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I use it alot and I agree that it's op, I can kill ten grunts with 3 ammo by just kiting them through the line I drew, on haz 5 btw.
Against bigger enemies it still does decent direct damage, the reduced aoe doesn't matter.
It's best paired with stubby for the damage boost, shoot bug till electrified and then laser them.
This means the gun has no downsides, it has amazing aoe damage with the fire trail and still great single target damage with the weak spot and vs electrified damage boost.
with less RoF you wouldnt be able to create as many magma "tiles" so you'd have to move your mouse slower to ensure even coverage. less RoF also reduces direct DPS
having said that - although i do agree VIM is very strong i wouldn't consider it overpowered. it doesn't have any synergy with any of its T5 mods* and it's also competing with multiple other strong options such as overdrive, feedback loop, and arguably plascrete catalyst
*you can kind of get away with T5A for direct damage but given the OC's reduced mag size it's not optimal. and again, there are better options
it has the sticky fuel/minelayer problem where it's only good if your team knows not to shoot bugs that are walking on the magma. 9/10 players don't understand this concept, they just see bugs and click on them thoughtlessly. if they do that, it just results in wasting ammo for everyone
Great, simple idea, thank you! I also agree fully with the latter paragraph. In open caves, the silliness of the OC really shows (or, rather, the silliness of the player who brought the OC).
I only play H5 and up.
Personally I don't care a whole lot about kill count at the end of the mission (although I admit it's tickling to get top kills). My issue with VIR, Fat Boy, and even NTP is the way they deny other player from participating in taking out a given wave of enemies. VIR is like Fat Boy, in that a player can spot an emerging crowd of bugs 50m away on the ceiling, press m1 for a second, and completely eliminate them in an instant. Nobody else gets to play the game while that's happening.
Speaking of which, this is what I've been testing out lately, and it's great fun. So much interactivity, planning ahead etc... in that sense it feels like an iconic Engineer weapon. I was using it in Deep Scan last night with another Engi who took VIR, and I barely got to do anything when the other Engi was around because of how he used VIR. Right when he'd spot the bugs spawning in, he'd just spasm all over the area and take them out before I got to have fun with Plastcrete Catalyst. Obviously you can directly read somebody's IRL mouse movements while they're using a weapon like the Shard Diffractor; every time, it was just a complete seizure lol. It's like opening up MS Paint and scratching the pencil tool all over the screen. SO incredibly lame imo. Hence this thread :[
Most importantly a ROF nerf would make it easier to draw dongs on the walls.
EDIT: If I were to give it a nerf, I would just give it a recharge nerf. If they draw a patch, they have to commit to it, or wait some time to draw another one (instead of fixing it). This also makes taking mag size more appealing (if they weren't taking it before in order to set things on fire with beam).
second, the point of reducing RoF is to slow down how quickly VIR can saturate an area in magma. VIR creates magma as fast as the shard fires. for each unit of ammo, you create one magma "tile" that exists in the world. so if you reduce the RoF, you reduce how quickly the shard can place magma tiles
try it for yourself. if you wave your mouse around fast enough whilst firing VIR, you can see tiny gaps between each individual magma tile which is where you've moved faster than the weapon's RoF can create the magma trail. it's more obvious if you play with a high mouse sensitivity
so, if you give VIR a RoF penalty, you'd have to move your mouse slower to ensure there's no gaps in the magma trail that reduces your coverage. this requires you to be more precise with how you place magma tiles, so you can't just walk in, spaz your mouse around and cover the entire map in magma
it would also reduce the shard's own DPS, restricting the viability of hybrid builds
i guess i'd be fine with that, but i also don't think it would really do anything unless it was an extremely long recharge time penalty (2 seconds minimum). and at that point you're not actually making VIR less effective, just more annoying and less fun to use
I'd probably change it to create electrified plasma goop on the ground instead of magma, dealing far less damage but still being quite capable and would have even more slowdown.
https://www.youtube.com/watch?v=rDGRAHBojWE
All that said, I wouldn't mind some nerfs for VIR in exchange for better overall ammo economy for Engi.
reminder that these are the people GSG balances the game for
Or dont cause flamer pierce with better slow and duration.
Max AOE Feedback Loop with Bio Converter. <3