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Does Enhanced Combustion effect all the new weapons in the warbond?
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Originally it's strategems only but if they weren't retarded they'd make it everything.Does Enhanced Combustion effect all the new weapons in the warbond?
The more they touch their game the more they fuck it up. Why theyd nerf fire when they have purchasable fire content coming out could only be justified by a retard. Plus the ship upgrade only applying to stratagems means that every fire weapon launching tm will do both less damage then whats expected and also lose reliability when hitting targets due to todays patch. Also get fucked incendiary breaker and grenade pistol usersThe faggots ruined the flamethrower,
Why nerf anything in a PvE game that has zero competitve aspect to it? Fucking retardsThe more they touch their game the more they fuck it up. Why theyd nerf fire when they have purchasable fire content coming out could only be justified by a retard. Plus the ship upgrade only applying to stratagems means that every fire weapon launching tm will do both less damage then whats expected and also lose reliability when hitting targets due to todays patch. Also get fucked incendiary breaker and grenade pistol users
I didn't see anything in the notes about nerfing fire damage
Well now I guess either you blow a strategem or take reduced damage by blasting its ass. At least I assume that direct flamethrower also is reduced on the ass like bullets. It's not like you can strip leg armor with anything else in your kit. I never personally tried with the Eruptor and besides that sounds like a bad idea given that thing can't clear bug hordes anymore.View attachment 6278785
it is under weapon stratagem fixes, i was under the impression flamethrowers worked with a jelly like spout of flammable materials so that it sticks to stuff, as a result i didnt think the fire effects were unintended before the patch, i wouldnt expect fire to 'bounce' off of anything really
Okay thanks for the clarification. It did feel like flamethrowers were a stupid reliable charger killer when they really went on and on about how they wanted direct hits to the head with rockets to be a satisfying way to deal with them. Five seconds, or a bit longer if you just let them burn, sounds reasonable enough for a tool meant to melt crowds. It's not dissimilar to wrangling a charger with an Autocannon and blasting it 4+ times so its ass breaks and letting it bleed out which I've done plenty.You can still kill Chargers in about five seconds from scratch by going for the butt, and still drop them with ease by stripping the leg armor and then going to town. But none of that matters because the exploit is gone.
repeatedly theyve used that as a justification to make something that functioned fine inferior.it's a mechanical issue getting fixed,
which causes fire that would have stuck to the ground on the last patch to not do so, as the stream is immediately stopped by the first enemy in a pack. Making short bursts no longer effective at meaningful crowd control.the fire stops when it hits an enemy or hard object,
what this equates to is you need to fire more for the same effect pre patch.the more enemies you're giving the fire hose, the more flame you're spreading and the more damage it's doing.
larger enemies should be more vulnerable to fire, now their size tanks the hits, makes units behind them as targetable as if you were using a ballistic weapon,For larger enemies (like Chargers) this made it possible to do fucking ridiculous amounts of damage by tracing a vector through multiple weak spots,
a niche weapon that had a unique benefit has been changed to operate like every other option, needing to strip the leg defeats the purpose of not bringing actual anti armor support strat, and shooting it in the ass which can be done with weapons you dont need to be on top of the enemy to use.by going for the butt, and still drop them with ease by stripping the leg armor
the only reasonable answer i can think of is they want to weaken other weapons before a new weapon pack comes out so that you are more likely to spend money on the new and overpowered thing, which will be nerfed before the next weapon pack that you can spend real additional money on comes out.Why nerf anything in a PvE game that has zero competitve aspect to it? Fucking retards
I went back and gave the flamethrower another try after reading your post, but I'm sorry, even against chaff waves it stinks on ice. Since the flame spew stops as soon as it meets a little resistance, you get swiped by enemies lunging from the backlines now before they can cook. The flame stream does not permeate the bug horde, so it ends up being this piss stream that only drenches the front row. I noticed no change in the amount of fire pools or their size, and the damage from these ground flames are still not nearly as strong as from the stream itself (which is now neutered). The difference is night and day, alright: for the negative. If this is a fix, then I want it back in it's 'broken' state immediately, because it is completely outclassed by other stratagems in every use case.OK, I'm going to explain what changed with the FLAM-40. It's not an outright nerf, it's a mechanical issue getting fixed, though Bugdivers will almost certainly see it as a nerf anyway. In a few ways the weapon has been seriously buffed.
The Flamethrower does damage in three forms - contact with the fire itself does damage, it causes afterburn that also causes damage, and it ignites the ground which also does damage (and afterburn). All three of these sources stack, and ideally, when you're hitting a target you're landing all three.
