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Current Officer Weapon Stats

awakespace
1051 posts Member
edited June 2018
Here are the changes to the Blurrg and SE44c damage. I feel the SE44c is really basically no different (and the numbers bear this out), while the Blurrg does feel significantly weaker at range and against high health characters (heroes and enforcers). Yes the Blurrg can still one shot Heavy's with a head-shot at close range, but that's fine with me - it's really not OP at all at this point.

Blurrg:
  • Was 35 close and 16 at distance (or if all 4 shots in the burst hit: 140 and 64)
  • Now is 32 close and 14 at distance (burst: 128 and 56)

SE44c:
  • Was 34 close and 17 at distance
  • Now is 33 close and 17 at distance

My suggestion with the class is to not nerf the Blurrg anymore, but perhaps nerf the SE44c a little bit more. Then to remove the movement restriction caused by the flash grenade. And finally to make Officer's Presence and the Heavy's Defender innate traits, and then to give the Assault and Specialist innate ways to earn extra battlepoints (e.g. Assault gets higher points per kill, and specialist gets extra points for flanked shots, melee, or headshots).

Replies

  • awakespace wrote: »
    Here are the changes to the Blurrg and SE44c damage. I feel the SE44c is really basically no different (and the numbers bear this out), while the Blurrg does feel significantly weaker at range and against high health characters (heroes and enforcers). Yes the Blurrg can still one shot Heavy's with a head-shot at close range, but that's fine with me - it's really not OP at all at this point.

    Blurrg:
    • Was 35 close and 16 at distance (or if all 4 shots in the burst hit: 140 and 64)
    • Now is 32 close and 14 at distance (burst: 128 and 56)

    SE44c:
    • Was 34 close and 17 at distance
    • Now is 33 close and 17 at distance

    My suggestion with the class is to not nerf the Blurrg anymore, but perhaps nerf the SE44c a little bit more. Then to remove the movement restriction caused by the flash grenade. And finally to make Officer's Presence and the Heavy's Defender innate traits, and then to give the Assault and Specialist innate ways to earn extra battlepoints (e.g. Assault gets higher points per kill, and specialist gets extra points for flanked shots, melee, or headshots).

    Both weapons and restricted flash movement is fine as is now. Seems reasonable.
    "DEW IT."
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    "I am the Senate."
  • Versatti
    2033 posts Member
    Or the Devs could just satisfy the herd and delete the profession entirely from the game?

    The way I see it, the weapon range Nerf was more than enough. Any more tweaks from the Devs and you risk making the profession useless in GA, especially on large open world maps.
  • Instead of nerfing the TTK of these blasters, why don't we buff everything else to meet them? A lower TTK in this game would make gun play feel a whole lot better.
  • The 300 HP (Hardened) Infiltration Specialist makes up for it with the 3burst A280cfe on close maps.

    At this point, I doubt bf2 will end differently than bf1 in terms of balance.
  • Officer weapons are not a problem. They are easy enough to counter 1v1 cqc with both heavy (tl50) and assault (cr2). Or medium range with pretty much all of the other guns assault and heavy has + my new favourite blaster A280-cfe. Just stop the nerfing already. No one wanna play a class that throws cotton candy
  • Officer weapons are not a problem. They are easy enough to counter 1v1 cqc with both heavy (tl50) and assault (cr2). Or medium range with pretty much all of the other guns assault and heavy has + my new favourite blaster A280-cfe. Just stop the nerfing already. No one wanna play a class that throws cotton candy

    All weapons feel balanced at the moment. No more changes needed in that department.
    "DEW IT."
    p1jlhhgtai3b.png
    "I am the Senate."
  • Splatlame wrote: »
    Instead of nerfing the TTK of these blasters, why don't we buff everything else to meet them? A lower TTK in this game would make gun play feel a whole lot better.
    Splatlame wrote: »
    Instead of nerfing the TTK of these blasters, why don't we buff everything else to meet them? A lower TTK in this game would make gun play feel a whole lot better.

