He’s against all close range weapons, because he mostly plays hover cannons, and doesn’t like that they are no longer the top meta build.
@Poony4u you play NA on console so stop with your absurd inputs and takes on pvp, theyre not helping anyone
Are you saying he is wrong? When MGs were the meta, he complained about those too. Close and midrange meta weapons typically beat long range, reload.
Scorps and typhoons have had their time in the sun in the past. I had high hopes for the reload mod but I dont think it will be enough. Maybe I it will show its true power once we have more players with access to it.
Pulsars and helicons are somewhat popular in normal CW. Occasionally narwhals, scorps, or phoons. So I guess reload range isnt completely shut out right now.
I’ve been pretty consistent in saying that reload weapons need a buff, and while I hope the new reload module might be what it takes, I suspect some other changes may need to happen.
But I don’t think range is unplayable currently, or that shotgun bricks are unbeatable. I do think Finwhale should cost three energy to help shift things a bit.
For a long time, hover cannons were among the most annoying builds to face, and were arguably OP. From my perspective as someone who plays a bit of everything, I found it just as “unfair” to get pounded by cannons fired from cloak as it is to get slammed into by a cloaked close range build. At least against close range builds you have options to counter their cloaks, but you can’t do much about cloaked snipers, unless you count that enlightenment thing no one uses.
releasing something overpowered and then buffing everything else to its level is not the correct way to balance a game, decreasing time to kill only benefits dog players.
i do NOT want my mammoths or my hover in general to be buffed. all i want is to play a balanced game where everyone can fight anyone in some capacity, whether it takes more or less skill, so all weapons have their pros and cons, but no such thing as a beat-all (almost all) hold-w weapon for troglodytes
agreed. thats why i always said to nerf stealth, whether youre playing against dogs or some typhoon monkey, there is barely anything you can do. even with radars you get the general direction of the enemy at most. the fact is that nobody likes to play against stealth, so maybe that says something. however that doesnt mean im saying to make stealth completely useless but its a big advantage, too big
i would say in terms of pvp, non-grossly overpowered weapons like athena, toadfish, helios, mammoth (and when i think about it, almost all other gold weapons) have struck a pretty good balance, and id say weapons like tsunami need a tiny buff to get to their level, but at that stage you can have some fun pvp, without relic-like damage, ugly sweaty perks, or other forms of instant death by meta
The thing is, those new items you dislike were added to attempt to give more counters to the previous metas. And if you actually read my post, you’ll see that I am recommending both a nerf to that new item (Finwhale) and a buff to a currently underperforming category. Better to make small nerfs in combination with small buffs than to do a single giant buff or nerf.
Sure, but you do want the counter to your build to be nerfed, which isn’t functionally different.
And even though I think you grossly exaggerate balance problems, even I can see that hovers aren’t great these days, unless you fuse everything. And while some reload weapons are strong, overall they could all use a small buff. I am still hopeful the new reload module will do it, but I also think projectiles and explosive damage could use some tinkering.
Cloak has been part of the game forever, and there are three anti-cloak modules. What else do you suggest?
Personally, while getting hit by a cloaked enemy might be annoying, I accept it as part of the game, and also accept that there are both tactics and modules I can use to counter cloaked attacks.
I am definitely not complaining about cloak, even though I don’t rely on it much myself. I will almost always pick a radar detector over a cloak.
Anyway, since the energy rework, so many people are squeezing an oculus on their build with that extra energy point many ended up with. As a result, cloaked close range attacks are less and less effective, especially in high/mid PS ranges where builds were likely to end up with a spare energy point.
youre just plastering op metas on top of each other instead of actually resolving the problem. again, you dont solve balance issues by releasing something even more egregious than before as a “counter”. we have had way more than enough time for the devs to prove they give a shit and release at least the smallest dog nerf, but at most theyve done the opposite (of course apart from releasing another obnoxious meta to counter the “old” meta)
i dont want my build to become meta, i want to get rid of the current meta. that is the one and only goal.
once again i dare you to play any competitive gamemode, specifically in an eastern region on PC. you have seen the screenshots i sent, and you cant deny that bricks are everywhere and in substantially higher numbers than any other style of build.
if a brick is going full speed towards you and youre not aware of its presence, a module such as oculus gives you almost no time to react before youre getting ripped apart by shotguns
when speaking strictly about pvp (without bricks and such) i have no issue with the cloaks, theyre pretty defeatable with (or even without) oculus
So how do you think the devs should have dealt with the strafing DPS meta?
To me, giving some new tools for close range builds was a decent path to take. The combo of Finwhale and Yeti may have been a bit too much, but easily dealt with by a bit of balancing.
However, you seem to think finwhale and yeti are game breaking horrible ideas, so I’m curious what you would have done.
I love finwhale, and think it was a good addition to the game for wheeled builds especially. But I can also acknowledge that it has made some very specific builds a bit too strong.
Rather than complain that they shouldn’t have added Finwhale, why not just make it cost more energy, so that bricks have to make more compromises to use it?
Have you actually used oculus or verifier?
I’m starting to think you haven’t, if this is how you are describing them.
First of all, why do you think “bricks and such” aren’t in PVP?
And second, why exactly do you think they are so OP in CW, but not other situations?
And third, a small minority of players care about CW. Why should the devs care about CW more than PVP?
You really need value numbers for the items in this one otherwise your just having a chat over ideals.
If you go back to this you’ll be back on the actual topic. Sorry it was probably my fault tossing things off topic a little by teasingly asking gangsterism a few questions.
idk, nerf the dps hovers? there is a million different ways to go about balancing such thing, and adding a new meta is not one of them
what youre describing is nerfing the meta, not adding a new meta to counter the meta. but instead of that, they added ice weapons and thats about it for balancing
yes i have, thats what allows me to describe what it does. it gives a radius and is slow to refresh the actual position
what im trying to say is that many weapons are well balanced and are fun to play with and against. and then there are shotguns.
shotguns are sometimes manageable in strictly 1v1 (entirely dependent on the map and whether you can reverse in your hover for a long distance, or maneuver and fly around) but that changes when there is anyone else to worry about, at which point its not possible to fight a brick.
its CW metaslaves that make targem money. issue is that those are the people who dont have an issue with these metas
I’m bowing out of this. We live in such different universes, and have such different definitions of words.
And we are derailing the thread.
Anyway, to get back to the actual topic, I think I am going to test flamethrowers VS skadi on some target builds, as I’m not confident the damage meter reflects how the resistance debuff of skadi impacts potential damage. Does it count the heat damage buff, or just pure damage?
I want to see which one gets through a plow quicker, and which ones destroy frames and pass through parts quicker.