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napalm only works if you have a high-damage build to offset the damage loss. the only options which come to mind are BABBA frag missiles or CABBA minelayer. maybe JFH as a stretch but it's just not worth the damage loss when JFH exists to kill ♥♥♥♥ outright. for every other build the mod just reduces your damage output for weak ignition power and, for some builds (especially rocket barrage) makes the weapon borderline unusable
the minigun has hot bullets, burning hell and aggressive venting, all of which let you ignite enemies extremely quickly for no damage loss. if the minigun can have those options i don't see why napalm had to be nerfed so harshly. it's like you say, the stun mod is extremely powerful in its own right. i don't see why having two strong mods in competition with one another isn't allowed
IMO pre-nerf napalm was fine and I'd actually say even then stun was the better option for most cases, but napalm was the more popular option because of both volatile bullets and lets face it a lot of players are gonna find setting things on fire a lot more appealing than a stun regardless of which is more useful
the only way I've found use in napalm rounds is with minelayer, which does compliment napalm well due to the high damage making up for the penalty and stun being slightly counter-productive to minelayer since you want enemies to continue walking over the mines and not being stopped, any other build with napalm though and it just feels like I'm throwing away too much damage for a DoT that isn't able to keep up with what the original weapon did just fine on it's own
also yeah nitro rounds suck, at this point I think they need a rework, either changing how the damage is added or just replacing it with something else alltogether
I am testing a lot of unorthodox builds with Gunner these days, so I'll probably try it.
Well the two main selling points are that:
A: It's not Stun, and Stun is counter intuitive to getting bugs to walk into more mines.
B: The extra damage from Minelayer offsets the nerf to Fire.
1. Set bugs on fire;
2. Swap to coil gun;
3. One fast click;
4. Bugs go boom.
Then you remember wrong. Volatile bullets wasn't the problem. The problem is that it was NTP for hurricane for free with 100% chance of proc, allowing for a massive amount of ammo economy. Just from one weapon mod.
because if yes no wonder it got nerfed, being able to do that at any range is way too strong
I remember that idea, though I recall it being the rockets getting a damage boost when they hit max speed
either idea regardless is a lot more useful though than current nitro rounds
comparing napalm to NTP is ridiculous. if you had ever used NTP optimally during its prime, you certainly wouldn't be making this comparison
fire does less damage, doesn't slow enemies down and takes multiple shots before you actually ignite an enemy. NTP had a fixed %50 chance to proc on a weapon which often carried twice as many shots as any GRS build. the time it takes to ignite enemies with GRS is often as many shots as it takes to roll a successful NTP proc
im not even gonna get into calling volatile bulldog "not the problem"
i want them to make T5C give rockets a fixed damage boost once they reach top velocity, something like %15-%20. it stays with the idea of keeping rockets in the air but also gives the mod more flexibility and synergy with builds like JFH and rocket barrage (the latter of which desperately needs the help)