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I do think many of the status effect augments could do with some re-balancing, however that would have to be done all at once - for many different turrets - if changes similar the kind you want in these topics were to take place. I definitely wouldn't regard Railgun's status augments as "OP", rather I would say that they are above average - personally it has been a while since I've bothered to use them, because I have better performance with Striker/Freeze/Smoky/Vulcan with garage augments, and better performance with Tesla/Gauss/Isida with Legendary augments. I know that if I had them, the best Legendary augments for Twins or Hammer would also probably outperform Railgun - and that is a lot of turrets which I've just listed. So I would say, in my opinion, Railgun's status augments are currently just about right - and therefore considered on their own, they wouldn't deserve a nerf - unless other status augments also receive a considerable nerf at the same time.

Now before we even start, I see that you are trying to balance some of the status augments for Railgun close to the level of Large Calibre Rounds, and Scout. Let's not forget that Large Calibre Rounds is currently absurdly bad - it was weak, and then it received a totally unwarranted increase to +90% shot reload, which was one of the biggest jokes I've seen in the patch notes for a while. As for Scout, it hasn't reached the "meme" status of Large Calibre Rounds, but it isn't great. I would define Scout as being merely bad, as opposed to absurdly bad.

So, Large Calibre Rounds in my opinion needs a significant buff, and Scout at the very least a minor one. If the status effect augments for Railgun are balanced around these garage augments, then Railgun will quite simply become dead.

Edited by DestrotankAI9
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55 minutes ago, DestrotankAI9 said:

I do think many of the status effect augments could do with some re-balancing, however that would have to be done all at once - for many different turrets - if changes similar the kind you want in these topics were to take place. I definitely wouldn't regard Railgun's status augments as "OP", rather I would say that they are above average - personally it has been a while since I've bothered to use them, because I have better performance with Striker/Freeze/Smoky/Vulcan with garage augments, and better performance with Tesla/Gauss/Isida with Legendary augments. I know that if I had them, the best Legendary augments for Twins or Hammer would also probably outperform Railgun - and that is a lot of turrets which I've just listed. So I would say, in my opinion, Railgun's status augments are currently just about right - and therefore considered on their own, they wouldn't deserve a nerf - unless other status augments also receive a considerable nerf at the same time.

Now before we even start, I see that you are trying to balance some of the status augments for Railgun close to the level of Large Calibre Rounds, and Scout. Let's not forget that Large Calibre Rounds is currently absurdly bad - it was weak, and then it received a totally unwarranted increase to +90% shot reload, which was one of the biggest jokes I've seen in the patch notes for a while. As for Scout, it hasn't reached the "meme" status of Large Calibre Rounds, but it isn't great. I would define Scout as being merely bad, as opposed to absurdly bad.

So, Large Calibre Rounds in my opinion needs a significant buff, and Scout at the very least a minor one. If the status effect augments for Railgun are balanced around these garage augments, then Railgun will quite simply become dead.

Exactly!

When I read this idea I seriously felt like hazel released another patch note, and it didn't feel good.

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2 hours ago, DestrotankAI9 said:

Now before we even start, I see that you are trying to balance some of the status augments for Railgun close to the level of Large Calibre Rounds, and Scout. Let's not forget that Large Calibre Rounds is currently absurdly bad - it was weak, and then it received a totally unwarranted increase to +90% shot reload, which was one of the biggest jokes I've seen in the patch notes for a while. As for Scout, it hasn't reached the "meme" status of Large Calibre Rounds, but it isn't great. I would define Scout as being merely bad, as opposed to absurdly bad.

So, Large Calibre Rounds in my opinion needs a significant buff, and Scout at the very least a minor one. If the status effect augments for Railgun are balanced around these garage augments, then Railgun will quite simply become dead.