    Been saying it since the beta.
  • Last night a heavy bested me at range over my Blurgg, now given we were both moving/dodging i had no issues, he got more shots on target,

    Then i was shot from distance by a static target while I was trying to dodge (bloody trees in the way) he had the SE44c, im convinced i landed just as many shots on target as i was getting player damaged scores, however he took me out first,

    Now rather than drop the damage from distance why not simply make guns inaccurate over distance, keep the original damage numbers but make it that shots veet off target more depending on the distance travelled

    This means if you still land a good shot then it matters instead of what we have the now
  • awakespace wrote: »
    Here are the changes to the Blurrg and SE44c damage. I feel the SE44c is really basically no different (and the numbers bear this out), while the Blurrg does feel significantly weaker at range and against high health characters (heroes and enforcers). Yes the Blurrg can still one shot Heavy's with a head-shot at close range, but that's fine with me - it's really not OP at all at this point.

    Blurrg:
    • Was 35 close and 16 at distance (or if all 4 shots in the burst hit: 140 and 64)
    • Now is 32 close and 14 at distance (burst: 128 and 56)

    SE44c:
    • Was 34 close and 17 at distance
    • Now is 33 close and 17 at distance

    My suggestion with the class is to not nerf the Blurrg anymore, but perhaps nerf the SE44c a little bit more. Then to remove the movement restriction caused by the flash grenade. And finally to make Officer's Presence and the Heavy's Defender innate traits, and then to give the Assault and Specialist innate ways to earn extra battlepoints (e.g. Assault gets higher points per kill, and specialist gets extra points for flanked shots, melee, or headshots).

    I noticed a damage drop off for the blurrg. I hope nerf the blurrg posters are happy now :)
    ''The difference between a fall and a sacrifice is sometimes difficult, but I feel he understood that difference, more than anyone knew. The galaxy would have fallen if he had not gone to war. Perhaps he became the Dark Lord out of necessity to prevent a greater evil''
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  • TheScape
    2222 posts Member
    awakespace wrote: »
    Here are the changes to the Blurrg and SE44c damage. I feel the SE44c is really basically no different (and the numbers bear this out), while the Blurrg does feel significantly weaker at range and against high health characters (heroes and enforcers). Yes the Blurrg can still one shot Heavy's with a head-shot at close range, but that's fine with me - it's really not OP at all at this point.

    Blurrg:
    • Was 35 close and 16 at distance (or if all 4 shots in the burst hit: 140 and 64)
    • Now is 32 close and 14 at distance (burst: 128 and 56)

    SE44c:
    • Was 34 close and 17 at distance
    • Now is 33 close and 17 at distance

    My suggestion with the class is to not nerf the Blurrg anymore, but perhaps nerf the SE44c a little bit more. Then to remove the movement restriction caused by the flash grenade. And finally to make Officer's Presence and the Heavy's Defender innate traits, and then to give the Assault and Specialist innate ways to earn extra battlepoints (e.g. Assault gets higher points per kill, and specialist gets extra points for flanked shots, melee, or headshots).

    Specialist needs assist points when using Scramble. It's the only enemy revealing ability that doesn't have it. The HP buff should help generate more BP/score now with their enhanced survivability. But, I would not make Defender and Presence an innate trait. The good thing about them now is that they limit your loadout.
    May your heart be your guiding key.
  • Last night a heavy bested me at range over my Blurgg, now given we were both moving/dodging i had no issues, he got more shots on target,

    Then i was shot from distance by a static target while I was trying to dodge (bloody trees in the way) he had the SE44c, im convinced i landed just as many shots on target as i was getting player damaged scores, however he took me out first,

    Now rather than drop the damage from distance why not simply make guns inaccurate over distance, keep the original damage numbers but make it that shots veet off target more depending on the distance travelled

    This means if you still land a good shot then it matters instead of what we have the now

    Nah it's so much better that blurg range is decreased now as it's a pistol, it shouldn't have good range when it's already devastating up close.
    "DEW IT."
    p1jlhhgtai3b.png
    "I am the Senate."
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