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mmacola
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 Handguns Discussion (Spreadsheet added)
« Thread Started on Jun 17, 2012, 1:26am »

Well, as most of you know, there will be a Weapon Balance Pass soon, so I asked Rubin if the Devs would be taking any suggestions and he confirmed. A major rebalancing is something quite rare to occur in the CoD series (at least recently), so I guess they must have something to do with their EA counterpart, who is actively responding to their consumer feedback on the game.

So, in this thread, I hope we can discuss ways to rebalance Handguns intra and extra class. Please tend to keep a open mind to suggestions even if not orthodox, such as body multipliers and severe recoil changes (I'm talking about you, Deagle). For your convenience, here is the spreadsheet.


- USP45: Reduced horizontal recoil (20%). 1.25 neck and chest multiplier, so two shots (AA-12 range) to these regions mean a fast death to the enemy. Increase min damage to 20. By this buff I'm trying to bring back some of the USP45 power from previous games.

- P99: 1.1 neck multiplier, slightly increased vertical recoil (so more shots lead up). Again, 20 min. damage. Surely the most easy to use up close, however not the most aim-rewarding. With the higher recoil, anything past close-range is crap.

- MP412: All reload times x0.8, damage increased to 50-30, range decreased to 300-800. It's pretty good this way, IF it's neck and full torso multipliers are 1.4x, but I'm not sure.

- Magnum baby!: Damage increase to 50-25, range decreased to 300-930. Past 800u, it will be worse than the MP412, since it's multiplier won't make a difference. Finally bringing some intra-class balance. Also the MP412 will be better in kid game style.

- Five-Seven: Min. Damage increase from 17 to 20, increase centerspeed by 100 (We all know it isn't 1475 as the spreadsheet says). The best at long range, big clip "Marvel4 says: Magazine!!".

- Deagle: 55-35, no multipliers. Increase centerspeed to 1000 (We all know it isn't 1475 as the spreadsheet says˛).

Give your ideas, comment on others. If we finally hit a consensus, lets bring it to Mark Rubin. We never know what may happen.

EDIT: Suggestion Box spreadsheet
« Last Edit: Jun 18, 2012, 12:52am by mmacola »Link to Post - Back to Top  IP: Logged
darkpixelblade
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 Re: Handguns Discussion
« Reply #1 on Jun 17, 2012, 1:51am »

I approve
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 Re: Handguns Discussion
« Reply #2 on Jun 17, 2012, 2:05am »


Jun 17, 2012, 1:51am, darkpixelblade wrote:
I approve


agreed
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wwa
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 Re: Handguns Discussion
« Reply #3 on Jun 17, 2012, 2:06am »

> A major rebalancing is something quite rare to occur in the CoD series (at least recently), so I guess they must have something to do with their EA counterpart, who is actively responding to their consumer feedback on the game.

omg ...

1. drop off start 700, dmg 49
2. drop off end 1000, dmg 25-30

semi auto CQC weapon shud be in the same relation to other full auto CQC weapons as MK14 vs other AR.
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Marvel4
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 Re: Handguns Discussion
« Reply #4 on Jun 17, 2012, 2:09am »

Correct handgun stats: http://symthic.com/mw3charts.php?class=H....dsc=DESC&attc=-

My suggestions:
Reduce horizontal recoil on USP, P99 and Five-seven to 35, like in CoD4 and Black Ops.
USP and P99: Increase damage to 40-25 like in MW2
Five-seven: Increase damage to 40-20
MP412, .44 Magnum: Increase damage to 50-35 like in MW2
Desert Eagle: Increase centerspeed and increase damage to 50-30 like in CoD4

Nothing more is needed in my opinion, maybe give the MP412 a higher centerspeed like the snub nose Python and the same reload time as the speed reloader Python.
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 Re: Handguns Discussion
« Reply #5 on Jun 17, 2012, 3:26am »

id like to see them get some attachments. give me a scope on the deagle for touch field hockey.
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cmck
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 Re: Handguns Discussion
« Reply #6 on Jun 17, 2012, 4:42am »

I started a thread on this a while back. Let me go find it so we can get some ideas.

Here it is. http://denkirson.proboards.com/index.cgi....ead=4306&page=1
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 Re: Handguns Discussion
« Reply #7 on Jun 17, 2012, 4:52am »

Give me some Thermal for the AA-12, baby.
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slowriot
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 Re: Handguns Discussion
« Reply #8 on Jun 17, 2012, 5:00am »

one can dream urbane.
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 Re: Handguns Discussion
« Reply #9 on Jun 17, 2012, 5:29am »

Desert Eagle - 70-30 and give it a 1.5 head multiplier (you should be rewarded for an aimed shot with a gun with so much recoil) , give it extended mags, and slightly reduce the recoil
MP412 - 49-25 with the multipliers being 1.4 to head and UPPER chest, make the recoil almost non-existent, faster draw times than the magnum
5-7 - reduce recoil and increase mag size to 20
USP - Agree with the OP, but increase the recoil instead of decreasing it
P99 - Change damage to 45-25, and increase mag size to 15
Magnum - Make damage 55-30

Just my ideas, maybe looking at this will give you some ideas
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 Re: Handguns Discussion
« Reply #10 on Jun 17, 2012, 11:05am »

I like handguns to be bad so that I can embarrass people in S&D.

It's bad for a reason; I don't want to see a two shot usp outgun a shotgun or an smg in close quarters.