If LCR is able to break the 3k barrier as a crit hit with boosted damage supply without booster, camper or crisis, it should be fine. Sure I personally think that LCR's reload is very slow however, I still see this augment as a huge threat if the user defending the objective. (Especially on Med. to Large Sized Maps) Sure it sucks when you try to go offense with it but this thing is annoying to go against when they are doing the peek and shoot tactic. The role of the augment is to defend not attack. I personally don't think LCR is "absurdly  bad" I think it depends on a person's play style. A person who says LCR is bad in one aspect it is superior in another aspect such in this case, defending. 

Edited by MysticBlood
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1 hour ago, MysticBlood said:

If LCR is able to break the 3k barrier as a crit hit with boosted damage supply without booster, camper or crisis, it should be fine. Sure I personally think that LCR's reload is very slow however, I still see this augment as a huge threat if its defending the objective. (Especially on Med. to Large Sized Maps) Sure it sucks when you try to go offense with it but this thing is annoying to go against when they are doing the peek and shoot tactic. The role of the augment is to defend not attack. I personally don't think LCR is "absurdly  bad" I think it depends on a person's play style. A person who says LCR is bad in one aspect it is superior in another aspect such in this case, defending. 

The +20% damage simply doesn't make up for the massively increased reload, not at all in my opinion. The loss of dps over stock with +90% reload time is gigantic, and stock Railgun is not exactly strong. True you can cross some damage barriers with that extra +20% damage, but the reload time is so slow that I don't think it makes up for it - your potential kill rate is so much lower compared to other Railgun augments and other turrets for it to be worth it in my opinion.

Maybe I haven't faced any good LCR players yet, but I haven't been worried by a player using this augment at any stage in the last 4 months, that I can remember. On the contrary, they were always an easy kill and occupying the bottom half of their teams' scoreboard. I think LCR needs a significant reload buff before it becomes useful again, or some kind of buff. Scout also needs a buff - the nerf to it was too harsh IMO.

Edited by DestrotankAI9
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11 hours ago, Abellia said:

Okay, so status rails - double dependency on crits and their status, bigger nerf. It's the same logic the devs used making the critical changes to begin with, so I don't see an issue with the nerfs proposed here - they fit the balancing scheme that seems to have been used most recently.

Let's start with the biggest offenders.

EMP Rounds:
Critical damage -20%
Normal damage -20%
Status duration -20% (4 second EMP duration)

Very simple changes here. It can no longer break 1.5k+ (twoshotting medium hulls) on criticals and it can no longer break 750+ on normal shots (fourshotting medium hulls) when used in conjunction with Booster, Crisis, and Camper. It also has a tighter window to get a followup shot after it deals EMP.

Incendiary Rounds:
Critical damage -40%

Also simple changes here. Instead of being stock railgun with a ton of extra damage from burning, it is now stock railgun with a small amount of extra damage that it takes additional time to deal and that can be prevented with the use of a repair kit. Before anyone screams this is too far, against a brutus player with DA, the crit STILL deals 2286 damage if all of the burning goes through. Shut your mouths.

Now, the second biggest offenders: 

Stun Rounds:
Shot reload -90%
Shot warmup penalty removed
Normal damage +20%


Still a simple change. This is a 1:1 copy of Large Caliber Rounds, except you trade your 20% critical damage buff for Stuns. It's a stun augment, for crying out loud. It stops whoever you crit from playing the game. Practically speaking, it still has a 50% chance to stop overdrives, it still works for stopping Strikers, Vulcans, Gausses, Shafts, Magnums, and Rails.

It just doesn't do damage anymore, and it shouldn't with how much utility Stun offers.

Super Armor-Piercing Rounds:
Reload -15%
Shot warmup time 0.77s(-30%)
Max critical chance = 100% (consecutive critical chance stays at 0%)
Critical damage -50%
Normal damage buff removed
Impact force -40%
Status duration -40% (3 second AP duration)

So, if this doesn't already look familiar, this is Electromagnetic Accelerator "Scout" with a couple of interesting tradeoffs - the crits are guaranteed to happen every other hit, the crits don't break 750+, and it has a slightly slower reload. Don't worry, I was a little bit nicer this time, both shots still break 750+ with booster, it's just that it still can't chain two critical hits together. By the way, it can still fit a second shot within its AP duration - I left it a generous 0.02 second window to do so.

