There are many overpowered weapons, but I’m going to be talking specifically about the Minigun Shotgun, Impulse Rifle, Orbital Pistol, Combat Yo-Yo, Nanobots Rifle, One-Shot, Piranha, and Judge.
Minigun Shotgun: As with all Miniguns, this needs a nerf. +1.2 second spin-up time, -3 pellets per shot, -4 shots, +40% spread, +2% fire rate. This would make it balanced and realistic, and less effective at longe ranges.
Impulse Rifle: This weapon is actually in a fine place right now. A possible way to make it easier for less skillful players to use is to give it the ability to “stun” gadgets, or disable them for half a second after the hit.
Orbital Pistol: -2 shots per clip, 2 second travel time, +.5 second charge time, beam has wall break. This makes it realistic and requires prediction skill, also making it easier to avoid.
Combat Yo-Yo: Shorter range, has the chainsaw attribute shown. This is actually a powerful weapon but, on paper, it seems weak. This will tone it down a tiny bit while still making it a viable option.
Nanobots Rifle: Projectile speed -8%, range +15%. This weapon is hated by those who crutch on the Anti-Champion Rifle. This will make it easier to avoid without removing its ability to counter one-shot weapons.
One-Shot: -1 bullet per clip, -5% fire rate, +10% damage. It is now a true one-shot, but comes with a bit of risk.
Piranha: Add a “jamming” mechanic where the weapon sometimes refuses to fire. Pressing the fire button again will cycle the rounds and clear the jam.
Judge: +10% explosion radius, -25% turn speed, +2 seconds range, rocket leaves an exhaust trail that lingers for ~15 seconds. This increases its effectiveness while making it easier to avoid and counter.
What do you think? Let me know, please!