Just get rid of machine pistols. There's the change you need
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mmacola
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 Re: Handguns Discussion
« Reply #11 on Jun 17, 2012, 11:24am »


Jun 17, 2012, 11:05am, -3055- wrote:
I like handguns to be bad so that I can embarrass people in S&D.

It's bad for a reason; I don't want to see a two shot usp outgun a shotgun or an smg in close quarters.

Just get rid of machine pistols. There's the change you need


If you really think any of these changes will make a SMG obsolete, you need to read it again. Also remember the reason Handguns are there: quickly finishing one enemy (if you find two you're screwed). You've grown accustomed to their oppression. But don't worry, we'll save you, brother. And two shots to the chest, from very close? What's wrong with that? You'll probably flinch against any enemy if you aim chest high anyway.
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danoski666
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 Re: Handguns Discussion
« Reply #12 on Jun 17, 2012, 11:26am »

Not the kind of guy for all the recoil & multiplier stats, but whatever buff ye can give 'em, i agree.
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LeJittBeeSting
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Buff the AA-12



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 Re: Handguns Discussion
« Reply #13 on Jun 17, 2012, 11:31am »

IW wood never take the time to do complicated buffs. Just give all hand guns bar the Deagle 20 base DMG and give the USP+REX more range.
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 Re: Handguns Discussion
« Reply #14 on Jun 17, 2012, 12:49pm »

How about this. Whenever someone melee's you while you have a pistol, your guy catches him with his free hand and then whacks them in the face.
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 Re: Handguns Discussion
« Reply #15 on Jun 17, 2012, 12:58pm »

Remove the brokimbo nerf from the handguns please. Also have the handguns start with 3 spare mags instead of 2. Having to start with 8 rounds for my brokimbo Deagles is just stupid. Give them 100% ADS movement speed.
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danoski666
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 Re: Handguns Discussion
« Reply #16 on Jun 17, 2012, 1:01pm »

Knife immunity/countering with pistols. Make it happen IW.
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 Re: Handguns Discussion
« Reply #17 on Jun 17, 2012, 1:21pm »

Buff handguns by nerfing MPs heavily. Yay. Win.
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 Re: Handguns Discussion
« Reply #18 on Jun 17, 2012, 4:50pm »

Some handgun tweaks I made.
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danoski666
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 Re: Handguns Discussion
« Reply #19 on Jun 17, 2012, 4:52pm »

FMG9 changed fire type? Not gonna happen, IW is waaaay to lazy for any drastic changes. Still, fantasy is always allowed i guess.
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LeJittBeeSting
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Buff the AA-12



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 Re: Handguns Discussion
« Reply #20 on Jun 17, 2012, 4:56pm »


Jun 17, 2012, 4:50pm, Megaqwerty wrote:
Some handgun tweaks I made.

Nerf the FMG-9, buff the Skorpion.
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mmacola
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 Re: Handguns Discussion
« Reply #21 on Jun 17, 2012, 4:59pm »


Jun 17, 2012, 4:50pm, Megaqwerty wrote:
Some handgun tweaks I made.


FMG9 3 round burst and 20 bullets?
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Megaqwerty
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 Re: Handguns Discussion
« Reply #22 on Jun 17, 2012, 5:01pm »

Game needs a 3 round burst MP and it would be hilarious for kids to load up their akimbo FMGs and wonder what the Foxtrot just happened to their insta-win.
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mmacola
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 Re: Handguns Discussion
« Reply #23 on Jun 17, 2012, 5:09pm »


Jun 17, 2012, 5:01pm, Megaqwerty wrote:
Game needs a 3 round burst MP and it would be hilarious for kids to load up their akimbo FMGs and wonder what the Foxtrot just happened to their insta-win.


I meant 20? 3 at a time? Would make more sense 15(21).
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Megaqwerty
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 Re: Handguns Discussion
« Reply #24 on Jun 17, 2012, 5:26pm »

The M93 had a 20 round magazine. Deal with it.
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mmacola
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 Re: Handguns Discussion
« Reply #25 on Jun 17, 2012, 5:28pm »


Jun 17, 2012, 5:26pm, Megaqwerty wrote:
The M93 had a 20 round magazine. Deal with it.


So they'll finally get it right =)
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Megaqwerty
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 Re: Handguns Discussion
« Reply #26 on Jun 17, 2012, 5:30pm »

In your defense, it did have a 15 round magazine in the campaign.
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mmacola
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 Re: Handguns Discussion
« Reply #27 on Jun 17, 2012, 5:36pm »


Jun 17, 2012, 4:50pm, Megaqwerty wrote:
Some handgun tweaks I made.

I see no reason to use the USP over the P99 in your chart. Since you're nerfing their fire cap, recoil wouldn't be a problem. That's why I gave it a unique very close range buff and maintaned their fire cap. P99=Spammy, USP=Skilled. And what's up with you and 49 damage ::)

And you nerfed the REX, poor boy. Currently it kills faster than in your chart.
« Last Edit: Jun 17, 2012, 5:39pm by mmacola »Link to Post - Back to Top  IP: Logged
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 Re: Handguns Discussion
« Reply #28 on Jun 17, 2012, 5:43pm »

You can't shoot much faster than 600 RPM anyway.
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mmacola
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 Re: Handguns Discussion
« Reply #29 on Jun 17, 2012, 5:46pm »


Jun 17, 2012, 5:43pm, Marvel4 wrote:
You can't shoot much faster than 600 RPM anyway.

I can't keep it constant, but I can definitively reach 900~
« Last Edit: Jun 17, 2012, 6:23pm by mmacola »Link to Post - Back to Top  IP: Logged
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