Now for the least offensive Railgun.

Cryo Rounds:
Reload -20%
Shot warmup time 0.77s(-30%)
Critical damage -50%
Impact force -40%
Target's temperature reduction lowered from -100% to -50%

I don't really see a need for this one to get a massive nerf, so this is more of a rework than anything - it's like Super Armor-Piercing Rounds where it's an alteration to Scout with less critical damage, except it has identical reload and critical chance to Scout, with the ability to constantly apply a temperature reduction rather than a massive amount of it once every few hits.

Now before anyone complains - consider the following.
1. These changes are meant to bring about balance to the game
1a. Balance means all pieces of equipment are relatively comparable in power to the other pieces of equipment in their category, regardless of how they are acquired. This means that all augments are to be pushed towards a "target power level" which in my eyes is where the strongest garage             augments currently sit, which dictates nerfs for most legendary augments and buffs for most garage augments.
2. Status railguns operate on a double dependency, and thus need two times, or close to two times the nerfs to compensate.
2a. A double dependency means that they require an extra piece of equipment to fully counter - status augments are already a doubled dependency relative to regular augments, and Railgun is by default a doubled dependency thanks to its innately high critical chance (although the balance for its garage augments already compensate for its high critical rate, leaving the status augments closer in practice to a double dependency than triple)
3. I do not care about how powerful you think an augment "should be because it's hard to get"  I will tear your arguments to shreds using the above two points if you post something similarly stupid.

I like your effort but unfortunatelly the current balance 'trend' wants to keep legendary status augments better than others. I don't like it, but we can't change it. 

(also, I think you misunderstood reloads and warmup times, as reload - 20%, for example, means that it will be less than stock) 

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21 hours ago, BruhBruhThingThing said:

Yet here you are basically willing on an argument just for the sake of continuing it.

See one of my previous posts about continuing an argument when I know I'm right and I know I have the sound argument to follow through with it. I have nothing else to say regarding this - if you're here to pick a fight, try again.

 

21 hours ago, Incorp said:

I have always liked your meeting ideas, but railgun statuses shouldn't be considered as giants AT ALL. they are balanced already.

Unfortunately, they are not. They are too difficult to counter for being as strong as they are, objectively and they are far from being the weakest status augments. Those two factors make them in need of a large nerf. You simply cannot have something both be hard to counter and be any more powerful than other options, that does not balance it - if something is harder to counter, once it is countered it should be much weaker.

15 hours ago, DestrotankAI9 said:

I do think many of the status effect augments could do with some re-balancing, however that would have to be done all at once - for many different turrets - if changes similar the kind you want in these topics were to take place. I definitely wouldn't regard Railgun's status augments as "OP", rather I would say that they are above average - personally it has been a while since I've bothered to use them, because I have better performance with Striker/Freeze/Smoky/Vulcan with garage augments, and better performance with Tesla/Gauss/Isida with Legendary augments. I know that if I had them, the best Legendary augments for Twins or Hammer would also probably outperform Railgun - and that is a lot of turrets which I've just listed. So I would say, in my opinion, Railgun's status augments are currently just about right - and therefore considered on their own, they wouldn't deserve a nerf - unless other status augments also receive a considerable nerf at the same time.

Now before we even start, I see that you are trying to balance some of the status augments for Railgun close to the level of Large Calibre Rounds, and Scout. Let's not forget that Large Calibre Rounds is currently absurdly bad - it was weak, and then it received a totally unwarranted increase to +90% shot reload, which was one of the biggest jokes I've seen in the patch notes for a while. As for Scout, it hasn't reached the "meme" status of Large Calibre Rounds, but it isn't great. I would define Scout as being merely bad, as opposed to absurdly bad.

So, Large Calibre Rounds in my opinion needs a significant buff, and Scout at the very least a minor one. If the status effect augments for Railgun are balanced around these garage augments, then Railgun will quite simply become dead.

