Current pass (wolfpack) weapon feelings

So, how are you all feeling fo the current pass weapons? With Commit and Jupiter you could already tell they were going to get nerfed, Swarms and Slaughterers were so unimpressive they were buffed halfway into the season when they came out, what do you guys think will happen to the current pass weapons?

All in all they’re mostly unimpressive, it was a very bold choice to go with mostly explosive damage weapons, while explosive as a damage/effect is either really buggy ar just tanked to much by every possible part and damage absorption mechanics, to the point that they have to dish out extreme buffs to explosive weapons one by one to make them at all viable.

Honestly none of the weapons feel OP at all, maybe the Squall technically, but it is already a bit of a slow weapon to begin with. So I don’t really see any of them getting any heavy handed nerfs. And honestly while Darling is ok without a buff, Cicada and Morgan desperately need them. I suspect that they’ll buff the Darling while at it to make people buy passes. But Cicada and Morgan as a whole are extremely lackluster, Cicada has potential but it is pretty much held back by overall rocket lack of effectiveness and the fact that for these to do any damage, you need them to be firing at max perk and it kinda takes forever to deal damage (rate of fire is kinda slow) compared to using Locusts where it’s a simple 2 rockets, quick and easy. Morgan is just very mediocre

Absolute just goes to show just how bad the explosions are in the game, even with a 40% increase to explosion radius, it feels like it does barely anything at all, and with so much ammo packs and a legendary self filling ammo crate, who cares about not using ammo for 5 seconds. Absolute wet fart of a cabin, using anything explosion weapons just works way better if you just straight up buff damage or reload speed. Explosion radius just does not work

Some passes have awesome stuff that jumps out at you. For me, the last pass was more exciting than this one. The only weapon I’d be interested in is the Darling. I’d mount a pair of them with a KA-2 reloader. The Outcast wheels are ok for looks, but the perk (faster speed when no one’s around) isn’t very compelling. I did buy the Camouflage Net paint early on, but the texture is flat and it looks more like outdoor carpeting. Right now, I’m on the fence about getting this pass.

Morgan does more dmg than a scorp on the dmg ball in some configs. I like that it auto-refills it’s ammo cylinder if you don’t use all 3 shots.

Works like I would expect it too for a 6en rocket.

Honestly the pass isn’t even good. So missing this one hurts less.
I’ll probably save and buy 1 short event pass.
I’m very close to crafting my second Morgan. If bad hopefully a buff comes.
I have charons, but 3 shots seems better than 1 especially in this new MG meta.

Darling can be op so a nerf is probably coming.
squall tho? Everyone was convinced they’d be op lol. But no…
Will craft 3 cicadas. 5 if im lucky. Wont get anything else tho
Absolute seems like a terrible cab, i mean the cab is great it’s the bad annoying perk.

Also I’ve been buying cheap things to fuse \ upgrade when we get a fuse \ upgrade event.
A few cabs and weapons so far. Was never prepared before or had enough time or resources to capitalize. Not this time lol
Might try to fuse bigfoot wheels idk

Wouldn’t surprise me if they’re planning on reworking explosive damage. Seems overdue.
I’m planning on using my bearings to get a second Morgan because I like revolvers, and it seems like it will work better with Manitou than most of the others (and I want more excuses to use that cabin).

Cicada seems fun, and I may craft or buy some more for a set.

Squal is interesting, but doesn’t seem that effective, despite the huge damage potential.

You and me both, I am struggling to find any use for the cab, which sucks because the stock horn is really nice. But all revolvers just work better on other cabins and the perk is awkward to use and just makes you reload twice in a row for +20 damage while a hundred more cabins give same or even more of a damage boost, and not just to revolvers, and through easier to use ways, like Ghost and stealth, Satori and drift, Aggressor and going forward, Quantum and staying at the back, Howl and engaging enemies close up and so on and so on

The cabin needs more buffs and to abandon the awkward reloading gimmick, just make the next full chamber of rounds do +damage after activating it, and activating it triggers a full reload, but you can activate it during a normal reload so you won’t have to double reload or shoot all but 1 bullet, and then reload, or whatever the cabin is trying to do.

