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I've even used it myself for a few rounds just to see if it was really that over powered, and I won three rounds in under a minute and a half, It has nothing to do with skill, just a poorly optimised damage integer
But then we will have slayers complaining...
Just a reminder, there's a lot of back-and-forth in this thread and while discussion and debate is fine, personal attacks against other players is not okay. Let's keep it civil, thanks. Now, on to some tips!
When going up against a Slayer using the ballista, be aware of the sight lines (especially at distance) that can leave you open to a ballista shot, especially at the start of the round. The ballista is a high-powered, single-target shot with a delay; two demons can take advantage of that by varying their approach and flanking to keep the Slayer off-balance. One can draw shots while the other closes in and pressures the Slayer while both close the gap. Up-close the overall DPS with the ballista is lessened compared to other weapons, which forces good Slayers to switch.
Randy, I saw you were playing Archvile (one of my personal favorite demons), so here are some Archvile-specific tips:
Hope that helps! Above all, coordinate with your teammate and strategize!
The aimed shot for ballista isnt really the problem though, it's that the unscoped shot is hitscan. The gun is extremely easy to use in many situations as a follow up to other attacks which results in massive burst damage that's hard to respond to as a demon.
Normally I'm of the adapt and succeed mentality, and while I think the OP's tone is childish the ballista is easily one of the biggest problem areas with BM right now because of how severely it limits counter play.
The fact there's a dev response here tells me this is clearly on their radar. And it should be. A baseline 20-30% damage reduction to ballista in MP will still make it a threatening weapon on BM but give it a little less oppressive burst, which I think is a start.
If demons are not working together, I kill both of them quickly.
If demons cooperate, one is running away until another one respawns, at some point I got tired, and they kill me.
This is essense of any battlemode match, and that's why I don't like it. It is either too easy or too tedious.
Battlemode may be a fun mode, but it is the only one multiplayer mode. Doom 2016 had a bunch of modes, including a couple of demon possession modes. The only downside of 2016 multiplayer is loadouts.
Most of 2016s MP content came after release. This game still hasn't gotten its first DLC yet and the season pass says we're getting two in season 1. That also implies there will be a season 2.
the ssg can do up to 900 dmg with a single hit at close range but he want the balista be nerfed...
the chaingun have a higher dps but he want the balista be nerfed...
even the rocket launcher do more damage on a direct hit but he want the balista be nerfed...
there is only one thing to say:
lol
I just feel like there can be something to add more variety to the weapon use.
Last night i had some amazing matches that lasted upwards of ten minutes.
the slayers were amazing, we still lost a bunch but the difference was the level of excitement from both ends playing. there was variety in play-styles, everyone was rotating like dreidels,
we felt like we were actually playing a game.
Where did this enjoyment come from?
Not losing 1000 hp ten seconds into the game because my shoulder wasn't far enough past the wall, or poor server latency. It just makes no sense to have a mechanic that can literally end a demon and force the rest of the experience to a game of cat and mouse.
Of course I understand mp balance but you also have to understand your average player doesn't want to be dunged on instantly.
but its true, it need some sort of a elo ranking system.
if i play as the slayer vs skilled demon players they put me under heavy pressure and the game feels pretty balanced. regardless of 600 or 1k damage hits. u always need to know what to do. if u suck ull die fast, doesnt matter if ur the slayer or a demon...