Same point as above - status rails are uniquely hard to counter, and they cannot be strong as other augments are when their counters are in play for this reason. As for them being above average - yeah they're above average for legendary augments. They're absurdly busted compared to the majority of garage augments, and still eclipse the strongest garage augments by a small amount thanks to the utility they give you.

Now, I do want Large Caliber Rounds and Scout to be buffed, but I'll be putting garage augments into a different post starting from the bottom and working my way up. Also, they're not balanced to be equal to Large Caliber Rounds and Scout - they're balanced to be around their level with an extra status slapped on top.

Addressing this point specifically: "Railgun's status augments are currently just about right - and therefore considered on their own, they wouldn't deserve a nerf - unless other status augments also receive a considerable nerf at the same time." Why do you think I'm putting out so many balance proposal posts targeting legendary augments? They're all balanced around one another.

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12 hours ago, mjmj5558 said:

I like your effort but unfortunatelly the current balance 'trend' wants to keep legendary status augments better than others. I don't like it, but we can't change it. 

You put the quotation around the wrong words. I believe you meant current "balance" trend, because that isn't balance, that's called pay to win.

 

12 hours ago, mjmj5558 said:

I like your effort but unfortunatelly the current balance 'trend' wants to keep legendary status augments better than others. I don't like it, but we can't change it. 

You put the quotation around the wrong words. I believe you meant current "balance" trend, because that isn't balance, that's called pay to win.

 

14 hours ago, Incorp said:

When I read this idea I seriously felt like hazel released another patch note, and it didn't feel good.

What, nerfing overpowered augments? That's not something I forsee coming any time soon, I'm post

 

12 hours ago, mjmj5558 said:

I like your effort but unfortunatelly the current balance 'trend' wants to keep legendary status augments better than others. I don't like it, but we can't change it. 

You put the quotation around the wrong words. I believe you meant current "balance" trend, because that isn't balance, that's called pay to win.

 

14 hours ago, Incorp said:

When I read this idea I seriously felt like hazel released another patch note, and it didn't feel good.

What, nerfing overpowered augments en masse? That's not something I forsee coming any time soon. 

 

21 hours ago, Incorp said:

Railgun statuses a4e perfectly balanced. Even tho they have 50 percent crit chance, I could go 4 shots without crits, and likewise 4 shots WITH crits. So please, don't try to nerf a balanced augment.

I was debating addressing this at all, but that's like saying Striker crits aren't busted because they only happen 10% of the time, on average. Does this mean they're balanced? No. It does not. Not by any means.

Also, "balanced augments that are statistically equivalent to stock except on top of people needing an extra module to counter them they need an immunity" moment

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2 minutes ago, Abellia said:

I was debating addressing this at all, but that's like saying Striker crits aren't busted because they only happen 10% of the time, on average. Does this mean they're balanced? No. It does not. Not by any means.

Also, "balanced augments that are statistically equivalent to stock except on top of people needing an extra module to counter them they need an immunity" moment

Sorry, I don't understand that at all

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11 hours ago, BruhBruhThingThing said:

On that note, what if you only want to ignore the persons reactions?

Unfortunately, you can't for now.

Whoever is bothering you, kindly PM me the name of the user and reason.

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23 minutes ago, Incorp said:

Sorry, I don't understand that at all

Let's use Missile Launcher "Hunter" and Stunning Missiles as an example here - if someone takes out 50% Orka and 50% Armadillo, the Missile Launcher "Hunter" player is fully countered, while the Stunning Missiles player still has their stuns. If you add in Stun Immunity, both are now fully countered - except they're still basically on equal footing. Why should Stunning Missiles still be as powerful as Missile Launcher "Hunter" when it requires more pieces of equipment to be fully countered?

This is an especially bad problem with Railguns because they have an increased critical rate, so their protection module is already less effective than usual - and then you stack status effects on top and call it balanced?

It's even worse with status Freezes because you can only take one status immunity at a time, and they turned Freezing into a potent status on its own.

