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A very small visual issue on the Vulcan Ultra skin which really bothers me. While using a white or light-coloured paint doesn't affect the skin, equipping a black or dark-coloured paint (or whenever a dark part of an animated paint moves over these spots) the front and back blue lights become dim or completely disappear. This is definitely not a result of graphics settings (screenshot taken on highest settings).
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I agree that the whole way in which some common augments greatly outperform the rare ones doesn't make any sense. Although in actuality, it may be the case that the rarer augments can be really good, but they're just more demanding in terms of skill - much like how certain turrets require a higher level of skill to operate than others. Yes, if the stun time was reduced to one second instead of three, then I reckon there could be potential to buff the critical rate and for the augment to remain balanced. Or... They could nerf the actual overpowered stun-based augments. Honestly, at this point I've lost interest in further pursuing this suggestion. I guess using this augment with Hornet and Dictator overdrives is the way to go.
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Yes... I did also get EMP Salvo for Gauss. Like I said in the post you quoted. And some other ones. I just feel like all legendary augments should ideally live up to what you'd expect of a legendary augment. Hi. You are correct about Dictator and Hornet overdrives and thanks for the advice. I get what you're saying about my suggestion, but I'm not sure if it'd be that bad considering the stun duration would be reduced to one or two seconds, depending on the extent to which the critical chance nerf would be reduced. EDIT: Apparently Smoky stunning a bit more often would pose a problem for certain game modes - but somehow a perma-stun Railgun was deemed acceptable? And not to mention the new Striker augment (stun duration 2s, -50% aiming time)?
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I couldn't care less for your sympathy because that's not what I made this thread for. Also notice how I didn't ask for your opinion. If you happened to actually read what I suggested, you'd realize that I'm not asking for it to be made "OP." Just a readjustment for the stuns to be shorter but more consistent. Why is that so hard to understand? Anyway, I did also get the EMP Salvo augment for Gauss. But it wouldn't hurt to have something else to use besides the most cancer alteration in the game, right?
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No, all I asked for is to remove or reduce the critical chance nerf from the augment and reduce the stun duration to make sure it isn't overpowered. And wrong. Stun isn't the most powerful status effect, because unlike EMP or AP, even if I stun my target I could very well still lose after the effect wears off. EMP and AP weakens the target to the point where you can kill them faster. I'd say all three effects are equal. But guess what, neither Smoky's EMP rounds nor AP rounds get a critical chance nerf. And neither get nearly as much damage taken off of critical hits for some reason I'm not aware of.
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My only suggestion is that when you use Viking's overdrive, it would make sense for all the shots to fire at the energy level of the most recent shot fired just before pressing shift. Reason for this being that if you're using an augment which only allows horizontal rotation and not vertical elevation, using Viking's OD only lets you fire either into the opposite end of the map or completely miss everything or fire outside of it, because of the fixed 100% energy level of all shots.
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So I've spent quite a large sum of money on ultra containers recently, hoping to get some rare and interesting augments. Among the few augments which I did get from the containers was Paralyzing Rounds for Smoky. At first I was very excited to give it a go in battle, so I tried it, but quickly I realized how utterly useless it is and became very disappointed. I barely landed any critical hits at all during the course of the whole battle, and the few stuns I did pull off rarely made an impact. I later checked the list of turret augments, and discovered the reason for my poor performance. Under the Paralyzing Rounds augment I saw the advantages and disadvantages; the only advantage was that the stuns last three seconds, but the two huge disadvantages were that both critical damage and critical chance were reduced by 50%. Meanwhile the Stun Rounds augment for Railgun not only has a stun duration of five seconds (I encountered some players with this and I was consistently getting perma-stunned) but also does not get a critical chance nerf. I urge the developers to look into ways to rebalance the Paralyzing Rounds augment for Smoky to make it more viable in battle. My suggestion is to remove the -50% critical chance nerf and maybe reduce stun duration to two seconds. Thank you for reading.
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Lagnadium started following Show Magnum Projectile Trajectory on PC
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Remember that one time on April Fool's v-log when they joked about adding flying into the game? Yeah... And here we are.
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I noticed that TO mobile version lets you see the trajectory of your projectile before firing with Magnum - why isn't this in the client version also? The turret is already so hard to use as it is, plus even direct hits aren't enough to kill most players now. Please implement this into the HTML5 version. Thanks.