Another normal day playing Vultures
they said the same thing with anacondas and owls which is a major “wtf” moment for me.
the anacondas and owls are practically useless and are one of the worst drones in the entire game and they said they are fine… makes me wonder what proof the tequila is that they are drinking…
I’ve actually been playing a triple Vulture build over the past few months to challenge myself, and occasionally I even manage to get an MVP.
That’s pretty rare though.
But I’ve used that build in CC a bunch of times, and still managed to crank out the normal amount of CC points I usually get.
They’re not horrible at the 9kPS range, because so many builds have big guns on their roofs, and the drones sometimes attach themselves in the right place to degun people. Other times the victims try to run, and the drone attaches to the rear of the build and pops a generator or ammo pack.
I’ve been running them with the drift cabins. Once you see them doing damage, hit the gas and start cranking your steering wheel back and forth to buff your damage. You can hide in a corner doing donuts.
Not saying they’re good, but I’m having way more fun than I expected.
I still think that they are not working as they are intended to work, there’s got to be something that just is not right with them based on their performance, like a major real life issue like as a fantasy example, “The drilling damage deals damage so close to the explosion that the explosion damage does not fully register” or “The explosion radius does not progress in a ball like it should and somehow the drilling + explosion makes the area of effect for the explosion not register properly” or something like that because while these things sometimes do some actual damage, most of the times t feels like they fail to do so for no obvious reason
Or something like “multiple drones attached to specific part (gun) exploding too close to each other or almost at the same time sorta nullifies the damage from both explosions, or the first explosion blows off any other Vultures attached to the same part that would explode a bit later than the first one” because honestly sometimes I have 4 of these things attached to a singular enemy gun and end up doing something like 200 explosion damage and no matter what kind of modules that gun would be attached to that just does not seem right for 4 Vultures
I’m not asking it to become meta but it would be kinda cool to feel like you’re actually doing something in a battle rather than just playing for fun and completely abandoning getting any scores/resources. Like I can’t even call it support when I play these things, it’s more like being a mild ignorable annoyance to the enemy who can just ignore and just drive right into the Vultures anyway because they’re just Vultures
I think what may be happening is that they often attach themselves to inconsequential structure parts.
Also, if the drilling destroys the part, does it still detonate? I’m starting to think it doesn’t.
I agree that their performance is all over the place: sometimes they do nothing, sometimes they do far more than I expect.
Within medium efficiency of AI weapons…
enough said about the future.
They plan to do nothing about the current state of drones, no change in mechanics, dropping the cool down period and replace it for overheating mechanic and so on.
they nerfed close range weapons and are shitting out of their asses long range, single shot type of crap.
It would be cool if they revert the speed changes but well
I’ll turn my builds into being a weapon itself, to smash all the other guys lighter than me and run from all the guys heavier than me.
The battlecruiser / pocket battleships philosophy
Ramming speed forward the future itself