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in all seriousness, i find it laughable how people think about speedrunners the moment anything weapon balance related is said, when it should be the casual or cybergrind audience that should be concerned since all speedrunners do is execute pre-made techniques as opposed to casual/cybergrind players who play with pure skill
though, stuff like the freezenuke nerf was pretty much needed since it was so nuts that even a casual or cybergrind player could abuse to hell
anyway, a first lead i'd try would be to study playstyles overusing sawtraps and playstyles which you believe make a "healthy" use of them (i.e. they're shot often enough to feel useful but the player still spends a good amount of time using other weapons to kill everything). then, should they be distinct enough, you could balance the reload rate, clip, freshness meter etc. around the latter.
idea's that if sawmagnets are such powerhouses, maybe they should be a more limited resource rather than have nerfed raw damage.
if reducing availability convinces you, then i'd find it funny to experiment with a non linear reload rate on the blue launcher. for example, going from 3/10 blades to 4/10 would take longer than from 4/10 to 5/10 and so on. if we're lucky, that could create starker trade-offs between short-term dpm and long-term availability than a linear reload rate. game design-wise that'd be a bonus.
now that's making the assumption they really are as powerful as you claim. honestly idc, i'm just here for the thought experiment.
pretty arrogant claim ngl. guess playing a piano partition isn't pure skill, while we're at it.
no idea why you'd even put it that way. afaik balance not caring about speedrunners is simply because they're not the main audience to begin with.
you'd be surprised by how much people think that healthy changes to weapon balance would be detrimental to speedrunning, as though speedrunning isnt literally the art of using what you've got designed for the casual audience to optimize and squeeze into peak performance.
that's what i want to encourage. higher level cg players use the sawgun launcher for a quick trap before absolutely decimating the enemies in the arena. the way their playstyle differs from that of someone just mindlessly spamming saws and magnets into a chokepoint is that higher level cg players actually switch off the sawblade launcher once theyre satisfied with the strength of the sawtrap they place, but newer players favour just placing the sawtrap and running around in the orbital radius of the saws for both quick damage and quick healing.
By not only nerfing the base damage of saws, but also increasing the effective damage of saws against enemies recently hit by damage that isnt saws, you not only tackle the issue of the sawblade launcher being a crutch for new players, while also incentivizing better players to use their arsenal to its fullest to squeeze out all the potential that the sawgun offers
also the sawblade launcher is not nearly as op to warrant a nerf, even if new players just use it as a crutch for quick damage and healing they will quickly learn that their strategy does not work when you need to deal with more enemies than just fodder
also, so what if years of instakills stop working? speedrunners who use saws often combo the saws with other damage options (see: first cerberus in 0-5 killed in any% with a sawtrap mixed with shotswaps) and even if they dont, then they can just update the routes like theyve been doing every single update
it can
but you use the entire saw trap on one enemy then
its as efficent as using the nailgun, and there are WAY better ways of killing a cerberus
for example:
railcoining
coin punch into slab charge shot
srs cannon up close into punch
4 coin ultraricoshot
sticking a magnet on it and setting up 4 charged rockets in the air (which doubles as a cuadruple nuke)
and just ♥♥♥♥♥♥♥ quickswapping them
sawblade traps are better off being used to kill large amount of fodder and swordmachines (same thing), if you decide to use them to kill a cerberus you just blew 10 saws on a single enemy that you coulve used to help kill a group of swordmachines
and you know what the "new strat" would be? downpatching, because deadcoins have to be combined with saw or nail traps to get good damage, so people would have to once again downgrade their games just to speedrun the level again, do you really think people should have to downgrade their games just to be able to stand a chance on the leaderboards?
Alternative marksman? Or why do you put next to Sawblade Launchers?
Sawblade doesn`t need a nerf (could be better tho). Saws provide easily usable potential, which won`t provide great result by itself. If you don`t like dps, then how it differs from other weapons? If you want to remove degenerate playstyle, think of a punish or a twist (better to test rather of hope to catch the fly). Do not overcomplicate it, it`s not worth it.
About non-interaction? It`s more of a problem, that we do not have many functions from saws. But locking the weapon behind the scheme will restrict. Rather expand on what sawgun can do (or make them do something else).
Newer players would stay in place, while shooting, and better players will have more complicated gun, than it should be. It doesn`t sound like ULTRAKILL.