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1.4.5 New Balance Changes "When Ambush Comes To Shove"

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Dev Bubbles:
Omni, yeah I know what you mean, and I was trying to say that in the beginning of the process, we did try to do that.  But I do agree that as we released the actual patch and notes, we could have reiterated the context. This I talked to Matt about today and we will do better next time.

Omniraptor:

--- Quote from: DrTentacles on March 19, 2016, 02:26:21 am ---Loch is unusable on heavy guns.

--- End quote ---

yeah I said this for heavy carronade in twitch fireside chat but eric just said it would be fine and good as before. Really is quite frustrating :(

@bubbles thanks for the reply, glad to hear you guys are listening :)

DrTentacles:
This feels a lot more like post-hoc damage control than anything else.

Re: Spire

Spire has a great winrate. However, spire is incredibly easy to counter-play IN LOBBY. The in lobby counterplay is the aspect is the problem.

HelFyre:

--- Quote from: Omniraptor on March 19, 2016, 02:14:36 am ---News from the battlefield: Double loch gatling pyra is hilariously broken. Shreds permahull like nobodys business to say nothing of armor.

@Dev Bubbles I didn't mean specifically as a response to feedback, I meant to show your own views on the state of the game. The timing of these is before or right as you post devapp change notes. What are the problems you are trying to solve and gather feedback on? Stuff like this https://gunsoficarus.com/community/forum/index.php/topic,3420.0.html or this https://gunsoficarus.com/community/forum/index.php/topic,4115.msg70584.html

--- End quote ---

It's ridiculously easy to dodge too (pilot tools, etc), whilst inflicting damage against people who use this, though there are positions where it's not dodgeable, so it's useful, but not always applicable. Furthermore the self damage makes it difficult to use too. People are just adjusting to things, and it takes a while.

Specifically, double lochnagar gat is very silly and it already shredded armour very quickly ^_^

Letus:

--- Quote from: Keyvias on March 19, 2016, 01:13:40 am ---I don't think making the heavy flak have 4 shots makes the ceiling less.
As an example:
If a novice gunner has a 25% hit rate
Old Flak: There's a good chance he hits nothing.
New Flak: Statistically, he hits once.

If an expert gunner has a 75% hit rate
Old Flak: A good chance he hits both.
New Flak: Statistically, he misses one.

So I don't think this change sacrifices our expert gunners. People may like the feel of the old 2 shot better, and they definitely can feel that way, but I'd have a hard time believing that the weapon can be just as effective in lesser hands due to this change.

--- End quote ---

I'll throw in my two cents (other than the AoE and Direct should be either swapped around, or get rid of the arming time because nobody is going to notice / miss 50 explosive damage...)

People say I'm a great Lumberjack Gunner, but when it came to the Heavy Flak, it was a noticeable difference...mainly because 1, sights are weird, and 2.) two shots kinda...got annoying...the pressure of missing and hitting and a relatively hard visual cue...I eventually did get better, but my skills definitely shine with the Lumberjack, mostly because I have an entire clip to guage my shots, where Heavy Flak...it really felt like a hit or miss with it.

It's not a gun I got to play with, really, but with the fact that you have slightly more room for error, it'll be interesting to see if it'll get used more.

...great I have to rewrite that guide now...like...from the top...and I don't have much time except for sunday...

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