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Currently there are so many things in the game which need nerfs  and buffs like drones, overdrives, turrets and alterations etc. So here I’ve made a list in which I think need nerfs and buffs(I wasn’t biased in any way when mentioning these);

 

Turrets

Nerfs—

- Firebird(burning time)

- Gauss(splash damage range and maybe but if dmg as well)

- Magnum(a slight decrease in dmg)

Buffs—

- Freezes(slight increase in enemy turret slowdown when frozen)

-Striker(maybe decrease lock on time a bit or make its salvos travel faster)

 

Overdrives

Nerfs—

- Hornet(remove spawn protection ignoring and dealing dmg to enemies while in Titans dome)

Buffs—

- Titan(heal allies as before and be immune to hornet and wasp overdrives)

- Wasp(reduce bomb delay by 0.5 seconds)

- Mammoth(grant invincibility and immunity to jerks/physical contact)

 

Alterations 

Nerfs—

- Railgun(Scout, LCR alts)

- Firebird(Compact fuel tanks alt)

- Freeze(shock freeze alt-that is, if stock freeze does get a buff-)

- Smoky(incendiary rounds alts)

- Magnum(Mortar alt)

- Shaft(Rapid fire mode alt)

Buffs—

Nah we don’t need anymore op alterations which would obviously ruin gameplay.

 

Drones

(I hardly ever use drones so I haven’t much experience with them so I stated these drones by reading comments of other players and also by going against players with such drones)

Nerf-

- Crisis(reduce amount of boost increased by activating each supply)

- Booster(reduce dmg increase or increase number of supplies used)

 

tbh i don’t even know if the things I stated above will be nerfed/ buffed or not, especially alterations and drones but those are the things which need Nerfs the most but I mentioned them since everyone should know(tho most of u would know by now) and making a list would be more easy to refer to. 

If any of you guys have more suggestions in what else should be Nerfed or buffed can mention them below.

Edited by E_polypterus
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37 minutes ago, E_polypterus said:

Currently there are so many things in the game which need nerfs  and buffs like drones, overdrives, turrets and alterations etc. So here I’ve made a list in which I think need nerfs and buffs(I wasn’t biased in any way when mentioning these);

 

Turrets

Nerfs—

- Firebird(burning time)

- Gauss(splash damage range and maybe but if dmg as well)

- Magnum(a slight decrease in dmg)

Buffs—

- Freezes(slight increase in enemy turret slowdown when frozen)

-Striker(maybe decrease lock on time a bit or make its salvos travel faster)

 

Overdrives

Nerfs—

- Hornet(remove spawn protection ignoring and dealing dmg to enemies while in Titans dome)

Buffs—

- Titan(heal allies as before and be immune to hornet and wasp overdrives)

- Wasp(reduce bomb delay by 0.5 seconds)

- Mammoth(grant invincibility and immunity to jerks/physical contact)

 

Alterations 

Nerfs—

- Railgun(Scout, LCR alts)

- Firebird(Compact fuel tanks alt)

- Freeze(shock freeze alt-that is, if stock freeze does get a buff-)

- Smoky(incendiary rounds alts)

- Magnum(Mortar alt)

Buffs—

Nah we don’t need anymore op alterations which would obviously ruin gameplay.

 

Drones

(I hardly ever use drones so I haven’t much experience with them so I stated these drones by reading comments of other players and also by going against players with such drones)

Nerf-

- Crisis(reduce amount of boost increased by activating each supply)

- Booster(reduce dmg increase or increase number of supplies used)

 

tbh i don’t even know if the things I stated above will be nerfed/ buffed or not, especially alterations and drones but those are the things which need Nerfs the most but I mentioned them since everyone should know(tho most of u would know by now) and making a list would be more easy to refer to. 

If any of you guys have more suggestions in what else should be Nerfed or buffed can mention them below.

i disagree with the nerf removing hornets ability to damage in a titans dome .maybe reduction from 100 to 80 percent is reasonable .also incendiary rounds  for smoky aren't that op when rfm ,vulcans with incendiary and heat immunity are running around

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28 minutes ago, At_Shin said:

Another nerf that Gauss needs is that it's sniper shot's trail should linger about for at least a whole 2 or 3 second

Yes. About 2 seconds would be enough.

29 minutes ago, At_Shin said:

Shaft's rapid fire mode augment also needs nerfs- reduction of damage in arcade mode, and maybe increased charging time for snipi

Lol ofc I forgot all about tht one. Should obviously add tht to the list.

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38 minutes ago, sharifsahaf said:

i disagree with the nerf removing hornets ability to damage in a titans dom

But hornet would still have about 5 or 6 characteristics left. I’m sure those would be more than enough to compete with other ODs right?

38 minutes ago, sharifsahaf said:

incendiary rounds  for smoky aren't that op when rfm ,vulcans with incendiary and heat immunity are running around

Yes but incendiary rounds are still op . A majority of smoky users use this alt and for good reason- it provides much more dmg than a regular critical hit with the afterburn effect.

And I didn’t mention about nerfing hull alts because I’d be hoping for too much at that lol. But if they did nerf I say they’d reduce some parameters of the hull.

Edited by E_polypterus
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5 minutes ago, E_polypterus said:

But hornet would still have about 5 or 6 characteristics left. I’m sure those would be more than enough to compete with other ODs right?

Yes but incendiary rounds are still op . A majority of smoky users use this alt and for good reason- it provides much more dmg than a regular critical hit with the afterburn effect.