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3 hours ago, Abellia said:

Let's use Missile Launcher "Hunter" and Stunning Missiles as an example here - if someone takes out 50% Orka and 50% Armadillo, the Missile Launcher "Hunter" player is fully countered, while the Stunning Missiles player still has their stuns. If you add in Stun Immunity, both are now fully countered - except they're still basically on equal footing. Why should Stunning Missiles still be as powerful as Missile Launcher "Hunter" when it requires more pieces of equipment to be fully countered?

This is an especially bad problem with Railguns because they have an increased critical rate, so their protection module is already less effective than usual - and then you stack status effects on top and call it balanced?

It's even worse with status Freezes because you can only take one status immunity at a time, and they turned Freezing into a potent status on its own.

Ah, it's clear now. But balance is an odd thing, often to make something 'balanced' you end up changing it so much many people won't like it. For example you changing one of them to be like scout is just no-no. Scout doesn't feel like railgun, and many people won't be happy about it. Don't change or alter how the gun works; alter how the status effect works.

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5 hours ago, Incorp said:

Ah, it's clear now. But balance is an odd thing, often to make something 'balanced' you end up changing it so much many people won't like it. For example you changing one of them to be like scout is just no-no. Scout doesn't feel like railgun, and many people won't be happy about it. Don't change or alter how the gun works; alter how the status effect works.

Well, there are other templates you can use, but does that mean you agree that the status rails are busted?

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All previously rare augments are in the epic tier now, except Minus-Field Tesla for some reason, but anyway, this augment has been in need of some buff for a while but there was no justifiably applicable way to do so without not sticking to what the augment was made for. 

 

Vulcan's RAT by default got the anti-Hopper treatment due to Stock receiving it, so to give RAT more of a purpose in battle and hopefully to increase variety in Railgun augments, I suggest to also give RAT Railgun anti-Hopper properties by removing the downward auto-aim penalty and increased the upward auto-aim angle.

 

Old: 

 

Quote

Maximum rotation speed: +40%

 

Rotation acceleration: +35%

 

Auto-aim: -20% 

 

New:

Quote

Maximum rotation speed: +40%

 

Rotation acceleration: +35

 

Upward auto-aim angle = 30°

 

 

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2 hours ago, Abellia said:

Well, there are other templates you can use, but does that mean you agree that the status rails are busted?

Busted? No, not exactly, but they could do with a minor nerf. Because I'm telling you, those augments make railgun as strong as it should be. Railgun is still weak, despite the good critical chance rate. I do 175  damage to people who have double armour and 50 percent protection against me. And defender is even worse. 

I'll admit to getting  cryo rounds recently, and loving how it felt as powerful as pre-damage needed railgun was. So I might have been a bit biased; but you won't be able to help but like it when you remove booster or crisis drones' double damage and feel satisfied. You can NERF the other augment lightly, but you really should leave cryo rounds alone. It ain't really OP, tbh, just strong. Compared to stock gauss or striker MLH, cryo rounds is balanced. As strong as striker missile launcher hunter, I'd say.

You can decrease the duration of the status effects slightly if you really wanna nerf the augments tho. Because really, compared to the other augments railgun status effect augments are balanced.

Edited by Incorp

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4 minutes ago, Incorp said:

but you won't be able to help but like it when you remove booster or crisis drones' double damage and feel satisfied

Hence why I think Freezing augments is a more threat to me than AP. Also my main reason why I use cold immunity every match now.

Edited by MysticBlood

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6 minutes ago, MysticBlood said:

Hence why I think Freezing augments is a more threat to me than AP. Also my main reason why I use cold immunity every match now.

Bringing Down Giants - Incorp's Arguments

 

Bro I feel you're just trying to ruin my recently acquired augment :D

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7 hours ago, Incorp said:

Bringing Down Giants - Incorp's Arguments

 

Bro I feel you're just trying to ruin my recently acquired augment :D

No, I personally use freezing augments myself. Thus, why Ive been mentioning about freeze augments in my other posts. Or why I see them more of a threat than AP augments. Let me tell you freezing is more beneficial than AP right now in my opinion.  Yet most don't realize how annoying Freezing status can be. 

