Hi all, [this is about overall weapon balance, the individual weapon suggestions are not the main point. Sorry if should be in different board] The difference in average damage between low-tier and high-tier weapons seems to be around, oh, a factor of ten, which seems absurdly high, and many of the low-tier weapons have a small radius of effect. I think it would very cool if a mechanic was added to some of the lowest-damage weapons (e.g. shot, twinkler) to make them viable choices, instead of weapons that make you pray for crates er, boxes. That, or remove the low-damage weapons, and replace them with weapons that change the terrain Two potential mechanics are: 1) Stacking damage multiplier for lowest-damage weapons: each time a tank is hit by a weapon from a certain low-dmg set, the multiplier for any following hits from other weapons in the set is increased. So, 1st hit: wpn base dmg * 1, 2nd hit: weapon base dmg * 1.5, 3rd hit: base dmg* 2, nth hit, base dmg *(1+(n-1)/2) 2) Low-damage weapons also fire tracers, showing where shots with different power or angle would land.
Ya, I don't think we really need any of that. I mean a weapon like a twinkle is supposed to suck so you work your way towards better weapons.
Well, I think it would be nice if weapons could level up to perhaps 3 times their L1 damage, leveling up was faster so it would favor weapons unlocked early, and points gained by shooting crates would go towards leveling up the weapon. The number of points needed to level up a weapon might even increase with weapon level.