General |

Dev Update - Weapon Balance

Dear players,

Many weapons have been rebalanced in “Underground”. You might have already noticed the changes we introduced in how the weapons are handled and we would like to explain why we introduced them in the first place.

Balance values

First, let’s take a look at the complete balance sheet changes in “Underground”.

Weapon

Damage

Fire rate

Penetration

Effective range

Spread and recoil change

Before

After

Before

After

Before

After

Before

After

 

T1 handguns: M1911, USP

43

32

300

360

 

 

 

 

Reworked for all handguns.

Spread is now larger upon shooting, but decreases faster after shooting.

Increased recoil, but decreased muzzle rise.

T2 handguns: Maxim 9, SIG Sauer

48

32

330

360

 

 

 

 

T3 handguns: GLOCK-18C CZ 75-Auto

36

32

 

 

0.65

0.5

 

 

T4 handguns: DESERT EAGLE, R8 REVOLVER

65

65

 

 

0.7 

0.65 

20

25

T1 SMGs: MP5a5, P90

25

32

600

735

 

 

20

25

Reworked for all SMGs

Spread is now larger upon shooting, but decreases faster after shooting.

Increased recoil, but decreased and simplified the muzzle rise pattern.

T2 SMGs: KRISS SUPER V CUSTOM, UZI PRO

25

32

620

735

0.6

0.55

20

25

T3 SMGs: SIG MPX SBR, PM-84 Glauberyt

30

33

650

750

0.65

0.55

15

25

T4 SMGs: Desert Tech MDR-C, LWRC SMG-45

30

33

700 

770

0.8

0.65

20

25

T1 assault rifles: M16A3, AK-103

32

40

 

 

0.75

0.7

20

35

Reworked for all assault rifles.

Spread is now larger upon shooting, but decreases faster after shooting.

Increased recoil.

T2 assault rifles: FAMAS, ENFIELD L85A2

44

40

630

645

0.75

0.7

20

35

T3 assault rifles: SCAR-H, VHS-2

50

42

650

670

0.85

0.75

25

45

Machine guns: PKP PECHENEG, AUG HBAR

40

45

500

650

0.7

0.85

 

 

T1 shotguns: Mossberg 500, STF 12 Compact

 

 

 

 

0.8

0.6

 

 

 

T2 shotguns: WINCHESTER 1887, FABARM

 

 

 

 

0.8

0.6

 

 

 

T3 shotguns: Saiga H.G.C., SAP6

 

 

 

 

0.8

0.65

 

 

 

T4 shotguns: TYPHOON, Uzkon UNG-12

 

 

 

 

0.8

0.65

 

 

 

Balancing insights - Recoil and spread

We have balanced the entire system, rather than a particular weapon, as it was the whole meta that needed a change.

During Season 1 we faced a couple of problems. The most crucial one was a big preference towards SMGs.

The reason why that happened was the accuracy of SMGs that was set too high – small and slow spread, low recoil. The result was that one could take a top-tier SMG and shoot a single point several times almost without any spread, and not much skill was required for that.

We have reworked the very system of recoil and made it sharper, stronger and dependent on the weapon power (i.e. a combination of damage, penetration and effective range).

We have also reworked the spread, which was very slow before. After certain practice, players could get used to shooting players without ADS at close and middle ranges with high efficiency. Now, we have made the spread also dependent on the weapon power, as well as more realistic. Now players need to learn how to properly fire in bursts if they want to use automatic weapons effectively.

Balancing insights - Weapon power

Now let’s talk about the weapon power - a combination of damage, penetration and effective range.

We tried to make a smoother progression from handguns to sniper rifles. In new balance, the weapon power is adapted to its handling (spread and recoil), not the other way round, as it had been before. This was made because of two reasons. First – to flatten the curve of weapon power progression. Second – to increase the importance of a player’s personal skills: weapon control, burst fire skills, timings, tactics etc. over the weapon power values. We also tried to do our best not to influence these parameters in the current update, so that the transfer from one balance system to another would not be too tough for our players, and so that each weapon could retain their positions in the tier list.

Your feedback

Initially, the vast majority of changes we introduced into the balance were based on the feedback you shared with us, and this is how we would like to proceed. So, try out the new system and leave us your thoughts and comments!

Thank you for your support.

Yours,
Warface: Breakout team