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#feedback

7/9/2018 10:28:18 PM
14

Colony Balance Idea

I like The Colony. I like the concept and it is fun to use. I wish I just didn’t feel like a dirtbag player for using it. (Clarification: I [i]am[/i] a dirtbag player, I just don’t want to feel like one.) Can we add a tracking requirement to the weapon? I’m thinking something similar to D1 Truth, such that it can’t be simply blind fired into a space. If it tracks aggressively after painting an enemy, that seems fair.

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  • Colony needs no changes to it. Think about how likely players are of surviving it as opposed to a rocket launcher, or a sword, or a fusion rifle. It really is easiest heavy weapon to survive...I would bet money that other heavy weaps score a lot more kills overall than colony, so why does that need a nerf and they don't? I always say this..if someone dies to colony i don't feel bad for them because they had a muuuuch better chance of avoiding it than anything else and they didn't.

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  • I've been saying this for a while. There isn't much you can do but jump, but that is not always as easy since there are usually other things that usually make it impossible to jump and avoid it. Like if you're indoors, you're screwed. I've been one shot by that thing many times while other times two shot, it's damage is inconsistent. I really believe that you need to have locked on a target before it tracks anything. Like tracking rockets (Such as Truth or Gjallarhorn) but if you blind fire it then it only goes straight and blows up after some time. Kinda like any other Grenade Launcher.

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  • The weapon is fair because its very easily avoided. You just need to NOT camp in a tight corner of the map. So when its fired at you, you can jump into the air....and stay away from any walls. If you do that, someone firing The Colony is just wasting power ammo in PVP. Its THAT easy to get away from. If they can't do that because they're squatting in a tiny hole....well, then they get what's coming to them in my opinion.

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    8 Replies
    • You do realize people can easily avoid this weapon, right? It's called [b]JUMPING[/b] - I know a lot of crybabies here have never heard of the concept, and instead of figuring that out they run here and complain hoping for a nerf, but the reality is [b]JUMPING[/b] is 99.9% effective when used against this weapon.

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      • I don't think they should be able to turn around. They should track you until they pass you and then they just keep going until they find another target or blow up. As it is now you have to be in the air until they blow up, which doesn't work in combat because firing drops you and you can't aim effectively anyway.

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      • Stay away from PVP Problem Solved LOL

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      • This weapon can rot. But, I will say that it is in fact avoidable and can be beaten. So it's less scummy than a lot of people think. Don't feel bad using it, but understand that you will be aggressively hunted in the rest of the match after you use it.

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      • Or just nerf its damage so it doesn't freaking 1 shot super guardian in the biggest bull shit way. It really is bull shit that firing it always grants a kill.

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        • That actually is a decent idea. Question though, if you don't paint a target and still fire, what would happen then?

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          • Agreed, it should require you to paint the target to activate tracking.

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          • What? A reasonable proposition? On THESE forums? INSANITY!!!

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          • 1
            I like the idea of the colony needing to lock onto targets.. rather then blind fire.. Think that would make it alot more reasonable..

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          • I like the idea of giving the Colony a downside, I'm thinking along the lines of the user must make sure that targets are nearby for the weapon to track,if not then the spider-bots will lock on to the nearest available target,which would mean that they chase after and kill the user instead.

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          • They could just make it to where you have to paint guardians to get the kill but in PVE it still works the same as now.

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