Jump to content
EN
Play

Forum

Uranium alteration


 Share

Uranium alteration  

24 members have voted

  1. 1. Do you want the Uranium alteration to come back as it was before?

    • Yes! It was better before.
      13
    • No.
      11


Recommended Posts

20 hours ago, wolverine848 said:

Was your question rhetorical?

Not even close!

 

7 hours ago, Mr.Dragumm said:

Well then, Cyclone is also very op, but I didn't see any change in it. I think Uranium is almost the same as this alteration, because it was 4 missiles that dealt 2k damage to players, but I didn't want them to nerf. :p

Nope, Uranium is vastly difference. The reason why Uranium is more popular than Cyclone because of the locking time difference.

 

Cyclone is darn hard to lock on, by the time you finish, that dude managed to find cover and missed your opportunity. 

 

Meanwhile using Uranium, you have higher chance destroying an enemy tank before he/she find cover despite of slower rocket speed.

Share this post


Link to post
Share on other sites

2 hours ago, FrozenRailgun said:

Not even close!

 

Nope, Uranium is vastly difference. The reason why Uranium is more popular than Cyclone because of the locking time difference.

 

Cyclone is darn hard to lock on, by the time you finish, that dude managed to find cover and missed your opportunity. 

 

Meanwhile using Uranium, you have higher chance destroying an enemy tank before he/she find cover despite of slower rocket speed.

Not to mention that uranium singular rockets deal more damage, while cyclone single rockets still deal as much of that of stock.

Share this post


Link to post
Share on other sites

On 12/10/2019 at 9:24 PM, FrozenRailgun said:

Not even close!

 

Nope, Uranium is vastly difference. The reason why Uranium is more popular than Cyclone because of the locking time difference.

 

Cyclone is darn hard to lock on, by the time you finish, that dude managed to find cover and missed your opportunity. 

 

Meanwhile using Uranium, you have higher chance destroying an enemy tank before he/she find cover despite of slower rocket speed.

 

21 hours ago, DieselPlatinum said:

Not to mention that uranium singular rockets deal more damage, while cyclone single rockets still deal as much of that of stock.

Well, really...

Edited by Mr.Dragumm

Share this post


Link to post
Share on other sites

On 12/7/2019 at 1:47 PM, Mr.Dragumm said:

Why did you put the Uranium alteration to fire only 2 missiles? I liked it as it was before.

Because 4 missiles with 50% increased damage is overpowered...and with no drawback to the lock on....

There was no reason to buy Striker's Missile Launcher Cyclone alteration if Uranium did essentially the same thing but it could lock on much faster than Cyclone did.

  • Agree 1

Share this post


Link to post
Share on other sites

On 12/10/2019 at 2:20 AM, wolverine848 said:

Alteration are not supposed to be an improvement.

"Alterations are modifiers that allow a player to alter gameplay features of turrets while keeping them within the overall game's balance. For example, an alteration can weaken one characteristic in favor of strengthening another one."

?

Edited by Ironmantonystark
Kindly refrain from flooding.

Share this post


Link to post
Share on other sites

The current Uranium alteration is too OP. It needs its salvo reduced back to two missiles.

 

Spoiler

Another thing that the Critical Damage update messed up.

 

  • Like 1

Share this post


Link to post
Share on other sites

11 minutes ago, Tanker-Arthur said:

The current Uranium alteration is too OP. It needs its salvo reduced back to two missiles.

 

  Reveal hidden contents

Another thing that the Critical Damage update messed up.

 

I wouldn't say Uranium is OP really - if Uranium is OP then the problem would be the buffed Striker reload speed, in which case Striker in general is OP (and it might be a little right now).

Uranium was OP before they removed critical damage from it, but now that it has no critical damage it has some substantial disadvantages compared to all other Striker augments, and even to stock Striker. During supercharge it deals a lot less damage than other Striker augments, and it also loses out on "burst" damage, which you can get a lot of from those module-ignoring super criticals that Striker has these days.

The only possible "nerf" it could possibly have is that the additional rocket should not fire faster perhaps after the salvo - but honestly given the fact that it is the only Striker augment with no critical damage I feel this is justified.

Its great that they have now given it 3 rockets instead of 2 - this is the exact change I wanted for Uranium (one of the most fun augments in the game IMO) for some time. Now you the salvo mode is useful, as well as the arcade firing mode which is great, and makes it much more interesting to play.

In summary : the loss of critical damage for Uranium is very significant. And it is great that Striker is strong and interesting to play again, because it is a cool and fun turret so let's not think of nerfing it too fast. But Uranium has just received a nerf, and I think that's enough for now.

