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번역 관련 문제 보고
I have gotten decent size to the lance but I swear I saw it an absurd size in one of the trailers.
Edit: Also no Singular Strike or you may as well not have sparks.
Edit: Also never got around to it, but the perma-hyper Ataraxia sounds promising!
I had really wanted to get a build that turns the lance into a side weapon but with another source of damage.. sadly Hidden Power disables your gun instead of just reducing weapon damage output. Like best I found was Discharge, didn't work as well as I hoped.
It also helps that I'm a Torrent player, not that much difference to use them.
And just to make sure nothing had changed since I last tried it I did one of my weird Viper builds just now:
https://steamcommunity.com/sharedfiles/filedetails/?id=2919932574
When did you start working on spare upgrades for ataraxia? Cause this mod seems to be very important here. I guess quite early on, and surely before wave 200?
Lance also scale well with the bonuses from Ataraxia since both the weapon damage gets boosted and then the lingering burn is also boosted, making it a kinda double whammy deal so you dont even need to bank a lot of levels before you notice it power up.
Its just unfortunate that while Lance is able to get decently far I still dont think the drawbacks that it has are really compensated for with some advantage or increased power. The fact that you have to stare at the enemy for several seconds to beam them down is just a bit too much of a drawback in this game, even if the vulnerability stack was buffed by like 10x I am not sure it would be worth it compared to just using another weapon instead.
This build kills the test dummy the fastest out of any build I've personally tested.
Edit: Kinda wondering at this point.. if a backburner build would be better than the lance. So strafe by with sparks, Firefly/ couple Scorching Wake with a Rampage on by. I tested this idea before of discarding the lance but didn't think about backburners at the time..
Edit: And I do agree despite saying its viable, any short ranged weapon just isn't worth using over a long ranged weapon. Killing slightly faster isn't worth firing from any position. Doing non-meta/ off the wall builds is the only way I have fun anymore in this. Outside of being very stubborn, I would never have practiced enough to be able to play them.
Honestly.. feel like any short ranged weapon should come with a huge survivability boost just from picking it up. Would do wonders to balance non-meta guns if they came with misc stats like health, shield, thrust, etc. Railgun for instance should give like +50% global thrust and it would instantly become super interesting to play with!
Probably have to rebalance the enemies to make that viable, though.
I want to see a weapon with -orb pickup, in exchange for stat boosts. Deliberately make it about chasing score orbs and then give it the stats necessary to make this a viable gameplay mode.
Maybe make the weapon itself kinda boring and generic so the gameplay relies heavily on what mods you pick.
E.g. have it normally medium range but get double or triple effect from velocity, but have negative railgun scaling with velocity.
While something like Salvo is clearly bulky in comparison!
I like the idea of an exp weapon in itself, especially after Ataraxia was buffed. Though.. unless the weapon disables weapon swapping/ Hidden Power it would just be another Research hull. Maybe have the Orb powerup/ grow from collecting exp. Also disable "normal" exp pickup/ disable exp decay.
Maybe get bonus scaling from bonus levels to boot. Oh misread, thought the orb pickup was also an Orb gun. I'll leave it though because Orbs are neat.
Railgun for example is not that amazing as a weapon, it does high damage but it really struggles with wave clear, add Warp Strike though and its like a S++ tier weapon because you just instantly fixed its weakness AND buffed its single target damage.
Most weapons have something like this where they have a weakness but with mods you can fix it and usually get a massive increase in general.
Thermal Lance does not have this.. well, arguably Charged Mines but basically everything is better with charge mines. No matter what you do with Lance its always going to require time on target and its always going to struggle and have barely enough range.
You have to go pretty insane with Solar Heart and Dying Star to get Thermal Lance to cut through things at a decent rate at higher waves and I mean insane as in 70-90 constant self damage but at that point Dart or something would still probably be better as it scales really well with Solars too.
Its just that the competition in weapons is really rough when a lot of them gain crazy amounts of damage/wave clear just by slapping on Warp Strike for example or how about Twin Strike that might literally double the DPS? Ricochet? Outrage module? Phantom Strike? Thats just a few that can do absolute wonders for a lot of weapons but does not do much for Lance or might even nerf it like Phantom Strike.
And a Supermod that specifically empowers short ranged weapons would go along ways. I think thats supposed to be the Skirmish tree but face tapping an enemy to proc it is pretty annoying and doesn't lend to survivability.
Maybe something like Leaf on the Wind, ramping up in damage. Also negates next hit when fully charged. But only charges when relatively close range to an enemy. Drawback is it gives you a fixed max range of ~2/5ths the default screen regardless of weapon. It could then give some pretty strong buffs in exchange for that kinda drawback.
Though I suppose it's also to try to keep the wave intact.