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But for what it's worth, I would find the game equally boring if all guns did the same thing.
I'm going to give you the benefit of the doubt that you used the wrong name for the weapon you're talking about because the friggin SMG is a flat upgrade on the Liberator lol.
Level 7 feels like the stopping point of when the game remains "fun." Level 8 and 9 are jsut not fun because all they do is spam as much heavy and medium armor as they possibly can.
If scaling worked where they just spawned MORE things in general and not just convert it all to medium and heavy armored units it might be better. But right now 8 and 9 are just not fun, they are mindbogglingly tedious.
This limits you to railgun and only railgun. You can use EAT on lower difficulties where they are rarer, but once many can show up simultaneously you really need railgun.
I think the solution here is to add primaries, secondaries, maybe grenades, that can deal with armor. Any loadout needs good anti-armor and good anti-trash. A lot of specials are good and fun to use vs trash this means you could take a primary to deal with armor and it would open up loadout potential
Otherwise, the Liberator has a better fire rate and the damage difference doesn't matter at all.
I think the better solution is to make it so rather hten higher difficulties just swapping out all their spawns with heavy and medium armor you just get teh same spawn ratios as say, hard difficulty or even extreme, but with jsut more of them.
So rather then seeing them drop like 3 hulks, 2 tanks, and a full drop pod of walkers. You see them drop more things like 1 hulk, 1 tanks, 5 walkers, but like 30-40 infentry/light armor guys on higher difficulties this way it makes it so weapons taht are designed to deal with hordes are still viable and and a purpose.
What about non-lethal unarmored weakpoints? Eyes/Sensors to reduce accuracy, treads/fuel lines to slow down a tank, etc. Even if you can't bust the thing, you can still do *something* to fight back. That way, the non-AP guns have utility and synergy by softening them up to be taken out, and we can have a versatile, specialized team again.
So the damage difference doesn't matter but the fire rate does. Let's ask ourselves, what do the fire rate and damage directly contribute to? The DPS. So let's see which matters more:
Liberator: 586 DPS
Defender: 606 DPS
Hmmm... I won't make any claims about how good my aim is but I can do math at least.
If an enemy has 30 HP, then you're not actually gaining DPS if your damage goes above 30. All that extra damage is wasted overkill. 30 damage, 50 damage, 500 damage, it's all the same as long as it's >30.
The damage difference between Liberator and Defender doesn't hit any meaningful breakpoints. For most things you're going to be using them for, it's going to take the same number of bullets from each gun (assuming you can aim at weakpoints). So the extra fire rate from Liberator is helpful, while the extra damage from Defender is overwhelmingly wasted.
That and the Liberator has tighter grouping at range and appears, at least, to have a higher projectile velocity.
OTOH, you can use the Defender one-handed, which is kinda neat but not really game changing.
But ya, currently all my friends and I take full anti-armor for bugs. One takes a GL cause he likes it.
Bots are much better at not requiring full anti-armor kits.
doing helldives with slugger + EATs.
breaker sucks vs a screen of chargers + titans. im a pleb i know