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Barbatos and Gundam have the most obvious audio ques to key you in on the fact that they're aiming for you. Exia can be a pain to hit, and Z2M can be tricky for sure, but if you're dying to GM, you're doing something horribly wrong. Axe that man, shoot him in the head, and he falls over.
Gundam can literally bully a Saz out of existence weather they know the hammer is coming or not because Saz has such a fat hitbox and and so does hammer.
GM can shield bash and ignore the stun on axe because it gives super armor. Never scared to take on Saz as GM.
I agree that Saz has a massive hit box, I still think it's a strength for what he's ment to do. But even if the Gundam hits the hammer, you still get the remaining value of your shield when the effect is over. There's an issue if you can't manage without the shield for a short duration.
Even if GM does manage to shield bash while an axe is flying, Saz still has a shotgun in direct range of the shield. I don't see it lasting long.
There is no reason whatsoever to take Sazabi over GM now. GM does all the same things Saz does that matter, and arguably better now; holds a point, soaks damage, hurts up close, etc, and it has powerful support abilities, GM is just a better teamplayer based on what its kit does.
GM's weapon is even comparable to Sazabi's in function; they both are much stronger up close and mediocre at range, except GM doesn't lose 90% of its damage (despite meaningless range buffs) cuz it doesn't spread it's damage over 12 pellets spread over 40 miles.
it's not "if," it's "when," lmao slamming Sazabraz in the face with a hammer is the easiest thing ever. From just about any range their gravitational pull sucks in the hammer; they eat em for breakfast. And if I get a Saz with my hammer, that thing is almost certainly dead, or at least crippled into an ineffective retreat. Nobody is going to ignore the giant massive immobile red bullet magnet when it exposes itself, especially when they just saw a giant morning star slam into it's crotch. Saz is cursed by his own existence; he only excels when holding a point/corner, but this makes him an easy target for stuns. He's massive to body block for his team, but this makes him an easy target for stuns. etc.
GM grinds Saz to dust, your only hope is to hit the axe stun or ambush him out of shield. If you don't you'll practically never kill a competent GM solo before he wears you down with C4/lasers, all while healing himself from behind his shield.
Saz isn't any scarier up close than any number of other suits that can wombo combo you into oblivion in 12 frames, and it's useless at range, and it's too big and slow to make its seemingly massive effective HP pool as valuable as it should be.
Currently the devs seem to have no idea how to fix Stun > Shield > Neither, and that's considering that they haven't even addressed the dumb Barb combo. (Seriously Barb needs a rework not to nerf him but completely change his role as a melee. Like, melee/tank or melee/recon instead of melee/ambush, considering he's way too annoying in terms of core gameplay mechanics.) Of course, low-TTK is a major differentiator from OW, so we definitely don't want tanks to be too tanky, but at the same time nobody seems to have a clear idea about how shields should work. How come the only solution is a Stun and not, say, giving skills more damage specifically against Shields, so it's not just a binary up-or-down thing? How come we have a million repair options that are hardly useful since everyone has natural regen out of combat but none of them repair Shield? How come Shield doesn't prevent most Statuses except the Sea Snake Ensnare effect (man, how random is that btw)? Not to mention how come we at least have more Super Armor support abilities instead of it just turning on for certain moves just to establish priority? (Though definitely giving Shield units Super Armor abilities would be pretty wild, I do not recommend.)
It's just so messy from a design perspective. I'll just take what I can get from Saza as a Saza main, I guess, and in the end I don't really feel the shotgun nerf too hard. Though I do wish that they had tightened the spread in some way so that the "effective range increase" was less of a joke.
Just doesn't seem like there's any point to play him over just playing GM.
Zaku M is bottom tier now that he got gutted, Sazabi is really bad, Mahiroo is "better" after the buff but it wasn't the things they needed to buff. But that said, you can still have good or even great rounds on these suits.
Being bad doesn't mean it's unusable, it's just.... bad. The struggle to do well makes it unfun a lot of the time, this is the problem Sazabi has. If I'm Mahiroo, I know my suit sucks and I don't care I'm just having fun playing a unique grenade class, but when I play Sazabi I get genuinely mad at how bad he is. You dash in, they dash away, even if you get a great center mass shot you're maybe doing 200 damage a shot. Meanwhile.... A Pale Rider can blow through your shield in the time it takes you to fire at him twice. Unless you're touching him for those two shots, you aren't getting that kill, and 1400 HP goes by FAST when you're so huge and your shield is down. I just think the nerf was entirely unnecessary, especially compounded with buffing so many other suits that honestly didn't need the buffs. I love Gundam, but he didn't need another shot that made no sense to me.
Still tho, soaring through the skies on sazabi chasing a tomahawk will never really get old lmao
Literal brain damage. May as well just allow 6 gm sniper tbh. It honestly should have 3 bullets per mag.