Every game last longer now because of squall campers and runners, no more quick grinding of scrap/wires/batteries.
Every game is now kill the Squall user that keeps driving away and locks you in place with kapkans.
i tried using the squall and… it sucks. sure if you manage to get someone in it it hits like a fricken freight train, but against bots? the bots just completely avoid it unless someone pushes them into it or their ai derps. their ai functions the exact same around kapkans, mines, incinerators, jotuns and mostly all drones, they just avoid them or drive out of their range or even just outright destroy them when it hits the ground before it can be useful… it makes the weapon practically useless.
the thing for pvp is i knew something like this would happen with pvp. give them an area denial tool and theyll use them… squall lasts a long time. i wouldnt know how to make this weapon less effective apart from just limiting the squall to 1 instead of 2.
This was already an issue with droners (especially the ones launched from launcher on a plunging trajectory.)
Squall is so bad tbh.
I could buy wolfpack pass rn.
I might idk, 2 more cicadas would be nice.
But nothing else interests me. I might like darlings but idk.
Squall i was hyped for the most but i’ve died to a squall less than 6 times sooo…
Morgans tho? Pretty bad.
Squall is op in invasion tho. Great in raids.
But pvp? I guess lower ps is best but even there squalls are trash.
I prefer squall enemies. Less people shooting at me etc.
At first I expected a nerf, +1 energy at least. But now? Might need buffs. We’ll see tho, kap kan is getting a slight buff so.
squall gameplay is abysmal, the maps are so tiny, so a single squall fully takes over a considerable chunk of playable space.
and the little beeping antenna is hard to see and even more hard to hit.
whether or not its statistically op, its an insufferable thing to play against.
same for drones, simply a cancer of pvp in a majority of cases
People say I have a skill issue for saying hovers are op and needs to be nerfed.
Yet people are struggling with squalls ![]()
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Smh.
sounds extra familiar ![]()
I don’t love playing squalls, because their effectiveness is too dependent on the map and the opposing team’s strategies.
But I am glad they added them to the game, because I was getting bored of matches where the opposing team are all playing DPS and grouped up together. Having a weapon that breaks up those clusters of enemies is good for breaking the monotony.
i just witnessed this in pve yesterday at the lost coast map in perimeter breach… someone was using a squall with i think cyclones and his score was like 30k over mine and the other persons score that was in the raid. i think he was using 1 squall… thats all i could see on his BWL build but it did alot of damage. i was using rippers with an extremely fast reload to. hadron, 2 rippers, king, cyclops. i wasnt able to keep up with the guy… i still scored high but man… the other dude on my team tried keeping up as well but he couldnt and scored the lowest.
squalls present a different problem though. they are a very high damage weapon, hit in a large area and you can run 2 of them making it a very frustrating weapon to deal with. if you have more then 1 user running 2 of them on the opposite team then it can be very frustrating to deal with.
they are far to effective in raids tbh.
That may be true, but definitely not true in PVP or even Patrol.
Could be easily fixed if raider AI can be fixed to not just try to drive through the damage zone, and/or prioritize targeting the squall mine.
Do raiders avoid incinerator puddles, or do they try to drive through them too?
they will ONLY drive through puddles if they are forced to. like if someone pushes them into them or if their path finding takes a dump on itself. for the most part the bots will either drive out of them, tiptoe around them, avoid them completely or wait there spinning around or moving back and forth until the puddle vanishes to go past it if its a smaller area. if its a big area they just avoid them completely.
from what i noticed its the exact same with the squall. for the most part though anytime i throw one down the bots just completely avoid them unless they are stuck in its aoe, then they run out of the aoe or stay there if they are stuck on someone or something. that or they just destroy the mine completely before it has a chance to activate, which has happened far more times then letting it run to its full extent.
for things like kapkans they stay out of its range of activation and will often times try to shoot them. the most broken bot to do this is the breaker bots which can fire at just ridiculous angles to hit them…
for mines like the king they will stay out of its range and shoot at them as well.
jotuns are the same as incinerators.
hovers are counterable in many ways, while squalls can be almost impossible to disable and they fully deny a big part of the map, and in many cases maps are so tiny that the squall literally takes up half the entire map