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Everything posted by Opex-Rah
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Aha! This is something worth looking into, thank you
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Well, it was effectively removed in all the recent events. This is why I am asking why this is even a topic. There shouldn't be a mission like that, or I messed up somewhere. Can anyone tell when a mission like that was used the last time?
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Something beyond my power. And not to fall into an off-topic discussion I need to ask when exactly we used this specific mission to make it into TOP3 of a WINNING team? I know we have this option, but most of the time there should be either just TOP3 (which is easy to do in a losing team) or just WINNING TEAM (which happens eventually). Am I missing some recent event?
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Oh look! A moderator hide a post in here! As if nobody have seen what was in that post
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I guess I have to respond, otherwise, the universe will collapse. On a serious note, I am responding to show everyone else how sometimes patch notes are accidentally complex and there is not much way around it. So here is a stated change in the said Hammer Magnetic Augment. There is no reload speed bonus and there is additional critical hit that can put on the status effect. Is this a nerf or a buff? First of all, it is a change. The augment might become effective or ineffective only if a specific use pattern is taken into consideration. A dull point, but a must. Second of all, one should review the whole Augment before jumping to the conclusion. How this augment worked before? It gave a 10% magazine reload speed and a guaranteed status effect on the last shot in the magazine. How it will work from no on? It give a guaranteed status effect on the last shot and a status effect on the critical hit. Now if one is a Paladin of the Devine Order of Holy Hammer (this is a joke, please do not take it seriously) one can spot that there is no 10% magazine reload speed bonus. One can conclude that it is clearly a nerf as you won't be able to land a follow-up shot on the enemy without supplies anymore. So what is the point in this augment? Lets dive in into specifics. Hammer reload time is 7,2 at Mk 1 to 4,4 Mk MAX. A status effect gives 2 seconds of EMP effect. -10% magazine reduction therefore gave a 6,48 to 3,96 seconds of reload time on the previous version of the augment. One can see that clearly this augment could not use a 'zap-and-tap' combo even bore the change. Not justified a title of a wanker so far, lets go deeper. Now to the second change. Now you can apply a status effect on the enemy by a critical hit. It is random, but get this! Hammer reload time between shots takes 2,5 to 1,8 seconds. With a 2 second EMP status effect it seems like that after this change the augment actually CAN use a 'zap-and-tap' combo. Something that wasn't possible before now become possible! Even more, having a status effect on a critical hit means that one can use supercharge effect effectively. If every hit is a critical hit, and every hit is and EMP hit that basically means this augment is way stronger then it was before. I guess I have been insulted for nothing once again. Or did I? This entire story might have been just hilarious but there is a question I have regarding any patch notes. It is clear that patch notes will be inevitably complex and people will get upset over nothing all the time. But what can be done about that? Not posting patch notes is not an option. Posting more explanation like that one above is robbing people of fun communication they might have on a forum. Also it takes too much time and nobody read these. Posting a comment 'NERFD' 'BUFFED' or 'CHENGED' before every explanation? I dunno, this might work. Let's see if there are better ideas out there.
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I so much love reading these on the first day
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Well, judging by how these first reactions are going, I should've not to issue additional standard containers alongside more ultra containers for the event. The more you know.
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This is still under development and will not go to the next release. I need to explain that this is not a rework of the system, but an additional system certain weapons can or can not abide by. There won't be a system to know that the next shot is a crit-shot, at least it is not currently planned. Crit chance information is purely for debugging purposes.
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Nope. Unless you are a Hornet user
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My head would literally explode trying to balance another tier. I am only a mortal man after all. No, we don't have plans for a higher tier of augments. I have plans for more variability within current legendary augments.
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I am always around. Hidden from view. Ready to strike.
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Well, you know. Those balance patches are eventually will come to the legendary augments. I am almost done with the building of a new foundation 0 is my interest then
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ACTUALLY, that might be my intention. To put every augment into containers and also has them available in the shop showcase. Not the current showcase, mind you, but some new showcase with new stuff I have planned around
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So how many millions of crystals would you pay for a legendary augment?
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Challenge accepted lol
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Disorienting part removed. You're welcome
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To be fair, we do need to fix status length and crit rate. Not that many turrets use status effects to get proven conclusions yet. We'll get there, eventually.
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Wow, kudos to you. I wish my parents could play Ricochet in their 70-s
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I beg your pardon The beauty of the augment system is that if something is not your jam, it might be someone else's jam. Please do not end up one of those people who hate others for turrets they play...
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We got you covered
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Uuuuuuhh, someone making a dangerous bet leaving himself no chance to backtrack ?
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It is not such a thing :)
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We have no such a thing.
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