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Which gun or guns do you think need a nerf?


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I personally think hammer. It’s ridiculous when it can two hit you from mid range and the duplet alteration is just way too powerful. I think it should have a lower maximum range, where the pellets just disappear after.

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I personally think hammer. It’s ridiculous when it can two hit you from mid range and the duplet alteration is just way too powerful. I think it should have a lower maximum range, where the pellets just disappear after.

I think Hammer is fine as it is. That double shot mechanic needs to go. Hammer kills most hulls in two shots with double damage. Why should another type of Hammer shoot both those shots in less than 0.5 seconds? 

 

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Freeze needs a nerf. I would say Twins but the common protection module against it mellows it out. 

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firebird's afterburn

I think Hammer is fine as it is. That double shot mechanic needs to go. Hammer kills most hulls in two shots with double damage. Why should another type of Hammer shoot both those shots in less than 0.5 seconds?

 

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Freeze needs a nerf. I would say Twins but the common protection module against it mellows it out.

 

Yup. Firebird and Freeze definitely need a nerf. Someone with double damage firebird can touch you for 1 second, taking you to half health then you die from after burn. Ridiculous. And with freeze, it slows you down the moment it touches you. I think it should take 3 seconds for the freeze effect to slow you down. Edited by CommanderTFR2346
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I think Firebird and Freeze are mostly balanced after their super-versions ruined the game for a while. The problem with Freeze is the early unlock > MU of higher M versions for buyers.

 

I don't see many duplet Hammers are my ranks, but I see a lot more Hammers compared to a year ago (when I started playing). Slugger alteration is more of a problem for me. I think Hammer's range is a bit too high.

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Some turrets, in my opinion, have to nerfed when used with Hornet's overdrive.

Take the [Thunder/Hornet] combo for example, the overdrive turns a rather non-threatening tank into a dangerous opponent.

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I think Firebird and Freeze are mostly balanced after their super-versions ruined the game for a while. The problem with Freeze is the early unlock > MU of higher M versions for buyers.

 

I don't see many duplet Hammers are my ranks, but I see a lot more Hammers compared to a year ago (when I started playing). Slugger alteration is more of a problem for me. I think Hammer's range is a bit too high.

According to wiki, "the high density of its tungsten arrows allows the rounds to ricochet more than once. Usually, it’s enough to get the enemy hiding behind a corner or to kick off its aim by firing at the enemy from the side"

 

Since most MM maps are small/medium in term of size, Hammer is definitely a nice choice for those who are looking for a close range turret.

Edited by TWICE

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I think Firebird and Freeze are mostly balanced after their super-versions ruined the game for a while. The problem with Freeze is the early unlock > MU of higher M versions for buyers.

 

I don't see many duplet Hammers are my ranks, but I see a lot more Hammers compared to a year ago (when I started playing). Slugger alteration is more of a problem for me. I think Hammer's range is a bit too high.

That's all you see at Legend.

 

Some turrets, in my opinion, have to nerfed when used with Hornet's overdrive.

Take the [Thunder/Hornet] combo for example, the overdrive turns a rather non-threatening tank into a dangerous opponent.

IMO Viking OD & Thunder is worse.   2-3 tanks close together?  ALL are destroyed fairly easily.

 

(Shaft or Rail) + Hornet = guaranteed 1-shot kills.

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Come on guys, I think we all know which turret needs a nerd. It's obvious, every turret except the one I happen to be using.

Edited by francisisking
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Definitely firebird.

 

If any other turret is OP, it's probably because of the following alterations:

 

Firebird- compact fuel tanks.

 

Hammer- dragons breath or duplet.

 

Twins- stable plasma or heavy plasma gun.

 

Ricochet- minus field stabilization.

 

Smoky- incendiary rounds, cryo rounds, or auto cannon.

 

Vulcan- incendiary band.

 

Striker- uranium.

 

Thunder- sledgehammer.

 

Railgun- scout or destabilization rounds.

 

Magnum- automated gunpowder loading mechanism.

 

Shaft- rapid fire mode.

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I don't see many duplet Hammers are my ranks, but I see a lot more Hammers compared to a year ago (when I started playing). Slugger alteration is more of a problem for me. I think Hammer's range is a bit too high.

Well Duplet unlocks at Lieutenant Colonel which is 4 ranks higher than your current rank. It would make sense that you don't see much since even if you get enemies Lieutenant Colonel and above, there are 12 other turrets in the game that they can choose to use besides Hammer. And then even if they choose Hammer, there are 3 other alterations to use than Duplet. 

 

Yup. Firebird and Freeze definitely need a nerf. Someone with double damage firebird can touch you for 1 second, taking you to half health then you die from after burn. Ridiculous. And with freeze, it slows you down the moment it touches you. I think it should take 3 seconds for the freeze effect to slow you down.

For Firebird, I think you're talking about the Compact Tanks alteration. That increases the heating rate by 100% - it doubles it. It also increases the maximum temperature limit of the Firebird meaning an M2 Firebird can turn into an M4 Firebird in terms of afterburn damage. Before the nerf, an M2 Firebird would touch you for 2 ticks (0.5 seconds) with double damage and you would already be at maximum temperature. 

