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I'll be updating this thread as updates continue rolling out, will just keep tweaking this OP/posting replies with updates on the glorious state of balance for ARCs and the priority things I think could do with tweaking.
Archive (Fixed issues)
The reserve ammunition for the M5 is far too low. As it stands, I find myself running out of ammo constantly, the magazine is fine but the reserve just isn't enough. You can't compete with snipers and you can't compete with soldiers at the moment so the M5's place, with or without a sniper scope, is pretty much nonexistent as other classes do it much better and you can just take the dual pistols which are just flat out better than the m5 in terms of stats.
I'd suggest either:
A) reduce the ammo per shot from 2 to 1, then ammo 2 / 3 would be fair because as it stands, you get 18 sniper shots or 180 normal shots with ammo 2 which, unless you're somehow hitting headshots with every single shot, is not enough to kill more than 6 players and that's with a generous accuracy rating of 50%.
B) Increase the reserve ammo. At least 1.5x times what it is now so, 360 for ammo 1, 540 for ammo 2 and around 720 for ammo 3.
Alternatively, you could beef up damage to compensate for low damage overall but, as it stands, I'd generally just take the pistols over the m5 every time if it wasn't for the goddamn awful deadzone of those pistols, you basically have to deliberately misplace your crosshair to fight in close quarters.
I think with a lower price we’d also start seeing more of these because as it stands, the cost is too high and means you’ll be basically useless as ARC once those nades are gone if you do decide to go for a nade build, unless you only take one but at that point they are practically worthless. If you don't get that follow up by risking yourself, it is more often than not a waste of 10pts.
I do have to stress however, it needs to be fixed without impacting the ability of an ARC to cancel lunges and rolls with an uppercut or a block as both of these are crucial feinting maneuvers to bait Sith into an early swing. The dexterity getup animation cancel however removes most possibilities for a Sith to outplay an ARC player outside of very lucky knockdowns using lightning 3 or pull 3.
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Archive (Fixed issues)
Westar M5 - AMMO
Westar M5 desperately needs loving ATM, I’ve already posted a suggestion thread for this but will gather what I’ve proposed there in here too.The reserve ammunition for the M5 is far too low. As it stands, I find myself running out of ammo constantly, the magazine is fine but the reserve just isn't enough. You can't compete with snipers and you can't compete with soldiers at the moment so the M5's place, with or without a sniper scope, is pretty much nonexistent as other classes do it much better and you can just take the dual pistols which are just flat out better than the m5 in terms of stats.
I'd suggest either:
A) reduce the ammo per shot from 2 to 1, then ammo 2 / 3 would be fair because as it stands, you get 18 sniper shots or 180 normal shots with ammo 2 which, unless you're somehow hitting headshots with every single shot, is not enough to kill more than 6 players and that's with a generous accuracy rating of 50%.
B) Increase the reserve ammo. At least 1.5x times what it is now so, 360 for ammo 1, 540 for ammo 2 and around 720 for ammo 3.
Alternatively, you could beef up damage to compensate for low damage overall but, as it stands, I'd generally just take the pistols over the m5 every time if it wasn't for the goddamn awful deadzone of those pistols, you basically have to deliberately misplace your crosshair to fight in close quarters.
Westar M5 – FP Drain
So I don’t know which developer ARC players have pissed off or if I’ve just magically started doing less FP damage but it seems like the Westar M5 has had a stealth nerf for FP drain, I’m routinely running out of ammo firing at a saberist, the guys simply don’t go down and I’m having to resort to the old tactic of heroes, let them swing and then fire, because I can’t break through their swingblock or drain their FP fast enough anymore. Can we get this looked at ASAP? I don’t want anything crazy like deka firepower vs saberists but definitely should be doing more than 4 - 5 FP per shot, more like 8 or so would be fair.Clone Pistols (dual)
The pistols have some serious issues surrounding them, the same as any other pistols in the game. First of all, the animations are super janky and need a touch up honestly. Secondly and more importantly, the convergence on these guns means that they are so useless at close range without swaying your mouse left/right to compensate for each shot. I'd like to see the alternate firemode on these pistols and in fact all pistols not change from firing both pistols to only one but instead adjust the convergence between close range and long range, so you can specify whether your pistols meet their deadzone at fifteen meters or sixty meters. This should make the pistols more enjoyable to use, balance wise though they are fine. DPS is technically higher on pistols than the M5 and the bounce shot is absolutely brilliant for harassing passive sith players.Animation freeze
There's an issue, I'm not sure what to call it other than animation freeze, where if an ARC is shot at during a getup animation and continues to be shot at, every shot seems to reset or delay the recovery of the getup. I dunno if it is intentional, but it is not intuitive and can really punish solid plays by penalizing one bad getup with a death as you are functionally stun-locked so long as you are getting hit.Pulse Nades
These things need some work I’d say increase their AOE range and add some health damage to it or failing that just make them cheaper. 4/6/8 points would be more than fair for what they are, they’re a worse frag, conc or sonic grenade that require a follow up as they don’t deal raw damage and weaken an enemy for the rest of the round. The most they do is drain your magazine and most of your armour, which a frag grenade would also have done while dealing health damage as well.I think with a lower price we’d also start seeing more of these because as it stands, the cost is too high and means you’ll be basically useless as ARC once those nades are gone if you do decide to go for a nade build, unless you only take one but at that point they are practically worthless. If you don't get that follow up by risking yourself, it is more often than not a waste of 10pts.
Pulse Underbarreled Launcher
Same price for the pulse nades should be applied here, maybe combine the two so you can only have two pulse nades in the launcher and 3 in hand, so instead of 4/6/8 it would be 6/8 for 2 launchable nades? Force the launcher to require M5 rank 1 though, so you can't upgrade your M5 to be laser accurate even while sprinting while also having grenades, give it that choice between either the versatility of a nadelauncher or the accuracy of an upgraded M5.ARC Dexterity Getup Animation Cancel
So I have an obligation not only to propose changes for things I like, but for things that I know are broken to get fixed. The ARC Dexterity getup animation cancel is one of them. Functionally this is when you press the BLOCK/RELOAD key to switch to a blocking animation while in a getup animation as an ARC. Doing this allows you to instantly get up with a very abrupt snap and no obvious indication to an opponent as to what just happened due to being able to cancel the animation and instantly recover. This is blatantly unintentional and needs to be fixed ASAP. I do have to stress however, it needs to be fixed without impacting the ability of an ARC to cancel lunges and rolls with an uppercut or a block as both of these are crucial feinting maneuvers to bait Sith into an early swing. The dexterity getup animation cancel however removes most possibilities for a Sith to outplay an ARC player outside of very lucky knockdowns using lightning 3 or pull 3.
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