And I didn’t mention about nerfing hull alts because I’d be hoping for too much at that lol. But if they did nerf I say they’d reduce some parameters of the hull.

just cause incendiary rounds are good doesn't mean its op.if it ignored da or got affected by using dd id agree .but since it doesn't i don't agree  .since you want titan to heal again using its dome ,id say let hornet keep its character .tho im totally with u on disabling spawn kills .hull alts need some nerf fr

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Only nerf of Gauss I'll accept is:

1) add indicator when a Gauss is locking onto you and decrease the speed of the sniper shots projectile.

OR

2) make it a short range turret and remove its splash capabilities.

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34 minutes ago, DieselPlatinum said:

OR

2) make it a short range turret and remove its splash capabilities.

That's such a monumental change though. Do you have an idea of how it'll work (damage, firing rate

min and man damage range, any special abilities and how it will affect Electromagnetic Salvo)?

 

 

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2 hours ago, TheCongoSpider said:

That's such a monumental change though. Do you have an idea of how it'll work (damage, firing rate

min and man damage range, any special abilities and how it will affect Electromagnetic Salvo)?

 

 

It'll be the first  lock on turret that deals no splash capabilities as well as the first short range turret to have two firing modes.

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7 hours ago, E_polypterus said:

Striker(maybe decrease lock on time a bit or make its salvos travel faster)

they are already 700 m/s faster than thunder + sucaliber round do you need it to be like 1k m/s

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12 minutes ago, Refusal said:

Why would scout rail need a nerf??? That's the craziest thing about this post no disrespect 

Impact needs a nerf.  It fires way too quickly to deliver 650 impact.  More than double Thunder but reload is not that far off.

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19 minutes ago, fghjkl54 said:

they are already 700 m/s faster than thunder + sucaliber round do you need it to be like 1k m/s

It takes 3 seconds for the missiles to reach 700 m/s from a starting velocity of 20-25 m/s. The missiles should already hit the target before 3 seconds pass. 

 

55 minutes ago, DieselPlatinum said:

It'll be the first  lock on turret that deals no splash capabilities as well as the first short range turret to have two firing modes.

So the only thing you're doing is taking away the splash damage from the arcade and sniping shot? How are you going to make it short range?

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3 hours ago, TheCongoSpider said:

 

So the only thing you're doing is taking away the splash damage from the arcade and sniping shot? How are you going to make it short range?

By taking away it's long range capabilities. Or in other words make its max range be 50-70m like hammer, twins, and ricochet.

And of course removing splash damage for both arcade and sniper mode would be a fair trade.

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2 minutes ago, DieselPlatinum said:

Or in other words make its max range be 50-70m 

And how is that going to work for its projectile?

 

I would at least let it keep its current arcade shot and allow a special sho within 70 metres. But taking away splash damage and making it short ranged would mean an increase in damage. So how much damage is this thing going to do? 

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1 hour ago, DieselPlatinum said:

By taking away it's long range capabilities. Or in other words make its max range be 50-70m like hammer, twins, and ricochet.

And of course removing splash damage for both arcade and sniper mode would be a fair trade.

50-70m?   WTH?   That makes it a completely different turret - that is just a no-go.

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4 minutes ago, TheCongoSpider said:

? 

 

Is it not good enough at 75%?

Still feels weak.

What they could do is make the Impact reduction 50% instead of 66%.  it just tickles enemies and really has no impact on their performance - pun intended.

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4 hours ago, wolverine848 said:

Impact needs a nerf.  It fires way too quickly to deliver 650 impact.  More than double Thunder but reload is not that far off.

Also, RD deserves at least a mention here. The impact that it has is beyond insane.

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2 hours ago, TheCongoSpider said:

And how is that going to work for its projectile?

 

I would at least let it keep its current arcade shot and allow a special sho within 70 metres. But taking away splash damage and making it short ranged would mean an increase in damage. So how much damage is this thing going to do? 

Hmm, I think letting it keep its current arcade shot range and all seems reasonable, after all that's not what makes it OP.

For its lock on mode I'm thinking of breaking it into 5 projectiles with travels slightly faster than that of Rico. Mk8 arcade shot would deal 1200 on average since its a fast burst attack, while each projectile of the salvo would deal an average of 700 since its slower than the arcade.

1 hour ago, wolverine848 said:

50-70m?   WTH?   That makes it a completely different turret - that is just a no-go.

That's the whole point. Did you want it to stay as ponytail boy's hybrid?

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14 hours ago, sharifsahaf said:

just cause incendiary rounds are good doesn't mean its op.if it ignored da or got affected by using dd id agree .but since it doesn't i don't agree  .since you want titan to heal again using its dome ,id say let hornet keep its character .tho im totally with u on disabling spawn kills .hull alts need some nerf fr

Thing is with that alt smoky acts as a long range firebird...

 

8 hours ago, Refusal said:

Why would scout rail need a nerf??? That's the craziest thing about this post no disrespect 

It shoots like a smoky with ridiculous impact force. 

 

8 hours ago, mjmj5558 said:

Delete this, quickly. 

wdym?

3 hours ago, PEW_PEW_YO_MOMMA said:

Buff Autocannon impact for or reduce damage reduction to 60% 

It already got a buff before.

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11 hours ago, DieselPlatinum said:

add indicator when a Gauss is locking onto you and decrease the speed of the sniper shots projectile

Making the shot trail last for about 2 or 3 seconds is better imo as stated by At_Shin. 

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