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Fixing Autoguns so they are used at a distance

43 replies [Last post]
Mon, 06/17/2013 - 15:01
Autofire's picture
Autofire

Disclaimer: I am absolutely serious on this.

Autoguns should get hit limits. This means that, for each burst, only so many shots can hit. Something like this:

Normal attacks: 3 out of 6 bullets may hit.
Charged attack: 7 out of 15 bullets may hit.
All Bullets get damage increased slightly.
Increase the firing cone a tad.

Any bullets which hit a specific target after the hit limit for that burst has been reached, the rest of the shots will plink like if guarded. Why am I suggesting this?

  • Autoguns are being used other than how they are meant to be used! They are meant to spread damage over a cone, not concentrate it! They are currently too sword like.
  • Blitz is very OP to the point where it removes all of the challenge which Trojans provide, therefor making the game easier and more boring.
  • Nerfing damage would do nothing but encourage users to either stop using the gun or get even closer to make sure to squeeze out all the damage they can. That's not the way to go!

Second solution
Thunder-The-Bright has suggested that the bullets become more powerful at a distance. With this in place, I suggest that Autogun damage SUCKS at close range. (I.e. point blank gets 20 damage per bullet on charge, making for 300 damage if all bullets hit.) The damage could climb up to what it is currently at the peek of their range.

Support? Hate? Go right ahead!

UPDATE 1: Changed the proposed changes.
UPDATE 2: Added second solution

Mon, 06/17/2013 - 15:52
#1
Grittle's picture
Grittle
I'm putting a -1 on

I'm putting a -1 on this,

Why?

We already implemented this in Pvp, and look how underused autoguns are there... ITS SO HORRIBLE,

Its so bad, The only person I ever know that has got MORE THAN 1000 DAMAGE WITH THE PEPPERBOX IN LOCKDOWN is.... Zeddy, and only because I told him to do so, and for that. He is a REAL MANN

Mon, 06/17/2013 - 17:46
#2
Possiblespy's picture
Possiblespy
+1

The Skolver Clones everyone talks about have tons of piercing defenses and health boosts. If anything could withstand a blitz charge, I'd think they'd be it. Once they're not dead, it probably wouldn't be too tough for the clone to slice you to ribbons while you're stationary.

Anyway. Not that I'm a Lockdown expert, but it doesn't seem to me that the hit limit is what's holding autoguns back in Lockdown.

Mon, 06/17/2013 - 18:27
#3
Zeddy's picture
Zeddy
@Possiblespy

Spoken like someone who wasn't present during the week when invinciframes were gone.

Blitz everywhere.

@Original topic
I'm not against this, but it would have to apply to more than just autoguns. I'm looking at brandishes and alchemers, for instance.

Mon, 06/17/2013 - 19:19
#4
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

@Grittle

Think of it as Shard Bombs: though hit limit sucks, it has to be there. If you hit a Lichen with 6 shards, it would blow up probably instantly. It has to be limited. Here, do the same thing. You say that Autoguns would suck, but also this isn't a hit-per-second limit, but a hit-per-burst limit. It's completely different from LD. If things turn to be bad in this case, remember that you are supposed to use it on mobs at a distance, so that damage is getting spread to several targets. (Resulting in a high, spread DPS) If even this proves to be underpowered, the bullets can be buffed.

A fun fact: Blitz is completely OP. It can do 4080 damage in a charged shot, the most I've ever seen a single attack do without buffs. This is why Vana dies to fast!

@Possiblespy

Hit limit does hold them back! You see, once there was...wait see Zeddy's post.

@Zeddy

While I want to see it on Alchemers and Brandishes as well, I'd rather see what's the most OP get nerfed first. It's hard to get a OHKO with an Alch. (I have a Magma Driver) As of what I've seen, Blitz doesn't need much skill at all aside from being able to get close. Once you do that, getting counter attacked is impossible because your target is already dead!

Brandishes, I'm not sure. I think the charge mechanic needs to be changed to fix it. In part, Alchemers need to have their rebound mechanics tweaked so it's impossible to chain things with a single bullet before placing any hit limits on the guns.

Mon, 06/17/2013 - 21:02
#5
Shidara's picture
Shidara
-1

Putting up an arbitrary hit limit as a "method" to balance an item out is bogus and I don't support it. If something needs a nerf, change its damage or how efficient it performs. In the case of the Autogun series, just dumb down the damage on the charge attack, don't just put a hit limit on it and call it 'fixed' because all it does is cause frustration and more problems - it fixes nothing.

