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You're aware you can circle back and collect that XP, right? Or a magnet will slurp it up, but those are pretty rare. I tend to have no problem "orbiting" swarms, dipping in and away close enough to set off the exploding bugs but getting away fast enough to be out of the blast and that puts big dents in the swarm. Especially when you get a chain reaction of them.
BRT gets super strong when you get the penetration Overclock, it easily outdamaged even M1000 that way
It is the issue with most of those light weapons, that they lack penetration and therefore deal much less damage compared to the M1000 which has penetration by default
Top 3 worst weapons are:
1) Thunderbird drones
2) Shredder grenades
3) Frag grenades
The thread is quite old, most of the posts are from 01. 02 with the Potency and Piercing upgrades etc. changed the balance quite a lot. 03 with masteries and new meta upgrades changes it further.
But yeah, there's many weapons that can be debated and often it comes to expectations and build. The three you listed are at the bottom, yeah. Especially if we're talking about them in a mastery setting. Thunderbird works more as a supporting weapon and High-Explosive Grenades need lots of time to get anywhere decent. They work okay in a explosive build, but on their own mixed in with projectile weapons etc. they're really lackluster compared to the other grenades.
Honestly, I feel like with High Explosive Grenades, a large chunk of their issues come down to the fact that they never hit the things you want to hit. Just about every other throwable can either quickly become insanely spammable, or applies an area and/or DOT effect, but not the high explosive grenades. I genuinely failed my first attempt at it's Haz1 mastery because I genuinely could not get them to actually target and hurt the first stage elite.
Plus, after unlocking them, for very obvious reasons I decided to try using them as a Thrower Driller, since you know, a throwing weapon on THE throwing class. Except because of his range boost, he ends up throwing the grenades over enemies in most cases, often straight off the map.
They're already pretty weak overall, so having the class that seems most blatently obviously designed for them make them not just weaker, but outright unusable is really not the best showcase of whatever strengths they might have.
I feel like making it so that the HE grenades explode the instant they hit the ground, rather than bouncing around a bit, would make them more viable since you can reliably just get close to a bug and insta-detonate them. And/Or make them actually high explosive, having a far larger AOE blast but make their damage radius have falloff, so the point-blank enemies take a ton of damage, and the further away an enemy is from the center, the weaker the damage becomes.
In base DRG, they have amazing armor penetration and can be cooked in your hand to control when they detonate, so since the Gunner's sticky bombs which were the go-to "direct hit explosives" aren't in Survivor, making the HE Grenades fill that role would be best I think.