@“Mr.Cuddlesworth” said:
You do realize explosives are far more dangerous than bullets in real life? O.o
You do realize this is a game and not real life? O.o
@“Mr.Cuddlesworth” said:
You do realize explosives are far more dangerous than bullets in real life? O.o
You do realize this is a game and not real life? O.o
@bgyoshi said:
@“Mr.Cuddlesworth” said:
You do realize explosives are far more dangerous than bullets in real life? O.oYou do realize this is a game and not real life? O.o
Imagine a zappy dart gun being able to blow up heads.
@“Mr.Cuddlesworth” said:
@Sorotia said:
@“Mr.Cuddlesworth” said:
You do realize explosives are far more dangerous than bullets in real life? O.oYou do realize if this were real life all it would take is one bullet from any gun to kill someone?
There are survivors of gunshot wounds, not always one bullet…but a nade to the face…
But my point was the same as @bgyoshi the game isn’t real life.
As I said DB sacrificed this kind of realism for the sake of fun.
In real life effective radius of grenade is around 7 meters - being in that area is almost certain death; the radius of fragment spread varies from 20m to 200 depending on grenade type. Pretty sure stepping on a mine will result in lost leg in a very very bright scenario.
We don’t need that kind of realism in DB. But there has to be some logic and common sence in here. And catching nade or rocket with your face, stepping on a mine and still brief after that is some superior logic that we don’t need either.
@bgyoshi i don’t get what you’re saying.
You do know how bad aimpunch is a lot of other players don’t stick to loadouts without focus, so why not do the same with Unshakable? What harm is it to have more resistance to explosives? And besides, you already know what nerf nerf nerf cyle does to players in the game.
@K1X455 said:
@bgyoshi i don’t get what you’re saying.You do know how bad aimpunch is a lot of other players don’t stick to loadouts without focus, so why not do the same with Unshakable? What harm is it to have more resistance to explosives? And besides, you already know what nerf nerf nerf cyle does to players in the game.
Focus only affects ADS’ing and since the complaint about aimpunch is over hipfire (though I don’t know why, aimpunch is extremely minimal in this game… or at least I hardly notice it) and the majority of gunfights are at hipfire range, so I dunno why that would matter all too much.
But if it did matter, the same argument that applies to “Your arm is on fire, why not set the other arm on fire?” applies here.
I don’t care what nerf nerf nerf does to bad, whiny players. If the complainers leave and new players stay, I’m all for the infinite nerf.
The majority of players I see WANT more gunplay and less explosives. I dunno why a universal nerf to explosives would hit the game all that hard. I can understand if they nerf ONE merc, then another some weeks later, then another, then another… They’d have to nerf all of them at the same time, and then release updates to rebalance as needed quickly.
@bgyoshi Pretty sure Focus affects all aimpunch now, used to be ADS-only, a long time ago
@bgyoshi said:
You do know how bad aimpunch is a lot of other players don’t stick to loadouts without focus, so why not do the same with Unshakable? What harm is it to have more resistance to explosives? And besides, you already know what nerf nerf nerf cyle does to players in the game.
Focus only affects ADS’ing and since the complaint about aimpunch is over hipfire (though I don’t know why, aimpunch is extremely minimal in this game… or at least I hardly notice it) and the majority of gunfights are at hipfire range, so I dunno why that would matter all too much.
But if it did matter, the same argument that applies to “Your arm is on fire, why not set the other arm on fire?” applies here.
I don’t care what nerf nerf nerf does to bad, whiny players. If the complainers leave and new players stay, I’m all for the infinite nerf.
The majority of players I see WANT more gunplay and less explosives. I dunno why a universal nerf to explosives would hit the game all that hard. I can understand if they nerf ONE merc, then another some weeks later, then another, then another… They’d have to nerf all of them at the same time, and then release updates to rebalance as needed quickly.
Well what’s all the fuss against Phantom then regarding his cloak and sound? He’s perfect since the Hunter update.
@Szakalot said:
@bgyoshi Pretty sure Focus affects all aimpunch now, used to be ADS-only, a long time ago
Seems you’re right, which is silly if you ask me. But like I said, if your arm is on fire…
@K1X455 said:
Well what’s all the fuss against Phantom then regarding his cloak and sound? He’s perfect since the Hunter update.
Irrelevant to the current conversation???
@bgyoshi said:
Irrelevant to the current conversation???
But you didn’t care about the nerf nerf nerf to whiny players which makes up over 98% of the playerbase, why would you care then if setting both your arms on fire for the sake of Splash Damage balance?
@K1X455 said:
But you didn’t care about the nerf nerf nerf to whiny players which makes up over 98% of the playerbase, why would you care then if setting both your arms on fire for the sake of Splash Damage balance?
…I have no idea where you’ve gone or what you were trying to say anymore rofl
The whole point is to find out how the community feels about balancing, not by nerfing, but by buffing.
It’s not just Unshakable. Phantom can be countered by buffing other mercs that can counter his cloak and stab ability.
@K1X455 said:
The whole point is to find out how the community feels about balancing, not by nerfing, but by buffing.It’s not just Unshakable. Phantom can be countered by buffing other mercs that can counter his cloak and stab ability.
I’m sorry but Phantom is absolutely outside of that logic.
Only stat that makes him monstrous is 120HP current, otherwise it’s all about his MECHANISM. cloak + katana stab insta kill.
Doesn’t make any sense to buff others, just to counter single invisible dude.
@Sorotia said:
@“Mr.Cuddlesworth” said:
You do realize explosives are far more dangerous than bullets in real life? O.oYou do realize if this were real life all it would take is one bullet from any gun to kill someone?
