Is the Reegar overpowered?
#301
Posté 05 février 2013 - 05:14
#302
Posté 05 février 2013 - 05:32
So the lack of range is not really relevant.
#303
Posté 05 février 2013 - 05:34
#304
Posté 05 février 2013 - 05:40
Feneckus wrote...
The thing is, most of the time, a bad player will not be able to kill phantoms, dragoons, hunters, bombers, pyros ... before they get in Reegar Range if they have a "real" weapon.
So the lack of range is not really relevant.
It'd be nice if the BSN stopped thinking that bad and average were the same word =P
CmnDwnWrkn wrote...
I do find it strange that the shredder mod and AP ammo work on the Reegar, but not on something like the Graal Spike. I think the ability to use those mods with it should be removed.
It's because the Graal is a projectile weapon while the Reegar is a beam weapon.
The Graal doesn't benefit from armour ignore because it already ignores all of it.
#305
Posté 05 février 2013 - 05:50
Cyonan wrote...
Feneckus wrote...
The thing is, most of the time, a bad player will not be able to kill phantoms, dragoons, hunters, bombers, pyros ... before they get in Reegar Range if they have a "real" weapon.
So the lack of range is not really relevant.
It'd be nice if the BSN stopped thinking that bad and average were the same word =PCmnDwnWrkn wrote...
I do find it strange that the shredder mod and AP ammo work on the Reegar, but not on something like the Graal Spike. I think the ability to use those mods with it should be removed.
It's because the Graal is a projectile weapon while the Reegar is a beam weapon.
The Graal doesn't benefit from armour ignore because it already ignores all of it.
The shredder mod increases shot velocity, and therefore, penetration. How would that benefit a gun that shoots an electric current?
#306
Posté 05 février 2013 - 05:53
CmnDwnWrkn wrote...
The shredder mod increases shot velocity, and therefore, penetration. How would that benefit a gun that shoots an electric current?
How does medi-gel cure synthetics?
It's all just game mechanics =P
#307
Posté 05 février 2013 - 05:57
Cyonan wrote...
CmnDwnWrkn wrote...
The shredder mod increases shot velocity, and therefore, penetration. How would that benefit a gun that shoots an electric current?
How does medi-gel cure synthetics?
It's all just game mechanics =P
Game and point to Cyonan
#308
Posté 05 février 2013 - 06:12
Cyonan wrote...
and if the majority of people are going to get killed trying to use it over a weapon that can kill from a distance that gets them killed less often, then that is a part of the balance. As I have been saying I do not believe the game should be balanced around players as good as Feneckus.
Attempting to compare a powerful weapon to the missile glitch is a silly argument and we both know it.
Well, in my experience it's irrelevant where the enemies are. They hit just as hard from across the map as they do at point blank range. When you cannot get close enough to hit stuff with the Reegar you are a pyjak and unworthy to wield a shotgun
The point is that the other short-range weapons require the player to get close too. Why should the Reegar make every other close-range (shot)gun look like a peashooter while they require the same playstyle? I use the word "playstyle" b/c getting close is childsplay in this game. In fact, running around is one, if not THE best, way to stay alive. People who do not know this are not good enough for the difficulty they want to play on (if they die all the time trying to get close).
Balance has little to nothing to do with difficulty. It's there to give people the option to increase the challenge when things are getting too easy on the lower difficulty settings. I used the missile glitch as an example to point out that there are people who suck even when they use it. I think we can agree that balancing the game around that kind of stupidity would be pretty bad b/c it would result in games that pose no challenge whatsoever for anyone with a tiny bit of skill.
The Wraith is my favourite shotgun by far. I have used it a lot on Gold against all the factions and on pretty much every character. It seems your Wraith is broken because I can 1 shot the shielded trash mobs at beyond Reegar range.
Please, point out where I said the Wraith can kill at almost any range. I specifically stated that it is not anywhere close to sniper rifle range, but that it is well beyond Reegar range.
