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you could have done this better. if you nerf the ammo boost the damage if you nerf the damage buff the ammo. But nerf to accuracy and ammo is just bs. you took a good weapon we liked and watered it down to make room for new weapons.
it should be up to us what weapon we use not you. watering down existing weapons so you can sell more warbonds isn't the way to go. just leave it to us. we should be able to use the weapons we are most comfortable with not weapons you want us to use.
you are killing the game for us.
primaries should be able to hold their own and help hold back the hoard so giving them buffs and making them fill a roll would greatly improve the game, but if they want us relying on strategems then lower the cooldowns on them some. ther going to be those trolls that yellyou just want a i win button NO we want one or the other. Good primaries that fill a roll with a support weapon or Blowing everything the ♥♥♥♥ up. It not rocket science like many try to make it out it fairly simple.
what stratagems? the one on cooldown? or the one on cooldown? whilst another 2 patrols just spawn in with 4 heavies total and god knows how many mediums and chaff.
game just keeps being less and less fun. I like standing my ground and fighting but now it feels like if i do im basically completly incapable of ever moving forwards or gaining any ground with my stratagems. until i run away and go into stealth again.
People tell ya its fine but i dont play shooters to run and play dance dance revolution for 40 minutes whilst maybe getting to watch an orbital barrage every 3-5 minutes play the game for me.
Old Railgun was good against like all armoured enemies in the game but was terrible against hordes. It was also bugged allowing for a ton more damage to Bile Titans.
It warranted a nerf but Arrowhead nerfed it too much. Same with Incendiary Breaker. A bit of a nerf would've been fine but taking 2 mags away and adding recoil was a gut reaction balance change.
Still a great weapon because against bugs it kills like 90% of enemies rather easily. You can call in resupplies or scavenge POI's for ammo which is what I usually do anyways. Lot of games I wander off and let the other people call in resupplies because I look for ammo on the ground.
Is it really any wonder most of the top picked weapons have either infinite ammo (blitzer, and sickle)
or are explosive weapons with a lot of ammo for their niche hard to get dmg type (scorcher plasma punisher and arguably the eruptor)
Hell half the reason the Inc breaker is popular is because arrowhead makes hunters way too ♥♥♥♥♥♥♥ annoying to blast down with other weapons, the other part is that each pellet allows you to kill scavies so you get more milage out of your ammo reserves.
literally 70% of the issues with current primaries is due to ammo eco issues. for reference in hd1 the liberator has like 12 mags and kills most enemies a lot faster than the liberator does in HD2 with its measily 7 and near constant need to reload.
people calling the incendiary breaker change good are probably the same idiots running one of the weapons i mentioned before.
People want weapons that actually have enough uptime to at least last to the next resupply pod. AH just needs to figure that out and stop listening to people that base ther self worth of being able to do diff 9 with progresivly worse and worse weapons (wich is just cheesing the game with stealth,running away and spamming orbital barrages and airstrikes)
Eh I've been trying the flamethrower with the new changes. You have to hit the back now and it isn't nearly as fast. Managed to kill an Impaler on 10 with it by hitting the back side until it burst open.
Still getting used to the changes.
I've been using Exploding Crossbow, Bushwacker Shotgun, Stunade, Flamethrower, Machine Gun Sentry, Eagle Strafing Run and something else like Orbital Precision Strike.
Buuut,... that mag carrying capacity nerf is peak low effort as far as balancing goes, even more so in a game where ammo economy is already a key fun-limiting factor.
There were more sensible ways achieve the same goal, without week long brainstormings. Just look at what the weapon do, its biggest strenght was that it could spit burning magnesium over a large surface with a minimal amount of shots, setting on fire most of a bug horde easily, killing 80% of the chaffs within a few seconds. If anything, it was a QOL weapon, allowing players to focus more on bigger targets.
A reasonable course of action would have been to thighten the spread of a shot, enough to avoid lighting a full bug breach on fire in 3 shot once they start dispersing... this way, you don't have to touch an already small ammo pool and continue alienating parts of the community over pointless repeated nerfs cycles. You could even make a funny bit of lore behind the fact that this type of Breaker shotgun now come equiped with a choke from the factory, related to a large number of undemocratic friendly fire accident.
Not that hard, huh? If a AH person happens to read this (doubt so), could you explain the thought process behind the fact that you're chosing to increase the spread on our only slug firing shoty (Slugger) while decreasing our combat load of lighter magnesium rounds (compared to lead projectiles) for the dragon breath dispenser? Short answer would be, not much thinking got into it, just a quick and dirty "fix" to a perceived unbalance.
Just my 2 cents
You can already do that with a booster.
Try again.