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Nick, don't take away my babies...

16 replies [Last post]
Tue, 10/08/2013 - 05:10
Scirio's picture
Scirio

I saw you guys put up a thread about the new gunner update,

an update in which you will balance existing guns and gear. However, it would be a real shame if you guys took away the insane power of the dual (tripple or even quadruple) drivers. It's so much fun using then, would be uncool if it were to be balanced out to a point where you can no longer shieldswitch between them.

Tue, 10/08/2013 - 05:35
#1
Draycos's picture
Draycos

You know they need to change. Change doesn't necessarily mean nerfs, though.

Tue, 10/08/2013 - 06:42
#2
Scirio's picture
Scirio
Trollaris

A nerf on pola to single shot would be nice though.

Tue, 10/08/2013 - 06:57
#3
Little-Juances's picture
Little-Juances

You admit it carries "insane power" but don't want to change them? Those were your own words..

Tue, 10/08/2013 - 06:59
#4
Thunder-The-Bright's picture
Thunder-The-Bright

sure, kill something so that doesn't do its job well. you know, pulsar line is for knockback. only thing polaris needs it's a shock strenght/chance nerf, and a damage nerf.

Tue, 10/08/2013 - 07:07
#5
Khamsin's picture
Khamsin
@Thunder

" you know, pulsar line is for knockback. only thing polaris needs it's a shock strenght/chance nerf, and a damage nerf."

This doesn't do anything except hurt gunners. People don't use polaris for its damage or shock really, they use it because it is a great suppression/push away weapon. Those who legitimately want to use polaris for damage are hurt by this, whereas swordies who use it to stunlock turrets or spam into hallways are basically uneffected.

Tue, 10/08/2013 - 07:26
#6
Scirio's picture
Scirio
Juances...

Shieldswitching with dual drivers is an easy skill to learn, but takes some time to master.
If you want to tap in the well of insane power, you're gonna have to practice (which is extremely fun with dual drivers).

Me mentioning insane power wasn't a negative thing I just wanted to point out why I love them. I see you responding to a lot of threads on these forums Juances, and hardly anything I see is positive, think about the sunny side for once will ya.

Tue, 10/08/2013 - 07:29
#7
Thunder-The-Bright's picture
Thunder-The-Bright

flinching is damage based, so nerfing damage is nerfing flinching power. besides, if you use polaris for damage, you got to be shooting while moving into the bullet, or the enemies must be pushed on a wall, which is the exact way polaris should be used, ie crowd control. exept polaris shock blocks knockback, so nerfing the chance or the duration of shock will help those who want to use polaris to stuck something to a wall and kill it.
anyway, I'm a gunner. I have only 2-3 swords I use, and 4-5 guns. and I prefer not being hit, so I prefer guns.

Tue, 10/08/2013 - 08:40
#8
Zeddy's picture
Zeddy

@Thunder-The-Bright

Flinching and damage are related, but there's more to the story than that. Otherwise, Dread Venom Striker's charge would be flinching things as easily as Wild Hunting Blade's.

Tue, 10/08/2013 - 08:57
#9
Thunder-The-Bright's picture
Thunder-The-Bright

if I remember correctly, supernova doesn't flinch everything on spot, I think polaris does that too.

Tue, 10/08/2013 - 13:03
#10
Kickthebucket's picture
Kickthebucket
they recuire to use a skill

they recuire to use a skill you have to master for them to becaume more powerfull ;) same with using shield cancel on heavy swords.
and you need 2 to perform it right? (i'm not a gunner yet, the lack of piercing guns was a huge factor... and then the enemy's weak to piercing are dodging and are generaly fast and the existing piecing guns are slow)

Tue, 10/08/2013 - 13:36
#11
Flowchart's picture
Flowchart

You don't need two, you can use a single alchemer and switch to and from another weapon, using 2 is easier though

Tue, 10/08/2013 - 13:41
#12
Bitsbee's picture
Bitsbee

My Mom told me babies came from Snipes.

Tue, 10/08/2013 - 18:50
#13
Voza-Il's picture
Voza-Il
Alchemer switching is a

Alchemer switching is a natural part of the game. Its like sword switching, or as called by the sissies in lockdown, "Y U KiL mEEE wth uR CombOInGGG!?!?! *ragequits*"

All alchemer consists of is ASI and shield-canceling. You can still alchemer switch without shield cancelling, but as shown in a video, it is much slower that with a shield.

Anyways, if OOO were to remove alchemer switching for some reason, they would be forced to remove shield cancelling as a whole. They couodnt change the effects of ASI for obvious reasons. So the only component of alchemer switching they would modify (to keep it fair) would be shiele cancelling.

If they set shields to only work after the complete animation was finished, people with heavy swords or slow weapons would not be able to hit as rapidly. And since everyone and their mom owns a Gran Faust/Divine Male Genital, lots of rage would ensue.

TL;DR
Getting rid of alchemer switching would cause the swordies (like 90% of the community) to rage as well, since it utilizes the weapon-neutral technique of shield cancelling.

Tue, 10/08/2013 - 20:02
#14
Hexzyle's picture
Hexzyle
@Kickthebucket

and then the enemy's weak to piercing are dodging and are generaly fast and the existing piecing guns are slow

This is a common misconception. The piercing guns are actually fast compared to the other guns, in terms of projectile speed, which is what matters. Dodging enemies don't dodge when they see you prepping a gun. They dodge when they see a projectile. If the projectile is moving fast enough, which is true in the case especially with Callahan and Iron Slug, and the bullet is aimed directly at them, they will be unable to dodge it. And what's more, bullets that him them, especially from the Magnus line, have a chance to interrupt them allowing bullets to be chained.

The misconception comes from people who can't aim properly and miss the target, causing the monster to dodge the already-fail-of-a-shot. When they dodge it poses an additional challenge for the one firing the weapon to hit on the second shot, especially people who just fire the weapon indiscriminately. When firing at enemies that dodge (Chromalisks, Gremlins, Devilites) you must ensure that every shot hits: no shot is wasted, especially in the case of the Magnus lines which have a long recovery.

Tue, 10/08/2013 - 20:34
#15
Writhes's picture
Writhes

Scirio, think about this for a second. The developers made no mention of any nerfs such as the ones you speak of yet you preemptively made an argument against such a nerf. Does that not in itself show your acknowledgement that there is imbalance here?

Tue, 10/08/2013 - 23:30
#16
Scirio's picture
Scirio
@writhes

Oh I am aware of the balance (or rather inbalace) issue in this game.

Hence the reason most end game players own the exact same sets/weapons (vog/skolv/snarb with some sort of brandish and a flourish).

However, the developers did mention a re-balance of some (if not all) guns. Which would either be a buff or a nerf. Alchs are powerfull enough as it is and are in no need of a buff, so I'm assuming *some sort of* nerf in either power or the switching most people exploit. Because I doubt alchs were developed with the idea of this shieldswitching in mind.

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