So, (this might be a long post, sorry in advance)
A small amount of history, I’ve done a lot of side work in the gaming space in my time here on earth. Not that that qualifies me for anything, but I’ve seen both sides of the coin. Developer, player. WG was one of my last Gigs, and it was quite fun. So, onto the brass tacks.
I’ve seen many posts that are “Add X because Y exists for the other side” or “Y is too powerful for all of my X soliders to be using”.
You can buff and nerf at leisure , but that is not always the answer in games. You can add more X, but that creates an unsustainable arms race in a game that doesn’t need it.
End of the day, a bullet at level 1 should be and will be as deadly as a bullet at level 29+, given the right situation.
So, what does this mean for balancing this game? Well, I might not know the framework and reporting that is available for the devs, but they should have telemetry on each weapons stat. How many times it is responsible for a kill and assist. How often it is used. How many end up in a match etc.
This data will be important. Because with it , you can assign this item a number.
With that number, you now have a value for the weapon, which brings me to the next step.
Take your Basic Infantry Squad - 9 Troopers, which can be configured in a multitude of ways.
Make each ‘Class’ have a value as well. Now, allow this squad, in its entirety have a balance sheet of points you are allowed to spend on it. If you use say an Assulter, it costs you 10 points, but a Engineer, only 5. So, if you wanted to use more FG42’s or Gw 43’s , you would forgo having an assulter and opt of an engineer as it allows more points for ‘others’.
Its much like some table top games use, or how ‘weighting’ works in other games.
By the Devs using the Average stat of a gun, it will eliminate the outliers whom can either make a gun look good or look bad. It will ignore the fact that I couldn’t buy a Kill with a MAS36 (ironically a gun I have shot) and the fact that I can kill 20/20 with my Mannlicher (A gun I have NEVER shot lol). Because it will see what we do, on average with a gun.
As well, because you will eliminate having ‘doom’ squads of all 1 gun type, it will make those soliders more important, it might slow down gameplay a little, make it more tactical.
And they want some tactical, or at least think they do. Giving us entrenching in Tunisia is cool but it doesn’t matter because of how the game is modelled. With some tweaking that could change.
If all this goes in, then small tweaks to guns instead of sweeping changes will be more meaningful. After all, they tried to solve the problem of Bolt Actions for some reason by giving them ALL cold bore syndrome, which was exactly the wrong thing to do, and was soon corrected.
Is this system perfect? Nope. And I will never claim my ideas will solve the world, cancer, or global warming.
But on the same token, you never know if something is going to work until you try.
One of the biggest changes, that WG changed in one game was ‘weighting’ making it harder for me to end up in a match being 3 tiers above someone else that couldn’t take me on a good day with the sun at their back. It fixed years of constant tweaking to the vehicles, when the vehicles were NOT the problem, how they were being used in MM was. It took a long time to fix that issue, but suddenly, the game was more friendly to new people, and made it so by the time you reached a lot of the veterans grinding, you were one yourself. And, if you ended up faced with veterans, chances are, you had the same amount on your team in turn.
There will never be a perfect balance , because people see balance in different ways on here. With everyone having an opinion, you can hardly please anyone.
But you , as Devs, do need to try thinking outside of the sandbox of sweeping weapon changes, and more into the realm of other possibilities.
Anywho, thanks for reading. I won’t pretend this is the answer. I just hope they try something like it. We can fix this game, we just need to go a little asymmetrical to do so.
/rant