Edited by DestrotankAI9
  • Like 1
  • Saw it 1

Share this post


Link to post
Share on other sites

Just now, DestrotankAI9 said:

I wouldn't say Uranium is OP really - if Uranium is OP then the problem would be the buffed Striker reload speed, in which case Striker in general is OP (and it might be a little right now).

Uranium was OP before they removed critical damage from it, but now that it has no critical damage it has some substantial disadvantages compared to all other Striker augments, and even to stock Striker. During supercharge it deals a lot less damage than other Striker augments, and it also loses out on "burst" damage, which you can get a lot of from those module-ignoring super criticals that Striker has these days.

The only possible "nerf" it could possibly have is that the additional rocket should not fire faster perhaps after the salvo - but honestly given the fact that it is the only Striker augment with no critical damage I feel this is justified.

Its great that they have now given it 3 rockets instead of 2 - this is the exact change I wanted for Uranium (one of the most fun augments in the game IMO) for some time. Now you the salvo mode is useful, as well as the arcade firing mode which is great, and makes it much more interesting to play.

Honestly, in my opinion...

Striker should lose it's critical hit for ALL Augments and the default turret. (Preferably, the same goes for all turrets except Smoky)

And revert Uranium back to the two missile salvos. And then it'll be balanced to Default Striker without Striker also outclassing turrets like Thunder.

 

So then you use Cyclone to take out heavy tanks and Defender/Lifeguard users
Hunter for accuracy

Uranium for improved arcade shots at short ranges

And Default Striker for the jack of all trades if you can't decide which alt to use.

Just now, DestrotankAI9 said:

And it is great that Striker is strong and interesting to play again, because it is a cool and fun turret so let's not think of nerfing it too fast. But Uranium has just received a nerf, and I think that's enough for now.

Striker is a cool turret but so is it's cousin Thunder lol. And it's other cousin, Twins. It doesn't matter that Uranium got it's critical damage removed. It still shoots 1 extra missile and does 50% more damage than it normally did for the past two years. Compared to the non-buffed turrets (Firebird, Freeze, Twins, Ricochet, Vulcan without Heat Immunity, Thunder, Smoky), this is extremely OP.

 

And I don't want the non-buffed turrets to be buffed so that they'll equal Striker in power because if they buff all the turrets' attack power, we'd all die faster because we get no buffs to defense....for free that is (I hate the 5000 tankcoin 4th module). 

So it's rather better to nerf Striker back to what it was in March. (And then nerf the other buffed turrets; Isida, Hammer, Railgun, Magnum, Gauss, Shaft).
Cause if you buff all turrets for them to be balanced with each other, we'd all die too fast. And it looks like the developers wanna do that in exchange for four modules, but it's a pathetic idea because the fourth module is nonexistent for most F2P players so, yeah.

Striker was perfectly balanced before. It was probably only because of 9 year olds complaining about it being too hard to use and Gauss outclassing it that the developers made the dumb idea to buff Striker and give it a critical hit that does double damage, rather than nerfing Gauss, the game's premium cash-grabbing turret.

Edited by Tanker-Arthur
  • Like 1

Share this post


Link to post
Share on other sites

Well, if you want criticals removed from all Striker augments and the default turret - then that certainly shouldn't happen unless, as you also suggest, all turrets other than Smoky also getting their critical hits removed - it certainly would not be fair to remove critical hits for Striker only. However, I wish the critical damage change had never happened (or that critical hits did not ignore modules) - and that we still had the damage spread as we had before. But having no damage spread and no critical damage shots would, in my opinion, be pretty dull. So in the present state of the game, unless they are willing to go back to the damage spread that we had before (unlikely) I think critical hits need to stay.

Critical hits no longer ignoring modules (and a nerf to the crazy 2x damage that they gave Striker crits, for some reason) I could definitely agree with.

As for Uranium going back to a 2 rocket salvo - wow, I couldn't disagree more. Uranium having a 2 rocket salvo totally sucked - the originally 4 rocket salvo was very OP, certainly, but it should in my opinion have always been 3 rockets. Now the salvo mode is useful, as well as the Arcade mode - useful but not OP, which is nice because using just the Arcade mode shots was very boring imo.

Perhaps, Uranium could lose its faster rocket after the salvo - but other than that the 3 rockets should definitely stay. It currently deals 112.5% of normal Striker salvo damage BEFORE taking crits into account [( 3 x 50% / 4) = 112.5% ] however when you do take crits into account that gives an additional 10% damage on average to regular Striker - so it ends up being approximately the same damage per Salvo as regular Striker. Once you take the extra fast rocket into account, then it gains more DPS. However - if you are using Striker Adrenaline, or firing during supercharge - then it no longer has the advantage. So the Uranium 3 rocket salvo is definitely fine and balanced - the extra rocket afterwards possibly could be nerfed, but in no way should it ever go back to just 2.

Edited by DestrotankAI9
  • Like 1

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...