FuSe's Genesis Balance Change Suggestions #1

Hello everyone, as I’m sure you are aware, the balancing on genesis is broken. If you think otherwise, you are wrong and simply haven’t seen what some guns are capable of. With exotic stacking recently being removed, balancing is much better, but it’s still in a rough spot. I’ll be posting my suggested list of changes here, as well as listening to some feedback to add things to this list, so please debate with me in the comments. However I’m gonna set a base rule.
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  1. The Big Iron has been one of my most vocal concerns for balancing. It shouldn’t exist. I mean, it’s braindead easy to use, Long ranged, Oneshots, and the “detriment” isn’t even detrimental, it’s just annoying. The reload speed can be outright nullified with high enough levels of reload speed attachments, and making any gun thats easy to obtain have an easy 1 tap chest method is awful game balancing and should be removed. Whether you want to admit it or not, Big Iron is one of the more common exotics out there. As of speaking, I currently have 26 Big Irons in my inventory at level 214. Think about that. 26… I don’t even collect them, I just happened to gain this many… Instead, I suggest a rework for it:
    Remove the Onetap feature, instead, make it boost the speed at which the weapon draws, to make it like a quickdraw revolver, and buff the damage slightly (5% or so) and the firerate for the first few seconds it’s deployed by a certain percent (enough to make it shoot fast, but not fast enough to be unreactable). This will make it more like a big iron, instead of making it like a fucking awp.

  2. Core gun balancing is shit. Shotguns are fine. Snipers should never be able to one tap chest. Smg’s shouldn’t either be awful or broken. And what the fuck even is the m16. Nerf the m16 firerate, it shouldn’t put out more dps than a mac-10 point blank as an AR. Make draw speed’s more applicable on guns, for example snipers and Ar’s should have a longer deploy time, whereas Smg’s could stay as is or take a slight buff to the deploy speed, and pistols would automatically have the highest depoyal speed, similar to how the cupid bullets deploy speed is now. Nerf the Kriss’s DPS by either adding more recoil to it, lowering the damage slightly, or nerfing the firerate. I recommend lowering the damage by 1, as that would take a super high level kriss from 4 tapping chest to 5 tap, significantly changing ttk. Mac-10 could use a slight buff to it’s accuracy, but not by much. Aug could probably use a nerf, although admittedly I don’t know what to nerf. The dps atm is really high, so the firerate could probably be due to be knocked down a few notches to make it more of a long range tap firey type of gun.

  3. Fix and slightly rework Cupid Bullets. Remove the deploy speed buff to be in-line with the 2nd suggested change, and make it function. As it is now, it doesn’t function. Also remove the 25% execute thing, that is stupid and would be really strong if the cupid bullets actually functioned.

  4. Remove the ability to put super bullets on primaries. As it stands, I’m certain people would whine because “oh no super bullets got nerfed again ;-;” but thing’s like the AMR + Super Bullets prove that super bullets were an awful idea to be put into genesis constantly. Instead, limit them only to the judge or sawn-off, and keep the core stats of them as is, or lower the damage propulsion slightly, to make them a short range mobility option instead of a “Fuck you I’m flying around the entire world in one magazine bitch” option.

  5. Stress pump on judge, and allow stress pump + super bullets. Why you may be asking? Before exotic stacking was disabled, a certain combo existed. Super bullets + stress pump + a secondary with leeching trig. All you did was put yourself at 1hp, and then have a super accurate mobility machine with long range capability. That seem’s unbalanced, right? Well, instead of having it on an m3, have it on a judge, and nerf the range so that it just buffs the judge’s close range combat potential with its accuracy and firerate buffs, and the damage would buff the super bullet capability, so that people can get a hugely buffed secondary at the cost of having to be at <10 health at all times to use it. It was very fun to use, but balanced in the same way that gambler is balanced. Borderline OP on traitor rounds, but such a huge detriment that it was a death sentence on Inno rounds. This is more of a general suggestion than a balancing suggestion, and It has a lot of bullethole’s, so its not entirely the best idea admittedly, but it does the one thing exotics are meant to do: Be fun and memey, without being sweaty and overpowered.