A little off tangent here: here's my personal list on what status I see from most threatening to least threatening. 

1. EMP

2. Freeze

3. Jamming

4. AP 

5. Burning

6. Stun

Edited by MysticBlood
Grammar.

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20 hours ago, Abellia said:

Same point as above - status rails are uniquely hard to counter, and they cannot be strong as other augments are when their counters are in play for this reason. As for them being above average - yeah they're above average for legendary augments. They're absurdly busted compared to the majority of garage augments, and still eclipse the strongest garage augments by a small amount thanks to the utility they give you.

Now, I do want Large Caliber Rounds and Scout to be buffed, but I'll be putting garage augments into a different post starting from the bottom and working my way up. Also, they're not balanced to be equal to Large Caliber Rounds and Scout - they're balanced to be around their level with an extra status slapped on top.

Addressing this point specifically: "Railgun's status augments are currently just about right - and therefore considered on their own, they wouldn't deserve a nerf - unless other status augments also receive a considerable nerf at the same time." Why do you think I'm putting out so many balance proposal posts targeting legendary augments? They're all balanced around one another.

Well one weakness of the Ideas & Suggestions section is that you are not able to put all Ideas in one suggestion (the only place for that might be a post in the "Let's Discuss Game Balance" thread, but there probably no-one will read it, and there is also no promise that the ideas may be passed on to developers). Of course you want to have individual threads for discussion on augments for each turret, but of course you are wanting to nerf all of the overpowered Legendary augments (mainly the status augments) at the same time. That would certainly have to be done all together, and no one set of changes proposed could be done individually. It would be nice to have a place in Ideas & Suggestions for a proposal of a full set of balance changes, a "Patch notes" suggestion if you will, because we would need to consider all the changes as a whole rather than individually, to have a true sense of the effect on game balance.

To achieve true balance, if all the changes you suggested to Legendary augments were to be implemented, we would also need nerfs to the base power level of the strongest turrets, which would then otherwise be far out in front of everything else. Specifically Striker, Vulcan, Freeze and Smoky would need nerfs, as their garage augments are currently very competitive with the best Legendary augments, and if all Legendary augments are nerfed, they would be very much the meta.

Now, you are suggesting a change in direction of the game balance entirely - the developers seem intent on having Legendary augments more powerful than garage augments, since they are now on a higher tier of rarity in even regular containers. This is a sad thing, since many of the garage augments are more creatively designed, and have more interesting gameplay than the Legendary augments do (which are often just X turret with a status effect added on), plus the fact that some status effect augments are very imbalanced, not promoting fun gameplay + increasing the p2w/f2p gap. You want developers to make Legendary augments offer a different variety of gameplay, but not to be more powerful. This is a change that unfortunately I don't think the developers would be willing to make, although it would probably be good for the game.
 

20 hours ago, Abellia said:

They're absurdly busted compared to the majority of garage augments, and still eclipse the strongest garage augments by a small amount thanks to the utility they give you.

This one point I wouldn't agree with, as I said in my post my I have better performance with Vulcan/Smoky/Striker and Freeze with garage augments than with Railgun's Legendary augments. Freeze Adrenaline, Striker RRE/Adrenaline/Cyclone/Uranium, Smoky Cryo, Vulcan Adrenaline/Reinforced Aiming Transmission - all of these augments achieve greater score and more success in battle for me, than Railgun's status augments do (admittedly I don't have AP so I can't comment on that, though I do have EMP/Stun/Cryo). Railgun's status effect augments lack raw DPS, and given that Railgun is a slow-reload turret, it is very possibly that if you apply a status effect, the opponent may run to cover, or an ally may get steal your kill (with the obvious exception of stun rail, but it still has average level DPS). So for getting score and topping battles, I definitely find that even Railgun's status augments are below the level of several garage augments + many of other turrets' Legendary augments - hence certainly not OP in the current meta. With the general nerf to all status augments you have proposed, they could certainly see some changes, but I think for instance looking at the changes you have suggested to stun Railgun, even then it would be going too far. Less DPS than the current Large Calibre Rounds would be a joke - it is a bad idea to compare anything to the current Large Calibre Rounds.

