Is the Reegar overpowered?
#1
Posté 04 février 2013 - 04:00
I think a fairly common and acceptable definition is: Something is overpowered if it is so good that there is no compelling reason to use an alternative. A weapon is overpowered if it is so good that it outclasses all other weapons in the same category.
Arguably, the pre-nerf Krysae matched this definition, as it was an extremely easy and powerful to use weapon that began to dominate the metagame. Some people would argue that the Black Widow at the time was as good, but it was also a weapon many people did not have. Thus, the Krysae became the go-to choice for sniper infiltrators.
Is the Reegar "so good that it outclasses other weapons in the same category?" If you run a shotgun build, is the Reegar "so good that it is the de facto choice?"
I would argue that no, it is not overpowered. While it is an exceptional close-range damage dealer, it is also the only weapon in the game with such a severely capped range limit. It is an excellent choice, but there are compelling reasons to use other weapons - even if the Reegar's damage is superior bar none. The Reegar's range (and sometimes weight) will limit its utility on classes that lack the durability to engage in sustained, close combat.
For instance, consider the Geth Infiltrator. The GI is widely considered one of the most powerful classes in the game. So, in theory, taking the best shotgun in the game and putting it on the GI would mean the most powerful thing ever?
In practice, not so much. The Reegar is not a very good weapon on the Geth Infiltrator because the kit is capable of killing enemies just as quickly at a greater range while exposing itself to less risk. From my personal experience, using the Reegar on a GI is going to mean you end up dying unnecessarily. The Reegar works best on kits that have a relatively high carrying capacity, low power dependence, and the durability to engage in sustained close combat.
In practice, this means most soldiers, some infiltrators, and some vanguards along with a smattering of other classes. classes that benefit from consistently keeping and engaging enemies at a distance are far less likely to get much benefit out of using a reegar carbine than ones that can take the fight in close quarters. classes that engage in hit and run attacks or longer ranged combat, when choosing among shotguns, will be better off taking a Wraith or Claymore.
#2
Posté 04 février 2013 - 04:04
#3
Posté 04 février 2013 - 04:06
#4
Posté 04 février 2013 - 04:07
The downside to the Reegar is that you need to be at very close ranges for it to hit things with accuracy doing nothing for it. For the average player this brings a greatly increased risk since they are not all that great at utilizing soft cover and the right hand advantage.
Of course as captain obvious will no doubt point out in this thread, good players can completely negate this because they can actually use soft cover and the right hand advantage properly to negate almost all of the increased risk of a CQC weapon(see also Geth Infiltrator). At this point the gun's weakness falls to the armour modifier which can again be negated by ammo powers that completely ignore it.
So is it overpowered?
In the hands of the average player I would say no.
In the hands of the skilled player I would say yes.
Oh, and Warp + Incendiary Rounds + Reegar is just hilariously overpowered, but that is a bug and not entirely the fault of the Reegar Carbine.
#5
Posté 04 février 2013 - 04:08
#6
Posté 04 février 2013 - 04:10
#7
Posté 04 février 2013 - 04:12
Cyonan wrote...
So is it overpowered?
In the hands of the average player I would say no.
In the hands of the skilled player I would say yes.
This comment not only applies to the weapon in question, but many of the kits and weapons that we have.
I have a friend from here for example, you can put him in a team of experienced players and give him the Argus on a Turian and he will top the scoreboard everytime.
Edit: Forgot to add, it`s a weapon that I do not see with friends or randoms very often.
Modifié par P51Mus7ang, 04 février 2013 - 04:13 .
#8
Posté 04 février 2013 - 04:12
Cyonan wrote...
The balance of the Reegar is strange.
The downside to the Reegar is that you need to be at very close ranges for it to hit things with accuracy doing nothing for it. For the average player this brings a greatly increased risk since they are not all that great at utilizing soft cover and the right hand advantage.
Of course as captain obvious will no doubt point out in this thread, good players can completely negate this because they can actually use soft cover and the right hand advantage properly to negate almost all of the increased risk of a CQC weapon(see also Geth Infiltrator). At this point the gun's weakness falls to the armour modifier which can again be negated by ammo powers that completely ignore it.
So is it overpowered?
In the hands of the average player I would say no.
In the hands of the skilled player I would say yes.
Oh, and Warp + Incendiary Rounds + Reegar is just hilariously overpowered, but that is a bug and not entirely the fault of the Reegar Carbine.
I'd like to consider myself a reasonably skilled player, but for classes like the GI and Drell Vanguard I consider the Reegar a sub-optimal weapon because it does not play to the classes' strengths. The GI excels at mid to long range combat, and the Drell Vanguard is a hit and run damage dealer who goes in, tears things up, and gets out. You are better off with any other hitscan rare/UR shotgun on the GI and you want a non-sustained fire weapon on the drellguard (Claymore, Wraith, Talon) to maintain the flow of combat.
#9
Posté 04 février 2013 - 04:13
#10
Posté 04 février 2013 - 04:17
TheKillerAngel wrote...
I'd like to consider myself a reasonably skilled player, but for classes like the GI and Drell Vanguard I consider the Reegar a sub-optimal weapon because it does not play to the classes' strengths. The GI excels at mid to long range combat, and the Drell Vanguard is a hit and run damage dealer who goes in, tears things up, and gets out. You are better off with any other hitscan rare/UR shotgun on the GI and you want a non-sustained fire weapon on the drellguard (Claymore, Wraith, Talon) to maintain the flow of combat.
