Best posts made by Metal_Greg
This set is not balanced. no build with out any red should be able to hit this hard let alone have this much armor and bonus armor. the problem is that the Heartstopper buff with the chest gives 100% weapon damage at full stacks which is easily maintained thanks to stacks decaying and the fact that with high RPM weapons you can gain stacks in a mag or two.
just look at this:
with this build which has 0 red, at full stacks, it takes down an elite on heroic in ONE MAG. Nothing should be that powerful with 0 damage investment. This needs to be fixed.
I suggest reverting the way stacks worked in PTS 1 where it only lasted 5s or simply nerfing the damage from the set entirely either by reducing the amount of stacks obtainable or reducing the damage each stack applies.
@serotoninja what people aren't getting about this new system is that IT'S SUPPOSED TO TAKE A LONG TIME. It gives you something to work towards, it isn't meant to be completed in just a few weeks or something. this is a slow constant progression that rewards you for playing.
a Specializations overhaul. maybe some new ones too.
I am an avid user of the oxidizer chem launcher so this is a real problem for me. accidentally killing my self with my own skills is just the worst. And it's not even consistent, you can stand in front of your turret no problem and friendlies are completely unaffected. I shouldn't be able to melt myself faster than i can melt a normal red enemy on heroic. It does nothing but hurt the experience and makes the player not want to use certain skills in fear of accidentally killing them self.
I say only in PVE because spamming oxi in PVP would be kinda nuts.
I'd ask them to nerf In-Sync but that would be shooting all my skill builds in the foot. Yep the primary gun talent run in PvP is a skill talent. The hypocricy that lot can stomach is way beyond my reasoning.
they should just make in-sync no longer proc with a sheild. cus that's obviously not the intended use case for that talent.
so, everything has mitigation right? status builds have haz pro, skill builds have jammer, but what about weapon builds? well the only thing I can think of is skill builds. skill builds are the mitigation for weapon builds and that's the real reason most PVPers complain about them. Look at the Shrapnel trap for example, it directly combats the way weapon build players rush in at you, and they absolutely hate it because of that. skill builds force a more tactical and cover-based play-style. The meta weapon builds are the exact opposite, all they do is put up their shield and shoot. Then they complain when skill builds put them down and claim skill builds are OP. when in reality, it's weapon builds that are OP. Weapon builds can have tons of armor plus a shield and still melt people no prob, skill builds at the max can have 913k armor, excluding things like the kard and the memento. technically you could put more armor on a skill build but since skill tiers are more than just damage you basically need skill tier 6. skill builds can be mitigated with jammer or by destroying their skills. weapon builds can only be mitigated with distance and maybe riot foam or a blinder. but if someone with more than 1 mil armor goes rogue and pulls out a shield right by you and you're a skill build there's basically nothing you can do.
@xcel30 they should've just uped the cooldown if speedrunning was all they were worried about because the way it is now is just so sad. NPCs can literally just walk away from your seekers and it's like dam why even use em.
@x0nemanarmyx they just need to increase TTK to force you to land more shots and prevent skills from one hitting people. but then that might lead to more chicken dancing so idk.
Latest posts made by Metal_Greg
It's completely different. You have to be able to track a moving target and land enough shots to down them. Much different than getting one lucky throw and killing 5 players.
1st of all, tracking a moving target really isn't that hard especially with a mouse. 2nd of all, getting a lucky throw is no different than getting a lucky shot with a sniper. Actually I take that back, there is a difference, to get a lucky throw with the trap you have to be about at most, 8 ft away from your target, leaving yourself very vulnerable to being gunned down, stickied, sniped, or what have you.
Not even close
That's not an argument. come on, you could at least try. If you have any counter-argument I'd love to hear it.
9 times out of 10, by the time you realize they're throwing traps, it's too late.
Like I said, that's on you for not paying attention. It's the same case with guns, if someone gets the drop on you while you aren't paying attention, pretty much any kind of DPS build is gonna have the same outcome, you'll be dead. But with the trap, if you happen to move out of the way or the person throwing it just misses, now the person throwing the trap has just given up their main source of damage and are completely exposed. with a gun, there are no such complications, it's just point and shoot.
