Experimental pvg a bit too powerful

In my opinion, the pvg is just right, I expect a 50 caliber to do enormous damage, I think what’s still missing is a 50 caliber MG, which can only be used lying down.

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Normally I don’t react to these kind of topics, because how we all perceive a game weapon is highly subjective. However this time I just put my reaction in here, just for the devs to show that at least NOT ALL players want the PVG changed. It certainly would not be fair, to change a gun, just because a few people on the forum want it. At least check this so called imbalance with a thorough survey among all players.

Fixing a subjective issue, by spoiling it for others is not fixing it. It only fixed it for some, not for me and many others who like the powerful gun.

Example: If I am am engaged in a fight with a level 4 firebird, and being fired upon, I can barely get a shot in with the PVG between it’s firing cycle. It still takes many shots to bring it down, because many shots will not connect on target to do maximal damage.

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One thing that I liked about GZ is that you can play the game you want to play it. Someone joins your map that you don’t like how they play or what weapons THEY choose to use, you can boot them out of your map.

With that ability, why does it always come down to a few wanting the game to be changed the way they want to play it? Can just not use a weapon, is a good option and it works for everyone.

After playing more than a few hundred hours, the game is a lot more fun playing with different weapons at different points in the game. Each player gets to pick their style of play and they pick their own set of skills. If you don’t like what they pick, don’t play with them.

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Ok, I see, this is again one kind of discussion with two main opposing opinions. One of the endless ones…

Although I like it as it is, I feel it should get a rework like many other things need to get one, too. Balancing is the keyword.

Of course everyone likes an "over"powered weapon, even if it’s a bug or disbalanced, but with no obvious negative side effects. At least in a singleplayer / cooperative game.

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The Experimental PVG90 is powerful, sure. And… Kinda boring.

I totally agree with @Genoscythe, a charged mode for it would be both useful, more balanced and still be pretty damn cool. It needs to match up the other Experimentals with a niche function and not just be “the best weapon”.

At it’s core I think that’s what most of the guns in GZ are, fairly balanced and a way to play the game how you want it, with the guns you want.

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In my opinion, the 5 crown PVG 90 is too weak. Far weaker than you would expect a .50 BMG to be against machines.
The experimental version amended this problem, and that’s enough for me. :blush:

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It goes through all weapons and classes…
Well, from a möller I would never expect to be able to destroy a tank. Not with 500 and not with 500.000 bullets.

Almost the same for 9mm guns and maybe even 5.56. Well I’m not experienced in real life ammo as you are… But that’s what I feel.

Would be interesting to see if we had guns that are just not able to even damage some machines, at least the bigger ones.

This would force us to find other ways to destroy them or to sneak around the machines.

But I think sneaking isn’t as good possible as it was earlier and it feels like some skills or craftings (apparel) and attachments (silencer) don’t work as a player would expect.

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i think balancing is kinda needed for public joining multiplayers because theres not fun of killing robots if some just player shredding theyre status into nothing. making it too easy to play. most of the time when joining a multiplayer game they will have powerful setups or just grinding too much that never ran out of uranium, allowing to craft experimental ammo forever.

it makes me think i have to make a topic for feature requests about improving multiplayer public systems. example as players can choose to join a specific world instead random world from public.

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Actually, I think a good way of balancing all weapons would be to adjust their weight. If the experimental PVG weighed 4 times more than an assault rifle, it would also make much more sense that it’s more powerful (since you then also could carry less ammo). So realistic weapon weights could do a lot actually…

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That and some other stuff, honestly being able to sprint as fast with an LMG or .50 CAL than with an SMG is one of the reasons smaller weapons underpeform. Weapon switch speeds, ADS speeds and handling should all be different depending on weight and type, plus ammo weight should play more of a role, too. Currently 7.62 and 5.56 and 9mm weigh the same for example, even though they heavily differ in power.

I’m hoping to see something like this this year, takes a lot of design effort but probably no other resources if the systems are hooked up in a customizable way.

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Yes, that’s another thing we’re talking about for some years now.

I hope the focus will get there this year. They still changed weights of ressources, so why don’t do that for weapons and equipments, too.
Of course, it’ll be a great change for everyone, because it will change everyones loadouts, but it will bring some more realism and forces us to take a descition.

