Ammo is Quite low for a braced gun, that even HeadHunter series with 57%|77%, yet still got nearly the same ammo. as braced guns do consume much higher ammo and with lower accuracy
Does Significant lower damage to infested enemies, nearly 50% less , that even killing a Mauler is easier than a poxhound, a Critical Weak spot shot, still does even Lower Damage than a normal shot vs unarmored.
Enemies in the game tend to be resistent or weak to specific type of damage.
Weapons base stats often provide diminishing returns, aren’t like to like across different Marks and have what community regards as RPG style “dump stats”.
This is all part of the game design decisions to not make weapons good vs everything** / teamplay elements.
** unless we are talking Power Sword or Flamer. Just don’t tell Fatshark or those weapons die hard fans. People get upset so easily when you critise their work or hobbies.
Well a Braced Autoguns are meant to be spray and pray way, high mobility, high ammo, good damage, but with bad accuracy and cant counter long range targets, or snipe out a special/elite from a horde.
here we are having a braced autogun that dont benefit dodges from mobility, that does 20% less damage to infested , that it does even more damage to unarmored than to infested, imagine that.
Boller is meant to be used anti special, high caliber, high recoil, low ammo. but hey am a infested target, your explosive tipped rounds do only 50% of damage.
This is not balance, this is wrong input of data or something else. i dont understand why a crusher needs 15 shots of bolter to die, while also poxhound require 15 shots of bolter to die.
here is a video for you to show how much does a crusher require to die from a bolter on damnation, you can see for yourself, thats nearly 80% damage ,and 8% extra damage vs weakpoint, and still require 15 head shots.
Also Hound at Damantin require 6-7 shots, somehow not all headshots counts as weakspot, and now the hound is standing still, not running around at supersonic speed.
so please use facts or supporting information regarding balance, as balancing is affected by even the most smallest variables.
Pinning fire helps a lot.
Also, weakspot damage is not a good perk, it’s misleading. Here’s how it works:
If you have a weapon with +10% weakspot damage, 100 damage to body, 120 damage to weakspot, then the perk will give you (120-100)*10%=2 extra damage.
Eviscerators, thunder hammers, infantry autoguns, devil claw swords, chainswords, all the staves, rumblers, stubbers, kickbacks etc. Some weapons do less weakspot damage to Infested enemies, and only a couple weapons do MORE damage to infested than to unarmored - the flamer and ripperguns.
Crusher on damnation die in 6-7 bullets from bolter. Perks are rending and pinning fire.
Infested enemies are basically undead as far as i know, so physical weapons does less dmg to them, while fire, melting is super effective and powertype weapons aka plasma, lasgun are decent due to their high temperature nature.
Braced Autoguns are meant to be what Fatshark believes they are meant to be. I ignore all variants except one, like virutally everyone else. I’m sure weapon balancing pass is coming soon™. It was the same story with Vermintide 2. Feel free to provide your feedback.
both headhunter and infantry variant do same damage to infested and to unarmored, yes per weakspot it does change, as it seems its bugged, as its exactly the same as in critical, and infested weakspot+critcial = unarmored weakspot+critical on unarmored.