Crunk_Prime

Porcupine spam is a serious problem that needs to be addressed.

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7 minutes ago, Crunk_Prime said:
  • slower porc barrel speed
  • slower reload
  • less ammo
  • increase to 4 energy
  • limit amount of porc barrels able to be active at once

Mmmmm yes stack nerfs to make a weapon useless

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3 hours ago, Crunk_Prime said:
  • slower porc barrel speed
  • slower reload
  • less ammo
  • increase to 4 energy
  • limit amount of porc barrels able to be active at once

That is a bit overkill, we don't want to completely kill it now do we? simply just raise its energy to 4 and I agree to limit the number of porc barrels that can be active at any given time.

So,

3 porc = 12 energy.

1 kapkan = 2 energy.

1 cloak = 1 energy.

1 doppler/verifier = 1 energy.

Seems way more balanced on paper when you take that 1 additional kapkan out of the equation. Although, some will opt in for 2 porc instead of 3, so that they can have that additional kapkan(for defensive purposes), but in turn sacrificing their dmg output. I don't think this would kill the weapon.

 

Edited by xXDemiUrgeXx
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The enormous number of Porcupine ammo also has fault.
Its default ammo is 16! Meanwhile, cannons have only 12 or 10 ammo.

This is why Porcupine build can spam whole time on whole ground without running out ammo.

Edited by VisceraCleaner
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Is more annoying in raids because match making put me 9k with builds with porcupines of 17 k , it is normal a 17k build is stronger and will make lot more points . Usualy i do 1500-1600 score average but when pocupines come in i do 1100-1300 wasting fuel to give my points to the porcupine guy . I see they spam barrels before bots arrive which they will get instant kill when walking in so many barrels , to be fair then even our guns should shoot 10 times in 1 shoot :) 

Edited by RYANCQQPER
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On 8/3/2020 at 5:10 AM, Crunk_Prime said:
  • slower porc barrel speed
  • slower reload
  • less ammo
  • increase to 4 energy
  • limit amount of porc barrels able to be active at once

we want to balance the porcupine weapon....

Not completely ruin it so that its worthless....

Currently porcupines are a problem.... especially when people use 4 or the maximum of 5....

I can't argue with that in the slightest...

I've already made topic stating that each vehicle regardless of the number of porcupines should only be able to launch 20 barrels maximum..

And a maximum of 8 in powerscores below 8.5k... + when the barrel limit is reached and they explode and the fire puddle only lasts 2 seconds...

Even that might be asking too much so maybe it should be 1 second...

Take a look for yourself...

anyone who currently feels intense hatred for the Porcupine is understandable but please don't let it cloud your judgement..

Edited by HammeredByNature
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Ballance problems with porkupines are associated with hovers. First, cloaked hover porkupine is a nightmare for everything on ground. Second, any combat hover effectively ignore lying barrels. The game evolution of top CW play, which is best measure of effectivity, was like this:

heavy combat hovers --> heavy coordinated melee --> kapkan + porcupine defense

Now the situation is more ballanced thx to buff of punishers and breakers and thx to new ballance changing cabins. It means there are "new" effective weapons countering the porcupine hovers.

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According to use of porcupines in raids, there is also an evolution. First there was no heavy dependency of rewards for raider AND heavy raids was very difficult when a raider had no proper weapons AND the bots was not scaled according to PS. Next comes the (terrible) durability and dmg bot scalling due to complaints, that it is not fair for newbies. Next the reward was made dependent, due to AFK exploiters. Last, the hard raids raids became too easy.

Edit: the point is, that before, everybody was happy to have strong weapons in raids on his side

Edited by gumaak__CG_
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2 hours ago, gumaak__CG_ said:

According to use of porcupines in raids, there is also an evolution. First there was no heavy dependency of rewards for raider AND heavy raids was very difficult when a raider had no proper weapons AND the bots was not scaled according to PS. Next comes the (terrible) durability and dmg bot scalling due to complaints, that it is not fair for newbies. Next the reward was made dependent, due to AFK exploiters. Last, the hard raids raids became too easy.

Edit: the point is, that before, everybody was happy to have strong weapons in raids on his side

i agree before raids were lot harder and happen even to me to lose 5 in a row because the team was not good enough , now raids are so easy you can complete them alone , another thing i see leviathan now are not scarry anymore , people wedge him , go super close face to face and leviathan focus to kill turrets instead to kill the closer enemie . I think dificulty should get increased a bit ,maybe by 15-20 % and the leaviathan has to be a boss and act like a boss 

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I have to say that the Firestarters' faction raised the difficulty, significantly.  (Dawn's Children less so, because their bot designs have easy to exploit weak points)  Especially, any Raid with a Defensive Target, because they have the raw DPS to destroy it quickly, if you don't react in time.  Incinerators, Porcupines, and that lovely incendiary Turret Cannon.  (WANT!)  Once the Fire Puddles are down, there's no way to stop the DoTs other than waiting them out.  They also have basically Firebugs, some of them with Harvesters.

