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
Have to admit, it is fun, but it does ruin other options in comparison.
I'm a bit concerned that they didn't nerf this either before release or shortly after release with a day one patch.
i know people will say to simply ignore lightning but the problem is if something is the best alternative, why bother with the rest?
Second run and I did try out Lightning Strike bullets midway through, once with a Lightning Strike and Freeze combo on a carbine (which was devastating), and later with a revolver with two loaded in, but I never geared up with more than one gun with that. It was still nice having a heavy hitting gun on hand, but the ammo usage felt ridiculously light for what you got out of it. It was really tempting to just run nothing but Lightning Strike bullets given what you get from it.
Most of the bullets are fairly balanced, but the most glaring unbalance is Lightning Strike bullets with the high damage and very very high ammo amount per resource. The cool down for it kind of balances it out... almost, if you followed it, but it is so easy to side step that and render it almost useless.
Another possibility is to have the lightning stike be a bit random and hit around what you hit so it's not a 100% hit rate, and you need to put water on the enemy to have it be more reliable.
Vs kill - grab material for the ammo you're using on a third of the enemies and destructible - have to replenish much, much less often too.
No way thunder should have more than 10% of its ammo cap either.
Coupled with healing bullets for obvious reason.
And a carbine with resurrect ammo. Order ammo for quickly killing chaos monster and heal mechanical charmed robots.
And a blunderbuss with bramble ammo to have at least something to defend myself with.
partly that other stuff is UP
and partly that buff stacking/mechanics are either hidden or not functioning as described
lightning strike *just works*, even without being autotiered it would still be useful when shooting at objects above yours, raw power to crack through the armor, and while it doesn't show up in a spreadsheet there's a value in front-loaded results that you can pay off while doing other stuff (eg. hide and heal, CC) people in AC6 saw this with zimmerman superiority
other approaches you need bunches of tomes to research several bullets, upgrade them bing bing bing, research several mods/powders, often grind outlier mats
you could make lightning strike eat 5~10 bullets per shot (it probably should) and double craft costs and even reduce the damage and it would still be king, paying off cooldowns while in 'lol, walking.' mode/etc is very good value