What was changed was how the Flamethrower resolves hits. Originally, the Flamethrower fired a piercing stream of fire, that also caused fire patches along where the flame travelled. These fire patches were often very unreliable and had a tendency to spawn much too close or far away (if you were getting lit up by your own fire and it didn't make any sense to you why it was happening, this was prob ably why).
Now, instead, the fire stops when it hits an enemy or hard object, causing the AOE fire damage to pool IMMEDIATELY ON THE SPOT. This is not only way more reliable, it also means that the more enemies you're giving the fire hose, the more flame you're spreading and the more damage it's doing. The difference is absolute night and day on packs of enemies.
So it's a fix with tangible upsides. Why is it being called a nerf?
The reason it appears to be a nerf is that the original way the Flamethrower resolved hits was that the piercing effect would hit multiple times as it passed through. For larger enemies (like Chargers) this made it possible to do fucking ridiculous amounts of damage by tracing a vector through multiple weak spots, which was really easy to do. This meant that you could drop a Charger in like 2 seconds if you could go right for a foreleg without interruption, which even months ago was known to not be how it was supposed to work.
You can still kill Chargers in about five seconds from scratch by going for the butt, and still drop them with ease by stripping the leg armor and then going to town. But none of that matters because the exploit is gone.
But direct hits to the head with rockets aren't the way to handle chargers anymore since charger behemoths are now the most common variant. Those fuckers tank 2 or more shots to the head. Hence why the flamethrower was even used in the first place. Heaven forbid we have reliable weapons.It did feel like flamethrowers were a stupid reliable charger killer when they really went on and on about how they wanted direct hits to the head with rockets to be a satisfying way to deal with them
Oh thank Christ, I'm not the only one.Did you actually try playing the change? Because the way you put it made it sound like not a nerf and made me actually want to use it. So I did and I found that agaisnt chaff its worse then prepatch, against large enemies its worse then prepatch, and agaisnt armor its worse then prepatch. Its an eruptor situation all over again. If you are enjoying the change good on you, but i really dont see the appeal to fire weapons now.
As someone who ran the incendiary breaker and grenade pistol on like 90% of bug missions, I can confirm that the incendiary feels just as bad as the normal breaker. It's now a crowd control weapon that can't effectively crowd control on anything higher than difficulty 6 due constantly having to look for ammo. It also sucks against the new Impeller and alpha broad commander.Also get fucked incendiary breaker and grenade pistol users
I can attest this. Im bored enough to read database from time to time. Flamethrower have always been AP3, it should never be able to kill charger up front ( which have armor value of 5 on most part), for some reason (swedes coding ofc) it can ignore any armor and deal direct damage. So while the primary and secondary flamethrower in new warbond will probably use same damage patterns as the support flamethrower, you will see funny shit like a secondary killing a charger up front faster than mag dumping a support weapon in its ass if they don't fix this.It's not an outright nerf, it's a mechanical issue getting fixed,
It's funny how it's always unintended interactions with chargers that spearhead changes or fixes or whatever you wanna call them. I swear to God if they ever plan on releasing charger variants, they're gonna be doing nothing but bugfixes for the subsequent six months.Did you actually try playing the change? Because the way you put it made it sound like not a nerf and made me actually want to use it. So I did and I found that agaisnt chaff its worse then prepatch, against large enemies its worse then prepatch, and agaisnt armor its worse then prepatch. Its an eruptor situation all over again. If you are enjoying the change good on you, but i really dont see the appeal to fire weapons now.
a secondary with shit range, likely shit ammo capacity, but the ability to fulfill a role that primaries struggle with? How again is that a bad thing? That sounds balanced to me, was it unintended, sure, but the unintended mechanic was more rewarding and fun then the alternative, which is shit penetration on hordes and heavies alike. Fire fucking hurts, against large biologicals theres no reason why it shouldnt be able to melt every inch and flow past and around the armor, its supposed to be aoe, let fire have a niche. Every fucking time they "fix" a mechanic, they make it worse before an inevitable backpedal which doesnt undue the change but mitigates it leaving weapons and mechanics worse then launch but better then nerfed, be it the mechs blowing themselves up (the fix fucking up aiming), the eruptors shrapnel (the fix increased damage while fucking aoe), or patrols being wildly broken for solo players (fix lead to instant spawns of patrols within 20 meters of the player). If the broken state is better then the "fix" for god sakes just leave it and focus energy and time on new shit.a secondary killing a charger
To be fair one of the players was the journo woman asking questions, and the guy had to answer questions which can make it more difficult to pay attention and near impossible to communicate fluidly when the main focus is the q/a and not gameplayZero lives remaining:
Devs are absolute trash at their own game, and they decide to nerf shit again and again. Smart!A comment on the dev livestream for the new update:
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Zero lives remaining:
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