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I'd have to agree. It brings it more inline with the design philosophy of the other weps, and the idea that you should be swapping mods/weps fairly frequently
I can see how some people would use it that way. I preferred more laying traps down and directing enemies into it (normally bosses or in the cybergrind). The husk seem seems interesting but I didn't really notice it. I prefer blowing them up. Its not like a deal breaking change but I do miss the original even if it bugged the framerate.
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at one point i spammed 5 trackers and did a quick dual burst from the overheat attack. the game froze solid a good 10 seconds due to all the nails or something lol
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also i was able to cheese...cough cough...a really tough boss fight with the nailgun compared to everything else i was trying hope the boss isn't too hard now. i mean extremely hard but yeah, i could tank the damage and heal with nailgun standing still
I understand why it was done, for balance reasons, but I really don't think this is the way. Overall, the game is a bit less fun now, and I don't think the attractor was broken enough to warrant this level of decline. I really hope Hakita sees this and puts it back. The limited ammo and slow recovery rate combined with the rapid fire is just an immediate buzzkill that kinda goes against the spirit of the game.
That said, it's more accurate now, and I didn't see anyone in the thread so far catch it, but the nailbomb effect when the magnet shatters was massively buffed. (Any enemy struck by any of the nails takes 1/2 the damage the entire ball would have dealt)
Throwing the magnet and bursting the overheat will usually generate enough nails to instantly overload the magnet, which will hit things around it for some stupid amount of damage. I haven't been able to get it to work consistently, but that's just practice.
It's an adjustment for sure, and I certainly miss just hosing everything all the time as much as anyone, but I'm willing to see where it goes. Especially since we still have two more variants to go.