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2013-04-03, 09:01 AM | [Ignore Me] #16 | ||
Staff Sergeant
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@Gatekeeper
I can agree with that. But if that becomes the case, what happens if eventually the appropriate manner of dealing with the turrets is to send infantry first? They become a minor hindrance again that is quickly dispatched. Maybe place an appropriate mix of AV and AP turrets along the same line of defence, if AV turrets are to be made effective only against vehicles. But that's discussion for a seperate thread. |
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2013-04-03, 09:13 AM | [Ignore Me] #19 | ||
Contributor Major
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I just don't think there is anything they can do until they acknowledge that the TTK overall is far too short in this game and needs to be increased to provide the tactical part of the game that is missing. Unfortunately it means a complete rework of every weapon and I think they just keep digging their hole deeper the longer they let it go on.
Last edited by Assist; 2013-04-03 at 09:16 AM. |
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2013-04-03, 09:17 AM | [Ignore Me] #20 | ||
Master Sergeant
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I think they mixed up the Pandora with Thanatos for those stats, but we'll see when the patch comes out, I guess. Basically it boils down to
Autoshotties: Max damage reduced from 143 per pellet to 134 (should still be able to two-shot guys) RoF lowered from 300 to 260 Short reload increased from 2.4s to 2.6s Semi-auto shotgun with large magazine, slow reload (Sweeper/Haymaker/Nova): Max damage reduced from 143 per pellet to 134 RoF lowered from 250 to 225 Short reload increased from 2.6s to 2.9s Long reload increased from 4.0s to 4.1s Semi-auto shotgun with small magazine, fast reload (Mauler/Barrage/Thanatos) Max damage reduced from 143 per pellet to 134 RoF lowered from 250 to 225 Short reload increased from 1.925s to 2.05s Long reload decreased from 3.5s to 3.35s |
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2013-04-03, 09:17 AM | [Ignore Me] #21 | |||
Sergeant
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2013-04-03, 09:34 AM | [Ignore Me] #22 | |||
Master Sergeant
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Semi auto and auto shotguns take a bigger hit in a way. They went from clearly the best shotguns to not so clearly the best shotguns. |
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2013-04-03, 09:47 AM | [Ignore Me] #23 | |||
Contributor Major
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Semi and auto shotty's were not the best shotguns either, pump were before and still are. They were a direct upgrade from the auto shotty - faster ttk, more kills per magazine, more kills without ammo belt.... Was that post all sarcasm? -_- |
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2013-04-03, 09:48 AM | [Ignore Me] #24 | ||
Master Sergeant
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NC MAX changes
Earlier up it said all shotguns that did 143 damage per pellet go reduced to 134, don't know if that applies here as well Scattercannon: I assume max damage reduced from 143 per pellet to 134 RoF lowered from 250 to 180 Speed lowered from 325 to 300 Magazine capacity lowered from 7 to 6, extended mag lowered from 12 to 10 Short reload increased from 2.625s to 3.8s It says long reload increased to 3.0s, but it was 3.5s before (?) Mattock: Max damage remains the same at 112 per pellet spread reduction from 3.0 to 2.5 rest of the nerfs are the same as Scattercannon Hacksaw: I assume max damage reduced from 143 per pellet to 134 RoF lowered from 300 to 209 Projectile speed lowered from 325 to 300 Magazine capacity lowered from 7 to 6, extended mag lowered from 12 to 10 Grinder: I assume max damage reduced from 143 per pellet to 134 RoF lowered from 250 to 180 Projectile speed lowered from 325 to 275 Magazine capacity lowered from 9 to 8, extended mag lowered from 14 to 12 |
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2013-04-03, 09:59 AM | [Ignore Me] #28 | ||
Second Lieutenant
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How many threads discussing this update are there?!
Also, Koadster, I don't plan to use Reddit anytime soon, can you give me a quick link so I don't have to look for it myself? I'm ashamed to admit I wouldn't know how. I never liked shotguns anyway. And I love the changes to Fixed turrets, though I love my own AV MANA turret more than anything else. That thing is awesome. |
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2013-04-03, 10:00 AM | [Ignore Me] #29 | ||
Private
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wonder how the NC max will do now. Doesnt seem that bad a nerf but having 10 rounds instead of 12 will defo change it a lot. I hope they haven't nerfed it too far. Doesn't look like they have. btw everyone who is like "omg no more range" they are shotguns, they work inside buildings. They will still be deadly cqc. When the new shields and weapons come out maxes will be a lot more balanced anyway.
The survivability of the NC max will be a lot better, which I think it needs, it may kill lots but it does have to get v close so it does suffer from impotence vs small arms fire. I personally thought the reload time was already brutal though so I'm not sure that needed turning down so much. Last edited by Empra; 2013-04-03 at 10:04 AM. |
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2013-04-03, 10:09 AM | [Ignore Me] #30 | ||
Personally I've already gotten tired of all the OHK weapons, again. Well technically one salvo kill when it comes to Scatmaxes.
Probably shouldn't have gone after an NC held Bio Lab so soon after having started playing again... Died sooo many times without even being able to react, well that's not entirely true. I did spout variations of "damn" a lot. (Now I know what new players go through) Seems like what they are trying to do with the Scatmax is give enemies a larger window of opportunity to try and exploit. I hope the ROF and reload nerfs help make them less dominant in Bio Labs, but I doubt it. Continuously tweaking its stats like this won't deal with the crux of the issue as I see it. (Base design, low TTK, AI MAX's being too effective against other MAX's, NC AI MAX not being versatile enough). I will state what I always state when it comes to Scatmaxes. Replace the scattergun with a gauss HMG as the default AI option.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-04-03 at 11:07 AM. |
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