Meat Grinders

Augers feel so much better with less power drain! I feel like I’ve been begging for this change forever, and it’s made such a big difference for my builds.

Has anyone tried any quad auger builds yet? I’m curious how effective the new damage mechanic is with heavier builds, and if they feel more responsive now. I’ve only tried a dual auger build so far, and it was noticeably more agile.

They still wont be viable compared to legs and wheels and they killed them at low PS with the dura nerf. Nobody uses them to do damage and nobody needs them to tank damage because wheels are faster and better at it anyways.

The damage nerf only applies to light dual auger builds, and it hasn’t been a problem for me so far.
The more mass you have, the more durable they are (and the more damage they do).
I would never use them primarily for damage, but even before they buffed damage I would sometimes take off the shotguns from wedges that got underneath me.

Have you even played them since the update? Or are you just complaining for the sake of complaining?

Splain this to me, please. Did i miss something?

The new meatgrinder’s perk includes getting damage reduction at higher mass limits. It says anything past 14000kg will have more survivability than it did before the update. If you can trust the russian-english translation, it sounds as if the max effective durability will be equivalent to 1650, whereas before it was a flat 820.

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The flat 820 before was better. There is absolutely ZERO viability in dual auger builds now.

A heavy cab build with 2, fused for tonnage, with a fin whale for addtional tonnage should be viable, granted thats incredibly niche for no particular reason.

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Have you played augers since the update?

I have, and I’m not having any problems with their durability.

The only build I’ve tested was an Icebox/gremlin build that I made for Clan Confrontation. Because it needs to be below 9kPS, I’m not bothering to max out the tonnage, but I’m not having any trouble carrying the armour I need. The new reduced mass helps in that department, as I’m not using so much mass just for the movement parts.

I’m really excited to try them with a medium or light cabin. If a heavy feels this nimble, then faster cabins should be even better.

The numbers are not on your side here with dual augers when there are many weapons in the game commonly used in CC that will one shot a meatgrinder when you only have two. If you are doing well thats only due to luck and enemy incompetence. Quasars will 2 shot, Raijin can one shot, Joules will destroy them only 25% overheated. Hell, my Ghost Astraeus will one shot a meatgrinder off.

I’ve always liked the feel of augers. But they never accelerated fast enough, and now they do, at least for my purposes.

Not saying they’re better than any of the other strafing parts, but they are definitely a lot more viable than they used to be.

The reduced mass, increased tonnage, and reduced power drain are exactly what they needed.
And as far as durability goes, only light builds are nerfed, and that’s not how most people use augers. I’m going to try some light builds next and report back.

Thats my point.

This isn’t possible anymore with meatgrinders. Besides the worm build mains like rotfish etc,I was the the most prominent auger player back then. They have some of the mobility back, about 60%, but they lost 33% of their HP. Why should meatgrinders suddenly become totally unplayable to light builds?

You’ve been telling us about how good you used to be on augers for literally years now.
Have you tried them since the update?

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You’ve never once uploaded gameplay yet you always go on and on about how good a shit part is in your experience while never posting gameplay. All for the sake of countersignalling everyone who points out a balance issue. I only say I’m good because morons like you always without exception bring up their own experience to argue with numbers I put forth, and then when I prove that I have better experience, suddenly its not about my numbers or having a better anecdotal argument, its now a matter of why I’m complaining about a part if Im so good anyways.

I just think that if you aren’t actively playing a movement part and actually testing out the effects of a recent change, your complaints about a change that was made years ago isn’t exactly relevant to the discussion.

If you haven’t played them since the update, what insight do you really have to share?

And why should we care that you used to be good at augers, but couldn’t adapt to the changes? Seems like more evidence you don’t have anything useful to add to this thread.

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You are a hairdresser talking to a machinist stfu.

They still need some improvements (5kmh more speed, better turn responsiveness) but otherwise are drastically better then they were for heavy builds.

They do have exponential scaling instead of linear unfortunately. I’ve found that there’s a considerable difference even between just 19k kg and 21-22k although this was based on how they felt.

In terms of actual testing, around 21-22k kg has roughly 145% resistance, stil significantly lower than the 200% max.

The melee damage is, from what I can tell, the most significant buff. Heavy auger builds are a legitimate threat to bricks or other mindless W warriors now. My 23k kg auger builds have been able to bulldoze through them especially with Humpback. The devs have a history of nerfing everything that dares to give bricks any trouble though so I’m not expecting this to last.

I’ve not tested them at the max bonus as my cabs would have to be mass fused unless I use a Cohort. Using more then 4 augers is also still too slow.

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Long story short they are better for ultra heavy builds but are still mediocre and now are 33% less durable on small builds. Still not a part that can rival hovers, bigrams, or bricks smart enough to respect your melee damage.

I did some more experimenting yesterday with both light and heavy builds.
I made a light dual auger build with manitou, lucifers, and a golden eagle to max out the speed to 70kmh. Put on enough armour to activate the low end of the perk, and it looks like the augers could take a bit over 700 damage before coming off. Not quite as much as before, but definitely enough to be viable, especially given how much more maneuverable they are now.

Then I made a heavy quad auger build with that new cabin and some whirls (also with golden eagle). The pushing power with this build is impressive! And it easily gets to 70kmh, unlike before the change, where it would take a long time to accelerate to max speed. I didn’t bother to actually test the durability on the range, because of how apparent the perk is during matches. Very rare to lose even a single auger, even when playing aggressively in close range.
And the damage buff on a 25 000 kg build is very noticeable. You can do a lot of damage very quickly by climbing on top of someone now. Saw it doing over 3000 damage a few times to people who tried to wedge me.

Seems like the only builds that will suffer from the change are low PS seal clubbers, and that’s fine with me.

I’ve been way too busy playing Next Step with the robotic legs that all other builds are just gathering dust. I ain’t taken the time to enjoy the new balance changes ever since the test server. When i have finally gotten next step out of my system and have finally gotten a little bored with it then I might go back to playing reg pvp with my standard porc/auger builds and everything else I normally plays.

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