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- Slightly increased Smartgun range: 6 -> 7
Reduced Smartgun reload time: 4s -> 3s
Increased Smartgun accuracy: 95% -> 100%
Smartgun seems to be considered weak compared to it's alternatives.
It's tricky to balance machine guns while maintaining their niche usage and without making them too similar to one another.
Smartgun's low clip size is supposed to make it ineffective with Gunner's ammunition and high reload time was supposed to encourage relying on other players' support. These two factors combined make Smartgun a little too weak though.
With this low clip size, Smartgun needs faster reload time to have reliable efficiency.
Increased range will help when supporting allies and goes well with Smartgun's unique no-friendly fire feature.
100% accuracy is another small buff that makes it more reliable. No synergy with Motion Scanner is a side effect that will make weapon choices more interesting.
- Giving Flamethrower a short startup time.
Increasing Flamethrower's reload cost to 16.
Flamethrower is a powerful and versatile weapon. It already has a lot of drawbacks to balance it out but it still stands a little bit above Gatling Gun, which I consider it's main comparison and competitor.
I also don't like how a weapon this powerful can be so easily used in an instant. With a short startup time Flamethrower should also feel a little more tricky to use.
- Frequently spawning rare enemies during Dropship siege on high difficulty levels.
Dropship siege isn't very interesting on high difficulty levels right now.
To make it more challenging and fun, siege will regularly spawn rare enemies one by one.
- Rare enemy waves during Battleship siege on high difficulty levels.
For reasons similar to Dropship siege, Battleship siege will now include periodic waves of selected rare enemies: Creepers, Giants, Leeches, Reanimators, Splashers, Titans or Zombie Soldiers.
- Shredder placement no longer has cast time.
Among other uses, I'd like Shredder to be deployed suddenly in emergency situations. Cast time has been a major issue with it.
- Splasher's attack will now ignore most of player armor and Heavy's Shield protection.
Increased Splasher's maximum movement speed.
Splasher now has a long acceleration period.
I felt that Splasher hasn't been much a threat lately. It's been tricky to balance actually. It was either too fast to be reliably countered or it was too slow to pose a threat.
When encountered, Splasher will now be very slow but if you fail to get rid of him quickly, he will keep accelerating until most class setups won't be able to outrun it anymore.
I also thought that Splasher's acid attack fits for the role of countering heavy armor.
- Rebalanced Leeches.
Leeches didn't feel like much of a threat. They were a nuisance and effective distraction but players just needed to keep shooting to get rid of them eventually. This kills all spotlight of this enemy's unique feature - life stealing.
After rework, Leeches will recover all of their life with every attack. Players will need to either use fire against Leeches - which makes them totally helpless - or players will need to effectively dodge their attacks.
To help players dodge, Leeches' movement speed during attacks was reduced.
- Enemies spawning from Cocoons or Eggs destroyed with rockets, Claymore or Bomb will no longer have Cocoon Web buff.
- Fixed High-Powered Shotgun's incorrect reload cost when reloading full clip.