You forget one thing, one really important thing. CATALINA REQUIRES RAMP UP, YOU DON’T GET THAT FOR FREE!
And that there invalidates your post outright, devs balance for 16k max as of late it use to be 9k max but they changed it when they started adding more legendaries.
If something works “perfectly fine” at 29k a tier where there isn’t anything meant for it, that something is OP.
The only other weapons to do that much flat raw damage, are the artillery weapons, tow, and the kaiju. all of which have some major down side to using them.
the Kaiju for example has its charge up time which allows anything not a slow brick to get behind cover or avoid half its shots.
I don’t think the damage is the biggest problem this thing has, rather than the fact that it has a functioning amount of impulse. It would feel more balanced if other builds could fight back better, but 9 builds out of 10 be it hovers, wheels, light or heavy get spun or turned around enough to completely make fighting back against Commit builds almost impossible, by the time you finally manage to realign yourself to the enemy they can fire again.
The impulse makes up too much into it’s only shortcoming (reload time), and feeds even more into all of it’s strong parts (hard to hit physical model, big damage, super accuracy with no significant projectile drop to consider)
Imagine if you were fighting a Commit build and you aren’t spun/rotated/poked around the moment one fires at you, you could actually try to fight back rather than 2 commit builds shutting down any build imaginable out of not allowing the enemy to get any shots in because of being poked around.
Honestly remove all impulse on hit and the gun would still be good
You can get up to 1100 damage (not counting copilot buffs and heated up parts damage buff) per shot in a single part, which is way too much (basically it’s better than scorpio in terms of damage). Sure, you need to calculate the bullet drop but it’s not that hard.
Aaaand it’s basically doubles if you hit any structural part. Chassis do count as a structural part btw
well if ur guys fav youtuber jbrider knew anything of how to balance this game I wouldnt of had to let alone knowing not alot of people would even see it but hey its on my channel if people do wanna take a look at it A REAL BALANCE, NOT NERF THIS NERF THAT BLA BLA BLA
I had an idea. Just make it so you need to charge commit before firing, like you normally do with Raijin or Kaiju.
More charge = more damage and bullet traveling speed. At 100% charge it’s the same as it is now, at lesser charge you get less damage and travel speed.
I played it for a while yesterday, and also played against a lot of commit builds in CC, and while it’s definitely strong at 9kPS, I don’t think it’s as OP as some are claiming.
Once in a while you see those huge damage numbers, but just as often you see tiny double digit numbers because you just clipped some small armour and kept going. Average damage doesn’t seem that out of line with other guns, especially considering that long reload.
It could probably use a nerf, but not a huge one.
Skilled snipers can be deadly with it, but most players are not skilled snipers. And it’s a big target, more vulnerable than many other sniper weapons. Defensive modules take up too much PS to use with it at low/mid PS.
I do love that there’s no charging mechanic. It’s nice to just pull a trigger and get a result.
Incidentally, I was testing some Hammerfalls to see if the projectile size change had helped (it does), and that perk is especially good against Commit. Had a great time freezing rotation and degunning the masses of people trying out their new Commits.
how is that broken? 3 spikes are 24 energy and can do 623 damage on a cabin shot and are epic rarity. commit is 24 energy and does 700 cabin damage and is a LEGENDARY rarity.
i think what makes it overpowered is its perk of doing 85% more damage to structural parts. this is what can damage a build the most but 700 cabin damage isnt really that bad.
and commit has to reload.
dude you showed a game where you hit the guy with a JOTUN before hitting him with the commit. the jotuns ability and frost damage take away all resistances so of course your going to get the max damage possible because theres nothing there absorbing that damage. on top of that it does 85% more damage to structural parts, without those resistances of the armor then of course its going to do a shitload more damage. your argument isnt valid.
with what set up? AGAIN what set up?
theres several factors as to why this can hit so hard. including but not limited to:
85% more damage to structural parts. the perk of the weapon.
hitting them with trombones / heating parts up.
hitting them with jotuns / cooling parts down.
damage boosts from various things like modules, cabins, etc.
it costing 24 energy to use on a vehicle.
it being a LEGENDARY.