Tell that to the guy who survived execution by firing squad, Wenseselao Moguel; he continued to live out the rest of his life after being left for dead by the firing squad, as he managed to escape afterwards. You can survive a gunshot as long as it doesn’t hit any major organs or arteries, technically speaking.
@K1X455 said:
The whole point is to find out how the community feels about balancing, not by nerfing, but by buffing.It’s not just Unshakable. Phantom can be countered by buffing other mercs that can counter his cloak and stab ability.
Yeah I know. When it comes to buffing, I’ll remain against buffing augments as that starts making the game meta more about what card you have. And since cards are either paid or RNG, the game becomes less about your skill and more about buying the best card. Augments should not be the focus of balance patches. Explosives are too strong in this game and need a universal nerf… but lowering their damage or effectiveness doesn’t make sense. What does make sense is nerfing their availability. A buff to an augment to “nerf” weapons won’t work, since that just means that nades are still overpowered to everyone WITHOUT the augment.
The weapons should be fair
That doesn’t mean the weapons should only be fair if you have some specific augment that forces them fair AGAINST YOU ONLY.
@-OCB-Wildcard said:
@Sorotia said:
@“Mr.Cuddlesworth” said:
You do realize explosives are far more dangerous than bullets in real life? O.oYou do realize if this were real life all it would take is one bullet from any gun to kill someone?
Tell that to the guy who survived execution by firing squad, Wenseselao Moguel; he continued to live out the rest of his life after being left for dead by the firing squad, as he managed to escape afterwards. You can survive a gunshot as long as it doesn’t hit any major organs or arteries, technically speaking.
I didn’t say you couldn’t survive a gunshot, I just said all it takes it one bullet to kill someone.
@bgyoshi so if you’re not comfortable with augment balancing, it seems you’ll subscribe then to ability buffing then to balance.
We all know how that went with a cheezing Javelin.
We all know how salty pro players get when they get pancaked by a noob Proxy.
We all know what’s not there where an enemy Phantom is…
This is for you:
@THUNDAAA said:
@K1X455 said:
The whole point is to find out how the community feels about balancing, not by nerfing, but by buffing.It’s not just Unshakable. Phantom can be countered by buffing other mercs that can counter his cloak and stab ability.
I’m sorry but Phantom is absolutely outside of that logic.
Only stat that makes him monstrous is 120HP current, otherwise it’s all about his MECHANISM. cloak + katana stab insta kill.
Doesn’t make any sense to buff others, just to counter single invisible dude.
i thought phantom is currently 110
@K1X455 said:
@bgyoshi so if you’re not comfortable with augment balancing, it seems you’ll subscribe then to ability buffing then to balance.
…I’ve already told you I subscribe to ability NERFING to balance
Jesus man I know you’re upset about Phantom but come on
Buffing augments is a bad idea. I don’t even like that the game has augments in the first place. I spent the entirety of 2016 and 2017 playing with default augmentless cards and since they got rid of those and ALL cards have augments now, well I’m kinda forced to play with them.
The game should be about skill, not augments. If you buff augments, then your skill becomes irrelevant.
Phantom is only visible when moving, and that’s the point. So yeah, no one can see an invisible unmoving phantom. HUR
On the other hand, I kill cloaked phantoms trying to run me over all the time, they aren’t hard to see when they’re moving. I personally think Phantom should be straight invisible, completely silent when decloaking, and be unable to attack while cloaked… meaning a 1 second attack delay when decloaking.
Explosives are too strong. I spent all weekend racking up literally free, skill-optional kills with Nader and Fletcher because that’s what my missions wanted me to play. It’s been so long since I played either class that I forgot how stupidly short the cooldown on their explosives are and yeah it’s no wonder there’s so much spam these days.
The way you make explosives worse is by nerfing them. All of them. Not buffing the augments.
End of story
Sorry if you can’t accept that but don’t ask for opinions on explosives if you’re going to deflect with some asinine bull about Phantom
@bgyoshi said:
@K1X455 said:
@bgyoshi so if you’re not comfortable with augment balancing, it seems you’ll subscribe then to ability buffing then to balance.…I’ve already told you I subscribe to ability NERFING to balance
Jesus man I know you’re upset about Phantom but come on
Buffing augments is a bad idea. I don’t even like that the game has augments in the first place. I spent the entirety of 2016 and 2017 playing with default augmentless cards and since they got rid of those and ALL cards have augments now, well I’m kinda forced to play with them.
The game should be about skill, not augments. If you buff augments, then your skill becomes irrelevant.
Phantom is only visible when moving, and that’s the point. So yeah, no one can see an invisible unmoving phantom. HUR
On the other hand, I kill cloaked phantoms trying to run me over all the time, they aren’t hard to see when they’re moving. I personally think Phantom should be straight invisible, completely silent when decloaking, and be unable to attack while cloaked… meaning a 1 second attack delay when decloaking.
Explosives are too strong. I spent all weekend racking up literally free, skill-optional kills with Nader and Fletcher because that’s what my missions wanted me to play. It’s been so long since I played either class that I forgot how stupidly short the cooldown on their explosives are and yeah it’s no wonder there’s so much spam these days.
The way you make explosives worse is by nerfing them. All of them. Not buffing the augments.
End of story
Sorry if you can’t accept that but don’t ask for opinions on explosives if you’re going to deflect with some asinine bull about Phantom
Phantom is pretty whack, it doesnt decloak when he got hit
Buffing unshakeable would only make it a more must use card and we get to pay 2 win situation again.
instead, buff deployables HP like the Guardian trophy, turtle shield damage against explosive, give bushwhacker sentry ability to absorb blast like ammo station.
if, SD were to buff unshakeable, better make a new card gen and add new anti-explosive augment exclusive for 100-80 hp mercs