![]() ![]() : gives the heat we want while giving a lot of extra damage to the actual bullets.+ : increases the number of bullets which indirectly increases the number of status ailments. ![]() + : creates viral and gives a lot of status chance.The mods are fairly standard as a result: Heat - while it doesn't increase the Slash/Viral combo, it increase the rest of your damage thanks to stripping 50% armor.Viral - increases the damage of Slash procs to some truely incredible levels.Slash - ignore enemy armor which is a huge deal on the steal path.There is guide lines in games to minimize effects that can cause seizures, and I feel like I'm playing Seizure Simulator 2016.The build is a pretty standard Status Ailmetn Build surely there had to be SOMETHING better then painting EVERY pixel on my screen bright white? Mirror images, holographic displacement, projected barriers. Want to "visually impair" my ability to react? Then tie it to the unit mechanics. You want to simulate recoil and spread? Then just widen the shot area if I hold my trigger down and NOT shake my entire television view screen. I'm human and have eyes and ears that can react in a bad way to stupid level of arbitrary stimuli. On that note, however, I'd like to point out to DE and everyone else that I think using "screen shaking recoil" to "balance" something is a horrendous idea, the same way as making my entire 50 inch TELEVISION that is 1 foot from my face turn into a ROOM LAMP whenever a Bursa does a "flash bang" is a horrendous idea.įor the love of god. I prefer "less recoil" because my brain like that, but I do agree with what you said here. It seems better to me, than a system where none is controlable. Alternatively, you could simply do what people like I did, and exchange power for less recoil. To be honest, though, the good thing about camera sway and recoil being connected is that you can manually control them- by negating the recoil with the mouse (if the recoil is unidirectional), you are able to compensate for it. It would reward control and trigger discipline. Im interested in that.Īnd I suppose I agree. If you could link me to said post, I'd very much like to read it, actually. I'm clueless if this can be implemented, but it would be the best solution to accommodate both playstyles.Īn exilus slot for weapons would be nice, that would fix things too It's sad tbh, it would make a lot more sense if the first 2-3 shots were always accurate like in other FPS games for example, and after sustained fire the spread kicks in. I can't remember who, maybe it was an Anon from the wiki, explained that recoil and camera shake cannot be separated or something between these lines, due to the game's engine. Yeah I too like the idea of shredding enemies from the sky at full speed like a jet from battlefield, i do it always The previous iteration allowed both, now it only allow yours. Perhaps you, in your playstyle, prefer to get up close and personal. We are now barred from this, and are forced to deal with the butterfly equivalent of a 1 pellet repeating shotgun.Īnd the fact is, Razorwing excels as air support, which always demand some distance. If you, like me, prefer the opposite, use Stabiliser. The visual recoil was vaguely annoying, yes, but perfectly manageable.Īnd the previous Pixia allowed more customisation: if you prefer power to accuracy, use a damage mod instead of Stabiliser. The only difference that is now you cannot negate it with mods, while before you could. Yeah, chances are the first 1 or 2 bullets will miss the target beyond 30m, but why would you snipe with it anyway, especially with buffed speed and maneuverability now, just move in a bit closer for the kill if none of the 60 bullets hit the target, which is unlikelyįor all intents and purposes, the spread is effectively the same. Also I didn't experience it to be so horrendously bad as you describe it to be. I like the new pixia much better than the old one, i don't have to waste a mod slot for stabilizer(it's not like i used it before anyway, tried it, not worth it). ![]()
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