We have looked into balance tweaks for the most talked about things. Some things were not possible to change, but we did make tweaks to quite a few things. Here is the list of what we changed. We will bring the servers down around around 5pm (PST) on 2/9 to update. You will be booted if you are playing at that time. Should take no more than 15 mins. We will see how things go after these go live and determine what more we can/will do. Thanks for the feedback.
Ammo Beacon Tweaks - Reduce ammo-regeneration rate on Ammo Beacon. Currently, grenades regenerate too quickly. Users can throw between 10 and 11 grenades with a single Ammo-Becon.
Added 2 more seconds between grenade regenerations, and added 1 second to clip regeneration
Grenade Damage - Reduced grenade damage. At present, they are very powerful to begin with, and demolitions further puts them over the edge. Shrapnel and Molotov grenades become especially deadly when coupled with the ammo beacon and demolitions.
Reduced frag grenade damage slightly, this will be a big change since now they wont one hit fresh players. Also upped frag grenade damage vs deployables, now deals more damage to deployables
Turret - Either an increase in deployment time after initiating the ability (unlikely w/out patch) or a considerably increased cool down time. Also, if possible, further health reduction. Talk to the team, but most of the community here (and online) believe that turrets take too much damage. A shrapnel grenade should dispose of a turret, no question. There is a risk vs reward here, use your grenade to dispose of the turret, or use it to take out an enemy? Also, look at potentially reducing the effective range of a turret very moderately.
Increased deploy time slightly and reduced health. So a single frag wont one shot a turret, but with the increased deploy time they should be much easier to deal with.
Atomizer - Further tweaks are desired by the community (here and on MyRes). Dash, Scan Jammer, Assassin, and Bubble Shield negate the range disadvantage, and the weapon has the added benefit of requiring very little aim. Because of its killspeed and auto-aim, it should be a weapon that requires more finesse to use, rather than a pick up and slaughter weapon. Not a serious nerf, mind you. I'd recommend reducing damage by no more than 8 to 10 percent, at most.
Not much we can do here really, reduced clip capacity by 10 ammo and increased reload time from 2.25 to 2.5, idea here is that you will have to be more careful with your ammo usage or else get stuck in reload.
Bullseye - Increase wait period between successful tag and subsequent tracer rounds. Enemies should have the opportunity to react to a tag accordingly (since they do pretty decent damage themselves). I'd suggest an additional half second delay (not much, but it goes a long way).
Upped time you can start firing after a tag, the idea here is that you should have to take a slight risk when firing the tag, not just firing it and waiting around for the lock, we dont want it to start feeling laggy, where you land a tag but it doesnt lock on for another second.
Shotgun - Most people seem to take issue with the fire than they do with the Shotgun's power or range. Can fire damage be reduced here? Or duration?
Reduced fire status. We can see if this helps with fire damage.
Killstreaks - Reduce damage for Auger. As it is, the weapon fires through walls and has shields. Reducing the damage it does will *potentially* reduce the guarantee for Mutate once the Auger is earned. Similarly, I would suggest reducing the fire rate of the Mutate killstreak. This can help teams successfully coordinate to take down threats and escape if spawn trapped.
Auger damage reduced, so it takes 5 hits to kill instead of 4
Wildfire - Reduce damage (or specifically, splash damage). It has a lock on feature, and should be used in that way, specifically. I would suggest speeding up lock-on time marginally, and reducing splash damage. At present the weapon has very little risk, and very high reward. Users can drop an ammo beacon and fire rounds aimlessly and get kills from splash damage (particularly when spawn trapping). Reducing splash damage would make the weapon less effective in this instance, and improve a teams chance for escape.
Reduced damage radius slightly.