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I love lights being good. I am still sad heavies keep getting kicked in the ♥♥♥♥ while people screech they are still OP. The most fun I had with heavies was before they neutered the heaviest thruster's capability of "Longest burn super fast assault boost" to marathon run vs the sprinters.
Which is why I'm just above average in total performance because I keep wanting to kick heavies in the face with my "three different missile launchers and a shotgun" light anyways. Then tanking my ranking trying to give dual rifles another chance when I was still poking at ranked.
It also had the side effect of making phase 1 of the true final boss more awkward. Buffs to those player parts and nerfs to kicks mean iggy boy and the mass produced mob recover from stagger SUPER fast now. My S rank replays heavy or light just ignore kicks entirely in the campaign these days.
Their lack of inclusion is what makes those missile-rat builds really frustrating. Old-gen let you counter missile spam by installing extensions to shoot down incoming missiles.
This is part of my growing ire with one-sided design. Because one of the more annoying (not hard, annoying) enemies in this game is a jetpack PCA suit with infinity flare launchers.
Spend a solid minute chasing down one of those jerks for their combat log, then thank god Freud is a legitimate classic AC build instead of an input reading jerk to crush him in thirty seconds.
Also this. The campaign mission handing you one is a super close combat only trash bot so you might not realize at the time. But once you try using it on anything farther than uzi distance? welp!
Basically I find that when fighting kite builds fights are drawn out and overall boring imo. All the opponent does is constantly backpedal and pepper you with machine gun fire or some missiles.
There's no intense "oh, what a good dodge, he caught me with that kick, I baited him to shoot his weapon and punished" actual fighting. It's just a chase, often with no payout. You can get AP lead and take cover, or they take AP lead and stay away, so it's often not a fight, it's a tactical siege with no adrenaline-pumping melee moments, no core-theory.
I think they are fun to catch and destroy, but whether you win or lose it wasn't a fight, and that's the big problem.
Missiles rats aren't fun. Cannon heavies aren't fun. kite rifle or etsujen builds aren't fun, Piles are fun but stagger extension is frustrating to watch and if they lined up right you watch in agony as they fly over bunk you. almost every time. double shotgun builds aren't fun for the some reason, two hits and a few missile will stagger you then get ready for shoot kick shoot kick. almost nothing you can do.
What I want is for variety to be king and no build to be "untouchable" but dodging to be sophisticated than elevator action or running left faster than bullets can fly, or hold stick back to win. I don't want to be stuck in micro stutters I want a continuous exchange of fluent action as both players position for victory
I completely agree with this
AKA "Oh wow the earshot grenade is actually useful on this map" time. With special surprise friend "They spend the whole match up against the ceiling...Oh that poor fool" but you don't get accidental multi stagger/kills that way.
One is all about free-aiming plasma weapons in manual aiming mode, counting on the airburst to ballpark the shots so they don't have to be perfectly aimed.
The other relies on the 'demon blade' technique with the Coral Oscillator. The demon blade is when you turn your AC at a sharp angle while free-aiming so that the charged Oscillator begins its rotation close to or directly on top of the enemy. Takes a lot of practice.
Granted, these still aren't especially meta builds. They can win fights though.