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[My Subjective Opinion] The Collection of OP Weapons

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 [My Subjective Opinion] The Collection of OP Weapons 
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Shandolum


Joined: Wed Feb 22, 2012 8:49 am
Posts: 66
Post [My Subjective Opinion] The Collection of OP Weapons
The Collection of OP Weapons

There are lots of threads about individual overpowered weapons, but I think it would be great to have a more organized view of them. So here I am making a thread, that I will try my best to keep up to date with the weapons and peoples opinion of them.
The overpowered weapons will be graded from slightly to seriously on how overpowered they are, and I'll take every post into consideration.
Currently there are no weapons that are seriously OP, they are more unbalanced, which is what this thread is meant to keep track of. So lets start.

Chaingun (slightly)
The chaingun is a great weapon, its great for defence and can kill those fast moving cappers, which is its job.
But it hurts like hell for everyone going against it, you just need distance to survive and never to go head to head with a decent DMB in a duel.
SFJake wrote:
Chaingun: Its actually the single most balanced bullet weapon in the game. It has heavy spread and slow bullets, which are serious drawback, and the class can't even get any direct explosives with them if they want to use it. A Chaingun is SUPPOSED to rip apart light classes and require bigger guys to take him out. Thats the whole purpose of the DMB in my eyes. A light going close to him loses, period. Thats how it should be.
ArchangelXv1 wrote:
DMBs will eat a heavy player's lunch if they catch them out in the open. Two DMBs will make absolute shred of a heavy. A heavy player will get their azzes handed to them anytime they come upon an auto-wielding baddie unless they themselves are wielding one.

Fractal (slightly)
The primary weapon of the BRT almost, meant to disrupt enemies and create area control.
For experienced players, you know that a green ball is something you need to step away from, and therefore its not really OP at all.
The problem lies when you get hit by it, and almost thrown to a wall that you can't escape from, it just isn't fun to play against this.
SFJake wrote:
Not sure what the problem is there. If you get stuck in it in any way you deserve to die. The only problem is its random factor. Getting stuck in a wall seems like the whole purpose of this thing and thats fine.

X1 LMG (decently)
Not a much used weapon, by far, but very deadly. Feeling just like a small chaingun, but on a class that roams the fields in a heavy suit. I haven't encountered this weapon so much that I can put my finger on why its OP, but I think its that its an automatic weapon on a heavy that makes it hard to beat.
naqel wrote:
Not only it gives a Jugg AA capabilities, lack of which is about his only weakness without it, It's also just d*** strong for an auto.

Shrike (slightly)
Yeah, its a vehicle, and in the average users hands, its really balanced. But when you are on a server with a player that road kills all the time, and can avoid Saber missiles, it just feels hopelessly overpowered. Suggestion would be some decent counter, since Saber Launcher just isn't enough.

Plasma Gun (decently)
Oh yes, the plasma gun. When it came out, it was seriously overpowered, but luckily it was nurfed. Fast firing means it can be used against players in the air, while splash makes it perfect indoors. Its basically the most versatile weapon in the game, on one of the best dueling classes.
Its also way too easy to rack up Airmail points in a match with this weapon.

Jackal (slightly)
Once also an overpowered weapon, but now just needing the little tweak again.
It is apparently banned in some competitions, but overall its fairly balanced.
In the hands of a skilled player, this weapon can detonate the shots for AOE damage near airborn targets, but is this really overpowered or just a bonus for skilled players?

SMG's (slightly)
The reason that smg's are OP in compared to SF type weapons, is that they have high accuracy on ground as well as in the air, where the SF is hard to hit on airborn targets, it is hard to balance the two. Its also more powerful against heavy classes than light due to the fact that the heavy hitbox is larger, and heavy classes have less mobility.
Of course the downside of the SMG and other bullet weapons are that they don't hurt armored targets.
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The Collection of OP Weapons
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Last edited by Shandolum on Mon May 07, 2012 1:13 pm, edited 16 times in total.

Sun May 06, 2012 2:36 pm
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DibbzTheLoner
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Joined: Mon Mar 05, 2012 8:30 am
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Post Re: The Collection of OP Weapons
This thread is going to end well :3


PS: No NJ4 or TCN4 on that list? Weird that they're left out considering about 80% of discontent on these forums are directed towards SMGs.
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Last edited by DibbzTheLoner on Sun May 06, 2012 2:52 pm, edited 1 time in total.

Sun May 06, 2012 2:50 pm
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Fallwind


Joined: Mon Oct 10, 2011 1:36 pm
Posts: 740
Post Re: The Collection of OP Weapons
chaingun is hardly OP... very limited range, spread, spinup time, barely more damage than medium class smgs.