compare it to 3 spikes. 623 cabin damage with 3 spikes and they are epic rarity. commit does 700 cabin damage with 1 shot and is a LEGENDARY. it uses the same energy as 3 spikes. these people are saying it can do over 2000 damage but with what set up? are the parts they are shooting heated / cooled? what exactly are they shooting? my tests above showed you can get 1500 damage if 2 of the 3 trombones hit the cabin and you hit it with a commit after that but… thats only if you heat parts.
im testing this gun in the garage and im getting between 660 and 846 was my highest hit on structural parts. i was using the best parts i could with high hp like the apc parts, crane parts and container parts. 846 was the highest i could do and it was consistent. idk where they are getting 2k damage at.
also i was getting some weird hits to like i did 24 damage to a structural part and 526 damage to the cabin.
Except that spiders have 28k total hp, 8k hp in the cab and 7k hp in the legs without resistances in mind. The only weapon that can two-shot spiders frontally is commit. Without jotunn it takes 3 shots, which is still ridiculous.
satori + jackie, that’s all it takes.
why you’re comparing spikes with commit? compare commit with scorpio. :))
it’s literally crossouts most cancerous, ridiculous, outright vile gun. its single part damage outmatches twin scorpios, and if you take its perk, you’ll get an even more insane diff in damage.
it’s ONE LEGENDARY gun compared to TWO RELIC guns (or even THREE EPIC guns aka spikes, which cost basically the same as 1 commit).
one weapon is better in every way. you need less parts total to fuze it compared to 2 or 3 weapon sets. it’s easier to place on your build. it’s easier to properly armour it. it’s much easier to use special pins with it. it takes, on average, the same amount of damage to degun you, but since that hp isn’t divided in all of your guns, you don’t lose your damage as your enemy deals their damage.
so you’re basically getting something that’s BETTER THAN TWO RELICS, in a LEGENDARY package (less PS, huge affordability), that only takes ONE WEAPON SLOT (which has lots of benefits)… and you’re saying it’s not op. classical metahamster moment
then what is the kaiju in comparison?
sure the kaiju needs to charge but its damage is really high as well, especially if you can get its perk going.
scorpions function differently then the commit and do piercing damage thats precision based.
because they are in the same category.
you know how hard it is to actually use this set up right? satori requires you to be constantly drifting to keep up that 40% damage buff on top of the 15% from jackie. even then it wouldnt be that much.
i did a comparison to that using the catalina above and even with the full 70% boost from that it was getting 1163 damage. the satori in combination with the jackie only give a 55% damage boost so 700 x 0.55 = 385 + 700 = 1085 damage at the most. but your not going to constantly have that 40% boost all the time.
so do alot of other builds with a ton of mass and heavy cabins…
i think its mostly overpowered due to its ability. the ability to do 85% more damage to structural parts is really crazy. i think this is the reason why your getting such high numbers. frost and heat only make the damage numbers even stupider.
Whataboutism. And you’re also assuming that because there’s something else that either counters your meta, is meta itself, or can be at least par with your meta, then your item of choice isn’t meta. That’s pathetic in my book.
Yes, Kaiju should also be nerfed to the ground, if you wish to hear that. I’m against all meta.
It doesn’t mean anything.
Porcs and Fortunes are in the same category. So are Compiler and Mammoth. The entire autocannon class has 4 different playstyles and applications. Yongwang and Impulse are grenade launchers with 2 entirely different playstyles, and if you add Imugi into the formula, you’ll get 3.
lol, lmao. Pressing A and D is hard? Satori even has a hidden stat that makes drifting easier and slightly boosts your speed while drifting.
Its also got its turn speed and unload time so you gotta hold perfect aim the entire time the gun is firing. That gun does not work against fast & evasive small builds for this reason.
oh, right. That too. It was obvious to me so i’ve never mentioned it lol.
(Not including copilot perks and heating up parts for this one)
Commit deals 1100 single part damage and ~2000 structural total damage.
Kaiju deals up to ~2200 single part damage (crazy, i know). But this ~2200 damage gets absolutely splashed across enemy build like a sh!t pile that you throw to the wall. Commit can deal these 2k damage in a single point, literally plowing through someones chassis so they end up losing all their movement parts