I've found our best bet is to keep them away from the target, so maps with good Bottlenecks (Terminal 45, and Rock City for "The War for Fire."  Apropos enough!) are easier with Kapkans, or just a tanky enough member to keep them occupied over there, far away (And out of range) from the target.  Moving targets like the trucks in Escort missions (And the penultimate phase of "War for Fire") are a little more difficult, because the Truck can move into the kill-zone, so you want to be mostly up front, with 1 good player behind to catch Melee climbing up the tailpipe.  

You just have to take advantage of Range Advantage, which means bring Ranged Weapons.  I've also seen a King Mine layer do well with Skinners, and Kapkans to keep them in the minefield, long enough for them to Arm.  (Supported by my Incinerator)  If you're having trouble, avoid the wide-open maps, specifically on Frontier Defense, because they're fast, and can get around you, if you can't cover all lanes.  Fortunately, they tend to go after the Turrets first, but once those are gone, they can quickly rush the target en mass, and it's over rather quickly.  So, try to keep those Turrets up, as much as possible.

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8 hours ago, Crunk_Prime said:

Devs just going to keep ignoring it like all the games other problems?

Call down little grasshopper, the fixes might come in time. They might be taking their sweet time analysing that precious data of theirs, no need to accuse them since it will not make them work faster nor better.

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Porcs being 4 energy would fix nothing, people would just run 2 porcs + kapkans, you can still spam just fine with 2 porcs, they need some nerf in mechanics like slower barrel speed (this way ranged ground builds have a better chance against porcs but melee still gets countered by porcs)

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5 hours ago, Bobbill12345 said:

Porcs being 4 energy would fix nothing, people would just run 2 porcs + kapkans, you can still spam just fine with 2 porcs, they need some nerf in mechanics like slower barrel speed (this way ranged ground builds have a better chance against porcs but melee still gets countered by porcs)

Unicorns are not real.

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7 hours ago, Bobbill12345 said:

Porcs being 4 energy would fix nothing, people would just run 2 porcs + kapkans, you can still spam just fine with 2 porcs, they need some nerf in mechanics like slower barrel speed (this way ranged ground builds have a better chance against porcs but melee still gets countered by porcs)

That is completely not true, it would fix a lot.

A 2 porcs build is not that powerful like 3 or more, thats a significant difference, just that one porc more and it makes a build very deadly, 2 porcs are not, heck, kapkans are more deadly for melee than this, lol, they should nerf them too.

And he is right, there is no such thing as ground range build on real cw meta, its all on op hovers, so stop your lies and absurd examples.

Porcs should be nerfed, either 4 energy without much changes or many changes to how they work, slower reload for sure and also their fire should do way less damage considering that your team is 100% immune to the fire and they can fight with enemy even being inside of it, but the enemy cant, its way to op.

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7 hours ago, Bobbill12345 said:

Porcs being 4 energy would fix nothing, people would just run 2 porcs + kapkans, you can still spam just fine with 2 porcs, they need some nerf in mechanics like slower barrel speed (this way ranged ground builds have a better chance against porcs but melee still gets countered by porcs)

Their PS would increase along with the higher energy conumption, making their numbers on a single build would decrease, thus reducing the barrel spam.

Edited by lucashc90
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I'll repeat what I said already, Porcs are IMO too strong but reducing their spam is not the way to go.

Do we want them to be minelayers or melee weapons? Currently they're both, and their use as a reusable lance at melee by dogbrained hovers is saddening, and the main problem in CW. Reducing the spam by, for example, lowering the lifespan of the barrels, would only hurts the minelayer/area denial side of the weapon.

I suggest lowering their durability by 10% first. Porcs are absurdly tough at over 100 dura/energy.
 

Edited by Clebardman
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1 hour ago, szefopl said:

PS doesn't mean anything on CW.

Thats the impression i've had too.

Rather stare at durability,but then again i see no point in making lets say an 8-10 wheel wedge brick if it loses its weapons fast and then you are just an unarmed wreck . With plenty of durability left but your slow huge junk has no means to deal damage to anyone. 

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18 hours ago, szefopl said:

there is no such thing as ground range build on real cw meta

Then why is he even complaing about porcs, they counter cqc builds like intended and are helpless vs the other part of the meta, hovers

Seems like porcs are balanced, unless of course you are a biased dogbrains

I forgot, youre working twice as hard

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18 hours ago, Clebardman said:

Reducing the spam by, for example, lowering the lifespan of the barrels, would only hurts the minelayer/area denial side of the weapon

This

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On 8/6/2020 at 7:35 AM, Bobbill12345 said:

Seems like porcs are balanced, unless of course you are a biased dogbrains

Seems like they are completely OP and needs a nerf, unless of course you are a biased hoverbrains.

I forgot, youre working twice as hard.

Edited by szefopl
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red barrel meanies keep popping khajiit oils container cuz they meanie and stop khajiit from claiming moar oils. they horrible mushroom meanies that do too much damage and steal khajiits kills in raids.:1_100_100:

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