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After playing with and without it I'm willing to say its only major broken feature is the ammo gimmick. Careful enough and you'll never need a reload with it and it's got enough stopping power to nail scouts and low level enemies in style.
However outside that niche use it has short comings, especially compared to an upgraded Justice. The lack of armor penetration makes clearing out groups alot easier as it'll cut groups apart at the same time saving ammo and time. Controlled bursts or single shots let it be accurate as the sickle, and it dishes out overall better damage since it doesn't share the laser's weakness on shields so it cuts them open faster. On the small ones it's not really a problem but you will notice a major difference on heavy targets.
On top of that it's amazing performance drops when a scout does pull something in on you forcing a runner. A justice can actually fend off small groups with ease.
It's really starting to sound like you have an issue with solo runs being comically easy if you abuse game mechanics instead of the sickle itself here. I've done solo runs with a breaker before it's not the gun it's the way things work in the game.
But I'm ok with the idea for a higher difficulty for better players.
Those difficulty levels might have some constraints as well.
However, pls don't touch my laser weapons.
Don't want to sound rude but it sounds to me like you just can't aim at center mass. It drops everything except elites in 3 shots - just like the justice - and the difference on shields is absolutely negligible considering you dont need to reload it and can keep throwing fire downrange. I can stand my ground with the sickle better than the justice because I don't have to take a break to reload and I can fire faster than I need to fire justice to keep it accurate without overheating.
Sure, the justice has unstoppable AP on its side, but the spread making some center-aimed shots miss unless you slowly tap fire + reloading means at best the dps is on par with the sickle, not above it, and I seriously dont notice any significant difference in group killtimes due to it taking the same amount of center mass aimed shots with both weapons to kill things, and non-center mass shots barely mattering. I will say it's not great against cyborgs - but then you can just use the breaker, and the justice isn't good against cyborgs either.
Justice also won't let you stand ground against a pack of elites, either. No gun will - you'll have to leg it or use a stratagem/mortars. The best alternative is using an smg or a railgun and stunning them, and that certainly wont kill them as fast. It just stuns them so you don't have to move. And those guns are worse for literally every other occasion.
And that's the abuse of laser cause this. Now the end game full of laser guns
Yeah because weapons are important in soloing Helldives, more than strategem use, map awareness, and running away.
Get real. Your gun in a solo is for clearing patrols and ambushers.
- Borg patrols at helldive laugh off Sickle shots, you'll be better off with a Justice.
- Illum shielded scouts require 3-4 center shots with the Sickle, you'll be better off with a Breaker, especially when they show up en masse. And good luck trying to take down Illum beacons with it.
- Bug scouts are a joke and can be killed with the basic Liberator. In fact, you're better off with a high rof weapon for these.
And you're complaining there's no recoil? LOL, if you hold down fire to the point where on any other upgraded gun recoil starts to show, the Sickle starts to overheat.
The fact that you also say it does high damage also makes me laugh. Yeah, high damage is great for wrecking unarmored alert mobs (you know, the ones that show up on easier difficulties) but you need damage AND penetration to even have a chance of killing the elite ones before they overwhelm you.
The real reason why everyone brings the Sickle: Nobody waits for another player's resupply drops in a public game. EVERYBODY in a public game likes to fight it out, meaning running out of ammo at inopportune times. Hence people bringing the Sickle.
But you can't comprehend that, and somehow confuse the game being easy (only because you run away from alerts) with the weapons being OP.
Perhaps the fog could also act like a smoke screen, hiding units under it or reduced vision, even aiding sneaking. The fog bank can move around the map, allowing new strategy.
-dual liberty need maybe more range.
-SMGs are okay
-pump action need more punch /CQC ability.add bayonnet ad ap round or explosive.
-Tesla shotgun Idk (one handed or more power).
-AR liberty should be the more accurate/ maybe give one/2 more spare clips since it's a beginner weapon.
-AR Patriot is a spray and pray weapon. IDK but maybe incendiary round would be okay as final upgrade.
-DLC sniper rifle should have AP rounds.
-The main problem of the sickle is that it take the role of sniper rifles. His range should be reduced to AR range. but i'm also okay if lazer guns consume their baterries.
I'm not saying that I agree that the gun's overpowered, but what's wrong with having a weapon that you don't have to reload if you're careful with it?
...if they Nerf Pulse Weapons just cause of your crying, imma go back to playing Witcher 3.
In lvl 12 it's already a spawn galore, you just run to make them disappear. A lvl 15 diff wouldn't change anything unless it has really different gameplay
Limit amount of stratagem uses
Force alarm during objectives
Limit Amount of Respawns
Are just some examples
If you want to make it harder - just play with some noobs/newbies. You'll find diff 7 harder than 12...
http://puu.sh/m3D5Z/b21706eaf6.jpg <- u can see that my rifle just fired but generated literally no heat
Here is my team doing lv 12 with ease. Only one death occured, and that was from the shuttle landing on his head.
No need to nerf it really. Just remove that one tap-no heat thing. now I feel an idiot if I take anything else then the sickle for bug missions.