Survivors balance change 1.9

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Comments

  • zosonzoson Member Posts: 2,216
    edited May 2016
    Dale said:

    zoson said:


    One tile. One. Tile. Hunters are still going to be the strongest class.

    I imagine someone will do the math to determine the average reduction in productivity of farming 7.4
    Conan1976 said:

    Does really nobody here use scouts??

    I stopped using them for a long time. But I have found them to be useful in outposts.

    The net change will be exactly 0 since only 3 walkers spawn per turn. You can farm 7-4 with three shooters just as effectively as with 3 hunters. Reducing hunter range by one tile brings it down from 7 tiles to 6 tiles. It's really not a big change. A 6 tile range still means the ability to hit 12 targets.
    Ovidmikelmcbkhicks
  • PR0DJPR0DJ Member Posts: 834
    I think they should balance classes without nerfing one class but with boosting others.

    Hunter shorter range make no sense at all - it is hunter with f***ing big rifle with big scope, he should have good range.

    1. Scout should able to move after attack, and have golden swift strike by default or second attack as charge ability.
    2. Bruisers should have wide arc stun, or at least on some weapons as trait. Charge ability should charging by stuns - not kills.
    3. "Bulletproof" trait on heavy armors of Bruisers and Assaults - also good idea, but any good trait on any armor will do.
    [Deleted User]BuckzzOvidmikel
  • [Deleted User][Deleted User] Posts: 2,344
    @PR0DJ

    I agree. I'm tired of getting things taken away from me or made more difficult for me as a means of helping me. There is something very damaged about this automatic go to line of reasoning that keeps getting deployed by the game devs.
    mongo911Buckzz
  • EL34xyzEL34xyz Member Posts: 1,872
    It's just minus one grid range cell on hunters
    It's not their power level being reduced
    I don't see a reason to complain about that

    The Assault changes sound good to me

    I don't use scouts or bruisers, I leave them in my outpost
    AmigaggbatsJadenBuckzz
  • AmigaAmiga Member Posts: 3,770
    @EL34xyz
    Yeah I don't get this whole hate as well.
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    EL34xyz
  • AmazaynAmazayn Member Posts: 522
    so the shooter that has +2 grids on the weapon can SHOOT FURTHER THAN a hunter that is USING A RIFLE? hmmm interesting...
  • AmigaAmiga Member Posts: 3,770
    So they need to nerf shooter as well. Job done
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • AmazaynAmazayn Member Posts: 522
    might as well change everything then :smile:
  • DCBMETDCBMET Member Posts: 392
    I would gladly trade 1 grid cell of hunter range for all of the other changes. I think this is a well balanced direction.
  • AmigaAmiga Member Posts: 3,770
    Game balance still is changing like in every game...
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • JadenJaden Member Posts: 3,067
    Yeah, it doesn't make sense that the shooter can shoot farther - but who knows, maybe they'll sell new rifles with grid for the hunter soon. :p
    Leader of Morbid Sinners and Morbid Spirits

    Morbid Survivors are looking for you! If you are looking for a new guild, PM me.
    corpseridder35
  • TheLostOnesTheLostOnes Member Posts: 3,030
    Yeah, well the logic is already flawed as I don't think a pistol shot does more damage than a rifle shot in real life. Not to mention the whole wide bore thing....
    I'm lost.

    Check out the DMZ guild. We're recruiting. Here.
    SlickRickcorpseridder35Jaden
  • AmigaAmiga Member Posts: 3,770
    Desert Eagle or Magmum doing big boom ;)
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • GreyWolf_IAGreyWolf_IA Member Posts: 89
    zoson said:

    Dale said:

    zoson said:


    One tile. One. Tile. Hunters are still going to be the strongest class.

    I imagine someone will do the math to determine the average reduction in productivity of farming 7.4
    Conan1976 said:

    Does really nobody here use scouts??

    I stopped using them for a long time. But I have found them to be useful in outposts.

    The net change will be exactly 0 since only 3 walkers spawn per turn. You can farm 7-4 with three shooters just as effectively as with 3 hunters. Reducing hunter range by one tile brings it down from 7 tiles to 6 tiles. It's really not a big change. A 6 tile range still means the ability to hit 12 targets.
    Bingo. This ^^

    You start 7.4 with X walkers and 3/turn after that. The hunter change will have zero effect on this. We were affected far more by the change in the turbo button because although it is very nice for it to be a toggle that you only have to hit once at the beginning of the map, they also slowed the actual turbo speed a little so it takes 1-2 seconds longer than prior to the change for the turn to finish. Used to be able to do 15 turns/minute before the change, only 8-10 per minute afterward.
  • GreyWolf_IAGreyWolf_IA Member Posts: 89
    PR0DJ said:

    2. Bruisers should have wide arc stun, or at least on some weapons as trait. Charge ability should charging by stuns - not kills.

    You read my other post, or is this a case of GMTA? ;)
  • GreyWolf_IAGreyWolf_IA Member Posts: 89
    TheMurphy said:

    Pistol do more damage compared a rifle shoot from short distance, also some rifle are ineffective at short distance due to low caliber ammo. So more distance from target = more velocity = biggest impact = more damage.

    Uh, what? Care to cite your source on that one? Bullets are not rocket-powered, they cease accelerating once they leave the muzzle of the gun and are no longer being propelled by the gas pressure built up in the chamber by the combusting gunpowder. So there is no force accelerating them, but they *are* affected by wind resistance, so the further they travel the slower they are unless you are aiming downward from a high vantage point so gravity works in your favor but same would be true for both pistols and rifles. Only difference would be the mass of the projectiles.

    I think you are confusing this with a concept of long-range shooting where because of the distance to the target the shooter has to elevate the barrel of the rifle, using good old fashioned ballistics action to arc their way to the target so the bullet doesn't fall short. In that case, the bullet decelerates even more on the upward leg of the arc, then accelerates once past the apex and on its way back down. But at no point during the flight will it reach a speed greater than its muzzle velocity unless the target is at a sufficiently lower elevation than the shooter that the difference due to gravity overcomes the losses due to air friction.

    So if such a shot were fired and somehow an obstruction interrupts the bullet, that obstruction would be hit with less force than the target would, sure. But the distances in NML are nowhere near that long, we'd be talking shooting at a target 8-10 screens away at least heh.
    PR0DJzoson
  • EL34xyzEL34xyz Member Posts: 1,872
    edited May 2016

    Yeah, well the logic is already flawed as I don't think a pistol shot does more damage than a rifle shot in real life. Not to mention the whole wide bore thing....

    Yes, and there are no such things as infected Zombies roaming the streets
    Not yet anyway :o
    I'm just happy to have a hunter and a shooter
    TheLostOnes
  • Sipher07Sipher07 Member Posts: 591
    20pct scout damage increase on a base of overall damage or just the base of the survivor which is half of the overall damage because the weapon is the other half....it's gotta be on total damage because that would just mean a buff of 10pct which still makes scout worthless
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