Mon, 06/17/2013 - 21:11
#6
Waffleconecake's picture
Waffleconecake
+1 but maybe make the pepper

+1 but maybe make the pepper box imune to this nerf seeing how hits the one that releys on getting hits to cause its status to do damage? well either way as long as I don't seethis happen any time soon again I will approve...
Seerusly, bringing blitz for a freaking Iron Wall fight? That made my gears grind like it was over time at the Clock work factory.
If a "specialized" weapon reaches the point of being so OP that it becomes a popular weapon to use on things that RESIST the damage type it deals you know it needs a flopping nerf. Pls OOO this has gone too far.

Mon, 06/17/2013 - 21:27
#7
Etharaes's picture
Etharaes
Blitz maybe?

Maybe put this on blitz. But not pepperbox. I can see if blitz would get this restriction then plaguwe would automatically get it too, as OOO would probably want the two to function identically.

Also, just because it may be hard to OHKO something with something abusable doesn't mean that makes it ok. Alchemers need hit limits on their bullets so it can't be abused to get massive damage on single enemies. I find it ridiculous that long range weapons can OHKO normal enemies without any drawback. I went through a clockworks level of 3, and one guy OHKOed all the turrets there with nova driver charge attacks. It was ridiculous.

Brandishes I think, don't need a hit limit. What they need is an outright damage nerf to the normal swings, because it's ridiculous that brandishes out-DPS leviathan blade vs neutral enemies, and on the 'swipe' of the charge, so the enemies need to get hit by every explosion to be damage. The explosions are kinda weak already. I think the developers intended enemies to get hit by all the explosions if aimed right and not to be used as some weird ranged weapon.

~Ethanol, the guy who likes to switch-shoot magnuses.

Mon, 06/17/2013 - 21:42
#8
Paweu's picture
Paweu
-1

If you want to play like that, all bombs should be limited to hit a maximum of only 3 targets, if you want "balance", we need to go all the way.

Mon, 06/17/2013 - 22:41
#9
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

@Shidara

Please elaborate. Like I said, nerfing damage won't fix it as this will remove it's intended usage even more. (You can see it's for a wide area, and not a pointblank assault, from the descriptions)

@Etharaes

Understandable, but at the same time they could just make the status's chance higher? Not sure... :s

@Paweu

So by that, you say it's completely fine to OHKO a Trojan? Kill Vana like he's a fatter Trojan? Please be more clear. I'm not sure, but I get a feeling that the devs want the Autoguns to get enemies from a distance, not a huge concentrated burst. Furthermore, bombs are already completely balanced due to their required charge time. I find no bomb imbalanced at the moment. (Except maybe BAB/Iron, but I've never actually used one so idk...)

Mon, 06/17/2013 - 22:44
#10
Paweu's picture
Paweu
Bombs aren't balanced by

Bombs aren't balanced by their charge time - the charge time is enough to chain infinitely knocking back/down the enemies without any real effort, that doesn't make 2 enemies in the game a joke, it makes the whole game a joke.

Mon, 06/17/2013 - 23:52
#11
Blue-Elephant's picture
Blue-Elephant
~!

Bombs are meant for area control.
So you can control a crowd into an infinite loop of knock back, i don't find very many people doing this as it is right now.
As it is OOO shoved bombers into a corner as "help".

But this isn't about a bomb, however unbalanced or balanced they may be.
In anyway you look at it blitz is overpowered and under-debuffed.
Hit limits wouldn't be bad, i mean people use it to destroy Robs (robots) in one charge or two, as in Waffleconecakes picture, something it is completely not meant for.
Sure a lot of things need balance but i think the blitz is long overdue.

All in All, +1

Tue, 06/18/2013 - 00:08
#12
Mtax's picture
Mtax
-1

We will meet at lockdown. *Tooks blitz*

Tue, 06/18/2013 - 00:34
#13
Paweu's picture
Paweu
"Bombs are meant for area

"Bombs are meant for area control.
So you can control a crowd into an infinite loop of knock back, i don't find very many people doing this as it is right now.
As it is OOO shoved bombers into a corner as "help"."

