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Sugestion to Blunderbuss


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I think this augment is good, but very weak at the same time, you never one shot someone if have double armor, the damage cannot  kill any an light hull

So i suggest the follow things:

The total of shots will be 17 instead of 15, causing more damage, but the crit damage will continue the same, for never one shot someone like already does for anti-abuse hornet and blunderess

So point-blank shots could eliminate light hulls.

 

I think some people don't get it, but I'm just adjusting the normal damage, not the critical one, so only when the damage is "Hammer" type, the damage will be 17 palettes, resulting in something like 2000 damage, but when it is a "Critical" type, the damage will remain 1800 as it is

And as the Horizontal angle spreads a lot, it will rarely do 2000 damage, so if you want to hit all 17 palettes you will need to stand side by side on your enemy

Remembering that you only have 1 shot charge at a time every 3 seconds, like duplet augment, but instead of 2 uses of shot, its only 1

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Declined

I am declining this for one sole reason, which is that I believe that this augment is already strong enough. If considerable amounts of people think, that it isn't strong enough and agree with pocretttt's suggestion, I'll change the status. >.<

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59 minutes ago, TheCongoSpider said:

What do you have against light hulls? ?

 

 

Well, good one, and this is why an hopper will always steal your flag and none turret or augment(except shaft) have capacity to one shot an light hull

Its not only for light hull, buts in general about this augment

Magnum can one shot someone with his ap augment in the second shot, and that not even an repair kit can save him

But with blunderbuss is different, you will never one shot someone, and you have to wait 3 seconds to shot again, like magnum, but worse, because the enemy can just use an repair kit and you will need to shot 3x like 9 seconds to kill 1 guy,this if the enemy has no defender or module protection.

But you will obviously saying that booster does this job, but you only have 1 decisive shot to decide who you want to kill, but still even with booster you will be unable to eliminate a heavy hull.

Melee turrets was created to combat enemies, but blunderess is just like magnum, but worse 

I already see an enemy with this augment, and i equipped hammer protect and he died before i have 1/2 of my hp decreased

And my suggestion will not make crisis users stronger, because 2000*1.5=2500 so you will not one shot if have crisis have double damage with boost damage and the enemy just have double armor

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7 minutes ago, asem.harbi said:

It can kill a light hull in 2.7 seconds, while Freeze can kill a light hull in around 2.2 seconds. Doesn't sound to need a buff for me

Did you read what you said?

The current form of augment only does 1800 damage, and a light hull have 2000 hp

So you need to shot 3 times, if you dont die before

and also if the enemy doesn't run at a safe distance so you can hit all the palettes with that 200% scatter angle disadvantage

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1 hour ago, pocrettttt said:

So you need to shot 3 times, if you dont die before

Oh I forgot the Repair Kit, I counted it as a 2 shots. You are right in this

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6 hours ago, pocrettttt said:

Did you read what you said?

The current form of augment only does 1800 damage, and a light hull have 2000 hp

So you need to shot 3 times, if you dont die before

and also if the enemy doesn't run at a safe distance so you can hit all the palettes with that 200% scatter angle disadvantage

I agree with you that it is not a good augment, it needs a buff but on which parameter ?

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2 hours ago, numericable said:

I agree with you that it is not a good augment, it needs a buff but on which parameter ?

I think that the first should be the increase of pellets in the shot.the augment makes hammer be a hard melee turret with that Horizontal scatter angle: +200%

but as if that wasn't enough, not even hitting all the palettes within 3 meters of distance will destroy a light hull,because its a really problem that need 2.7 sec to reload just one shot again

Im suggesting an better option than just increase the crit damage, because many people don't have the armadillo module, but of hammer have

The crit damage is not based in how much pellets the enemy received, but the fix damage of the crit

BUT the normal damage is based in how much pellets you hited, so i mean, if you are agains light or medium hull, will always need to 3 shots considering repair kit

If the enemy have any module equipped, increase to 6 shots, and if have defensor,9 shots

And the augment only cause damage, and none other thing than just damage

 

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