Deep Rock Galactic
milk dragon Sep 29, 2019 @ 1:07pm
EPC useless now for AOE
A nerf was needed yes it was completely op but now it is completely and utterly useless, at least the charged shots. Nerfing quite literally every aspect of it at once except projectile speed was too much (the ammo change buffed single target and nerfed charged shots). You could give this thing infinite ammo at this point and the charged shots would still honestly be useless after the nerfs, it takes way too long to charge to only kill a couple of grunts (no longer 1 shots anything bigger, except read below).

The damage is also very inconsistent now probably because of the projectile speed now being too fast for the netcode to process the hitboxes of flying nightmare correctly. Sometimes it will one shot a slasher and sometimes it won't, it is just completely random.

The flying nightmare radius nerf (damage was nerfed too) makes it also terrible for killing swarmers and those flying metroid swarmer things, it used to be a viable alternative to the engineers turret but now a turret is basically mandatory.

Also random thought I have no idea why they decided to nerf (lol) gunner BRT gun when everyone was complaining about gunner not being as good as other classes already
Last edited by milk dragon; Sep 29, 2019 @ 1:13pm
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Showing 1-15 of 20 comments
Droolguy Sep 29, 2019 @ 2:22pm 
The radius nerf very much defeats the purpose of flying nightmare alltogether for the most part, since the goal is to skim it over the top of a bunch of mobs without exploding it. That is now extremely difficult to pull off reliably.

Also, it's now completely impossible to one shot acid spitters, meaning they take two full charge shots each and near 8 seconds to kill for a driller.
717 Sep 29, 2019 @ 3:31pm 
As much as i loved OP epc i think its a good nerf. It was way too OP.
King Fossil Sep 29, 2019 @ 3:56pm 
Originally posted by Droolguy:
Also, it's now completely impossible to one shot acid spitters, meaning they take two full charge shots each and near 8 seconds to kill for a driller.
If you use unstable in the last slot you charge quicker than nightmare and can fire a charge shot without overheating so you can double tap them relatively quickly. Not great on ammo though.
Droolguy Sep 29, 2019 @ 4:03pm 
It's so "not great" on ammo, to be nearly a complete waste of ammo.

...and no ones arguing that nightmare wasn't a bit OP, but to literally nerf every single aspect of the weapon all at once seems more like developer spite than actual methodical balancing.

More of a "you people want to complain it's overpowered? Fine, watch this."
MrPurple33 Sep 29, 2019 @ 4:04pm 
Originally posted by Droolguy:

Also, it's now completely impossible to one shot acid spitters, meaning they take two full charge shots each and near 8 seconds to kill for a driller.
Subata Pistol kills Acid Spitters in 3-4 shots

just sayin
Droolguy Sep 29, 2019 @ 4:06pm 
Originally posted by MrPurple33:
Originally posted by Droolguy:

Also, it's now completely impossible to one shot acid spitters, meaning they take two full charge shots each and near 8 seconds to kill for a driller.
Subata Pistol kills Acid Spitters in 3-4 shots

just sayin

...and is completely worthless against swarms, which is the drillers specific niche, swarm management.

I still use nightmare even in it's nerfed state because the Suba just does not fit the drillers role in the team and contributes not-at-all towards keeping the anklebiters off the rest of the team.
Meranera Sep 29, 2019 @ 4:13pm 
After swapping the lower charged ammo consumption mod for the faster charge speed mod, I really like the current state of the EPC.

Originally posted by yolo:
it takes way too long to charge
The charge speed mod makes it charge up extremely quickly.

Originally posted by yolo:
only kill a couple of grunts (no longer 1 shots anything bigger)
There are far less opportunities to one-shot massive groups of grunts now, and I think that that's a good thing.
I don't think it should one-shot anything larger than a grunt.
For Acid Spitters you can just fire some uncharged shots to finish it off.

Originally posted by yolo:
The flying nightmare radius nerf (damage was nerfed too) makes it also terrible for killing swarmers and those flying metroid swarmer things, it used to be a viable alternative to the engineers turret but now a turret is basically mandatory.
It's still really good at killing swarmers, it was way too ridiculous before.
Shockers practically ceased to exist if an EPC was present, I think this is much healthier.
King Fossil Sep 29, 2019 @ 4:15pm 
Originally posted by Droolguy:
It's so "not great" on ammo, to be nearly a complete waste of ammo.
Yeah, basically.
I just hang out with my scout now. He kills spitters for me. I kill swarmers for him. It's a partnership.