Not many do it because, well, as I said it makes the game a joke. At least Blitz roots you to the ground fully, the animation is also quite lengthy, including the reloading. All in all loads of drawbacks, bombs have none.

The GITM boss gets hit so hard only because he is neutral to all damage, he's only a Construct from the looks, that could be changed by making him a real Construct.

Tue, 06/18/2013 - 02:17
#14
Krakob's picture
Krakob
-1

Hit limits are the stupidest nerfs of them all.

Tue, 06/18/2013 - 03:15
#15
Kimahsonite's picture
Kimahsonite
+1

And I own a blitz myself. It can one-shot most monsters in the game, it's just plainly overpowered.

Tue, 06/18/2013 - 03:33
#16
Zeddy's picture
Zeddy
@Waffleconecake

Big Iron (and all other battlepods) does not specfically resist piercing; it's untyped and resists all damage types equally.

Tue, 06/18/2013 - 03:43
#17
Thunder-The-Bright's picture
Thunder-The-Bright
mmm

well, this may be an option, but I would prefer that it would shoot less bullets instead. and a nerf to damage. up to now, every bullet of the charge attack does more damage than a polaris weak shot. on a zombie.
paweu, if your theory is correct, everyone would use DBB and mist not to be bored. I don't see many guys using DBB. also, there are swords doing that and guys continue to use it. so it's not so.
bombs are underused because they aren't practical, not because they make the game too easy.

Tue, 06/18/2013 - 04:26
#18
Paweu's picture
Paweu
"paweu, if your theory is

"paweu, if your theory is correct, everyone would use DBB and mist not to be bored. I don't see many guys using DBB. also, there are swords doing that and guys continue to use it. so it's not so.
bombs are underused because they aren't practical, not because they make the game too easy."

Anyone who actually uses bombs can tell you that they make the game a joke, guess you won't understand it till you start using bombs yourself. And of course people aren't going for a "hold and release to win" kind of weapon, that'd get boring really fast.

Tue, 06/18/2013 - 04:33
#19
Little-Juances's picture
Little-Juances

It's not that. Altought bombs make everything a joke, they are 'slow'.
With a sword you see enemies dying with one combo in 2 seconds, wich has a greater psychological sense of self acomplishment.

That's why everyone uses swords.

-yay, look how fast I killed that wolver, you slow bomber
-But my DBB wiped an entire room without me getting hit!
-DOESNT MATTER, I KILLED FASTER
-That's not true, it was 1 wolver, not a group, and they almost killed you
-SHUT UP

Tue, 06/18/2013 - 06:30
#20
Leafblader's picture
Leafblader
+1000000 moo

Blitz is the most overpowered weapon in the entire game.
It's charge can one shot trojans, almirian crusaders, deadnaughts, most likely battlepods and with enough damage bonuses even cursed deadnaughts and slag guards. IT CAN ONE SHOT POWERFUL ENEMIES THAT IT ISN'T EVEN STRONG AGAINST! A lot of people want to buff vanaduck because they think he is too easy. I have tried fighting vanaduck without a blitz, strike, blight or plague needle and it is HARD. Vanaduck isn't easy. The only reason people find vanaduck easy is because of blitz. I am pretty sure that maulos would also be hard without blitz.
I don't understand why people complain that brandishes and alchemers are overpowered and don't complain about blitz.
I don't let anybody use blitz in guild fsc because of how overpowered it is.
This needs to happen.

Tue, 06/18/2013 - 07:43
#21
Little-Juances's picture
Little-Juances

At least agree with me on the regular burst. With a hit limit of 3 it's not worth it. You'd be too vulnerable for a mere 300 damage.
The OPness comes from the charge.

Tue, 06/18/2013 - 08:30
#22
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Whoa a lot happened in my sleep! :O

Anyway, I got a few questions and answers:

@Krakob : Hit limits are the stupidest nerfs of them all.
What do you suggest? Read the Blight Needle's description:

It's a proven fact that even the most virulent of toxins is a lot more contagious if it's fired indiscriminately over a large area.

These are wide area guns, not point damage guns like how everyone uses them. Whatever you suggest as another way to nerf them, does it encourage firing over a large area? Like I've said, decreasing damage is a bad idea, because then it will be even worse as a spread-the-damage weapon.

I've answered several with this, I feel.