A gun doesn't need to be optimal on every character to be overpowered, however.
#11
Posté 04 février 2013 - 04:18
It can register headshots
That's 22000 DPS on heads.
It does 2x damage to shields and barriers.
44000 DPS to shields and barriers.
The Geth Infiltrator can get a 120% boost to damage on any weapon without the aid of a Proximity Mine.
Now it's 96800 DPS.
You might call that overpowered... but then you'd have to realize that nothing in this game is made entirely of shields, and nothing with shields has that many. Without aid from any ammo consumables, the weapon loses a HUGE chunk of damage to armor.
It has competition despite sounding unrivaled on paper. It's fine.
#12
Posté 04 février 2013 - 04:19
#13
Posté 04 février 2013 - 04:22
This is exaggerated by the fact that skilled players will take advantage of every ounce of knowledge they have of the game that others may not and the mechanics of the game that are available to them.
That being said, I think it's fine just as the OP said; due to it's severe range limit, slowed movement while shooting, very slight delay in firing, and the weight.
#14
Posté 04 février 2013 - 04:23
DullahansXMark wrote...
8800 DPS
It can register headshots
That's 22000 DPS on heads.
It does 2x damage to shields and barriers.
44000 DPS to shields and barriers.
The Geth Infiltrator can get a 120% boost to damage on any weapon without the aid of a Proximity Mine.
Now it's 96800 DPS.
You might call that overpowered... but then you'd have to realize that nothing in this game is made entirely of shields, and nothing with shields has that many. Without aid from any ammo consumables, the weapon loses a HUGE chunk of damage to armor.
It has competition despite sounding unrivaled on paper. It's fine.
Another important thing to note about theorycrafting is that it'll lose ~10 rounds per clip to a bug, which is almost half the clip. That will pretty drastically cut down on your damage per clip.
#15
Guest_MasterReefa_*
Posté 04 février 2013 - 04:24
Guest_MasterReefa_*
#16
Posté 04 février 2013 - 04:24
Cyonan wrote...
DullahansXMark wrote...
8800 DPS
It can register headshots
That's 22000 DPS on heads.
It does 2x damage to shields and barriers.
44000 DPS to shields and barriers.
The Geth Infiltrator can get a 120% boost to damage on any weapon without the aid of a Proximity Mine.
Now it's 96800 DPS.
You might call that overpowered... but then you'd have to realize that nothing in this game is made entirely of shields, and nothing with shields has that many. Without aid from any ammo consumables, the weapon loses a HUGE chunk of damage to armor.
It has competition despite sounding unrivaled on paper. It's fine.
Another important thing to note about theorycrafting is that it'll lose ~10 rounds per clip to a bug, which is almost half the clip. That will pretty drastically cut down on your damage per clip.
Wait, what? Explain, that's a new one on me (although it makes sense with previous circumstances...)
#17
Posté 04 février 2013 - 04:28
DullahansXMark wrote...
Wait, what? Explain, that's a new one on me (although it makes sense with previous circumstances...)
It has to do with the bug that may or may not be related to RoF that I mentioned a while ago.
The gun will randomly lose rounds while shooting. I'd say tests average it around 12 shots per clip actually hitting the target.
If you slow down the rate of fire of the gun(not possible without coalesced editing which I did in single-player) then you get all 22 shots.
Guns seem to begin doing it at 800 RPM, though it gets really weird once you reach really high RPM values.
Modifié par Cyonan, 04 février 2013 - 04:28 .
#18
Posté 04 février 2013 - 04:29
Cyonan wrote...
Oh, and Warp + Incendiary Rounds + Reegar is just hilariously overpowered, but that is a bug and not entirely the fault of the Reegar Carbine.
I'm intrigued. What does this do?
Modifié par Charlie2417, 04 février 2013 - 04:30 .
#19
Posté 04 février 2013 - 04:29
#20
Posté 04 février 2013 - 04:31
longgamma wrote...
I feel the claymore is more op and cheap to use. Why bother with the Reegar when you can take out a gold Atlas in four shots at range?
claymore needs aiming. reegar is more point and click. a reegar with incendiary ammo can pretty much down an atlas in 1-2 clips.
#21
Posté 04 février 2013 - 04:32
#22
Posté 04 février 2013 - 04:32
Charlie2417 wrote...
Cyonan wrote...
Oh, and Warp + Incendiary Rounds + Reegar is just hilariously overpowered, but that is a bug and not entirely the fault of the Reegar Carbine.
I'm intrigued. What does this do?
The DoT effects of Warp and Incendiary Rounds when combined result in a bug that causes more damage than it should.
Any gun will do this with Warp + Incendiary Rounds, however the Reegar deals the most damage by a pretty considerable amount. The increased damage only takes effect once you stop firing(which doesn't take very long for the Reegar anyway).
#23
Guest_Aotearas_*
Posté 04 février 2013 - 04:33
Guest_Aotearas_*
It's no carbine damnit! Why is it called a carbine???
Everything else is irrelevant, people want to use it in whatever way they like, go ahead, you're killing stuff, you're welcome in my lobbies.
#24
Posté 04 février 2013 - 04:34
#25
Posté 04 février 2013 - 04:34
hit the target with warp and then use the reegarCharlie2417 wrote...
Cyonan wrote...
Oh, and Warp + Incendiary Rounds + Reegar is just hilariously overpowered, but that is a bug and not entirely the fault of the Reegar Carbine.
I'm intrigued. What does this do?
the dot on armor and health is extremely high.





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