It is well suited for what it does (flag D) but, and big but, it does nothing else well (talking CTF here, the only game type that matters when it comes to balance). You are not going to see CG dbms going offense, or camping the midfield (except for that one derp with the saber who thinks that his 4 kills was what made your team win).

The CG is a one trick pony, it does that trick well, but can't really do much else. If you reduce the effectiveness of the CG then the dbm really has no other role to fall back on. It's HOF or nothing.
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DibbzTheLoner
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Post Re: The Collection of OP Weapons
Fallwind wrote:
You are not going to see CG dbms going offense, or camping the midfield

I don't know about you but I've seen this quite a few times, and every time resulted in the DMB just rofl stomping all enemies foolish enough to think it was even remotely possible to win against him.

Surely you've met some of the CG pub-stompers by now? The guys who play purely offence with the CG and rack up 50 kills per round and about 3 deaths?
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Sun May 06, 2012 2:55 pm
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Fallwind


Joined: Mon Oct 10, 2011 1:36 pm
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Post Re: The Collection of OP Weapons
rarely, but I've often won vs them 5-0 so I'm not that worried when I see one.

Generally tossing them a kill or two every few min so they think they are "helping" and you can write them off as easily as that mid-field saber launcher. They are not going to stop a capper, they aren't going to pick up a flag and bring it home, so other than shooting up a few players who (if they are smart) will just take another route around him and utterly ignore him for the rest of the match, he isn't doing a thing for his team.
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Sun May 06, 2012 3:03 pm
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Shandolum


Joined: Wed Feb 22, 2012 8:49 am
Posts: 66
Post Re: The Collection of OP Weapons
I think I know now why the X1 LMG and CG feels as OP as they do. Its because they are bullet type weapons on a heavy class that is hard to take down, and since bullet type weapons excel at hitting things both on the ground and in the air, while other weapons excel mostly on ground.
Also I'll update the list with the NJ4 and TCN4.

EDIT: I think I'll just say all auto bullet weapons instead.
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The Collection of OP Weapons
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Last edited by Shandolum on Sun May 06, 2012 3:13 pm, edited 1 time in total.

Sun May 06, 2012 3:09 pm
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cameirus


Joined: Sun Feb 05, 2012 10:32 am
Posts: 99
Post Re: The Collection of OP Weapons
Fallwind wrote:
chaingun is hardly OP... very limited range, spread, spinup time, barely more damage than medium class smgs.
.


The chaingun is seriously OP, in the hands of a semi competent player its constant stream of bullets rips people apart.



All autos need nerfing hard, they are equally easy to use in the air or on the ground, and against air targets too. so there is no escape.

They are also easy to use at long range compared to slow moving spin fusors.


Sun May 06, 2012 3:11 pm
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Fallwind


Joined: Mon Oct 10, 2011 1:36 pm
Posts: 740
Post Re: The Collection of OP Weapons
in the hands of a semi-competent player the light bolt launcher can tear people apart.

The CG needs to have a high damage rate to do the job it is meant to do. A capper coming in at 300+ will not be in range for more than a second or two, if the CG can't deal with that threat (or at least wound them enough for the chasers to do their thing) than the dmb can't do it's job of HOFing.

Now, if capped the speed of cappers to something lower, then you could easily lower the damage rate on the CG and it would still be a viable HOFing weapon... but I don't think you want to do that.

I'm not saying the CG isn't a good weapon (it should be as a primary on a heavy), what I am saying is that reducing it radically hampers the dmb's ability to fill its one and only viable role in CTF and cripples defense in general (which is in desperate need of help)

If a CG wielding hof is ruining your day, bring ONE heavy-O to ruin his. A CG wielding dmb is totally unable to respond to either mortar or disk spam. Team based game is team based.
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Sun May 06, 2012 3:29 pm
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DibbzTheLoner
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Post Re: The Collection of OP Weapons
Fallwind wrote:
I'm not saying the CG isn't a good weapon (it should be as a primary on a heavy)

[VGQ] Quiet!
If they hear you the Heavy Spinfusor and Heavy Bolt Launcher users will get depressed.
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Sun May 06, 2012 3:31 pm
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Fallwind


Joined: Mon Oct 10, 2011 1:36 pm
Posts: 740
Post Re: The Collection of OP Weapons
DibbzTheLoner wrote:
Fallwind wrote:
I'm not saying the CG isn't a good weapon (it should be as a primary on a heavy)

[VGQ] Quiet!
If they hear you the Heavy Spinfusor and Heavy Bolt Launcher users will get depressed.


those have their own issues (namely the lack of complementary secondaries and lack of room in the dps/burst curve between the normal and heavy versions).
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