@Little-Juances
I've changed the proposed changes a bit. Just so you know, if a regular burst is used from a distance, not that many shots will hit. This gun, I feel, is supposed to break away from many other guns which only hit 1-2 targets at a time. These hit a whole crowd.

@Paweu
I ask, which bombs have you used? I use bombs in conjunction with other weapons. They do not make the game too easy, as in order to get good CTR (which sucks normally) you must either sacrifice both trinket slots and/or take on elemental defense. Like this, you are left squishy to many enemies. It sounds like you are referring to a specific bomb or bomb-series as OP.

@Thunder-The-Bright
Hmm...how do you mean? If the Blitz does less damage, people will still get really close to milk the highest DPS? I say yes, unless it's a big target who won't flinch, then you'll stay away for fear of getting hit. (Though high ASI which many gunslinger equips give remedies this.)

@Everyone
Blitz roots you in place, yes, but 4k damage on a single charged shot is OP.

My goal here is to get Blitz users to back off and use the guns from a distance so instead the damage gets spread. This is to have the guns get used how they are supposed to. Hit-limit is the only way to do this, as I've said why damage/bullet removal is a bad solution. If you can think of a better way to achieve the intended usage, please tell us!

Tue, 06/18/2013 - 08:33
#23
Thunder-The-Bright's picture
Thunder-The-Bright
ahh

that's the thing. now it's all clearer.

EDIT to autofire: we can make that the damage is lower at shorter distance, kind of "accelerating gun" with low accuracy and wide spread.

Tue, 06/18/2013 - 08:45
#24
Paweu's picture
Paweu
"I ask, which bombs have you

"I ask, which bombs have you used? I use bombs in conjunction with other weapons. They do not make the game too easy, as in order to get good CTR (which sucks normally) you must either sacrifice both trinket slots and/or take on elemental defense. Like this, you are left squishy to many enemies. It sounds like you are referring to a specific bomb or bomb-series as OP."

I hope you are joking - squishiness doesn't matter when enemies can't ever touch you. Sacrifice a trinket slot? Bombers have it easy, just get CTR UV on a bomb and you are done. What bombs? Almost every single bomb, only bombs excluded are 5* shards. Yeah, I've got them all minus the shards.

Tue, 06/18/2013 - 08:55
#25
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Good idea, Thunder! I'll add that in the OP.

Paweu, I think you're a skilled player, that's what. Bombs in a skilled player's hands become tools of war like none other. I've seen many beginning bombers, myself included, place bombs in places where they are garbage, don't help my team, get me killed, etc. Once you're good, like I've become moderately good now, they start to feel to make the game easy. Well, try to get Greavers without CTR. :P

UVs are a bad excuse. All weapons can be UVd and made OP. ASI on Polaris? Check! CTR on Brandishes? Check! ASI on Blitz? Double check!

Shards aren't UP. A friend has proven that to me. They have pretty much the highest DPS I've ever seen.

Tue, 06/18/2013 - 09:10
#26
Coelydragon's picture
Coelydragon

So I'm curious. You're saying that it's OP, but what are you comparing it too? Yes, I agree that it is a tad too strong, but for mediocre players like me, I enjoy having powerful weaponry. Second of all, how will you explain the "plink"? It's rather random to get 3 shots and 3 plinks for no obvious reason besides invinciplinks. Too swordlike? I guess that really depends on your approach to the different weapons so I'm not going to argue this one out. Too easy? Go hit those Trojans with something else then. You are not forced to be as strong as possible within the game. Nerf the damage and I'll go make a plague needle. Because there is always going to be something "top of the line" until OOO decides to implement perfect imbalance.

@Zeddy
What's wrong with brandishes and alchemers? I understand brandish charge spam but alchemers?

@Paweu
It seems to me that bombs are meant to deal out medium damage or status over a large range of enemies. It's a mix of the risk of a swordsman and the safety of a gunner while keeping the damage within that range too.

@Little-Juances
I agree to that completely. I think that the charge should be more of a spread shot than a wavy line. The wavy line is too focused and requires little skill. What I'm thinking of is something like a T3 howlitzer shooting bullets consecutively in a 180 degree spread of bullets. Maybe 10 of those bullets. That way you have crowd damage, yet you can't hit one thing with everything. For max damage you'd need to be really close. Like cutter-line close to hit with 4-5 bullets.

