They should not be as strong as they are on high fire rate weapons, or they should negatively effect the weapon more, maybe they should decrease stability so they are only good in closer gunfights.
Edit: I don't think HCR should be affected on low fire rate weapons, but I do think they need to be adjusted for HRoF weapons.
-
4 답변You literally put up a video explaining what high cal does when you could've just read it in game. It increases flinch. Exactly what it's supposed to do. So what's the issue?
-
1 답변Oh my, High Caliber Rounds does what it's supposed to and sniper rifles have proper flinch. This game is so close to balanced the people are stretching so hard to come up with nerf requests. Congrats.
-
HCR only really affects me when I use a sniper. I don't get messed up by HCR like that outside of either hardscoping too much (which I shouldn't be doing anyways so negative reinforcement) or when I'm playing 6v6 and I get flanked by a enemy. Otherwise HCR is fine. Adapt. Put yourself in gunfights where you have the advantage.
-
8 답변Currently hcr are effective in doing what they are designed to do, which is make target acquisition more difficult. Yet it is possible to fight through hcr and win. So what you want is to make them as pointless on high rof weapons as they are on low rof? Figure out how to deal with them. Use cover. Dont spam the trigger. Try a weapon with unflinching. Use hcr yourself. Please don't ask to nerf things that are working. Ask for buffs to things that aren't. I know hcr are a pain to deal with, they're supposed to be. This is like the Viking funeral nerf all over again. Things shouldn't be nerfed simply because they're "frustrating" to deal with.
-
10 답변
-
32 답변there is nothing wrong with hc rounds they are fine we have had this perk since year 1 and no one has complained but now everyone complains because of one weapon type or should i say 1 certain weapon from iron banner STOP CRYING NERF PEOPLE
-
1 답변No more nerfs! Seriously... I play Crucible. Never had any problems. Let me guess Trials? Pshh.. competitive game mode my ass.
-
6 답변Only thing that needs to be balanced is the percentage of toxic, self entitled whiners that have an impact on game changes. It should be 0%.
-
3 답변Higher impact = greater degree of flinch received. HCR = A percentile increase in base flinching degree. Done.
-
2 답변
-
3 답변작성자: SuggestedPigeon 12/22/2016 3:17:41 AMJust have it scale with the impact bar. It'll give high impact archetypes something useful.
-
4 답변
-
Nerfing a decent perk would be realy stupid, thing that they should do is rework stagger on all weapons, make so that low RoF/ high impact weapons stagger more because those weapons uses higher caliber rounds than lower impact weapons, it would make lot more sence + it would be good for weapon balance
-
9 답변Pulse rifles have always badly flinched anyone getting hit. It was part of what got Nirwens Mercy nerfed last year.
-
1 답변[quote]They should not be as strong as they are on high fire rate weapons, or they should negatively effect the weapon more, maybe they should decrease stability so they are only good in closer gunfights. Edit: I don't think HCR should be affected on low fire rate weapons, but I do think they need to be adjusted for HRoF weapons. [/quote] So hcr are a good perk? NERF THEM! They might kill me once!
-
8 답변I don't think HCR is too strong. It does what it's meant to do. Do you want another Armor Piercing Rounds incident? However, I do agree that fast firing weapons ([b]*cough*[/b] Clever Dragon [b]*cough* *cough*[/b]) need an adjustment because of how many beneficial perks there are. Having both HCR and Perfect Balance on the best weapon of the best archetype in the game shouldn't be possible. That, or take away some of their range.
-
4 답변Already posted many other places but what the hell... I believe I found the solution to High Rate /Low Impact vs Low Rate/High Impact problem we find again and again. It seems... High Caliber Rounds + High rate fire = no Bueno So what if we REMOVED it... AND Make it intrinsic...To certain weapons [b]High Rate of Fire - no intrinsic perk[/b], ya should be happy that your TTK is already lower than most weapon archetypes *cough* cleaver dragon & Doctrine of Passing *cough*. This would remove the need to directly nerf the weapon, eg making high rate pulse a four pulse kill. [b]Mid Rate of Fire - High caliber rounds[/b], it's fire rate is not so fast that you are stun locked but still present a slight advantage [b]Low Rate of Fire - Armor Piercing Rounds[/b], arguably the highest TTK in the game. With its high impact its logical that it's bullets should go through certain objects. Also high caliber rounds should penetrate Jug shields and certain cover. That would finally give low rate weapons a chance when they are getting rushed. This would apply across the board to all primary archetypes. If the weapon fire rate/impact are between X - Y they are placed into one of the above catagories and given one of the above characteristics. So let's get to ripping me a new one over my asinine idea . I love the debate
-
1 답변