Abiotic Factor

Abiotic Factor

Statistiche:
Heavy weapons seem really lackluster for their requirements
Melee is already rough....usually a resource-preserving option rather than a main strategy. The disparity in the THREE weapon types, though is pretty significant.

Sharp tend to swing fast, do respectable damage, are required to dismantle bodies, and are very precise. For almost anyone, these weapons will be the clear choice to use.

Blunt tend to do the same or only SLIGHTLY higher damage than sharp. They swing in an arc usually, which is nice for breaking crates, but makes precise shots on enemies more difficult (possible, but hardER than a spear). They also only have standard reach vs. the spear's extended reach. There only other benefit i've found is that the fire hammer fire persists, while the fire spear doesn't (though i've burned myself breaking crates FAR more than I've burned enemies with the enduring fire).

Then there's heavy weapons....With a backloaded swing, timing and aiming is MUCH harder than other weapons. MANY times I've swung at an order soldier's head from right next to them, only for them to turn and sprint away right before it landed. The damage is roughly double, but the swings are also half the speed. Then there's the fact that you need strength 8(!!!) in order to use one with any competence. You'll unlock the first one long before you hit strength 8, and unless you're sitting and grinding strength, many people won't ever get the prerequisite. None of the other melee weapons have prerequisite stats, and the ranged weapons that do (the military ones) have significant benefits to compensate.

In summary:

Blunt:
= baseline

Sharp:
+ reach
+ dismantle bodies

Heavy:
= same dps
- hefty skill requirement
- backloaded swing causes misses and inaccuracy

Heavy weapons need a significant buff to adjust for their skill requirement. How they feel WITH strength 8 now feels to me like how they should be working WITHOUT strength 8+. Good burst damage, but tough to time with no other benefits. WITH strength 8 the hit should happen on a shorter animation. If the hit was only 1.5 times as long, with the hit landing earlier in the animation, and the damage was something like 1.8 times as high, it might feel more worth it....something like 20% more damage over blunt/sharp, and a higher initial hit, at the cost of not being able to dismantle bodies, needing 8 strength, and having a BIT more delay than the faster swinging sharp/blunt.
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Visualizzazione di 16-23 commenti su 23
Messaggio originale di G-Yuki:
Only heavy weapon that's useable is the Explosive Sledge but that itself is not worth the resources for its ammunition.
i really don`t know why did they want the player to use laser tripmines instead of the cheap booby traps. The devs really have some baffling decisions when it comes to heavy and ballistic weapons
After playing pretty much all the way through, I'm... very confused as to why the Tech Scepter, the last non-heavy Blunt weapon, does less damage than the Thermal Mallet.
Especially when the Lightning Spear, the last sharp weapon, does 26 damage? Maybe the heavy attacks on the Blunt tree helps this out but... I just don't get the design here.
Messaggio originale di Xirce:
After playing pretty much all the way through, I'm... very confused as to why the Tech Scepter, the last non-heavy Blunt weapon, does less damage than the Thermal Mallet.
Especially when the Lightning Spear, the last sharp weapon, does 26 damage? Maybe the heavy attacks on the Blunt tree helps this out but... I just don't get the design here.
Id personally like to know how much extra damage heavy attacks cause your weapon to do. Wish they'd let us know
Messaggio originale di Swanky McSwanky Pants:
Messaggio originale di Xirce:
After playing pretty much all the way through, I'm... very confused as to why the Tech Scepter, the last non-heavy Blunt weapon, does less damage than the Thermal Mallet.
Especially when the Lightning Spear, the last sharp weapon, does 26 damage? Maybe the heavy attacks on the Blunt tree helps this out but... I just don't get the design here.
Id personally like to know how much extra damage heavy attacks cause your weapon to do. Wish they'd let us know

Maybe damage numbers or a combat log option off by default but buried somewhere in the settings?
Explosive Sledge may be the only heavy weapon that worth using since it can one shot a Breacher if you bonk him right on the head with ammo loaded , But the weight and ammo really eat up you inventory space:steamsad:
Messaggio originale di NenN:
Explosive Sledge may be the only heavy weapon that worth using since it can one shot a Breacher if you bonk him right on the head with ammo loaded , But the weight and ammo really eat up you inventory space:steamsad:
That nerf to trip mine ended up harming thammer too.
Messaggio originale di NenN:
Explosive Sledge may be the only heavy weapon that worth using since it can one shot a Breacher if you bonk him right on the head with ammo loaded , But the weight and ammo really eat up you inventory space:steamsad:
The sad thing is, mugnades are also a one-shot for breachers, so the explosive sledge doesn't even get THAT crown.
the damage and speed increase as ur strength does i tested it a few times now with 10 str i wallop with heavy weapons, timing is also a big part of the weapon style so learning the mobs attack rotations and ques help alot. Heavy and Sneak is stacked.
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Data di pubblicazione: 24 mag 2024, ore 11:16
Messaggi: 23