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Everything posted by Fenrir
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To be honest, I do not really see an issue with this thing. Its splash damage is poor. The normal shots are balanced, and while the missiles are deadly... you CAN avoid them, it's difficult but you aren't "already dead". Whereas once a Shaft has its laser on you, you're toast unless the enemy forgets to let go of the spacebar. Not to mention, Scorpion's reload takes even longer than Shaft's, so. Personally, I'm looking forward to it. It seems fun, and with a protection module a heavy tank will survive a full launch. Idk about a medium hull, gonna be close - like with Shaft. And well, Shaft can still maul you up close; Scorpion has a blind spot in front of it, the missile launcher doesn't work in close range. It's not a bug, you guys. The rockets simply don't have enough time to turn around if you fire them at an enemy in front of you, so they'll just fly by and hit the ground as soon as they can.
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Well, a scorpion jabs you with it's tail, which needs to arc over it's body to reach you. The missiles fly to their target in a similar manner. So I guess it's that.
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Bruh, then couldn't they have just said that they are removing the acceleration boost? But nooo, they had to slap us with oxymorons. Ugh.
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What does this even mean?
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Rebalancing the Stun augments for Freeze and Firebird
Fenrir replied to Fenrir in Rebalancing the Stun augments for Freeze and Firebird Archive
The augments, or rather the augment in question goes by "Paralyzing Mix". It is mostly useless on average and OP with Supercharge - since each critical hit applies a 0.4s Stun, and with Supercharge it is continuously refreshed. I personally think that while the concept of triggering on crits in melee turrets works for EMP, it is not the case for Stun. I'd propose that rather than attaching it to crits, it should instead have an internal cooldown of say, 2,5s or even 3s. That way, a single instance of this micro-Stun is guaranteed at set intervals; the augment would gain the strategic value like other augments with this debuff do (Stunning Pellets in Hammer's case) and not be overpowered with Supercharge, since they typically suffer from reduced crit dmg and freezing/heating rate. -
@NikmanGT Tbh, I'm not too worried about these. Pulsar is strong, but not that strong given the low crit chance. It's main gimmick is that you can't really predict nor escape it if it succeeds, however it doesn't instantly blast you into a billion pieces like a certain cough cough sniper augment for Ricochet cough does. And I mean, compare it to Thunder's. That thing has splash and practically unlimited range if it crits, whereas Rico has poor range and is single target. As for Crisis... friend, I am absolutely convinced that this drone is named after the state you'll be in if you use that drone for more than 15 minutes per day. Unless you're very spendy, you will never recover financially from using that thing xD. As for Armadillo, it suffers from the same issues as other protection modules, albeit it is universal - but do not forget that, even on a 30% discount, that thing costs 7M crystals to get to Mk7+. That is ridiculous, and if we were to get Armadillo from this event, I assure you that we wouldn't see that many more Armadillos, at least not right away. And... you may disagree with me here, but I think this is kind of a good thing. Many people spend hundreds or even thousands of tankoins and they still have yet to obtain just one of these items whereas others may already have some, if not all of them after having spent less than them. This would serve as some form of standarization. Is it great that a few hundred players would have access to Rico's Pulsar? No. But at least it's not Helios or Magnetron. I swear, if they put Magnetron in a BP, we're all gonna go insane.
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@NikmanGT Imagine that someone performs a demon sacrifice, we reach 15M and the final reward turns out to be Pulsar for Twins.
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This right here is a dead giveaway you just want it nerfed and don't care how it happens. It's the same as "Oh, just buff Support Nanobots to be a legendary augment". That is not how it works. This is not the game from a few years ago, my liege. They no longer want everything balanced. They seem to seek to strike a balance within each rarity tier except Exotic, since that one is just "premium" and every augment leaves that area sooner or later. This is exactly why Support Nanobots cost crystals whereas Healing Emitters cannot be be bought at all, if you want it you are at the mercy of the ever-wonderful drop rates or waiting for a BP that may or may not come. It's like you asked for Crisis to be on par with other drones. It's not gonna happen because it was designed to be better, to be an incentive for players to spend money on the game. Well, maybe if a time came where literally everyone has it, then they might nerf it since it won't make any more money. That's the reality, I'm afraid. And I believe that once an item is live and it belongs to a specific tier/rarity, it should stay there so that nobody ends up feeling scammed or tricked. And, methinks, "Legendary" means to be better than average (Rare and Epic - read: garage augments) yet not break the game like Helios does. No, since the devs literally have been tweaking Shaft to make Arcade shots more viable. That is exactly why they cost zero energy (and why that system exists at all) now and why their effective range increased. Camper? I'm sorry, but I'd have to worry about you if you were not to be alarmed by an enemy dealing an absurd amount of damage enough to figure out that it is because of that drone. Graze it with one shot and its effect is nullified. Every turret deals absurd damage with that drone, Shaft is not to blame. And as you said, it is called Camper - that means the devs are encouraging this behavior, so good luck on your endeavor once you figure out that you should try to get that DRONE nerfed, not one turret. And, oh yes. Have you considered what an Isida with Camper can do? Sure, it is a melee turret, but in say, Juggernaut, your healing could reach ludicrous levels. And our beloved, hitscan nuker Gauss which, with that drone, will obliterate everything in a 5m radius and apply EMP/AP to everything in a 15m radius? You're worried about a healing Shaft but not stuff like that? Hmm. Booster makes all turrets stronger, so I do not know what your point is. Crisis is literally designed to be overpowered, so tough luck. Use Jammer or EMP against it; the alternative is to tough it out or just get blasted by a Helios with one. Oh dear. And finally - I'd like to add that with all the recent changes to the other turrets, Shaft cannot be a sitting duck while it is not sniping, which is every 9 seconds at Mk7+. Arcade shots have to be usable, otherwise the turret - being the sole single target weapon among all long-range turrets - is gonna end up left in the dust. As an augment (an improvement by the definition of the word, that is why they dropped the term "alterations") Healing Emitters are harder to judge than usual since they are the only legendary healing augment. The one thing that comes close in mechanics are the Vampire Nanobots, and you should know how monstrous that augment can be.
