Did you get to try the Fafnirs? I’m hoping the change makes them at least usable, but after seeing the triple-shot function of shotguns in a stream I got worried because of the perk, what I imagine to happen is that the first shot of 3 lands, but as you are driving/maneuvering/anything the rest 2 get less of the perk and end up not doing much damage or missing, and if you try to use it at a very close range, the perk not being active makes all three shots do laughable minimal damage
I just went back in and gave them a go too. They are working great too. I may have been having slight lag before when I tried out this line of shotguns. IDK. I did think driving was a bit sloshy, so that may have been the case. I’ll have to try the Junkbows and the Jormungandr again, because I felt like they sort of sucked last time I went out there.
So far the tri-volley update seems to be a winner for the Fafnir and the Nidhogg. I’m glad for the developers, because their failure is my disappointment, and their success is pretty much a blast. It’s so sad to see this game screwed up, but I think they have a winner with at least the Fafnir and Nidhogg.
We’ll see how it all fits together on the actual battlefield, but I give the Nidhogg and Fafnir
Oh ya, I encountered a dude with a Firebug set up while I was out there. I chewed his ass up with those Fafnirs. No problem. I know people are a little concerned about that weapon, and I was too…was.
Had a go at it this morning, and my observations from that session were such:
I can see 'phoons possibly becoming anti-levi, that perk change seems specifically tuned for it. But for normal cars, seems more effective to just forget the perk exists.
Mounting the Junkbow family on a Hadron-King is kind of spooky, especially Jorm. They get a fierce fire-rate with that. Just two of the Relic on the build was averaging 5.5k damage on the tester.
Swarm does feel a bit lethargic, which is the intent. Still seems to do a decent job of damage saturation. Though, not sure if it is a bug or unlisted change, but on a flyer, firing on someone directly underneath me would only fire the just the initial salvo instead of all three.
Regretting selling my Rippers early last year, popping Tormentor on a boosting Cockpit build with a pair was also kind of spooky. Though that definitely is a timing thing.
MGs feel like they are in a bit of a better place, but not totally sure yet. Damage does feel like more than a tickle, and more competitive. Though Punisher’s perk might need more tweaking, even the bots seemed to rarely trigger it with their inhuman aim, it’s too easy to miss in a whirling brawl. Maybe increase the needed hits back to 40 and remove the miss penalty?
Corvo… I think they made a math error and reduced bullet speed, not increased. Felt like I was having to lead more on Test Server than on Live. Effectiveness was still awful compared to pre-nerf.
Firebug really can reach out and touch you, now, and that will catch some people off guard initially I think. Could see it being used for anti-melee kiting to great effect; what few shotgunners left may have more reason to grumble.
I think that’s an important distinction to illustrate. I think the developers like to create some weapons and cabs, etc, with certain game modes in mind, while the players seem to believe that all weapons and cabs, etc, should function equally well in every mode, and when it doesn’t they are frustrated. I think that is an ill perspective.
I think the Junkbow still needs help (reload is tooooooooo long), but I came across a guy with a Firebug rig in there (the TS) and I made pretty short work of him with the Fafnirs. Granted his build was sort of “test mode” maybe, but I’m in an art-build, myself. I think they’ll be OK. The Nidhogg rocks pretty hard too.
I can’t say I was tickled with how the sledgehammer worked, and I haven’t tried most of the more traditional style shotguns yet. I should give it a go.
Second run after a lunch break:
Omni and Atom, dear lord, finally they feel right again. They lost that blasted floatiness that made them feel like ground-scraping hovers, and feel more like they were before the big movement part handling rework. I am pleasantly surprised, Chef’s kiss.
Impeller is going to be mandatory for flyers, especially ones that plan to dog-fight and not just ground-pound. The rotational rate is very tangible now.
Meatgrinders… on the topic of rotational rate, they are glacial on test server; if a fast wheel build is circling you, just pick a direction and go. Even if it is just slamming your side into them and grinding them with said movement parts. You can’t neutral-steer for crap now.
Miniguns, which I passed over initially to test more standard machine guns, are feeling mean again. Eqs and Arbs were doing a good job of mauling the enemy. Only really being bested by Imps among the MG category.
Stillwind’s perk change doesn’t feel like it does much of anything. They might need to increase the radius bonus, I hardly noticed a difference between point-plank and 300m.
Waltz felt good. I wasn’t too bothered by the unique ballistics it has, and now it’s definitely easier to put shots on target.
Assembler… is still a “Why does this exist?” weapon. Even with the changes, it just underwhelms in every way imaginable.
Cabin changes seem fine. Just amused it took how many years for Humpy to be tweaked?
That’s going to be a hard one to fix. My thought was maybe it should work like a shot gun for it’s uncharged shots.
I was pondering something of an energy Toadfish. Quick tap for a decently damaging shot, charge fires a rapid burst of like 4 energy bolts. Each successive hit in that burst imparts impulse. First is Spike strong, then double that, then double, again, and then a walloping 8x strength impulse.
Thank you for actually getting on the test server and reporting back!
Does anyone have any intel on that mention of the Hammerfall change?
I’m assuming they’re adjusting the physical model, but I’m curious whether it’s to make it easier to bury behind armour or harder.