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Here's my question. Why is this even suggested in the first place? Are charge weapons on a whole unbalanced in such a way where this suggestion is necessary? Seems to me that most charge weapons have some sort of drawback (Low RoF, Charge noise, etc) where changes to damage or ammo consumption is a far more practical way to alter the weapons if they are deemed too powerful.
Charge weapons in this game seem to pack quite a bit of pressure behind them because of how much power they can have over your opponents. .
This hasn't been an issue for 4 full releases of MM8BDM, I'm not sure I understand why it suddenly needs to be changed if game balance isn't the concern.
While I'm not 100% fond of Bikdark's attitude, I do agree with his logic in that charge weapons provide an obscene amount of pressure in most non-deathmatch settings.
The problems I have with charge weapons, specifically atomic fire, is that once they reach a full charge, they provide a large amount of pressure to nearby targets due to the punch they pack when they reach said level. And sure they take some time to charge, but the instant they reach full charge, their biggest weakness instantly disappears. No amount of charge time or flashing lights or loud noises will circumvent this. In the instance of Atomic Fire, they now have a shot that if they land is a guaranteed OHKO. In the instance of Duo Fist, they have a hard knuckle that fires instantly that can be instantly followed up upon.
Pharaoh Shot? ...That's a monster in its own right, there's more wrong with it than just pressure.
Wild Coil- okay let's face facts Wild Coil is actually pretty weak I think its spread should get brought back to v2a levels but that's beside the point.
These weapons provide a lot of pressure in environments where life matters and, like I said, no amount of flashing lights or loud noises is going to resolve that.If you really want to think about this in a deathmatch-centric mentality, which seems to be the case, it would actually be buffing weapons that use charge times as it would promote releasing the weapon on a target early rather than holding onto it....And to be frank, I would consider balancing the game specifically around deathmatch and only deathmatch a tad foolish as the most played game mode has never been deathmatch and I don't feel I can respect that as a viable counter-argument based on that prospect.