I’m new to these forums, didn’t mean to delete my previous (duplicate) post. So step by step:
1. Calculate all players’ WRV (Win Rate Variable) based on percentage wins with all weapons in the current patch. This is the control variable that all other data will be balanced to.
Note: WRV doesn’t matter on its own, we’re only interested in how it changes with different weapons. Data can also be restricted to certain difficulties/game modes if desired for targeted balance.
2. Calculate the difference from this WRV for each specific weapon that player has used (different Mk versions also count as different weapons for balance purposes). For example, let’s say player #2313 wins 6% less often when using the ‘Agripinaa Mk VII Combat Shotgun.’ This means their WRVD (Win Rate Variable Difference) for that shotgun is -6%.
3. Take step 1 and 2 for all players and aggregate the data for each weapon. For example, let’s say across all players, the ‘Agripinaa Mk VII Combat Shotgun’ has a WRVD of -5.4%. All players across all games win 5.4% less often when they take this weapon compared to their average. Objectively, that would mean this weapon is underperforming and needs buffs.
4. Buff(/nerf) positive/negative weapon variables as needed, ideally changing the variables to make each weapon more unique from the others. Repeat process every month or so for all weapons that have over, say, +/-2% WRVD from the average of all weapons.
Result: your favorite non-meta weapons are now viable without dragging down your team and generally everyone has a lot more weapon options to enjoy, rather than being stuck using just a small selection.
For a hypothetical extra lazy developer, every step of this process can be fully automated and rerun monthly or at any interval. Even step 4 with preset increments/decrements. Not that it should be, but just saying. For a hypothetical lazy developer.
If people are upset about nerfs to (objectively) overperforming weapons, get good? If people are really upset about nerfs, the process could only be used for buffs on (objectively) underperforming weapons to bring them to a baseline range… Anyway, just a thought because the weapons are not well balanced in this game, at all.