The history of weapon balance in video games has been fascinating to me.
In the early days, there were large variations in the balance of power and effectiveness of weapons. Think Counter-Strike. From its inception in 2000, there were ridiculous differences in the various guns—so much so that the vast majority of players only used the slight few of them that were most effective. As video games evolved, more balance was found, and guns started to become adjusted after the game release to find what developers considered to be the sweet spots.
After several years, as people got better with sniper rifles, it became harder to keep a good general balance. The problem with sniping is that a small percentage of gamers got really good at it (including quick-scoping), so it worsened the flow of games, because it was too easy to die quickly after respawning. Nerf the sniper rifles too much, and they're of little use to people who haven't sniped for years.
Although I loved sniping in the first three Halo games, it wasn't until Black Ops 2 that I started pouring dozens of hours of sniping into a current-day-themed first-person-shooter. That was in 2012, which was many years after most gamers fell in love with the sniper rifle.
Fast-forward to today, and I really love what Respawn has done to weapon balance in Titanfall 2. The main guns are more or less balanced. But the sniper rifles are slightly weaker and/or slower compared to other games. Since you unlock a pro-screen (which shows lifetime kills with the weapon) once you regen it, you still want to attempt to level up every weapon. But since the sniper rifles are much harder to use effectively than the regular guns, it's never a snipe-fest, so the flow of the game isn't negatively affected often.
This also goes for the Titanfall 2 cannons (which they call grenadiers). They're powerful, but they're unGodly slow. It's almost impossible to get the first shot off. But, this lack of balance creates a challenge for the better players, who are going to sink hundreds of hours into the game, and who are going to want to regen every weapon at least once.
I see a sniper rifle maybe every two rounds, and a cannon maybe every ten rounds that I play Titanfall 2. I've regened all of the guns except for a couple of the sniper rifle and cannons, which are a fantastic challenge at this point. I love the fact that they're so hard to compete with.
So we've come full circle. At first, pure weapon balance wasn't important in FPS'ers. Then it became too important. Now we're settling into a time where the longer-range and the more powerful weapons have to be nerfed or slowed down so that they're underbalanced. It's been a fascinating history.
The Hemlok BF-R, to me, is by far the most effective weapon in Titanfall 2, like the M-16 was in so many FPS'ers. But, to my surprise, it isn't used much more than the other weapons. I think gamers have advanced too. As K/D ratios become ever less important, and as developers work on giving us nice goodies for regening weapons, variety of weapon use is alive and well, and that's great for gaming. The overall gameplay of FPS'ers keeps advancing, and weapon balance is a huge but oftentimes understated part of that.
I'm glad developers have gotten it right over the twenty-five-year history of the first-person-shooter. For all that I loved about Counter-Strike, all those hours that I sunk into it, it got to a point where I never wanted to see an AK-47 or a Desert Eagle ever again. Thankfully, in modern games, we rarely run into that problem.
Jon David Rosten, author of
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