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Abellia

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Everything posted by Abellia

  1. Abellia

    Let's Discuss Freeze!

    Flat damage enhancements boosted damage, booster boost, crisis boost, camper boost, and adrenaline boost, but not Viking because it gets special treatment
  2. Abellia

    Bugs and Glitches Reports

    Stun Striker has a -40% reload time modifier following salvo shots, instead of the +40% modifier that was listed on the patch notes. It is killing things far too quickly in addition to stunning things far more often than it was meant to as a result of this bug. If this is not a bug, congratulations, Toxic Mix is no longer an outlier, and you can forget everything I said about nothing being OP when everything is OP. When everything is OP, Stunning Missiles and Toxic Mix are more OP.
  3. Wait hold on - will mobile players still be able to watch ads for shards, since they're not getting removed, just getting their passive generation disabled? It would be so funny if they could.
  4. Incredibly annoying and mechanically broken, but there are still plenty of augments equal to it, so I don't know if I can say it's OP or broken - if everything is broken, nothing is.
  5. No Thunder buffs ? Container changes will hopefully help propagate status effects to everyone - when everyone has a cancer ray, noone does. (although I suspect that the only augs headed into normal containers are Rubberized Rounds, Explosive Rounds, Sorted Rounds, Blunderbuss, Vampire Nanobots, Healing Emitters, and Electroturret.) Disappointing that we can't get exotics in normal containers anymore, though. Disabling shard passive generation - this prevents people from waiting until their accounts are maxed out for the rank and then continuing to move forward, ensuring that people will be fighting on (hopefully) fairer grounds because everyone will be suffering the same amount from boosted exp. greaaaaat. Firebird changes are... interesting to say the least. I'm interested to see where it goes with having as high base damage as it does and how the ammo bar is set up for it now. Glad to see Freeze, Tesla, and Paladin nerfs though. The new Stunning Missiles might seem like it's not going to be good anymore, but ohhh boy. If you see someone trying to use their overdrive, you can stop it happening. You now automatically win against Railguns, although you already did before. Nice that lightweight and heavyweight will finally be available for crystals. All in all, pretty good patch as far as gameplay changes. Economy changes... we'll have to see. Oh, and about the premium changes. Bad. Put it back in conts and dailies, this is trying to set up pay to play with pro battles - your game is pay to win, not pay to play AND pay to play. You're going to lose a lot of xp bp players (the majority of your playerbase) if you do this.
  6. Ironically, it helps increase diversity. It's stupid, but it does make things better.
  7. Currently, Shaft's Rapid Fire Mode augment (RFM) takes a full 10 seconds to reload, just like all the other shafts, except there's one key difference - RFM is meant to be reloading three arcade shots, not a 3300 scoped shot, and so all it can reasonably kill with its arcades is a light hull - for everything else, stock, adrenaline, and short-band emitters will kill the target faster, which is the exact opposite of what Rapid Fire Mode is meant to do. To fix this, I suggest to start by nerfing the full charge time and adding the penalty of -66% charge rate in aiming mode, so at mk7+ it takes a massive 9 seconds to charge to full, as well as nerfing its max sniping shot damage by 15%, preventing it from oneshotting medium hulls. In exchange, it would receive a massive +150% increase to energy recharge rate, resulting in a 4 second charge time from empty to full. This would completely cripple Rapid Fire Mode's ability to reasonably use sniping shots, also providing it with the kill power it desperately needs for its arcades by having them come up more often even on an empty tank, allowing it to deal increased damage with arcades compared to stock shaft even when it has run out of energy. This template is an extreme version of how RFM was before the shaft rework, to match the extreme version of Shaft we have now. Tldr; RFM sniping mode gets deleted, 1.33 second reload per arcade for RFM, thoughts?
  8. Stun Striker and Rail beat the crap out of it in this role. Also, that's kind of the point - we shouldn't have long stun durations in the game. They're less fun to fight and use than more frequent shorter ones, personally, because sitting there for 3 seconds completely disrupts the flow of combat and makes me want to p+enter to avoid sitting through the full thing. Stun Striker being difficult to use than Stun Smoky is a hilarious joke. Stun Striker has actual damage output, consistent stuns, splash stun, compared to a neutered damage output, a requirement to land multiple shots before you have a CHANCE for a stun, and a single target stun with a tiny chance for anything close to a chain - and to do it you still need to build your crit rate back up on them, which you can't do if they die. Locking on is really not as hard as you make it sound with AP and Stun Striker, I don't know what else to say about it. Stun Rounds is well, a railgun, and according to xp bp players that's a turret that requires tons of skill, and in this case I agree - I don't see how holding the fire button on a target for 1.4 seconds compares to having to position as much as Railguns do. Addressing this specifically - "With Striker Stun, you are not guaranteed to stun the target again - the lock-on period added with travel time of the rocket and uncertainty of the rocket colliding with map props can be enough for the enemy to run away or hide in cover." Come on now. They get one second to move. If they get out, that's your fault for not realizing that you can't get a second stun and just firing an arcade. Stun Striker is the only Stun augment that can get a guaranteed second stun. More frequent stuns ultimately has the same effect. Also, you will have a non-trashed damage output. It's harder to fire the actual missile, but the threat of Stun Striker's ridiculous stunlock is a much more effective deterrent than a peashooter with a weak stun round. As for Stun Rounds being weakened - no thanks. Stun augments suck to fight, but that's mostly thanks to how high their durations have been. Stun Rounds can hold its own against other Rail augments as an option now since its damage has been brought back to normal and its stun timer has been reduced, and I've seen far fewer people complaining about it since the change. 10 shots is far too many. I would give it 6 shots if the crit damage nerf is undone, or 5 shots if the crit damage nerf stays. You want Stun Smoky to be good for your specific usage whereas we want to make it usable in more general scenarios, and ultimately still usable in yours.
  9. You hit them with three shots for free, and then your crit rate is at 10%. Railgun has a 50% chance to get stuns at that interval, and Striker has a 100% chance to get stuns at that interval. Smoky also has to actively engage during its stun duration to have a small chance to get its next stun off, whereas Railgun can hide during a good part of the Stun duration and Striker still has a 100% chance to get the stun with a longer gap, even if it choses to disengage. So instead of hitting someone 4 times, stunning them, and then killing them with one shot, you hit them 4 times, and then kill them with a crit? Brilliant. It needs a buff right now, it takes far too long to get to its crit and it isn't rewarding because it doesn't enable you to do lots of damage relative to smoky to it nor set up the next stun, even though Railgun and Striker have the same flat chances to get the next stun, and they have no damage penalty. It isn't good for stopping overdrives, and it isn't good for stopping people trying to get the objective because of the low damage output. If you buff it, you can either increase stun duration (makes fighting it terrible) or decrease crit rate penalty (makes fighting it terrible if you don't decrease stun duration which makes it terrible to play if you don't reduce the crit damage penalty). I'd rather opt for the second option, personally, because there's actually a chain of following changes that don't just result in "yeah this augment annoys people" whereas the first one results in it still being an inferior version of Stun Rail, just one that's more annoying.
  10. I would, it counters drones as a whole, which includes Defender.
  11. Abellia

