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I agree. Not only are Ursus's missiles themselves very weak, with long guidance, and unable to fly around even low obstacles (for example, the Weaver shield (they crash into the air and are destroyed)), but you also need to constantly accumulate rage to use them. Either we need to change the mechanics and increase the effectiveness of the missiles, or remove this useless ability altogether.
It's better to add a melee-enhancing ability to him, because now all hunters are the same for some reason in this regard.
The delay of the Razor grenade is also dumb.
In general, all delays in the game (picking up objects, using abilities) are created so far only by negative emotions. I would remove them altogether or reduce them to a minimum.
I don't find Ursus's missiles to be weak, but I do find that they approach the target at about a 45 degree angle rendering any "cover ignoring" effect moot despite being launched high into the air. I don't mind having to deal damage to accumulate Rage, but I wish the Rage charges didn't dissipate overtime (even though for Rage it does make sense, but it feels clunky right now).
Although I think if the missiles were changed to direct-fire, dumbfire (not homing) rockets, that would complement and encourage Ursus's more aggressive playstyle. I think it would be *interesting* if Weaver's shield didn't block missiles/rockets, but it already has a counter in the form of Flanking, so maybe not.
If the delay of Razorside's grenade was halved, that'd feel about right.
I'd rather a slightly longer delay for using Repair kits than a delay in picking them up. Inversely, I think there should be a delay in picking up Ammo as there's already (slow) ammo regeneration, so you'd be rewarded better for ammo management but if you're really in a bind you already have an ability to do so anyway.
On the downsides, the building up rage charges is kind of dumb. Does any other character need to build up a resource in order to get the most out of their skill?
The lock on is also annoying, as it loses the lock on practically immediately if you're not looking directly at them.
I've also had issues where the skill does not deactivate when empty of rockets. It just kind sits there, telling me to fire, but not firing when I click. I need to cancel it manually to return to my normal weapon.
Finally the rockets do not lock on and will not fly through shields. This is probably a bug. But if you're looking at someone through your own blue shield, the game will think you are looking at the shield. If you fire, they will fly directly to the base of that shield.
Some of the upsides is that once you activate the skill, there's no need to use it immediately. Once you get the full charge, activate it and run around until you find something you want to shoot.
You can also sprint while the skill is active. This helpful for chasing people, allowing you to stick close and lock on before firing. Once you fire, you will lose that sprint as normal.
And you can dumbfire the rockets, they do not need to lock on. They will generally target where your reticle is at the moment of launch. So if you're looking at an enemy and start firing, they will go to where that enemy was standing. If the enemy moves, the rockets will not follow them, but usually hit the ground they had been standing on because of the angle. This is also the problem with shields, since it will instead target the part of the shield your reticle was on. Probably trees too.
Rage in my opinion is great on it because otherwise the skill would be spammable with only 20 second cooldown if i remember right.
Also if someone got issues at locking on enemies with it remember you gotta shoot your main gun first at enemy and then you can lock on. It's mentioned somewhere in the game that "( shoots missiles at enemies who have been fired at ) " or something similar is being mentioned...
For me the missiles are fun to use and they give the hunter some long range firepower instead of being forced to always close in immediately. If the missiles would be changed somehow into short range i feel like the hunter would need a nerf elsewhere then because how are you going to fight ursus if he gets EVEN better at short range than what he is now.
What i DO want to happen asap though is to balance the weaver, man that hunter is something else... i feel like i'd rather fight a colossus than a weaver with his 24/7 shield and insane minigun damage.
Literally colossus is less of a threat than a weaver.
Of course, if missiles become melee weapons, they will need to be balanced during the changes, but since Ursus is now the only melee character, I would like his abilities to have just such specifics. An ideal example is Heartbreaker, a character in the form of a sniper scout has invisibility and scanning. In the case of Ursus, it might be more logical to even have a jump to get closer like Fenris or an enhanced shotgun blast in close combat, because even when pumping, his ice armor does damage within a radius of 25 m, which implies using the character at close range. And as for Weaver, I completely agree, the amazing thing is that he already has 2 shields, and from the very beginning of the game, I think he will definitely be nerfed and there's nothing to even discuss, it's better to raise the issue of excessively weak characters or technically complex ones like Fenris, the character looks interesting, but personally I found it unnecessarily difficult to realizations compared to other hunters.
I like ursus missile but the rage dissipating is annoying and doesnt exist on other hunter, i would like it removed.
I dont think the other beast hunter has a rage system too . I get it, it's a bear, but ... not fun.
As for Ursus I like the rage mechanic, it's something new from others Mech but her rage dissipate too fast. We should also need to be able to take a more melee oriented skill for those who want a melee Ursus but that's another story...
I don't agree at all with the repair thing being instant, it's fine the way it is.
the regular frag with the .75 det time is good for throwing right at your opponents face tho i liked it better when it increased your damage to that target if hit directly with the frag.
instead of reducing their damage
and i prefer ursus missiles as they are. they are kind of your finisher to use instead of reloading or if you prime them off drones can be used as an opener and 20 seconds later used again as a finisher. in the beta they were powerful enough to basically wipe out a whole team on their own but they moved that power to be further up the skill try to not be as oppressive
cause ♥♥♥♥♥♥♥ with weaver armed with a minigun that would shred you as soon as you left cover and a bear with missiles already primed with a near invul shield chasing you out of cover into weaver. either of which had enough dps to kill both of you twice over.
repair needs a delay cause otherwise people could heal up as soon as they left your line of sight. and adds too big of a safety net for playing recklessly
but for me prophets ability's need a bit of a tune up drone is kinda lack luster but it is what it is. and his vengence strike targeting is pretty bad not to mention he needs a bit of protection when going up into the air
Razor's grenade timer isn't bad, you just have to recognize that one mod for it has a lot longer timer than the other.