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Count me as one of the 4 and the 100 would be wrong, as always.
https://steamcommunity.com/sharedfiles/filedetails/?id=3372159796
The crux of this game is slowly improving through the hazards unlocking meta-upgrades and biome bonuses. You don't even need to many of those, either. Without looking at screenshots I'm going to guess OP's main problem is he isn't aware of synergies like acid stacking and apparently that you don't have to go pure grenade build on Strong Arm Driller (which is what I'm assuming he's referring to as there isn't a "grenade" driller).
Anyway, yes, another example of people unfamiliar with mechanics exaggerating the game's difficulty. The balance is fine.
What grenade build? Strong Armed Driller is just the class. What are you actually building with it? It's not really the best class mod for a grenade focused build anyways. You want the Demolitionist Engineer for that as the class mod bonus is way better than what the Strong Armed offers.
Grenade builds generally rely on a couple of things. Focusing one or two main weapons, getting cluster grenade overclocks and stacking tons of reload speed and all the possible explosion radius upgrades you can get.
With high enough reload speed it does not matter where the grenades go since the whole screen will be covered in explosions anyway.
You'll have several levels worth of stats for the weapons thanks to the mastery bonuses. That is always worth it. More range means your flamer covers more area which means it hits that many more enemies. It's one of the biggest DPS boosts a passive can give.
As for the ones that increase damage, they're worth more than weapon upgrades due to the damage calculation formula. Meta upgrades, artifacts, general upgrades and masteries > weapon upgrades when calculating their worth.
All the weapons have clearly defined targeting preferences. If you want a weapon that shoots at the closest bugs, choose those weapons. They fill different roles and have synergies with other weapons.
This game is all about movement. Your weapons play a part in it too since depending on what you have, you might need to change how you kite the swarm for example. Many of the weapons can also be "targeted" by moving in a specific way.
And I know about the targetting weapons its just that every other, EVERY other *fun* game like this has weapons that just shoot at the enemies, no BS running in stupid circles trying to keep your flamer on target.
And as for the grenade build, it gave grenade bonusses etc so i thought id build grenades on him, with indeed, tons of reload speed and cluster nades.
I was wondering about this. In a few wep mas missions I did, I sometimes get a choice between 2 upgrades that on the surface give the same amount of bonus, but one is a green wep specific upgrade and the other is a purple all weps upgrade.
So in that case, getting the all wep upgrade is better duo to how the calculations are...calculated.
As I said: "The crux of this game is slowly improving through the hazards unlocking meta-upgrades and biome bonuses." If you're struggling on a Hazard level, go unlock some of that level's meta upgrades.
So knowing you needed single-target damage to beat the level/kill the juggernaut, you just went all AoE?
Anyway, here's Vanilla Mode (no meta upgrades or perks) on Hazard 2 (for some reason there's no Hazard 3 or above in that mode). Beat this easily with mediocre artifacts and acid weapons. Hardly anything special.
https://steamcommunity.com/sharedfiles/filedetails/?id=3372662670
Bottom line: learn the mechanics before you make sweeping generalizations on balance.