Outpost: Infinity Siege

Outpost: Infinity Siege

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CheckYourSix Apr 25, 2024 @ 6:44pm
Wow those gale nerfs
Optimized? Why not just call it a massive nerf and be done with it. Same with the damage amps. I get that too many were causing performance problems. but the 10% increase ammo cost was not the best way to prevent people from loading up on them late game.
Last edited by CheckYourSix; Apr 25, 2024 @ 6:46pm
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Showing 1-6 of 6 comments
Night (939) Apr 25, 2024 @ 8:49pm 
The damage amps were buffed if anything they add up to 300% damage (with a max of 10) for a measly doubling of ammo, great for hellfires I've heard.
CheckYourSix Apr 26, 2024 @ 7:00am 
There was no limit before on how many damage amps you could attach. Now there is a limit of 10 because any more increase the ammo cost without increasing the damage. Also, the way damage amps like to "attach" during a tour seems random. In the builder you can put a damage amp right next to a turret, but during an tour day it actually will go somewhere else. This means there is a chance that you can accidentally have more than 10 damage amps targeting a turret when you didn't expect it to.

Both changes were nerfs. Previously damage amps had no limit and didn't have a downside. Now they do. As well an extra unintended downsides. Gale also was massively nerfed from what it was.

I am not saying that changes were warranted, I just despise calling the changes "optimizations" instead of what they are which are hard core nerfs.
Night (939) Apr 26, 2024 @ 7:14am 
The optimizations I think were just the effects of Gale it's quite the fps killer. But I have heard there is a bit of a bug with Gale not running it's full duration unless you hit an enemy directly.
CheckYourSix Apr 26, 2024 @ 9:23am 
Its more than that. The gale moved slower, traveled farther, did more hits, and split into 3 at one point. Does none of that now. Doesn't move if you don't hit anything. Moves through enemies so fast it barely does any damage. Doesn't split into 3. Doesn't last as long. Before it would last about 12 seconds in travel time. Now it goes the same distance but in 3 seconds. I know this because I had a few Gale's slotted on my gun. One for more damage, but longer firing interval and one for faster firing interval. The one with the faster firing interval of 14 seconds or so would be ready again basically after the original shot fizzled out.

Also, the damage is no where near where it was based on my videos I had taken at the shooting range before the patch. Literally cut to 25% of what it was. It was simply far more than a simple adjustment to fix FPS issues. It was a huge nerf the morph.
Last edited by CheckYourSix; Apr 26, 2024 @ 3:08pm
sintri Apr 26, 2024 @ 9:51am 
Welcome to gaming, rule #1 of not getting nerfed club: Don't talk about how op'd something is in the first place.
CheckYourSix Apr 26, 2024 @ 3:10pm 
Originally posted by sintri:
Welcome to gaming, rule #1 of not getting nerfed club: Don't talk about how op'd something is in the first place.

Yah, I didn't talk about it at all. Guessing others did though. Before patch on the darkest before dawn infinity setup I was over 300 million damage with my gun alone by wave 10. That is how stupid the damage output was. I agree it was a little too much, but now I'm hitting like 20mlll damage. Its dumb.
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Date Posted: Apr 25, 2024 @ 6:44pm
Posts: 6