Originally Posted by CutterJohn
It makes sense to do it for the exact reason I mentioned. If they run into a situation where, for example, Engineers are too powerful with pulsar, but Heavies are fine, whats to be done?
Nerf the pulsar? engies are better now, but you just nerfed pulsars, so all other classes shared the nerf, and it was unnecessary for them.
Nerf the engie? They are balanced now when they have a pulsar, but when they have any other weapon they are nerfed.
This gives them more granular control.
Engineers too powerful with the pulsar? Ok, they use the Pulsar Carbine now. Does a bit less dps. Nobody else is affected. The players skills aren't affected since the pulsar and pulsar carbine use the same skill tree. Of course they could just fine tune the pulsar damage on a per class basis, but then you have the arbitrary model of a weapon doing 12 damage per shot on heavies, but 10 damage per shot on engineers, but there is no discernable difference between these weapons.
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Agreed. Game balance was no doubt also considered when giving the Engie class a carbine. I just hope that 1) MA and MA carbine actually
do use the same cert tree (which I think they do) and 2) they don't give every single class their own version of different weapons since that could make switching between classes resource-expensive and possibly time-consuming if you keep pulling and equipping customized weapons after each class change.
But then, they could make the weapon varient in your inventory automatically change but have the customizations for the weapon stay in place when you switch classes . Like if you pulled a slower firing, more accurate Pulsar as the HA class, then it auto-switched to a slower firing, more accurate carbine if you changed to the Engie class without you having to pull another Pulsar.