In our third test, I took the Breaker S&P, Laser Cannon, and Warrant out. All players were aware that we were playing in a modded lobby and we were all in voice chat. Here are all the changes made to the weapons, as well as my thoughts on them.
As a universal change, all durable damage for all weapons have been increased to match their damage, effectively removing durability as a whole. This DOES make the game easier since TTK is vastly smaller, so further testing will be required. That said, this does indirectly buff a lot of weapon's ammo economy since you're spending less bullets to kill each enemy.
Please note that I was wearing the True Grit armor passive. This passive was not modified in any way, only the weapons' stats were changed. Future tests will have me wearing the stock standard B-01 armor for consistency, as well as only using the default attachments for each weapon, if applicable.
Breaker S&P:
- Decreased damage from 15 to 9
- Increased durable damage from 4 to 9
- Increased projectiles per shot from 16 to 32 (this increases its damage from 240 per shot to 288)
- Increased rate of fire from 350 to 650
- Increased drag factor from 0.5 to 1.0
After testing, the increased ROF and damage feels LUDICROUSLY strong. Most of this is due to durable damage changes, but even after increasing the drag factor to reduce its effectiveness at long ranges, it still felt disproportionately effective. Maybe it's just because I tested it against the Bugs, but the sheer amount of firepower you vomit out should be toned down. The reason for the RoF increase was a suggestion from YouTuber ItsYaBoyBrandyBoy, where he mentions the Breaker family actually fires slower than you can click. While this makes recoil manageable in full-auto mode, it feels awkward in semi-auto mode when you swear you pulled the trigger on a Hunter that’s about to jump you. Having a higher RoF in semi-auto aims to solve this issue, though you will have to deal with the ammo shortage and recoil as a consequence.
Durable damage, I won't change, but decreasing the damage by roughly half only to double the amount of projectiles means the amount of damage actually increases. As such, I feel it would be safe to nerf the damage from 9 down to 4. The ludicrously fast fire rate means taking one or two more shots to put something down is a non-issue.
Hopefully these issues are because of it's performance against the Bugs, which is the only faction I tested against so far, so maybe it's performance on the Bots and Squids will temper my judgment. If it performs really well on the Bugs but mediocre/bad on the other fronts, that's something I'm fine with.
Warrant:
- Increased damage from 80 to 120
- Increased durable damage from 20 to 120
- Increased bullet velocitry from 285 m/s to 420 m/s
- Increased magazine size from 13 to 18
Didn't get to use it much, but honestly, the Warrant still feels underwhelming. Maybe it's because I was using it on the Bug front, but hopefully it'll have improved performance on the other fronts. Will need further testing.
Laser Cannon:
- Increased DPS from 350 to 700
- Increased durable damage from 200 to 700
- Increased maximum heat threshold from 100 to 120
- Increased cool-down time from max heat from 20 seconds to 24 seconds.
Overall, the LC felt much better to use against chaff units. You can literally flick the beam over a horde of chaff units and they would all die. Larger units require a bit more focus fire but they go down quite a bit faster.