@Autofire #22
Blitz cannot be long-range. That would be such a buff. Why? Ever see someone corner shield with a Nitro? Now do that with a Blitz charge. Plinks will still probably do knockback, though I'm not too sure (I'm pretty sure a Polaris can push an invincible Snarbolax). Long range would be covering fire, which a lot of people do with guns, but they're mostly single-shot bullets with a punch (alchemers, iron slug, callahan, etc.) and shooting about 7 powerful bullets in a rain of fire would be beyond plausible.

Tue, 06/18/2013 - 09:23
#27
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Aie, I'll answer ye.

After 3 hits from the burst, you'd start getting plinks.

Blitz can be long range! I'm not saying change how it behaves and long range. This is to change how it behaves at short range. While I don't own a Blitz, I've had a lot of experience with them when I was watching others use them in FSC. When you use them at long range then they don't do as insane amounts of damage. I am not saying buff them at a range but rather nerf them when the user is close up.

Tue, 06/18/2013 - 09:32
#28
Coelydragon's picture
Coelydragon
Not quite...

When I asked for an explanation for plinks I meant like something that would make sense to a player. For example, the DVS has poison dripping, hence it deals poison. Autogun has...dud bullets?

Blitz is short range. That much is clear enough because the damage comes with the danger. Kiting with blitz will be beyond OP because of the damage. Nerfing the damage won't be effective, as mentioned several posts ago. Perhaps I'm not understanding your logic behind the range idea. I see blitz as a machine gun you set up to temporarily attack a close-by opponent. Not a grapeshot cannon. Also, how will you explain the lesser damage when close up? And what would be the point of encouraging ranged damage? The only reason to not use an autogun for damage (not counting for fun) is for the risk of standing still while having a short range and thus a nearby enemy.

Tue, 06/18/2013 - 09:32
#29
Thunder-The-Bright's picture
Thunder-The-Bright
@coley

explain the plink on shard bombs. yeah, that will do. also, 1 blitz has no knockback, even on charge, and 2 polaris is a knockback gun and can knockback pretty anything. even Grimalkins, if you hit them right.
the area of effect of blitz kicks in only if you are at a distance, otherwise it's still a focused volley of death.

Tue, 06/18/2013 - 09:35
#30
Zeddy's picture
Zeddy

@Coelydragon
If you hit an alchemer charge between two enemies, both enemies will get hit by the charge attack as well as all 12 or so recoils. This is very likely to instantly disintigrate them. This is also possible with enemies next to walls and can be done with some glitchery and luck on any enemy anywhere.

@Autofire
How about taking page from the Magnus line? Make the user slide backwards while firing the charge attack to prevent all bullets from being able to hit the same target too much. The user could also simply take a step backwards before unleashing the charge, as is the case with Divine Avenger.

Tue, 06/18/2013 - 09:39
#31
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Well, see it this way:

Do players currently use Autoguns at a range or close up? Which is more effective currently?

Zeddy, that might also work...but it would have to be a bit more than just a step, IMO.

Tue, 06/18/2013 - 09:48
#32
Hexzyle's picture
Hexzyle
Do players currently use

Do players currently use Autoguns at a range or close up? Which is more effective currently?

Point blank has always been more effective. Especially with Volcanic Pepperbox on turrets and Lumbers, and Blitz on Trojans.

Sun, 06/23/2013 - 23:36
#33
Klipik-Forum's picture
Klipik-Forum
At their current damage

At their current damage output, Autoguns just aren't very good at long distances. They do not-very-widespread minor damage to about 10 enemies, if they're all clustered in a group. Nerfing the close-range damage would make them less useful at close range, but it wouldn't make it any better at long range. I also agree with the sentiment that hit limits are terrible balancing tools. I have 15 bullets, I want to hit with 15 bullets, and there's no reason I shouldn't be able to. Same with new shard bombs.

I do think the Autogun needs a rebalance of some kind, but at this point I'm leaning towards a total redesign. I saw something somewhere about a minigun-type thing, where you could fire while moving and get a faster RPM the longer you hold down the fire button. That way you could completely remove the potential for burst damage, which isn't really what Autoguns were supposed to be about in the first place (I don't think.) Something like that might be nice.

EDIT: Found it!
SECOND EDIT: TYPO? WHAT TYPO? THERE ARE NO TYPOS HERE I HAVE NO IDEA WHAT YOU ARE TALKING ABOUT STOP LOOKING FOR THEM! I AM PARANOID!