Look, I've played with you in the DZ enough to know your gameplay style and ability MetalGreg. You rely heavily on skill builds because, as bad as you are with them, you are even worse with guns. You steadily advocate for overpowered gear and skills thinking that will help improve your gameplay. It won't. As much as you think it will help you, it will help those that are already better many times more. Nothing is going to close that gameplay gap except for improved gameplay.
Ok I admit it, I love skill builds. I guess I should've made that bias clear from the start. But in the same regard, most people who complain about traps rarely touch skill builds in PVP, so that bias can sway their decision too, wanting it to get nerfed so they don't have to deal with it.
Part of the reason that I prefer skill builds is because I prefer to play with a controller. That makes aiming a bit more difficult. But aiming isn't the only skill in this game, positioning, tactics, reaction time, when to push or fall back, when to use skills, where to place skills, and the list goes on. But still, all skills require some amount of aiming, (except for maybe the drone and seeker) albeit, less so than most gun builds. I say "most" because an all red GC build might actually require less aiming compared to something like a sticky bomb, but I could be wrong about that.
The main reason I prefer skill builds is because I simply prefer the gameplay and playstyle. I don't want to just shoot things, If I wanted that there are plenty of other games that scratch that itch, that being said, I am still shooting my gun no matter what build I'm on. Skill builds offer a unique experience where instead of relying on your gun to take on a target, you must use your tech Which, despite what some people might think, aren't exactly god tier. skills require their own type of skillset and have their own advantages and disadvantages.
As far as lore goes, our tech is what sets us apart from all the other factions and baddies out there. It's what always a small group of four agents to take on a whole city full of baddies. So I feel like as a division agent, my tech should be the thing I rely on.
Pointing out my level of skill is pretty petty and a real low-blow. But let me tell you, I don't want OP gear and skills. I want balance, and currently, the balance is skewing a lot more towards gun builds. consider how much armor and damage a typical pvp gun build has. Now compare that to any skill build besides trap builds. Compare how reliable and versatile gun builds are to skill builds. This trap build only closes the gap slightly between the imbalance of gun builds vs. skill builds. And again, in the dz and conflict, what builds do you see people using the most? high armor gun builds. skill builds are rare and when you do see people using them, it's almost always glass canon builds that can be gunned down in less than a second.
Also, did everybody forget about tank builds? they were already in a bad place then the shield nerf completely neutered them. The problem with shields wasn't that they were too tanky, that's the whole point, The problem was you could throw on a shield without giving up any damage. the shield nerf should've been a damage dealt modifier instead of a dame taken one.
while making a report on a cheater I encountered in the DZ I was suprized to see that when I selected the category "report cheating" there was no option to submit the case. but when I changed the category to "report username" or "report avatar" there was suddenly an option to submit. I went ahead and submited my case with the category "report username" anyway but it's just a bit concerning that they won't let you submit a case on reporting a cheater.
If you bother actually looking, he's not a true skill build. He's completely rolled armor. That was one of the things players were complaining about with traps. You can run all armor and still 1 shot players with them. I can run an 80% explosive resistant build and still get one shot. It's completely broken.
that's no different than all the blue-cored gun/crit builds that can down a player in less than one mag. sure those builds cant one hit entire teams but they are MUCH more versatile and reliable. and they don't rely on them all being in one spot or not knowing how to dodge a skill.
Nemesis can 1 shot 1 player. Traps killed 5 players in 1 shot at the very start of that video. How are those things comparable? Nemesis also has to be charged to 100% and land the shot. Traps have a huge area where deployed that can kill in 1 shot. Not even close to the same thing.
Nemesis has the advantage of a long range, while shrap trap has the advantage of AOE but a short range. so in that regard, They are about as powerful as each other.
It 100% is a problem. Saying "just roll out of the way" is pretty daft too. If it were really that simple players wouldn't complain about it. You can roll out of the way and the explosion is still triggered and you still die as if you were right on the trap. However it's programmed, it's not working the way it probably should.
from my testing, if you roll as soon as you see them throw it, you will escape it. If you roll too late, the trap will stick to you mid-air and you will get hit. Although, I admit that the traps seem to be sticking to the player just a bit too early but I can't really tell. But it certainly IS avoidable.
