Auraxium weapons and Directive rewards in recent dev letter.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by 23rd enigma, Aug 26, 2024.

  1. 23rd enigma

    Planetside 2 community. I ask for your help gathering suggestions for devs. Recently, they wrote a letter about how they want to improve and add new directives rewards to the game. In my Opinion, something that is just as important is fixing the most important Directive rewards currently : the Auraxium Weapons. I know many players have stated that some auraxium weapons are terrible and unrewarding to unlock to say the least. This is where I request help from you guys. Do you have any balance suggestions for some of the auraxium weapons you have used? Let me start the list™ :
    :D
    • The Executive- needs a better buff than better COF and the measly 22 extra damage doesn't do much either. Make 222 the default damage for the default magshot aswell . Suggest making the executive have a longer max damage range or even giving it a 380 rpm RoF in exchange for it's COF bloom buff.
    • SR-ARX Einstein - 450 max damage to 50m or faster muzzle velocity
    • AR-ARX Maxwell - needs slightly better COF , compensator, and .75 ADS speed ( the BAR-ARX Feynman to Bar 100 treatment )
    • PMG-ARX Schrodinger - needs a complete rework. Suggest just making a 60 round PMG100 . the same treatment as other Auraxium Smgs
  2. 23rd enigma

    I would suggest making the "meme" ARX weapons into viable A plus and above tier weapons. Buff them to be competitive with the best weapons in their class. Do you have any buff suggestions to their stats ?

    I disagree with the way Empire-specific Ammo currently is. In my opinion, instead you should scrap parts of that idea, which means deleting unstable ammo, disruptor ammo and k-cap ammunition. Instead and a version of impact ammo that the TR has to all the factions. In my other post I mentioned a suggestion with Impact Ammo to provide a 167 min dmg version of the Gauss saw with the Gauss saw S + Impact Ammo attachment idea. That would be a better direction for the game, ditching the bad fps mechanics introduced by kcap and UA.
  3. TheMercator

    I don't like directly proposing stats as I don't have a feeling how the numbers really tranfsor into wepaon performance.
    But anyways, I think the directive weapons shouldn't be really better than their normal counterparts.

    Yes, Empire specific ammos aren't all really balanced right know (NC really got the short stick here),
    but I think that they would be a relativly quick way to bring some more flavour to the driective weapons.
    To be fair, I have no idea how Sabot rounds on a shotgun should work xD.