Tue, 06/18/2013 - 11:11
#34
Shidara's picture
Shidara
So who exactly are you to

So who exactly are you to dictate how a weapon is to be used? Yes, it's amazing for close-range because it pops enemies in an instant but that doesn't mean it isn't used for wide-spread damage. And how exactly is decreasing the amount of bullets it fires not different from what you're suggesting; if an enemy can only be hit so many times anyway, what's the point in all the excess bullets striking the same target for no effect? It's basically the shard bomb issue all over, where hitting the same enemy with too many shards results in nothing happening - we're going backwards, not forwards.

As I said earlier, change how efficiently it performs (i.e. bullet density, clip size, ground-time, etc.) or how much damage it deals, and that's cool, but adding a hit limit because lolshardbombs is only going to cause more problems than it'll resolve.

Tue, 06/18/2013 - 11:14
#35
Krakob's picture
Krakob

I often use my Blitz at range to hit multiple slags in FSC and such EXCEPT I DON'T because I can't use AT to hit somewhere in between enemies and I can't aim for !@#$ without it because I'm a gamepad user. But really, Blitz is good at range, too.

Tue, 06/18/2013 - 12:57
#36
Coelydragon's picture
Coelydragon

@Thunder-the-bright
I can't explain shard plinks because they don't make sense and should probably be removed. And so you want a no-knockback blitzlaris?

@Zeddy
Absolutely true. However, the few people I know that are serious alchemer users have developed the skill of doing that. And you can't just do that with AT. You need to predict movement and speed. One of the rare weapons whose potential is unlocked through skill.
Also, I see the standing still thing as it were meant to be a machine gun with a tripod or unipod or whatever pod they have attached to fight the recoil. Having such a large recoil is definitely possible but would be extremely dangerous and not all that great (short range doesn't go well with large knockback although it would create a back-to-the-wall fighting style). How about adding chance of fire to user (disregard, bad idea)? Machine guns can backfire and light on fire. Especially the WWI ones. I'm going to stick with my spread shot concept though.

@Krakob
Exactly. It's good for hitting multiple enemies rather than overkilling one. And thus it should be treated as such. Close range, spread damage.

Tue, 06/18/2013 - 22:24
#37
Etharaes's picture
Etharaes
@Coelydragon

Just because it takes some skill to OHKO multiple enemies from a distance doesn't mean that people should be able to do that. It isn't too hard to get ricochets either; I could consistently get them after a week of on-off playing on a gunner alt using switch-shooting.

~Ethanol, lover of all things custard.

Wed, 06/19/2013 - 22:33
#38
Zeddy's picture
Zeddy

"While I want to see it on Alchemers and Brandishes as well, I'd rather see what's the most OP get nerfed first."

Blitz is able to oneshot a trojan.

Alchemers are able to oneshot several lumbers at once. At least Blitz is balanced out by being risky, useless in Lockdown, and having a terrible non-charge attack.

Thu, 06/20/2013 - 06:40
#39
Ninja-Gyles's picture
Ninja-Gyles
@Zeddy

I agree that alchemers shouldn't be able to
OHKO a lumber, or several, that is a hit limit to be applied, not a nerf,but
I like polaris grenade launcher idea.

Thu, 06/20/2013 - 06:51
#40
Little-Juances's picture
Little-Juances

But you could get around that by making hit limits per enemy. Maybe adding inviciframes so bullets go thru one enemy, right into another?

Making the rest of the bullets completely useless ruins the point of it.

Thu, 06/20/2013 - 14:38
#41
Coelydragon's picture
Coelydragon
@Etharaes and Zeddy

Whoa okay, I didn't know that. The ricochets should do less damage the more they ricochet. That's what I thought happened when I first got an alchemer.

Thu, 06/20/2013 - 15:08
#42
Zeddy's picture
Zeddy
@Coelydragon

That would make ricochets pretty garbage when used legitimately. (As in not multihitting the same enemy with as many bullets as possible, but rather spread the damage out.)

Sun, 06/23/2013 - 19:13
#43
Waffleconecake's picture
Waffleconecake
from post 33 by Klipik-Forum

I do think the Autogun needs a rebalance of some king, but at this point I'm leaning towards a total redesign.
I do think the Autogun needs a rebalance of some king
balance of some king
of some king
king
lel

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