Woops I guess I quoted those out of order sorry
The only thing I see is a skill build finally being able to compete with the meta and a good enough player to do so. contrary to what you might think, getting kills with the shrap trap is not as easy as it looks. Just try and reproduce some of the clips in that video against real players, they will gun you down before you get the chance to do anything.
Shrapnel is NOT a problem in PVP, just look out for it and roll out of the way. There is plenty of time to gtfo when you see someone throw it at you, if you didn't see it that's on you. Just like how a sniper can kill you instantly when you aren't excepting it. so by the same logic, snipers should be nerfed too, Nemesis can one shot players without needing sufficient investment just like the shrap trap. idk about you but I see people using nemesis a ton more than shrap trap.
ya know what else I see a [censored] ton more than shrap trap? Blue-cored gun/crit builds. Those builds can down a player in less than one mag from an AR while still having 4 or more blue cores but somehow that's ok and shrap trap is the bigger issue. Let's compare one of those builds to the typical blue-cored shrap trap build. the gun build typically has crit everywhere, whatever brand bonuses do the most damage and then 4-6 blue-cores. The trap build rolls skill dmg everywhere, brand bonuses that give damage, usually rigger or hardwired to reset the cooldown and 4-6 blue cores. So basically they have the same amount of damage investment. Sure, the shrap trap can insta-kill and do AOE damage but it is MUCH less versatile and reliable than the blue-cored gun/crit build. To get a kill with the shrap trap you have to 1st: be close enough to throw it on them. 2nd: somehow get your opponent to stand still long enough for you to aim and throw. and 3rd: avoid getting shot at during this whole process. meanwhile, gun builds just need to point and shoot. but no... shrap trap is the easy kill.... yea right.
They shouldn't be nerfing things into complete non-viability, First the shield and now this. The whole problem with the shield wasn't that it was too hard to kill or made players too tanky, that's the point of the skill. The problem was that you could use a shield without having to give up very much damage. They should've made a damage dealt multiplier instead of a damage taken one, but I digress.
@ScareCr0w61 I agree 100%. It makes no sense having to choose between the two and like you said, the mods are all minor stats so having one extra wouldn't be that big of a deal.
edit: shoot, I guess this thread is a couple of months old now. Sorry for necroing it.
@GnarlyAtol1793 bully?? no. All I want is a good DZ experience with lots of players. Incentivizing playing in the DZ would help with that. look, if a player is harassing or bullying you just move DZs or jump servers by going to NY and back. but if they're really persistent you can always just block and report them.
Personally, I don't want exclusively PVP, I want a mix of PVE and PVP. That's what the DZ is all about. Conflict is for people who want PVP, the LZ is for people who want PVE and The DZ is for people who want both.
@N3mB0t dude, PVP is baked into the lore, ya know the whole rogue thing. The DZs have no surveillance and agents can exploit that to turn on other agents. so you can't just make the DZs where you can't go rogue, not only would that defeat the whole purpose of the zone it would contradict the already established lore and worldbuilding around the DZs. Besides, Heartland is probably gonna offer all of exactly what you just described.
@Blackiceball a decent amount of players enjoy PVP. Just because they might be in the minority does not mean they shouldn't be represented.
What are you basing your statement off of anyway? actual data or just personal assumptions? I mean, you're probably right but I just wanna be sure.
@Brockk_Landers Yes I am a huge fan of skill builds and yes I sometimes will throw down a hive or somethin then fall back. so? When I'm in a pickle I fall back and use a kit or get some distance to return fire, it's called strategy.....or tactics lol idk
Well technically you're right and I may need to change my stance just a little bit. a skill with little or no investment should not be able to one hit a player with max armor and explosive res. But within the same reasoning the meta gun builds with little or no weapons damage investment should not be able to melt players in less than one mag from an AR. Those types of gun builds are literally everywhere in the DZ and Conflict. Like I said, 90% of all players I come across use those types of builds. Therefore, Those builds are obviously more of an issue than the builds like shrap trap builds that are rarely seen in PVP.