Originally posted by MrPurple33:
Subata Pistol kills Acid Spitters in 3-4 shots

just sayin
5 shots if they all hit the weakpoint. Meanwhile plasma takes 3 if you're doing a regular shot build.
Droolguy Sep 29, 2019 @ 4:42pm 
Originally posted by King Fossil:
Originally posted by Droolguy:
It's so "not great" on ammo, to be nearly a complete waste of ammo.
Yeah, basically.
I just hang out with my scout now. He kills spitters for me. I kill swarmers for him. It's a partnership.

As it should be, i'm surprised the driller doesn't have a chair on his back so he can pack a friend around.
Landor Sep 29, 2019 @ 4:56pm 
Originally posted by Droolguy:
It's so "not great" on ammo, to be nearly a complete waste of ammo.

...and no ones arguing that nightmare wasn't a bit OP, but to literally nerf every single aspect of the weapon all at once seems more like developer spite than actual methodical balancing.

More of a "you people want to complain it's overpowered? Fine, watch this."
Gonna have to agree, it's still is okay, but it feels really meh in all areas now, which is a shame because it was one of the two weapons I got a clean overclock for (more ammo and charge speed.)

Gone back to the Subata, which hasn't been too bad. The Plasma Charger did need a nerf, but not this big of one.

Originally posted by Droolguy:
As it should be, i'm surprised the driller doesn't have a chair on his back so he can pack a friend around.
Deep Rock Galactic doesn't want to engender apathy in our employees, which is why we are going to install treadmills and cycling machines which can be used to pay for your drinks at the bar. Get your cardio, and get a free mug for it.
Last edited by Landor; Sep 29, 2019 @ 4:56pm
Paul. Sep 29, 2019 @ 5:09pm 
Even though I myself agree that EPC was OP, but at least it was fun to use. Felt like having BFG in DRG. I mean come on, It's a CO-OP game, it doesn't hurt you or anyone else. Doesn't matter how many kills someone gets, everyone gets same reward. Now instead I'm pretty much forced to play with the peashooter aka Subata. Pay 50$ and then watch someone complain and suck all the fun out of game. :NZA2_TombStone::ripperheart:
Last edited by Paul.; Sep 29, 2019 @ 5:11pm
Syncourt Sep 29, 2019 @ 5:24pm 
Have been using it a lot and find it to be very acceptible. Sure it takes 2 shots to do what it used to do but thats how it should be considering the amount of ammo capacity of the weapon.

Normal shots are still great when fully specced. The only problem I find with it now is that the entire T5 row is nearly useless when you do. It takes way too long to charge nightmare without speccing into charged shots and bouncy plasma does sweet F/A since the armor ignore bug was fixed on it.
Lunacy Sep 29, 2019 @ 7:06pm 
You can still go increased radius and flying nightmare, it'll just cost you 12 ammo to clear a pack instead of 5
Droolguy Sep 29, 2019 @ 9:31pm 
That is where the problem lies, flying nightmare was essentially nerfed 140% and that's before you even take into account the loss of DPS with each individual shot taking over 4 seconds each now or burst damage vs anything that isn't a swarm type mob due to the lack of one hit kills.

That is assininely huge.

If EPC was really carrying all drillers, then why am I still pulling near equal kills to engineers when I was pulling near equal kills before the update, hell, as far as I can tell my scores haven't changed at all ...and I haven't stopped using it because the team still needs it to clear swarms because no other class has an option to do that on the fly other than the engineer with the deepcore maxed for AoE, the turret is only useful if you have time to prepare and then it's still not guarenteed to attack the right mobs.

They wanted to nerf the EPC flying nightmare to make it more niche but they ended up just making it worse at everything, including it's specific function which is clearing low-hp swarms.

If they literally left everything the same as it is right now with all the different nerfs it had, and made it's AoE larger again so that it can actually clear a swarm in one shot it wouldn't feel as crappy as it is now.
Balalaika Sep 29, 2019 @ 9:34pm 
Bad nerf is a bad nerf. Might as well completly rework the gun.
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Date Posted: Sep 29, 2019 @ 1:07pm
Posts: 20