The Empire-specific ammo balance is out of whack. You have untsable ammo and disruptor ammo competing against each other. Disruptor ammo is completely useless, and I don't think I've ever seen anyone use it. Unstable Ammo, on the other hand, is one of the worst additions I've ever seen in an FPS because its purpose is to make poor accuracy punish the user less by increasing the bullet size by 300%. Such a ridiculous attachment should not exist, and UA can actually be insane with a LA. Since the bullets are so big, when you are drifting with UA, you will get a crazy amount of headshots flying over the target with unstable ammo. Sure, it reduces the headshot damage, but honestly, why do we have this "crutch" ammo? Remove it since it's just a bad idea all around. Finally, we come to an actually good addition to the game. Impact ammo actually makes sense to have in the game and opens up interesting loadouts with certain weapons. I actually really like it on the Torq and watchmen. I would suggest the developers remove both unstable ammo and disruptor ammo on NC and VS. Add impact ammo to both of these empires's so that you have more weapon loadout options. For example, I can see impact ammo being added to the Guass Saw S so that it can be 200–167 with a huge reduction in its magazine size. Another example could be impact ammo on Ursa, giving it 167 min of damage with a reduced mag size, or CME having a DMG tier buff with impact ammo. These are just ideas i came up on the fly, but I'm sure the community+devs could figure out a good way to add impact ammo and all the empires to make thier arsenals a bit more insteresting.
My "favorite" addition ever is Unstable Ammo + Obelisk. Such a fun combo of getting 3-shotted at any range, because no damage dropoff + bigger bullets... if Unstable ammo stays in the game base damage should drop 20% but headshot multiplier gets increased to 50% (so it's 80% damage for bodyshots/120% for headshots compared to 100%/200% of most weapons). If Unstable ammo got removed from the game maybe we could also finally balance weapons that used to have it around skill levels properly and usable gimmicks instead of "here's 3 gimmicks that are useless and one that's OP" and Obelisk + Horizon being top tier stupid especially on lower skill levels. Tbh most gimmicks should get a revision, if they could make Nimitz reactor good almost all the time, then making Trident Burst, meme sidearms and useless traits good too isn't far off.
Yeah it's such a bad idea to add unstable ammo to the obelisk. How in the hell did this ever get approved by a dev. Who in the right mind would of thought thats it's a good idea to add that ammo on a 334 dmg scout rifle . If you miss your shots with the obelisk, you should absolutley be punsihed, but no you get a noob friendly attachments to "help" noobs with poor accuracy. In reality you get good players abusing the **** out of it because it's really easy, like you said, to spam 334 dmg body shots with this rifle. You already have OP scout /Sniper rifles and then someone with a big brain decided "hey lets add ammo that would compensate for poor aim"..... SMH
I have a new idea for my suggestions about adding impact ammo to all factions. My idea would be to add the "odd" damage tiers into impact ammo or even buffing these weapons to have this new proposed damage by default . Damage model I have in mind especially is utilizimg the pre buff trap 1's 184 damage from its old Stats. I think some weapons that can make good use of it would be the ursaa and the corvus, giving both 184 max damage instead of 167. Another odd damage profile for NC guns would be the executive pistol 222 damage, however 225 damage (minimum damage for some guns) exists for a better rounded number. I can see the NC-9 A-Tross having my proposed impact ammo attachment and it would buff it's maximum damage to 222. Or give the tross 184 as the min damage, buffing it from 167. Here are my idea overall so far "impact ammo mechanic" to all factions . Some examples : : Terminus - impact ammo reduces magazine to 25 rounds but changes minimum damage to 125. Add a new extended mag attachment as well . Guas Saw S- impact ammo reduces magazine to 40 rounds but changes minimum damage to 167 Guass Rifle S - impact ammo reduces magazine by 5 rounds with 143 min damage . U 15 recall - impact ammo reduces magazine by 5 rounds but makes minimum damage 167 ARn 203. - Impact ammo reduce mag by 6 rounds but minimum damage is 167 NC A Tross - impact ammo reduce mag by 5 rounds but Max damage is 222 OR minimum damage is 184 URSA - impact ammo reduce mag by 15 rounds but Maximum damage is 184 Corvus - Impact ammo reduce mag by 5 rounds but Max damage but max dmg is 184
the same dev that made amrs ohk for no reason? And made 1000 other nonsensical balance changes without ever addressing the game's fundamental issues.
I don't think the 1 hit kill is a problem, except for the imbalance between the ES AMR 1 hit kill ranges. NC AMR by far the best range and utility(AA) on top of it. What might be a problem is the big bullets and ASP shotgun secondary. Engineer having both a long range sniper and shotgun is a little too good.
So not much different to the MG-HBR1 Dragoon then which has explosive ammo. If you miss, no worries, the splash damage will get them anyway.
I would like to add the xmg 200. Give both the xmg 200 and ursa impact ammo with a magazine penalty. Increase the damage to 184 but reduce the mag to 50 rounds. ( changed from my last comment for ursa).
Explosive ammo is more situational than the 330% bigger bullet ammo. Explosive ammo, like the lasher, works better on elevated positions and it also has worse damage penalty than UA. UA ammo also synergizes so well with light assault and the Obelisk. Making it less important to aim well so you can pray and spay midrange really efficiently.