    Let's Discuss Smoky!

    Find me where he says that mk1 Sorted Rounds is objectively better than mk7 Sorted Rounds and not just relatively, lul
  12. Abellia

    Let's Discuss Smoky!

    It's good if you're not fighting any Paladins, you're using Dictator, and you have infinite nuclear supplies.
  13. Nah, I'd rather just leave it as is. I hate EMP Gauss, but unfortunately, it would be a bad idea to nerf just one of the strong status augs without nerfing all the rest as well.
  14. Abellia

    Let's Discuss Vulcan!

    It's the same in the sense that it's just simply not practical for general play, but people use it anyways.
  15. Abellia

    Let's Discuss Magnum!

    Hopefully it gets buffed soon, it got nerfed like Shaft where just because a few people were playing lame with Magnum, the entire turret died instead of just the trash playstyles ?
  16. That's it then, Thunder ends 2021 in quite the sorry state. What a shame for what was once one of the most powerful turrets, such that it faced walls of protections, and unfortunately still does despite being utter trash.
  17. They give out prizes, which go to everyone who bought a bundle, after they do the coin giveaway - which you have a 1/8 chance to win per bundle you bought. I would advise reading more clearly next time before you buy a bundle, so as to avoid actually getting scammed.
  18. Now imagine if Wasp bombs killed people through walls.
  19. Abellia

    December Challenge II

    AP Rico is a well balanced status augment, strong, but not overwhelmingly so, and incredibly satisfying to use, while having somewhat of a skill requirement. AP Imm Titan... It's not as spammed in siege anymore with how strong other status effects also are, so I'll let it slide. Not a great battle pass for me since I have no interest in AP Imm Titan and I already have Super Smart Minus-Field but a good battle pass overall.
  20. I've pretty much given up on the template being completed properly. At this point, just shove a stupidly high crit rate on it, release a terrible looking Thunder HD, and call it a day - whatever they need to do to sell Thunder skins, right?
  21. Funnily enough, I do. I swap to mobile and pull out Rubberized Rounds, and well... I let the autoaim do all the work. That's not what Smoky is designed for though, so I don't see a problem with that being nerfed, and I don't see that as a significant nerf to its effectiveness.
  22. That wasn't really a buff, it gets slightly faster projectiles in exchange for less range. 1.2 second reload is not a nerf, Smoky was already fine but now they're just juicing it up - I can dominate battles with it as it is now pretty easily, the range nerf will only hurt people who try to camp with it.
  23. Sniping shots now consume 20% of the available energy after the warm up and some amount of energy used for the warm up.
  24. Why was Thunder's crit rate not boosted when everything else was? This turret was already weak. It needs at least 40% crit rate to compensate for everything else getting 20%, if you're not going to implement a clever solution that doesn't promote spamming shots.
  25. Abellia

    Let's Discuss Paladin!

    Even Magnums and Thunders get protections pulled out against them, it's not even funny.
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