One of the first to come cause it's the easiest to write down.
Gonna keep it short, detective equipment is a little polarizing. On one hand you've got the grapple gun and... yeah, and on the other hand you've got pretty much everything else. To fix this issue I've decided to list some tweaks/reworks for the rest of the kit:
Green - No or very minor changes, not a big deal whether or not they get introduced,
Yellow - Minor/medium changes that should elevate an item's viability and/or enjoyment in use,
Red - Major changes that should definitely be considered, because - frankly - this shit sucks.
Radar - No changes.
Visualizer - Move it to slot 8, it's a utility tool that you throw out once and just forget about it in the vast majority of cases. It's just a little annoying being forced to drop something more broadly useful for it.
Defuse Kit - No changes.
Binoculars - Niche, extremely so. However, that being said, it's not inherently a bad thing, but you have to be borderline suicidal to genuinely use these the way God intended. The identification time is too long, even the slightest loss of tracking will result in a reset which forces you to essentially stand still while the progress bar laboriously goes up. There are a couple ways you can go about fixing this:
-A cheap 5 level perk that, at max level, cuts down the identification timer to about 2 seconds,
-Just make the scan 2 seconds instead, no perk required,
-Make scanning instantaneous, instead apply a limit of 3 to 5 scans per funny paper towel.
Any of the above tweaks still keep the tool a niche pick, but should make it a genuinely viable choice in the few cases it actually shines in, also no longer makes you a free credit dispenser for traitors.
Jackhammer - Of the 4 guns, probably the most conventionally good of the bunch, however not by a large margin. It's just average, which is kinda sad since it causes it to get heavily overshadowed by the taser or the grapple hook, hell even the UMP to a degree. This one's probably the hardest to balance but I'd start by either upping the damage by a small amount or its RPM. There's a 3rd option to consider but I'll leave that for the general gun thread.
Teleporter - No changes.
Intervention - Painfully below average, its only saving grace is that there's a much bigger, whiter turd in the detective arsenal. Genuinely doesn't warrant a purchase in any setting unless you want it because it "looks cool" (the weapon model is a travesty btw, why does it take up so much important space?). If you want a sniper rifle, just pick one from the 8417308921 that there already are on the server and use that credit on something actually meaningful.
So what's the proposed solution? Ramp up the damage from 60 to 80, decrease RPM and magazine size if you must. Being able to more or less 2 shot a person regardless of their body armor or its lack there of should give it a nice spot in the arsenal without making it too crazy.
Health Station - No changes.
Taser - No changes.
Smith & Wesson 500 - The aforementioned white turd. This thing blows, tremendously! And not in a good way. There are 3 things keeping this gun down in the gutter:
-Accuracy - it's horrible,
-Firerate - it's awkward,
-Damage - it's laughable.
So how do we fix this? I've considered 3 different options:
-Make it more consistent - Up the accuracy a little bit, increase the recoil and increase damage by 5 (to avoid the dreaded 1 bodyshot + 2 limbshots = no kill scenario - that shit happens far too often and it's not funny).
-Make it less annoying to use - The model looks ready to fire before it really is, that could use a fix. Increase RPM by a little too. Other than that, once again increase damage by roughly 5 points.
-Turn it into a genuine hand cannon - Keep the firerate, increase the inaccuracy slightly, increase recoil greatly and standardize damage multipliers (everything that's not the head hitbox, 1x damage).
Are these solutions perfect? No, but this gun needs some love that Smith & Wesson clearly didn't have for it.
UMP Prototype - No changes other than maybe an ever so slight buff to either accuracy (0.00X type of increase) or damage (1 damage more).
Grapple Hook - No changes, maybe limit purchases to 1 per detective.
Hex Shield - Torn on whether or not it belongs in the 7th or 8th slot, probably better it stays where it is.
As I said, more is on its way. Not sure whether I should tackle traitor equipment or guns in general first, but I'll figure that out later.