 

I think the minimum temperature that your tank can reach to should be increased to -0.3. At -0.1 (which is what it is right now), you're basically stationary and serving yourself on a chilled platter for the Freeze. And then you have the frustration of unfreezing. You would think that you can be unfrozen after 5 seconds but nope, your tank still feels like you're driving over tree sap. It's rather frustrating when I kill the Freeze and it already respawns and is coming after me while I'm still recovering from being frostbitten. 

 

From what I'm seeing on the temperature Wiki page for the EN Wiki, it says that if the temperature value o the tank is less than 0 (when you're being frozen), the recovery rate for your temperature is 0.25 per second. That means after 4 seconds, you should be completely unfrozen. That is most likely outdated since I can be still partially frozen (just barely) after 8 seconds. 

 

 

Come on guys, I think we all know which turret needs a nerd. It's obvious, every turret except the one I'm currently using. 

I don't see it like that. If I'm using Firebird and I see it's dominating too easily even with protection against me, I would like it to be nerfed. I use the Adaptive Reload alteration for Hammer. That needs a nerf because that is a direct upgrade for Hammer. The 10% clip reload increase ins't significant enough for a pro to be adding two shots after a kill. I use Uranium for my Striker and I think needs a nerf in damage because increasing the reload time by 300% doesn't stop you from one-shotting light hulls or medium hulls. 

 

I don't think Shaft should be doing the damage it's doing right now. A slight boost would have been nice to counteract the protection given to us by Drones currently but the damage seems a bit too far. I don't need to ustilise Heavy Capacitors much anymore since my Stock Shaft's scoped shots now kill the 10/10 M2 medium hulls. I am thankful that i can one-shot Vikings now but again, it seems a little too much. Ah well, protection modules would be flowing in and soon, the increased damage would be a normal thing for enemies. 

 

It makes sense that we'd be selfish and nerf other turrets besides the one we like using but we have to put that mentality aside and balance the game. 

 

Buff railgun! Remove the one second delay.

Enemy uncertainty levels would reach a maximum with this. 

 

 

 

Definitely firebird.

 

If any other turret is OP, it's probably because of the following alterations:

 

Firebird- compact fuel tanks.

 

Hammer- dragons breath or duplet.

 

Twins- stable plasma or heavy plasma gun.

 

Ricochet- minus field stabilization.

 

Smoky- incendiary rounds, cryo rounds, or auto cannon.

 

Vulcan- incendiary band.

 

Striker- uranium.

 

Thunder- sledgehammer.

 

Railgun- scout or destabilization rounds.

 

Magnum- automated gunpowder loading mechanism.

 

Shaft- rapid fire mode.

 

 

The problem I saw with them reworking Firebird was that when the protections pile up (which they already do. I had a battle where I tried Firebird M2 in a DM instead of using Striker and only two players didn't have protection against it), nerfing it may put it into the ground in terms of relative effectiveness. So because of that, I accepted that that was the new Firebird and that it was't going to be changed anytime in the near future. 

 

Dragon's Breath's nerf was a good one. Before the nerf, it was too powerful. Duplet's double shot mechanic is game breaking. At least the devs knew that taking out the clip reload decrease would decrease its effectiveness. I didn't realise the power that clip reload decrease had until it was taken out. It was really powerful. 

 

People get better scores with Stable plasma...for whatever reason. I guess they get into 1 v 1s too often but I see Stable Plasma Twins taking on two enemies at once and winning. I don't see many Heavy Plasmagun Twins and they don't usually get high scores in team battles when i see them. I do remember during the Happy New Year Map thing they had in December, I was using pre-nerf Uranium Striker and this Heavy Plasmagun Twins was giving me steep competition. He would steal three and 4 kills at once and one time, he got so many kills at one, he jumped straight past me. Keep in mind that they heavily buffed Twins' splash damage and it's maximum damage range so splash damage is more effective than it was earlier last year. 

 

I'll probably get to the rest later, I have another long post to finish.

 

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Not if it's immediately at the same moment that you're being burnt or the exact moment you've taken damage from an already persistent afterburn.

It can be easily explained if I didn't make a lot of sense, check your forum PM.

<_< Your PM still didn't answer my question.  <_<  <_<  <_<

 

I thought RK was negated/stopped from any turret fire but is effective on any after-effects?

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Come on guys, I think we all know which turret needs a nerd. It's obvious, every turret except the one I'm currently using. 

I tried the Shock Freeze alt on the test server and it's very OP, and this is coming from a pre-buff freeze user.

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Come on guys, I think we all know which turret needs a nerd. It's obvious, every turret except the one I'm currently using. 

I give up. Which turret need a nerd?  :)

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I tried the Shock Freeze alt on the test server and it's very OP, and this is coming from a pre-buff freeze user.

Since it lacks the damage that Stock Freeze has, it is possible that you can die to a short-range or medium-range turret while trying to finish off the enemy you're shooting. It also doesn't help when they have protection against you. It's great for defending and great for taking a flag out of the enemy base but in terms of getting kills, not really. 

 

I've encountered a few Shock Freezes and they all do worse than the Stock Freeze or Corrosive Mix Freeze. Stock Freeze can Freeze a player relatively fast as well. 

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Obviously ricochet and Twins. Any human will say ricochet urgently needs a severe nerf. Stupidly OP noob turret.

but it becomes useless even if someone has 15% protection

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