But there is more to do, of course… (just thinking about weapons and their attachments)

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I think it would be cool if armour had weapons damage mitigation dependant on the power of the weapon and the armour level of the robot.

pistol cartridges and shotguns (9mm, 32 ACP, 12 ga) - level 1
medium cartridges (7.62x39, 9x39, and 5.56x45) - level 2
full power catridges (7.62x51, 243, 270) - level 3
anti armour (50BMG and the 84mm Carl G) - level 4

vs

Armour level 0 - seekers
Armour level 1 - runners
Armour level 2 - hunters
Armour level 3 - harvesters
Armour level 4 - tanks / reaper

Weak points that are unarmoured have 0 resistance, but the armoured face plate of a tank would srug off pistol cartridges unless they’re damaged by heavier weapons first.

You could shoot a tanks optical sensor, or hit exposed weak points on a prototype tank, but getting past the armour on a FNIX tank would be a serious problem unless you’re armed with the proper weapons. AP rounds might bump you up a level, if they’re available.

There are plenty of reasonable ways to balance the EXP PVG without affecting its combat effectiveness.

Let’s start simple: Weight.

The standard M82A1 weighs just under 15kg, the EXP PVG probably has extra bits and bobs that make it heavier; so let’s but the benchmark at 20kg.

50bmg, assuming it’s the M33 FMJ round, weighs about 1.5oz depending on grain.this comes to roughly 4 additional KG per 100 bullets. Then you’ll want to add an extended mag, scope, and vision device on top?

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Yeah this is a longstanding issue. Weapon/ammo weight and handling balancing is long overdue. No way you can sprint as fast while carrying a slab of a rifle like that, or aim down sights that quick, or switch stance. Firing from standing or crouching should come with extreme sway and stamina penalties, switching to it should take at least 3 seconds. For the same reasons SMGs and ARs are outclassed by LMGs is that they all handle the same, weigh the same and have no noticeable downsides.

That’s true in reality, but also no way, can you run with a 96 kilo backpack on a steady pace forever without getting so exhausted that you need to rest. Nor can you switch out 8 different guns you have on your shoulder or in the backpack as quickly as we can now. Also no way, you can’t have everything ordered in the backpack one way, and at the press of a button have it ordered another way.

But in a game we can. This is not a game where everything needs to be measured to how things work in the real world. And if a game does make it be more like reality, people no doubt will resort to all kinds of weight / stamina mods, which in return can mess up the game causing bugs and crashes, for which the studio get then gets blamed.

Time for :coffee:

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I am sorry but I am on the band wagon of leave the PVG alone. It is the best sniper weapon and it is useful as a sniper weapon. But it really sucks when you are in a close range fight, which you can not hip shot the PVG very well with any kind of accuracy. Then you get swarmed by multiple machines in a very close range battle. PVG would be the last weapon of choice for me. It is NOT the best weapon for all scenarios. You have to use different weapons to play and come out most successful.

Can you stand on a hillside and pick machines off without them engaging, yes! But same can be said when the hunters, runners and lynx are all bunched up. And hit them with almost any rocket or grenade in the center and you destroy all of them with a single blast or two. Should a player not use the explosives in the game because another player in the co-op wants to use his pistol, or his bat/hammer, to try and destroy them all one at a time?

And as a sniper rifle, you have to know where to aim on a machine to destroy it. If you hit a non-weak point on even a runner it is not a single shot. And it may take several hits to destroy even a seeker if not hit in the right spot. Some skill on WHERE to hit a machine is also needed when the .50 cal round can just punch through a leg or arm of a machine with very little damage. But that goes for all weapons we use.

Leave the weight of the weapons and the power of the exp PVG alone.

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I agree with the power of the PVG, but not necessarly with the weapons weights.

I think, if there is a weight system, it should be used senseful. Not necessarly realistic, but at least with feelable differences.
But that’s another topic…

No, but some weapons are in dire need of balancing. Having only upsides and no downsides is imbalanced, weapons do not feel different in handling. I use both game balance and realism in my approach, it needs to make sense in both aspects for immersion and gameplay.

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We are in dire need of new content. :wink:

And yet, you seem OK with a carry capacity of 96 kilo and still be able to run endlessly, the instant magical backpack sorting, the quick switching weapons, etc. none of which add to immersion.

Experimental weapons are supposed to be powerful, the only reason half of them suck is due to some weird dev logic.
The Exp PVG is good the way it is.
I used the normal PVG in the last months when i played the game.
It makes things harder, i suggest anyone to do the same if they think the Exp PVG is too powerful.

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