I will not be buying anymore bits if this Saw nerf is enacted!!!
Get the dame dlc out already and don't nerd saws nobody complains about them. You guy need to get your s!$t together and stop fixing s!$t that doesn't need fixing.
Given that there are (as of the start of this reply) 17 pages worth of replies, I'm going to go out on a limb and assume that some of these changes aren't going to be well-received :P I'm also going to assume that countless counter-solutions have been proposed. So rather than rehash all of those great ideas/suggestions, I'd like to take a stab at how these changes will affect the trend of a metric that's vital to any multi-player game: Daily Active Users (DAU).
And we all (players and developers) want DAU to trend upwards (or else why even bother to post on these forums, eh?).
The current issue with the FRC Heavy Scattergun is that it deals the same damage as the FRC Scattergun while having a downside to accuracy. Unless I'm missing something, keeping its overall damage the same will not materially change anything.
- FRC Heavy Scattergun – We have heard the complaints that the current version has nothing really unique about it that makes it a compelling choice. So, we are going back into it and increasing the number of pellets that it fires back up to 12, but dropping the damage per pellet to compensate for that. The overall damage if you hit with every pellet will be about the same as before.
Effect on DAU trend: neutral
This makes the pistols weapon category more appealing though I'm not quite sure it'll be enough for non-pistol-using folks to replace their secondary slot.
- Pistols – We are upping the ammo pool and the amount of ammo that you get from enemy drops to help keep some of the higher rate of fire pistols fed. You won’t see more ammo drops from enemies; just the amount of pistol ammo from each drop has gone up.
Effect on DAU trend: neutral to slightly positive
There needs to be interesting trade-offs among ALL weapons and it takes more time to bring a dozen weapons up than it is to bring one down. Unfortunately, this one weapon is highly popular and it may be the "last straw" for some folks. Balancing is hard and takes a lot of time and effort. It's an activity that requires taking into account the entire system (all weapons, weapon categories, weapon effects, etc.) and is only undermined by spot fixes.
- SAW’s – The SAW weapons (FRC SAW, Frontier SAW and Machinist’s Gun) were all outperforming both other light machine guns and many other weapons. We have lowered the damage on these weapons to bring their overall effective DPS back in line with other weapons.
Effect on DAU trend: slightly to moderately negative
This will be a welcome change to those on sub-par/older computers like me. Though a positive change in general, I wouldn't have played any less without it. I also don't think most explosives users in general use those weapons largely because of the camera shake effect.
- Multi-Projectile Explosives – We are toning down the camera shake that you get from the explosions on the child projectiles. Getting several of these in an area was being more disruptive than we had intended because of overlapping effects. These should be much better in the future.
Effect on DAU trend: neutral
We all know what the issues are here (there are tons of threads on the forums about infectors and PvP). These changes shouldn't hurt infector PvE performance much if at all and it can be seen as a possible boost for the non-burst infector types. It might improve the infector vs. non-infector weapon mix in PvP (which is a relatively small population).
- Infectors – We are removing the pulsing camera effect that remained on for the full duration of the DoT from the infector. This should make them less disruptive. We have also changed the burst size mod. It was setting the burst size to one, not adding one to the burst size, which can cause issues with very high Rate of Fire fully automatic infectors. We have changed these to just have a 10% increase in Rate of Fire.
Effect on DAU trend: neutral to slightly positive
This one comes as no surprise and is clearly addressing the disproportionate siphon nano usage. Unfortunately, many players rely on siphon to get them through a Volge emergency. A much smaller number of people (game population, not PvP population) use them for PvP.
- Nano-Effects – Some weapons and mod combos were capable of getting nano-effect procs faster than was intended. We have added a 1.5 second cooldown to all the nano-effects. For most weapons, this will not be a noticeable change. For high rate of fire weapons, this should bring their proc rate over time more in line with lower rate of fire weapons.
Effect on DAU trend: neutral to slightly negative
Not much information here but if rockets will be more effective then I can only assume that some people may want to try them out. And, in general, build diversity leads to a larger population enjoying the game.
- Rocket Launchers – The prior balance passes on rockets took them down a little too far, so we are looking into bringing their power back up a bit to make them more balanced with other weapons.
Effect on DAU trend: neutral to slightly positive
These are just my hypotheses and I encourage Trion San Diego to go through the same exercise if they haven't done so already. Anything with an estimated "neutral" or worse effect on DAU is an opportunity to re-think the solution.
Positive DAU trend = more revenue for Trion = more content for us![]()
thanks trion for giving me a reason to use a SAW in pvp matches now ...... oh wait my mistake you guys really now how to piss people off !
I am astonished at this. I really expected that joke called the Disruptor to get a buff. Instead you nerf the #1 gun in the game. I am at a loss.
It seems that you enjoy taking the FUN out of the game.
Took the bounce glitch out of Muir.
Took Charlie.
Tried your hardest to take Arkfalls.
Cmon guys, really. How much am I supposed to sit on here. I have taken everything in stride without complaining so far, but we all have limits.
PS: Crappy so called shot-gun upgrade (actually a nerf). No Immunizer nerf (The actual gun that gets complained about). Crappy nerf to nano effects (Hooray,PVP wins again, hurting PVE).
There. You finally pushed a negative post out of me.
Well, look at it like this. Trion isn't talented enough to balance guns and it's FAR easier to nerf. They have and will always be bunch of lazy bunch who expect people to lemming their stores. I mean it's obvious that SAW was really the only gun to use in pve and it needed but talented people would have boosted the others instead.. which is why the SAW was nerfed.
PS4 Tea Realmreaver and Realmreaver 360: was Elric-zwo; Kastíthanu nevitso haryo banggos.
Actually i think one thing that needs to be told is how much you're nerfing the saw damage, what are we talking about 10%, 20%, 50% ?
Since you say you have lowered the damgage it should not be a problem to tell us how much it's lowered.
I'd like to know if i should still bother with the saw or should look to get used to something else once my LMGs hit 20.