Edited by DestrotankAI9

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Vampire Nanabots alteration : Nerf its damage of 20% or more and reduce its range, cuz most of turrets who have medium or small range have mostly no chance against this overpowerful alt, maybe except freeze.

Super Armor-piercing Rounds for railgun : Nerf its fire rate during viking overdrive cuz it's the only alt of railgun who has now the biggest fire rate during viking od.

Hammer alteration Magnetic Pellets : Reduce its fire rate during viking od and reduce its damage of 20% or more

Hammer Jamming Shot : This alt is so broken and every shots bring Jamming effect so why not limit the ability to apply this status so TO developpers should limit it : every 3rd clip will do this status or every critical damage will deal this status

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7 hours ago, Yveltal9 said:

Super Armor-piercing Rounds for railgun : Nerf its fire rate during viking overdrive cuz it's the only alt of railgun who has now the biggest fire rate during viking od.

This I understand. 

7 hours ago, Yveltal9 said:

Hammer alteration Magnetic Pellets : Reduce its fire rate during viking od 

But why this? ?

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19 hours ago, Yveltal9 said:

Vampire Nanabots alteration : Nerf its damage of 20% or more and reduce its range, cuz most of turrets who have medium or small range have mostly no chance against this overpowerful alt, maybe except freeze.

Super Armor-piercing Rounds for railgun : Nerf its fire rate during viking overdrive cuz it's the only alt of railgun who has now the biggest fire rate during viking od.

Hammer alteration Magnetic Pellets : Reduce its fire rate during viking od and reduce its damage of 20% or more

Hammer Jamming Shot : This alt is so broken and every shots bring Jamming effect so why not limit the ability to apply this status so TO developpers should limit it : every 3rd clip will do this status or every critical damage will deal this status

Sorry no they're balanced (satire)

Edited by Abellia
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On 2/8/2022 at 6:31 PM, Yveltal9 said:

Vampire Nanabots alteration : Nerf its damage of 20% or more and reduce its range, cuz most of turrets who have medium or small range have mostly no chance against this overpowerful alt, maybe except freeze.

The only thing that I see this augment being broken is when it has the ability to spawn heal. If the enemy spawns the vampire isida can still self heal even if they have spawn protection. This is what I believe is broken about it. Maybe remove this ability and I think the augment is fine. 

 

On 2/8/2022 at 6:31 PM, Yveltal9 said:

Super Armor-piercing Rounds for railgun : Nerf its fire rate during viking overdrive cuz it's the only alt of railgun who has now the biggest fire rate during viking od.

This one is understandable. 

 

On 2/8/2022 at 6:31 PM, Yveltal9 said:

Hammer alteration Magnetic Pellets : Reduce its fire rate during viking od and reduce its damage of 20% or more

May you please explain this one in more detail? 

 

On 2/8/2022 at 6:31 PM, Yveltal9 said:

Hammer Jamming Shot : This alt is so broken and every shots bring Jamming effect so why not limit the ability to apply this status so TO developers should limit it : every 3rd clip will do this status or every critical damage will deal this status

I was thinking that the jamming duration should be shortened down to 2 seconds since its every shot. Or increase its duration to 7 seconds but only jams on the third shot. 

 

Edited by MysticBlood

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3 hours ago, MysticBlood said:

I was thinking that the jamming duration should be shortened down to 2 seconds since its every shot. Or increase its duration to 7 seconds but only jams on the third shot.

Every Shot

Even if you reduce it to 2 seconds, with an augment that can be used EVERY SHOT, it can prevent anyone (except maybe wasp) from using it's OD, since all the ODs have a 1.1 second delay.  Good luck to Hunters and Mammoths that pretty much need to be in range of a Hammer to activate.

An augment neutralizing enemies ODs.  That's just stupid.

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