If you look at the Crylink comments, they are suggestions which are so much different from each other (like 0.6 or 0.7 secondary). It's not easy to find the "perfect" way, therefore it needs much testing.
It's extremly difficult to please everyone.
Electro is a difficult weapon with a lot of cvars, it's hard to judge how some values influence the overall weapon.
It is very very strong in Clan Arena (cause no self/team damage, infinite spam) and I wanted to see if there is a way to improvethat. Therefore I needed this testing to see how it goes. The first one was way too weak of course.
I will just write up my thoughts and changes (compared to Rev) in latest balance (used in cup #67) about each weapon:
Laser
- Radius 70 (Rev: 60 / Default 70)
I think it is fine like this.
Shotgun
- Damage 3.5 (Rev: 4 / Default: 4)
- Spread 0.11 (Rev: 0.12 / Default: 0.12)
- Secondary damage: 70 (Rev: 80 / Default: 80)
Why? The Laser/Shotgun combo is so strong at the moment (4*14 bullets =56, so it's slighty reduced damage (so max. 49 now). Less spread to even it out in very close ranges.
And why the hell should a melee from spawn have one of the strongest damage outputs in the game.
To me it seemed fine in the cup now (in previous one it was different and too weak then) and in 4v4 TDM test game.
Also no one noticed it and made comments about this, so likely no huge impact.
Machine Gun
Did not touch it at all, because it gets replaced by Arc Cannon anyway.
Mortar
Did not change that either, compared to Rev and I don't think it needs any changes.
Electro
- Secondary damage 30 (Rev: 40 / Default: 40)
That's the only change now compared to Rev, to see how it goes (see CA comment on top of the post).
In first test, I had the radius reduced at it was failure.
I could not see today how it affects the combo though.
Crylink
- Git secondary (the one you name 0.7)
It's using the default primary with no changes (Rev has -60 force, Default -50). There is no need to increase the force, it destroys all kind of velocity already.
I used that secondary, cause I never saw much complaints about it before, the 0.6 one is 100% useless.
It's a nice, new and unique movement tool.
The force could be adjusted and reduced a bit, as long it does not break the movement feature (it needs that kind of force).
Apart from the secondary force, I would not touch it anymore.
Nex
- Damage 80 (Rev: 90 / Default: 80)
- Charge rate 0.6 (Rev: 0.4 / Default: 0.4)
In my opinion 90 maxium damage is too high. There was a reason why it was set to 80 and the switchdelay appeared.
I reduced it to 80 again but increased the charge rate to even it out in combos (and avoid such things like delay).
If you would hit 2 Nex shots (the fastest possible) vs 100/100 stack the follwing remain:
90/0.4 - 36/4
80/0.6 - 37/6
It's a pity that the very good Nex users could not participate today, so I would like to test this setting a bit more. To me it felt quite good today.
Hagar
- Secondary damage 30 (Rev: 40 / Default: 40)
4 rockets, so 30*4 = 120 max. (before 160)
I (ab)use this part of the Hagar a lot, especially in TDM and always thought it does ridiculous damage (160!). Also I recall the complaints about this strength (pre Reversion) so I reduced it slighty. 120 is still a lot if you hit it in the opponents face, it's still a potential instant kill.
Rocket Launcher
Did not touch this one either. It's just fine.
Conclusion (tl;dr):
- Rot is good now (stronger armor as well)
- Shotgun being OP improved
- Electro most likely to be reverted
- Crylink git secondary, maybe reduce force
- Nex is a compromise atm and needs more testing
- Hagar still strong as hell, would like to test it in TDM more (more comments by others please)