Too awkward and too little payback when the same or even more superior damage buffing can be done much easier by other cabins, on top of being usable on more weapon types than just revolvers

1 Like

I don’t find any of those cabins well suited to any of the revolvers though (doesn’t quantum only work with energy weapons?).

For me, the only big problem with Manitou is the double reload thing. If I could trigger the perk while the chambers are empty, it would work perfectly for me.
As it is, the double reload thing forces me to play in more of a hit and run style, which is fine, but too limiting.

Currently, Lucifer is the weapon that I’ve had the most success pairing with that cabin.

It used to. There were a coupla changes to it earlier this year (“to make it more versatile”), one being that it now works with all weapons.

temp

1 Like

Thanks! I knew they made a similar change to photon, but missed this one.

I’m not convinced it would be significantly different from using Manitou though. Either way you’re basically charging your perk, unloading at a victim, then hiding to try to recharge the perk.

I am going to start trying Quantum with a lot more weapons though. I have a CK for it that I like the look of, but it doesn’t suit energy weapons as much as it does more traditional guns.

1 Like

I have mine set up on a quantum with a jackie unit and jay as the co-driver currently. The 3 sec’s that it takes to charge the perk is around what you need to have a round auto re-regen back in the cylinder. I haven’t given it much play time yet… I think the difference is mostly not being constrained by ammo counts for the bonus dmg activation, bonus dmg conditions (i.e. wheels, weapons, modules vs any), and some weight management issues.

I think it’s a bigger issue on going for dmg bonuses vs going for stealth or reload as obviously you can’t get them all in one build.

1 Like

your a Dev, how did you miss this one ? :thinking:

1 Like

the morgan is incredibly weak, 3 rounds, long reload if you fire more then 1 shot (seriously who wants to fire one shot every few seconds? ) and its just not that useful.
this would be better if it was a 6 shooter but 3? nah dude, the mechanic works awfully on a 3 shooter.
if you miss just ONE of those shots then your guns going bye bye. even then you still have to outrun your opponent just to reload the gun, nah its bad.

cicada is another thats garbage. only way your going to land all your shots is up close and even then it has limited firing angles. the perk is dependant on your shots landing on top of the distance. gotta be at least 30m away and more then half the rockets need to hit the target just to load more into the rocket cylinders. you are NEVER going to get this perk to be fully on unless your opponents are standing still all the time.

darling is just not good, to many parts in the game resist explosive damage and legs like ml-200 can tank this thing no issues. if your build has high explosion resistance then this gun is useless. even with things like the harpy that boost aoe on explosions it just wont function well.

squall is overpowered. on bots, if you land this thing well… bye bye bots. its decent in raids i suppose if your team mates are getting swarmed. fire one over at them and itll help them out. it has a really long reload time to but it fits a weapon like that. not sure if its ok in pvp but in pve it can be quite powerful depending on the map.

absolute: is absolute-ly pointless. (pun intended). this cabin is so backwards its stupid, it stops ammo depletion for up to 10 seconds but requires you to do damage to activate the perk. know what does a better job at this? yeah the harpy which gives 50% more ammo and explosion radius by 20%. while it doesnt give more explosion radius it does give more ammo and you also have the pandora which replenishes ammo. so not sure why this cabin needs to exist. maybe someone can find a use for it??

1: It would be very cool if the Darling was a laser guided ATGM like the Flute, cuz right now its hard to aim most of the time and generally boring. Of course, some more balancing would be needed for that, but it would still be much better than the boring thingamajig we have now.

2: Morgan could use a firerate buff, and its perk is extremely situational, so a rework of that would be nice.

3: The main advantage that Cicadas have over, for example, Locusts, is that they have better traverse angles in all directions. The perk is even more situational than the ones on Outcasts and Morgans. More traverse and the ability to fire 1-2 more rockets every like 3 salvos isnt worth 400 more PS.

4: The Absolute is cool as a cabin for a tank but other than that, its perk is kinda pointless.

I wouldn’t be against that. After its explosive penetration is nerfed that is lol