator that they made the spread wider in UT2004, making it even worse. Since the bullets are so slow, it's impossible to use it like a real-life shotgun and I mean this even at very close range! You always gotta shoot in front of ur target to hit him unless you are at blank range (His face right on ur barrel edge). It should also deal more damage and maybe even have it so it does X damage at X range so people wouldn't spam it like hell in tight corridors/room. But I think it would be better to just give it a "balistic" arch so once it gets are medium range, it start going down so it won't reach someone far away. That would greatly reduce the whole spam in UT2004. As for the secondary fire, hmm... I don't exactly know what we could do but I'm sure there would be a way to improve it a little.
Rocket Launcher:Not much to say, it's pretty much the only perfectly balanced weapon. Maybe if it would take less time to lock the rocket on a target. Like 2 or 2.5 seconds instead of like 4 seconds (well 50% less time than right now) since any good player at UT never stay idle for that long. About shooting the rockets in spiral, it's most of the time useless but since it have a pretty cool effect...
That's it, I'm done finaly. Now you can love me or hate me but I'm sure no one would stay neutral and have no opinion at all about what I've said.
Ok so here it goes, I'll just give my opinion next to every weapon of the game "excluing super weapons":
Shield: The primary fire is pretty much useless since it's very buggy in UT2004. Often you hit ur enemy but it does no damage, or you don't hit him (the gun still charging) and it does like if you hit/killed him and so on. But worse is the secondary fire since it have a huge impact on the gameplay and the way fights are being played. It encourage the player to be more coward, and play more at long range which isn't how UT was meant to be played. People just use it to get out of fights and AVOID them which makes the game even more boring. At least it's out for UT3.
Assault Rifle: Totaly useless weapon, although interesting when you get 2. It's way too innacurate to be worth using it. If you spawn near someone with another weapon, you have no chance to win unless he is almost dead. So the way it's being used is just by spamming it anywhere near the target. The enforcers from UT99 were so much better. I'm happy that they make a comeback in UT3. Also what I liked in Quake 3 is that you weren't sure to die if you just spawned in front of someone as the default gun was quite efficient but not too much. It was just perfect for Q3. As for the secondary fire, bah it's pretty much useless and most people just empty their AR grenade as quick as possible in a room full of people and hope to get someone. So it's contribute to the whole spam.
Lightning Gun: One of the most abused weapon in UT2004. It's suppose to be a sniper (only used at long distance) not a weapon as powerful as a rocket in close range... First of all, I would lower the damage from 70 to 60. Fix the childbolt which are actualy a netcode issue as there's no splash damage on the LG. Then I would reduce a little the ammo you get when picking it up and remove the crosshair on that weapon so you can ONLY use it when zooming.
Bio Rifle: The primary fire is really weak and almost useless but once you load it, it gets powerful. I think a full load of Bio should always 1 hit kill you as sometimes people with 100-100 or 100-150 will receive a full load then have like 5-10hp left, that's pretty dumb. It would also be better if you would take damage from walking on it (before it blow up and do a splash damage) and make the blob bigger but I think they already did that in UT3.
Shock Rifle: The most unbalanced and abused weapon of the game. That gun almost totaly ruined the fights/gameplay. It's the most accurate weapon, it have a high RoF while doing a lot of damage with the primary fire AND knocking it's target for a sec, the secondary fire is easy to spam and since it blocks everything, you can create a "shield wall" with these to run away then "snipe" him front long range like a chicken. Then like if it wasn't already that powerful, there has to be the shock combo... I think it's range (splash damage) should be reduced and also the damage and it should take 8-10 ammunition instead of only 4.
Minigun: The secondary fire is totaly useless. No one unless people that are named "Player" use it. It might do 14 instead of 7, it's so **** slow that you end up doing much less damage and it's not really more accurate. If only it had something special like going through armor and being more accurate, then it could get useful. Anyway it's being "removed" in UT3.
Link Gun: The primary fire is a total joke. Soooo slow that it's like impossible to hit a moving target even up to close range. People just use it as spam. The secondary fire is the only use of the link but for the ammount of damage it does, I say that it's range should be a little more far so it gets more balanced with the minigun.
Flak Cannon:It's my favorite weapon (mostly for the primary fire which is kind of like a shotgun) but in UT2004 it's a total joke, just as the link gun (ok a little less worse). I noticed by trying UT2003's mutator that they made the spread wider in UT2004, making it even worse. Since the bullets are so slow, it's impossible to use it like a real-life shotgun and I mean this even at very close range! You always gotta shoot in front of ur target to hit him unless you are at blank range (His face right on ur barrel edge). It should also deal more damage and maybe even have it so it does X damage at X range so people wouldn't spam it like hell in tight corridors/room. But I think it would be better to just give it a "balistic" arch so once it gets are medium range, it start going down so it won't reach someone far away. That would greatly reduce the whole spam in UT2004. As for the secondary fire, hmm... I don't exactly know what we could do but I'm sure there would be a way to improve it a little.
Rocket Launcher:Not much to say, it's pretty much the only perfectly balanced weapon. Maybe if it would take less time to lock the rocket on a target. Like 2 or 2.5 seconds instead of like 4 seconds (well 50% less time than right now) since any good player at UT never stay idle for that long. About shooting the rockets in spiral, it's most of the time useless but since it have a pretty cool effect...

That's it, I'm done finaly. Now you can love me or hate me but I'm sure no one would stay neutral and have no opinion at all about what I've said.
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