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I see no valid reason to nerf it. It is a container augment, meaning it should come as no surprise to you that is arguably better than the garage ones. The devs explicitly made it clear that not all augments are equal, rarities are there for a reason. And among legendaries, Healing Emitters are in the middle imo. They are a viable method of transfering your offensive agency to an ally of your choice; you get the points but not the kills for your K/D. You lost critical damage and have no recoil. The former is a huge handicap for a turret like Shaft, it becomes practically defenseless against an enemy with the Eagle module considering it's low DPS. Whereas there are legendary augments that can blow away the supplies/armor & modules away from entire groups of tanks, and other than having immunity to the debuff(s?) in question, you have no answer to that - whereas a Shaft can be taken care of just like an Isida - kill the healer first. Melee healer, melee turret to kill it. Ranged healer, ranged turret to kill it. You cannot tell me that things like Magnetron, Toxic Mix, Electromagnetic Salvo, Jamming Mix and so on aren't WAY more powerful than HE, yet they share the rarity. Please stop trying to get one of the few augments encouraging teamwork nerfed.
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@numericable Exactly... Stunning Pellets are out there, y'know ?
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Oh yes, I love balanced gameplay. In all seriousness, I know this battle is a spectacular failure on the MM's part, but... even in fair battles, RFM is dominating. Lol - guess the answer to balancing Helios isn't to nerf it but buff everything else.
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W h o a . . . EDIT: Oh boy, this got bigger than expected, please don't kill me mods...
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@numericable Considering that the previous LC skins were thrown into the BPs and a ftp reward of a mini-game, I can't see them trying to make such a big deal of them.
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I mean... that certainly doesn't look like Helios, but I'll take anti-Crisis spray BBQ version!
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Doesn't Hyperion devour extra supplies? And well, besides this concern, Hyperion is sort of an answer to EMP, so that might be a good thing..?
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@fire_shoter Come on, bruh. For most cases, 5m of splash damage is completely sufficient. Only in incredibly specific Siege/ASL scenarios would you actually NEED a bigger radius, and we're getting a damage buff in exchange for 2 milliseconds of increased reload. I think this is a positive change, since Magnum will hit harder and being skilled with it will mean something again while those whom hate this turret will have less arguments to screech to have it nerfed to the ground again. And hey, perhaps now the AP augment will be worth using. If you hit a group with it, maybe at least one of them won't purge it. As for the rest... I quite like the changes for Gauss, the intention clearly is to set it further apart from Thunder; though I really do not see the point of giving the status augments such a colossal splash radius. A slight Vulcan nerf is welcome given the monstrous crit damage, and I'm really happy to see a Railgun buff. Pulsar for Thunder... well, time to hate Thunder I guess? But seriously, this is gonna be a more annoying and unpredictable version of EMP Gauss, and even I, its user, consider that thing barely humane. Eugh. The QoL changes to Striker are nice, and so are the buffs to Shaft's augments - not that they matter to me, since I enjoy being a sniping healer too much lol.
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@frederik123456 Yes, I know. Exothermic as well as the Shocking Lightnings are stronger in my opinion too. My point was that the fast ball status augments got nerfed too hard for them to feel impactful or worth using. And the thing about being unable to make chains - exactly, so that should be additional motivation to buff rather than nerf them, no?
