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Feb 13 2014
By: Eric-ND Naughty Dog Developer 591 posts
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Patch 1.06: Loadout Balance Changes Discussions

[ Edited ]
111 replies 3094 views Edited Feb 21, 2014

Please read and post all discussion about Loadout Balance changes in Patch 1.06 in the thread here. Thanks. 

 

 

  • Crafter 3 increased from 5 to 6 loadout points
  • Military Sniper purchase weapon decreased from 4 to 3 loadout points
  • Machete purchase weapon decreased from 4 to 3 loadout points
  • Strategist Level 1 decreased from 2 to 1 loadout points
  • Collector parts bonus no longer applies to gifted items or healing
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Sackboy
Registered: 03/25/2013
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

I thought Military Sniper was fine where it was costing 4, but no complaints, let's me add another 1 point booster or maybe something amazing if I drop Hunting Rifle and use just Military Sniper... must test.

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PlayStation MVP
Registered: 12/06/2011
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

Eric-ND wrote:
  • Machete purchase weapon decreased from 4 to 3 loadout points

 

Unless you plan to buff it in a later patch, the Machete needed to be lowered to 2 points.

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First Son
Registered: 02/19/2013
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Re: Patch 1.06: Loadout Balance Changes Discussions

[ Edited ]
Feb 13, 2014
noooooo please make crafter 3 back to 5 loadout points instead of 6
everything else is mighty fine
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Uncharted Territory
Registered: 12/13/2012
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

I guess this will make more people use crafter 2.

Skill, Coordination, and Experience will lead a team to victory.
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Lombax Warrior
Registered: 09/06/2013
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

Hmmm...

I kinda agree with the Crafter and Machete, especially since First Aid Training 3 costs 6 Loadout Points as well and Machete is well...you know. :smileyvery-happy:

However, I'd rather see the frequency of gifts being Molotovs reduced, or Molotovs removed from gifts completely than this.

 

As for the rest...

You know guys, maybe you should just quit tinkering with the game and leave it as it is. Fix bugs and glitches, but leave balancing alone. The first thread I replied to was good, but this is just silly.

Why should Military Sniper, a semi auto, fast firing weapon with pinpoint accuracy and the abilty to execute from any range cost 3 Loadout Points?!

Are you trying to make the entire Factions a power weapon slugfest and make the regular weapons useless? Because that's how it looks so far.

 

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Wastelander
Registered: 07/24/2010
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

Why crafter?

You are making a supporter class even less attractive.

What a shame.

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Gaming Beast
Registered: 08/06/2012
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014
@Sentiel Because No one hardly uses the Military Rifle or Machete! Just be thankful they didn't increase it's Scope in time, or make the Machete a 1 hit melee.
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Wastelander
Registered: 07/04/2012
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

I agree with MS changes. Weapon is really expensive mid-late stage of game due to its ammo cost and other players getting armour.

 

Crafter 3 - agree with since FAT  3 is also 6. Plus if you have multiple players running crafter, that perk is deadly.

 

Machete - Makes sense.

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PlayStation MVP
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Re: Patch 1.06: Loadout Balance Changes Discussions

Feb 13, 2014

CritRate wrote:

I thought Military Sniper was fine where it was costing 4, but no complaints, let's me add another 1 point booster or maybe something amazing if I drop Hunting Rifle and use just Military Sniper... must test.


When I USE to use the Military Sniper all I used was Revolver and SAR. No hunting rifle whatsoever and it works amazingly. :smileyhappy: cuz you have a CQC weapon with a long ranged weapon. :smileyhappy:


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