Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wonder if AP slugs for shotguns are going to work now, I'm kinda worried that current shotgun accuracy values may be way too low for precise shots using a single projectile.
This is a good sniper buff.
AP slugs got such a low accuracy, they will not be used at all. HE rounds are much better.
Biker: sounds "okay" to me. Still not viable on OD (well, some experts might use it, but other perk decks are still way better).
Grinder: finally 4 health every 0,3 sec for 4 seconds = 53,33 health. Instead of 32 health. This is a huge bonus. I will test it. Sounds great. Dont know if its viable on OD now.
Maniac:
Current frenzy Manic is almost invulnerable on OVK on max stacks.
Mayhem+ sucks because he got a flat(!) damage reduction.
If the damage reduction is X, the maniac will be bad if the enemies damage will be much higher than X.
Now the damage absorption is increased from ~36 to 48. Still useless in OD.
My opinion: it is impossible to balance this perk deck as long as the damage absorption is a flat value.
Best way to make this perk deck viable:
On maximum steck the maniac and his teammates get a 24% damage reduction. This bonus is doubled (48%) for the maniac himself.
Add frenzy to increase this value to 73%.
Maybe my % values are too high or too low. I dont know. But a % value will always be easier to balance for all difficulties than a flat value.
Still a waste of skill points.
Body expertise is bad.
Surefire is almost useless.
Why should i use this skill? On higher difficulties each player is covering and waiting for armor regeneration. This is the moment to reload. Reloading in 0,5s or 2secs doesnt matter at all because armor regneration takes more time.
Maybe this skill might be useful with clarion which might be ammo efficient now... but... 12 skill points? Hmmm...
Think about this:
Actually i play a "heavy crossbow/china puff" build on OD using the rogue perk deck. The crossbow is slow. But its a guaranteed kill. Its working. Reloading is slow. Really slow.
Why is it working?
Cover->out of cover for 0,5sec to KILL something->cover
if i need more time hile uncovered: dead.
Faster reload is not that important. The "instant kill" is much more important. Thats why i would not use this reload skill at all. I have much time to reload because im covered.
Same here. Its "okay", but still a waste of skillpoints compared to other skills. The "non aced" version is useless now too (compared to aced version). Ace it or ignore it. Sounds not that good.
---
Summary:
Weapon changes: interesting.
perk changes: interesting too.
Skill changes: fail.
But i think more skills will be changed. Its okay for me if this is the very beginning of skill balancing.
Why is it OK to give rifles and SMGs better ammo pick-up on top of better accuracy, stability and reload? Shouldn't this change affect all low-damage weapons? I mean granted - boosting LMG ammo pick-up to 3.5% to 5.5% might be a bit much, but still - they ought to be boosted by SOME amount to stay on top of rifles and SMGs.
Would be much better if something like golden AK.762 have ammo pick up rate increased.
They also have low damage and often not great stats. With how high-level difficulty works, you end up mag-dumping into enemies and not getting much back for it.
Or will the previous changes made to enemy health & headshot multipliers be there too?