• tiberius@lemmy.caM
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    25 days ago

    Were these a terror before the 1.001.100 patch? I didn’t encounter them since I was only playing level 6. Was it like trying to extract while in range of a mortar emplacement?

    • Sonotsugipaa@lemmy.dbzer0.com
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      25 days ago

      A bit worse, the missile precision is better and there are 3 missiles per salvo; additionally, they move and they can shoot in a straight line AND, unlike with the two other tanks, you’re still perfectly unsafe if you get close and prone.

      Couple all that with the fact that mortar shells really have to hit you dead-on to one-shot you, while the tank’s missile have ~ double the AoE and knockback. Supposedly they nerfed them a bit, but I can’t tell the difference from three weeks ago.

    • GhostlyPixel@lemmy.worldOP
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      25 days ago

      The rockets are much slower moving and a lot easier to see compared to mortars, and a single orbital strike or thermite is all it takes to destroy them

  • Barbarian@sh.itjust.works
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    26 days ago

    As an outsider looking in that saw the news, was a huge player buff across the spectrum really needed? It’s not terribly normal for a game studio to make their game that much easier all at once.

    • gusgalarnyk@lemmy.world
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      26 days ago

      I think the problem was their balancing strategy was largely nerf based and their design vision was primary weapons should suck against most things. That’s how it felt anyway. Like most guns weren’t viable and they kept nerfing the viable ones until they felt noticably worse but still noticably better than other options.

      I really don’t understand their vision for the weapon landscape - most assault rifles felt bad compared to the laser rifle variant, most shotguns felt bad besides one pump and one auto and then they nerfed both of those so I haven’t taken a shotgun in some time, and a sniper or semiautomatic has never felt good as a primary despite being what I’d normally gravitate to.

      Half of my play time is taking something like the auto cannon or the Quasar (before they were nerfed) and using them more like my primary weapon.

      The slots don’t have identity because of this imbalance and the weapons within those slots don’t have meaningful decisions because they fit either check some boxes - A) can harm most things B) is efficient at harming most of those things - or they don’t.

      In a game where part of their business model is releasing a couple of new guns every month I’ve used 90% of those weapons less than 3 times because they immediately feel bad at the highest difficulties.

      So this new patch is, to me anyway, a blunt way to improve all guns and all viability - seemingly because they dont know how to do it any other way.

      • ChicoSuave@lemmy.world
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        25 days ago

        In a game where part of their business model is releasing a couple of new guns every month I’ve used 90% of those weapons less than 3 times because they immediately feel bad at the highest difficulties.

        100% this. The game went from making you feel like a disposable badass to just disposable bad. After a bunch of nerfs to the orbital weapons I just quit playing. I don’t understand why they saw people having fun in record numbers and thought “something’s wrong”.

    • positiveWHAT@lemmy.world
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      26 days ago

      It’s more like giving power back since the player weapons were constantly nerfed in each patch. The fun drops when all your weapons stops getting the impact one expects. * But I think they are also competing with Spacemarines 2

    • Kyrgizion@lemmy.world
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      26 days ago

      In my opinion, absolutely not. I had a lot more fun before the patch. Sure, you can go higher difficulty but it’s just not the same.