t3h unnamed server Shotgun Frenzy 1.4 + unofficial balance
Posted: Fri Aug 30, 2013 4:38 am
Hey guys. There's a fairly popular server running Shotgun Frenzy 1.4 that recently some of us have been chiming in on possible balance fixes. I do not own this server but I thought it'd be helpful if I made a thread for those of us who do play on it (and for the server admin) to organize changes / fixes for this balance patch and for topics related to his server itself.
Shotgun Frenzy 1.4 + Balance
Currently, I've noticed the following changes:
[spoiler]Buffs:
All explosive upgrades improved - the flames deal much more damage than before.
Rocket Launcher seems to deal more base damage. RL Spread seems more valuable now. Exploder rockets extreme boost in power.
Flamer significantly improved and also gains the extra damage from the "flame" buff.
BFG ball changed into a projectile that passes through enemies in a fairly thick ball. It's use has improved significantly.
Nerfs:
Dualshot Razor upgrade damage reduced.
Other:
A couple naughty exploits were fixed.[/spoiler]
Comments on this patch
[spoiler]BOOMSTICK - Nice to see explosive round weapons get a boost in power, but explosive boomstick is far too useful for how quickly it can be obtained. Perhaps less flames come out of each shot?
QUADSHOT - As a result of the explosive buff, Quadshotgun is far more useful than it was previously. However, it still suffers innate ammo problems that force players to buy ammo dispensers. Super shotgun also receives the problem only slightly less. I understand that the point was to trade ammo for more effectiveness, but in relation to other upgraded weapons it loses it's place. My Suggestion: Add an increase to max shell count. The ammo consumption stays the same, but allows a slightly longer battle trip than previously, and allows it to match up with better relationally to the other upgraded weapons.
ROCKET LAUNCHER - Exploder is extremely overpowered. Needs a significant damage nerf; just not as little damage as it used to deal. I like the radius on it, but as of now it deals far too much and is an "instant win" gun.
DUALSHOT - Razorblades now deal less damage, but this weapon is still on the overpowered side. I would half the damage output of each blade fired. It still has the incredible ability of penetrating huge lines of demons. If half seems too drastic, then 3/4ths its current damage. It needs a fairly firm slap with the nerf stick though.
FLAMER AND BFG - They finally deserve to be called 'Super Weapons'. However, they're still extremely easy to afford mid way through the game once players get their main weapons upgraded. I like the damage Flamer deals, but I think it has too much sustain. Consider doubling the ammo usage of it so that you can't permanently stay in the fray (I was able to do this picking up multiple ammo refreshes from kills). Also, for both Flamer and BFG I think a modest price increase of 5000 and 2500 credits respectively is well within fair given that more weapons are useful now and credit generation isn't quite as difficult at it once was.[/spoiler]
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Thanks t3hplayer for trying your hand at breathing some new life into the mod through some interesting balance changes! I seriously enjoy the glance given to many weapons that weren't very useful or atleast cost effective.
Also I hope this forum is fine for this thread as this topic goes over both t3hplayer's unofficial Shotgun Frenzy patch AND discussion about his server.
Shotgun Frenzy 1.4 + Balance
Currently, I've noticed the following changes:
[spoiler]Buffs:
All explosive upgrades improved - the flames deal much more damage than before.
Rocket Launcher seems to deal more base damage. RL Spread seems more valuable now. Exploder rockets extreme boost in power.
Flamer significantly improved and also gains the extra damage from the "flame" buff.
BFG ball changed into a projectile that passes through enemies in a fairly thick ball. It's use has improved significantly.
Nerfs:
Dualshot Razor upgrade damage reduced.
Other:
A couple naughty exploits were fixed.[/spoiler]
Comments on this patch
[spoiler]BOOMSTICK - Nice to see explosive round weapons get a boost in power, but explosive boomstick is far too useful for how quickly it can be obtained. Perhaps less flames come out of each shot?
QUADSHOT - As a result of the explosive buff, Quadshotgun is far more useful than it was previously. However, it still suffers innate ammo problems that force players to buy ammo dispensers. Super shotgun also receives the problem only slightly less. I understand that the point was to trade ammo for more effectiveness, but in relation to other upgraded weapons it loses it's place. My Suggestion: Add an increase to max shell count. The ammo consumption stays the same, but allows a slightly longer battle trip than previously, and allows it to match up with better relationally to the other upgraded weapons.
ROCKET LAUNCHER - Exploder is extremely overpowered. Needs a significant damage nerf; just not as little damage as it used to deal. I like the radius on it, but as of now it deals far too much and is an "instant win" gun.
DUALSHOT - Razorblades now deal less damage, but this weapon is still on the overpowered side. I would half the damage output of each blade fired. It still has the incredible ability of penetrating huge lines of demons. If half seems too drastic, then 3/4ths its current damage. It needs a fairly firm slap with the nerf stick though.
FLAMER AND BFG - They finally deserve to be called 'Super Weapons'. However, they're still extremely easy to afford mid way through the game once players get their main weapons upgraded. I like the damage Flamer deals, but I think it has too much sustain. Consider doubling the ammo usage of it so that you can't permanently stay in the fray (I was able to do this picking up multiple ammo refreshes from kills). Also, for both Flamer and BFG I think a modest price increase of 5000 and 2500 credits respectively is well within fair given that more weapons are useful now and credit generation isn't quite as difficult at it once was.[/spoiler]
------
Thanks t3hplayer for trying your hand at breathing some new life into the mod through some interesting balance changes! I seriously enjoy the glance given to many weapons that weren't very useful or atleast cost effective.
Also I hope this forum is fine for this thread as this topic goes over both t3hplayer's unofficial Shotgun Frenzy patch AND discussion about his server.