Gonna keep it short, detective equipment is a little polarizing. On one hand you've got the grapple gun and... yeah, and on the other hand you've got pretty much everything else. To fix this issue I've decided to list some tweaks/reworks for the rest of the kit:
Green - No or very minor changes, not a big deal whether or not they get introduced,
Yellow - Minor/medium changes that should elevate an item's viability and/or enjoyment in use,
Red - Major changes that should definitely be considered, because - frankly - this shit sucks.
Radar - No changes.
Visualizer - Move it to slot 8, it's a utility tool that you throw out once and just forget about it in the vast majority of cases. It's just a little annoying being forced to drop something more broadly useful for it.
Defuse Kit - No changes.
Binoculars - Niche, extremely so. However, that being said, it's not inherently a bad thing, but you have to be borderline suicidal to genuinely use these the way God intended. The identification time is too long, even the slightest loss of tracking will result in a reset which forces you to essentially stand still while the progress bar laboriously goes up. There are a couple ways you can go about fixing this:
-A cheap 5 level perk that, at max level, cuts down the identification timer to about 2 seconds,
-Just make the scan 2 seconds instead, no perk required,
-Make scanning instantaneous, instead apply a limit of 3 to 5 scans per funny paper towel.
Any of the above tweaks still keep the tool a niche pick, but should make it a genuinely viable choice in the few cases it actually shines in, also no longer makes you a free credit dispenser for traitors.
Jackhammer - Of the 4 guns, probably the most conventionally good of the bunch, however not by a large margin. It's just average, which is kinda sad since it causes it to get heavily overshadowed by the taser or the grapple hook, hell even the UMP to a degree. This one's probably the hardest to balance but I'd start by either upping the damage by a small amount or its RPM. There's a 3rd option to consider but I'll leave that for the general gun thread.
Teleporter - No changes.
Intervention - Painfully below average, its only saving grace is that there's a much bigger, whiter turd in the detective arsenal. Genuinely doesn't warrant a purchase in any setting unless you want it because it "looks cool" (the weapon model is a travesty btw, why does it take up so much important space?). If you want a sniper rifle, just pick one from the 8417308921 that there already are on the server and use that credit on something actually meaningful.
So what's the proposed solution? Ramp up the damage from 60 to 80, decrease RPM and magazine size if you must. Being able to more or less 2 shot a person regardless of their body armor or its lack there of should give it a nice spot in the arsenal without making it too crazy.
Health Station - No changes.
Taser - No changes.
Smith & Wesson 500 - The aforementioned white turd. This thing blows, tremendously! And not in a good way. There are 3 things keeping this gun down in the gutter:
-Accuracy - it's horrible,
-Firerate - it's awkward,
-Damage - it's laughable.
So how do we fix this? I've considered 3 different options:
-Make it more consistent - Up the accuracy a little bit, increase the recoil and increase damage by 5 (to avoid the dreaded 1 bodyshot + 2 limbshots = no kill scenario - that shit happens far too often and it's not funny).
-Make it less annoying to use - The model looks ready to fire before it really is, that could use a fix. Increase RPM by a little too. Other than that, once again increase damage by roughly 5 points.
-Turn it into a genuine hand cannon - Keep the firerate, increase the inaccuracy slightly, increase recoil greatly and standardize damage multipliers (everything that's not the head hitbox, 1x damage).
Are these solutions perfect? No, but this gun needs some love that Smith & Wesson clearly didn't have for it.
UMP Prototype - No changes other than maybe an ever so slight buff to either accuracy (0.00X type of increase) or damage (1 damage more).
Grapple Hook - No changes, maybe limit purchases to 1 per detective.
Hex Shield - Torn on whether or not it belongs in the 7th or 8th slot, probably better it stays where it is.
As I said, more is on its way. Not sure whether I should tackle traitor equipment or guns in general first, but I'll figure that out later.