"nuff said. The NF .50 is a freaking JOKE compared to the BE Carbine. Lets throw some hard stats down: Northern Faction .50cal Rifle Very heavy semi-automatic rifle with a small clip. Damage: 35(Minimum 11) Clip Size: 15 Ammo Limit: 60 Accuracy: Rate of Fire: 0.18 Falloff/Base: 2200/.85 On the other hand: Brenodi Carbine Assault Rifle A Carbine rifle that fires 3 bullet bursts in a close pattern. Damage: 22(Minimum 7) Clip Size: 30 Ammo Limit: 120 Accuracy: Rate of Fire: 0.32 Falloff/Base: 2000/.85 Damage per mouse click: BE car: 66 NF HR: 35 Damage per clip: BEcar: 660 NFHR: 570 Close range effectiveness is clearly superior with the BEcar, while at long range the NFHR ironsights are all but unusable for people that have under 1680x1100 res. Lag is also a problem with the NFhr, with the rate of fire being very inconsistant with higher latencies (and hence the damage output), as it tends to go bom-wait-booom boom boom-wait-wait-booom boom.... it is very icky. The BECAR with a much lower mouseclick/damage ratio is much more lag-friendly. Also is the hard stats of the BECAR dominating their NF rifle counterparts on the g4tc stats page. With these problems, it is quite obvious that the NFhr is quite weak compared to the BEcar. But in and of itself, the BEcarbine isnt a problem: the lack of a suitable counterpart is. Possible solution via revied weapon stats: Brenodi Carbine Assault Rifle A Carbine rifle that fires 3 bullet bursts in a close pattern. Damage: 22(Minimum 7) Clip Size: 30 Ammo Limit: 120 Accuracy: Burst rate: from 0.29s to 0.9 seconds Falloff/Base: 2000/.85 Northern Faction .50cal Rifle Very heavy semi-automatic rifle with a small clip. Damage: from 35 to 50(Minimum 11) Clip Size: 15 Ammo Limit: 60 Accuracy: Rate of Fire: from 0.19 to 0.6Falloff/Base: 2200/.85 This, in my opinion, will be a step in the right direction to stop the Rifle2s from being so obviously unbalanced in relation to each other, and remove the BEcarbine's ability to be a close range auto-shotgun (admit it you JPL buggers) On a side note, nerf the shotty pistol's ammo carrying capacity. The amount of shells that you can carry in that thing when fully loaded up is equal to about 12 full BE autopistol clips in terms of sheer damage, which they dont have. And clamp down the maximum spread of the autopistol too.
Fuck your rate of fire changes, I don't want to wait half a second between shots, it's long enough already for the 50cal.
The rate of fire could be dropped by as much as a third (0.32 to 0.5, 0.18 to 0.27), but I don't think more than that with the guns becoming frustrating or unresponsive. The heavy rifle might need to fire even slower, provided the issue with its delay is fixed. A damage boost for the 50cal seems alright as well. Really though, the BECAR's burst just needs to have a massive spread when fired while moving. Take away its accuracy and suddenly all its advantages will float away.
And suddenly it becomes a shit gun. I think the BECAR is good where it is and everything else needs to be brought up to it's level.
please dont lengthen the burst rate of the carbine, it makes it feel silly to shoot (hold mouse down etc) imo if you want to buff 50 cal just give a damage boost
In the playtests for 2.2 a carbine with a longer pause between shots was just very unconfortable. And the NFhr did alot more damage in the tests, it was a freaking sniper. For more specific stuff ask beerdude.
Ditch the carbine and make an NFHR clone, in fact if we have to have a long range weapon I'd prefer it if both were like assault rifles but only firing single shots and with better accuracy and slightly better damage. Pretty much identical recoil though and minimal delay between shots, just enough to stop people scripting in full auto. So you don't snipe with them, you just keep shooting to whittle people down, they can do it better than the AR can but they don't have the bullet hose capacity of the AR in close range. That gives you a long range weapon and a close range weapon, neither one should be over or underpowered. Although my ideal preference would be to have that same functionality as a firemode of the AR, so you press a button to switch between the two. Then give the rifleman some other gun like a shotgun. Assault rifles are pretty much perfectly balanced long-range weapons, they do damage at long range but they do more at close range so they keep the combat close without the contrived shitty accuracy of the early 2.2x releases.
+1 to OP's suggestion as there's a clear deficit in power between the carbine and nfhr. I'd rather see all weapons get a little more lethal than just the carbine being nerfed, but whatever.
0.6 cycle time is fucking ridiculous. Really. I tried 0.4 with an autoshotgun and that was fucking slow. Buff the damage, change the animation slightly to get rid of the hideously huge recoil, and it should be useable.
i like the one shot rifle better, great aginst engineers trying to build, but the 3-shot ones good in close quarters, and of course with the diffrence between the heavy classes id say leave it alone. lol.
Close Combat: SMG 1 > Asault Rifle > Carbine > HR Normal/Medium Range Combat: Asault Rifle > Carbine > SMG1 > HR Long Range Combat: Carbine > HR > Asault Rifle > SMG 1 Carbine is way better then the HR, it's either way the recoil, the rate of fire or the damage that makes the NFHR feel like a pea shooter. Increasing the damage would be a good idea(personally). NF Have the Shotty, And BE the Carbine.
Where the fuck is SMG 2 in your workings? It doesn't suck. Also, NFAR > all in every single circumstance there. BEAR in all except long range.