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Well, it is as I suspected. Electroturret is nothing crazy strength-wise, but it's a lot of fun, it is by all means usable and you can get a high score with it. However, I must say that when compared to other turrets, Tesla just falls flat in a strange way. It is a turret that is incredibly strong when defending as a group, but on it's own, it is outperformed. The debuff augments were (I believe) supposed to be superior to Electroturret unless the enemy is immune to your debuff, but honestly - I was happy to toss my AP augment out the window the moment I got Electroturret. Why? Because all status augments with the fast ball are utter garbage for Tesla now. Their duration is really short, the damage penalty is ridiculous (75%, making them useless when used for long-range scenarios) and if the enemy is immune to your debuff, you are left with a crippled turret. That is NOT an augment. It's borderline a downgrade, all things considered. Electroturret got nerfed hard too along with the entire turret (50% damage slash on the ball), but as I said, it IS usable. However, this is a bit unfair these days considering there are many ways to mitigate Tesla's damage, and no-one in their right mind would see any reason to choose Tesla to apply debuffs if they have other options. One could argue that the original Tesla was OP in it's time. Maybe. But things have changed. Now there is Paladin, there are crazy augments for other turrets, many ODs got buffed, and so on. And even in its prime, it certainly was not as OP as the latest augments, Helios especially. That thing is ridiculous. The OG Tesla with augments had to at least approach you to maul you, but Helios has no weakness. Honestly, I'd propose a buff to Tesla not by increasing the damage, but giving it a shorter cooldown on ball lightning, for the fast ball augments at least (I don't think it would break the game balance if a Tesla that can't make chains could yeet a ball every 3 or 4 seconds). As for the debuff ones, I think the duration as well as the effectiveness nerfs (hint hint AP is dead cos of the repair kit) were sufficient to justify the damage penalty going back to 50%, but that's just my take. Other than the augments being comparatively inferior, it's a really fun turret and I'm glad it exists.
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Thank you. That augment embodies all that is toxic about Magnum (shooting in your face at point blank, no aiming required) and I'm honestly really happy to see it nerfed. With those changes to Camper, it might be worth using now despite how difficult it can be to remain undamaged. The buff to AP and nerf to EMP Gauss are both welcome, but can you pleaase just make AP "immune" to the repair kit like it used to be? 'Cause even with these changes, I'll still opt for EMP with my Gauss. Seriously, that status effect grew weaker even than Freezing given the way it functions. I don't see anyone using AP as their first choice anymore; it's a last resort when the enemy brings immunity to EMP, Jammer, Stun or even Freezing. Literally the only valid reason to use AP immunity now is Paladin's aura. A new shot effect sounds great. Can we have something for Tesla though, please? Surely, it is possible to add color to it's zaps and balls.
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Honestly, this is exactly why I don't like these changes. Magnum feels like a variant of Gauss now. Shoot randomly and you just might tag someone with that huge radius. Wouldn't it be better to go the other way - increase damage but reduce the splash? Then, Magnum's theoretical range won't be its practical range unless the player uses Hornet's radar AND is a master of the turret AND the target is immobile (a sniper in the enemy base on a large map, perhaps). Having a module and boosted armor will save you from a one-shot even if Mag's base damage was 2000; Crisis might make things difficult, but that's the very point of that drone. It was created to be overpowered and it's expensive to use, so it is only logical that you need to go a step further to counter it directly. Plus, Shaft deals 3300 - the fact it doesn't deal splash damage is a balancing factor. Well, if Magnum were to get a damage buff but a splash nerf, that would make it different from the "sniper Thunder". Regardless, my point is that combining theoretically unlimited range with a huge splash damage radius is a recipe for trouble. I think that Magnum should hit harder than Gauss but have a much less potent splash.
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Most peculiar. I play with AGLM only and I am not experiencing the bug at all.
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@Abellia Wrong, I know exactly how much it is. I played with the pre-nerf AP Tesla (lighting ball 1620 and AP had a 50% penalty back then), and that one dealt exactly that much. It is usable and sufficient to pester snipers. Won't kill anyone outright, but it will do its thing while you focus on the enemies in front of you. You also trade off lightning chains for higher burst damage. It's a mechanic that adds versatility, not turns Tesla into a long-ranged turret that can compete with Gauss or Shaft.
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@numericable Yup. It's doo-doo. Though, what if the devs suddenly turn around and decide to change it mid-challenge... Oy, @Opex-Rah sir, could you please divulge if there any plans to change Tesla's status augments before people start chasing after the Electroturret?
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@numericable No, it is not. Electroturret's ball deals the same damage as stock. AP discharge has a 75% damage penalty on the ball. It hits like a wet noodle.
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Honestly, I'm glad it's Electroturret. I personally have the AP Discharge and that thing is now USELESS on large distances due to that stupid 75% dmg penalty (which was the entire point of the triple speed augs for Tesla, no?) and not much better in close range since it lasts mere 2s and can be easily wiped off. At least we'll get to annoy snipers with electro balls, hehe.
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