Rework(s) Suggestion(s) šŸ˜

since when did they do that??

somebody at targem had to fill a quota

Varun Crossbow - Iā€™ve always known it was awkward and clunky but was looking at spike and the phoenix and checked it out quicklyā€¦

This is a joke right? 13 energy, 1755 power score and does about as much damage as an avenger 57mmā€¦
Must have missed something surely?

When they first came out they were turned into automatic crossbows by players running scripts, while they barely worked to anyone trying to play them normally due to very bad servers in general, so the devs nerfed them to the ground so that they suck with or without scripts, and justified it with ā€œIf we make them good people will run scripts so we canā€™t make them goodā€ and that was the end of Varun, I have fused Varuns that I never use because I need god-like internet connection and server stability just to feel like I am doing anything and even then they just suck, just like my Astraeus, I canā€™t land charged shots with them because of lag spikes. Especially bad with weapons that need you to charge and let go at a steady rhythm, I have not had a singular match where I inexplicably just not fire for 2-4 charges because of a lag spike happening and me still charging and firing at the pre-spike rhythm and failing to get any shots out.

Charging to fire is not a function that works in this game for the majority of people to be honest, click-2-fire is just way more superior because itā€™s a bit more easier to land shots even with servers shiddin and fardin themselves

they could arrange it, likeā€¦ ā€œtap-autocharge; tap-fireā€ ā€¦ and ditch the whole ā€œholding button down to charge shot shtickā€ :crazy_face: :thinking:
ā€¦imoā€¦ :grin:ā€¦it might require a bit more ā€œtimed tappingā€ but to me itā€™s better than holding down the button to do the sameā€¦
:thinking:

I find it weird how Varuns were made the way they were, because I remember them coming out right after they got rid of the old firing mechanism for plasma emitters and made them fully auto, because firing them like you used to have (hold button, let go, hold button, let go, hold button, let go, hold button, let goā€¦) to was such a big downside.

And then hereā€™s a new weapon that uses that same firing mechanism

CODRIVERS Rework Suggestion

codrivers are now split into two types

  • FACTION codrivers: are unlocked at certain faction levels (7 & 14) and once unlocked they are always available. also, Faction Codrivers have more narrowly focused perks that are ā€œin line with the factionā€™s creeds or somethingā€
  • M.E.R.C. codrivers: are a new type of codrivers ā€œRentable (with Intelligence)ā€ from the M.E.R.C. Sub Faction

M.E.R.C. Sub-Faction
Leader: The RAT QUEEN
The RAT QUEEN
Affiliation: Engineers - a recently formed sub faction of the engineers, M.E.R.C. aims to train and rent codrivers to whoever pays (hence the name M(ercenary) E(ducation) & R(ental) C(abal) :rofl:)

this sub faction does not require ā€œleveling upā€ even though it has 15 levels. for every 2 levels that he player raises engineers, the sub faction automatically rises by 1 level (lvl 15 at engineers lvl 30). the sub faction does not have prestige levels per se, but various items could be added to the engineersā€™ prestige reward crate such as:

  • coupons for rental of codrivers (like 50% INT discount or a certain codriver being free for a set time)

to rent a codriver from MERCs, the player needs to have:

  • a high enough level with MERCs (MERC codrivers have a F(action) R(ating) which determines the minimum faction level required to be able to rent that codriver)
  • enough INT(elligence) to pay for rental. every MERC costs 2 INT x F(action) R(ating) per Day
    so a codriver with a FR of say 7 would cost 14 INT per day of being hired

AND also to be noted, UNLIKE Faction Codrivers, ALL M.E.R.C. Codrivers have a DEMERIT (a debuff, if itā€™s easier to understand :wink:)ā€¦itā€™s just to add some colour/diversity (donā€™t panic :rofl: )

FACTION CODRIVERS

LUNATICS - Billie (lvl 7) & Peta Arda ā€œFIRECRACKERā€ (lvl 14)
NOMADS - Jay (lvl 7) & Nin Jah ā€œRATTLEā€ (lvl 14)
SCAVENGERS - Grizzly (lvl 7) & Gimmi Kuss ā€œGADGETā€ (lvl 14)
DAWN CHILDREN - Hertz (lvl 7) & Roe N Tgen ā€œSHORTCIRQUITā€ (lvl 14)
STEPPENWOLVES - Falcon (lvl 7) & Mark S Mann ā€œLONGSHOTā€ (lvl 14)
FIRESTARTERS - Atitlan (lvl 7) & Practy Kuss ā€œGLUEā€ (lvl 14)

M.E.R.C. Codrivers (as of yet)

Phobos (only they would have himā€¦ :grin:)
R2D2 (canā€™t remember the name atm; the payā€™s better it says)
Oliver Slick ā€œOILSLICKā€
Ice Flow ā€œVanillaā€
Arwe Clear ā€œTEACHā€
Madder Wishna ā€œDERVISHā€
William T R Hood ā€œARCHERā€
Yuki (forgot to write her when i wrote thisā€¦lol)

ā€¦finā€¦next episodeā€¦faction codrivers, an id-depth viewā€¦stay tunedā€¦for next wheneverā€¦ :crazy_face:

Sadly Fafnir is still the worst single shot shotgun, to the point that a fused Junkbow is way better than fused fafnir, or at least performs similarly as much but you arenā€™t relying on a bad perk and do more reliable damage with the junkbows.

Fafnir perk should be reworked honestly, these just do not have the range to make use of the increased accuracy, and even with the perk going at max you arenā€™t getting as big of an accuracy boost you can keep any distance.

Only time when this gun does any acceptable damage to anything is when you have the perk at max, and you are pretty much hugging a build, but you loose that damage the moment the perk even dips to 30% because the spread on these things is just that bad. By how the perk reads / functions youā€™d imagine you can take shots at enemies from a little bit more of a distance away when the perk is going, which would make sense because you need to be driving fast to even have the perk going, and then close the distance and deal damage with the perk going down and not needing to drive as fast, but no it needs the perk at max and to be very clos to even hit anything to a point of the damage being acceptable. Even my fused for more range Fafnirs just can not, even at full perk, make any use of any kind of distance, and junkbows have the exact same distance but are just more accurate even at that range because rather than having a bad accuracy perk, they donā€™t have any it just works way better.

And you canā€™t even facehug with these things as good as junkbows because if you donā€™t have any of the perk going, they do minimal damage even at facehug distance

Honestly the perk itself turns this gun to a less reliable Junkbow. Itā€™s like this gun is a Catalina (starts out with nerfed damage, but if you get the perk going high enough does insanely more damage, but you start at -something% damage rather than 0% damage increase), where the gun itself, with no perk boosting it, suffers from a reduced parameter (accuracy in the case of Fafnirs) and only does ā€œnormalā€ accuracy damage if you have the perk going halfway through or something

Itā€™s like rather than the perk boosting the weapon, you have to have the perk active for the weapon to function at all. Honestly they could give this gun the stock accuracy like junkbows and give it any old random bad perk, like damage resistance while reloading (too small to notice) or more rotation speed with faster you go, or +5% damage resistance while firing, it would instantly make this a better gun