To argue that the Wraith has an effective range roughly equal to the AT-12/Reegar is a poor argument, imo =P
I don't think my Wraith is broken yet I do know that it hasn't got the ability to kill shielded enemies beyond Reegar-range. To clarify I should add that that means close to (and beyond) 2x Reegar-range. I don't see why having to move for 0.2 seconds to kill a target can be considered a real disadvantage.
For example. If you go inside the control room on Dagger (from the LZ), and look through the left corridor, you cannot oneshot shielded mobs with a fully specced Wraith X at the entrance. The distance from the control room to the entrance is roughly twice the range of the Reegar. If you want to use the Wraith effectively you will need to advance on enemies who enter the corridor at the other end, or else you have to shoot twice to kill a single enemy (obviously you can also wait for the enemy to get closer but then you're doing the exact same thing as when you are using the Reegar).
So it doesn't really matters whether you are using the Wraith or the Reegar, either way you have to move closer to do good damage. If you can't do that, you have selected the wrong difficulty and/or should be using an AR or SR that can handle enemies at that kind of range without sacrificing weapon potential.
I'm a Claymore fanboy myself and it is an awesome weapon, but only at very close range - just like the Reegar - yet despite being a lot heavier it doesn't come close to the amount of carnage the Reegar does. That's poor balance. The Claymore's weight should make it at least on par with a much lighter gun and that is without considering aiming which is paramount to use the Claymore effectively yet a non-issue for the Reegar.
The reason why you don't see Reegars in every lobby (I'm guessing here coz I hardly play with randoms and base this opinion on the friends I play with) is that it has no reward at all. It's point-and-click somewhere in the right direction and stuff melts like snow does at 50 degrees Celsius. That gets old very quickly. When assuming this is true for a lot of people, it's saying something about how badly designed this weapon is b/c even though it is incredibly powerful few people use it. Everyone else prefers to stay awake playing this game than finishing it with a boring weapon like the Reegar. I can't think of many other OP stuff in other games that is ignored by many b/c it ain't fun to use
#309
Posté 05 février 2013 - 06:36
I'd imagine that being overpowered, as you mentioned below, it'd dominate the gameplay by far, meaning more and more people would be using it, to the exclusion of other weapons. I'm not sure whether that is actually the case. One could argue about its DPS all one wants, but in fact actual gameplay data might not indicate its extensive use - which is perhaps why it's not yet been nerfed.TheKillerAngel wrote...
I see a lot of people call the Reegar a cheap weapon. Let's take the time to dissect what it means for a weapon to be overpowered.
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.
The Reegar is potent in the hands of a Vanguard. Close ranks easily, get a bit of survivability, and mow down groups of enemies. Othewise, all the best getting in close with this weapon, off host. The enemy will have you for dinner, more often than not.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.
I'm curious though. Has there ever been a speed run done with just Reegars?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.
#310
Posté 05 février 2013 - 09:19
#311
Posté 05 février 2013 - 09:21
Quit worrying about score and play the game.
#312
Posté 06 février 2013 - 10:52
Last week I was looking for some other character to use with other kind of weapon so that I could save Sniper amps (I was using any Infiltrator char with Black Widow). While looking between the guns, I suddenly spotted my Reegar Carbine and it was already level 10, and I totally forgot about that.
As in every shotgun situation, I would always rely on the Batarian chars, especially the Batarian Soldier with its Incendiary Grenade. And there I went with Incendiary Ammo (I always use Incendiary on shotguns), Shotgun Amp, Shock Trooper gear and either a Shield Strenght or Shield Delay amp.
On top of that, I had the Spare Ammunition passive upgrades and used the +90% Ammo Capacity on the Reegar Carbine along with the new AP+Damage mod. With that, I had 189+22 ammo total.
Holy damn, it was amazing. I was mowing down Banshees and Brutes like they were nothing. And with the Incendiary Ammo, I could just get them to a low health (maybe 2 bars left) and just go after my next victim. Mix that with the Incendiary Grenade and it was ridiculous.
Even though I say it's over powered, it has also its shortcomings. Without +Ammo mods/skills, you have really low ammo and has to rely too much on ammo boxes and Thermal Clip Packs. And the range: while you don't actually have to be close enough to hit something that could easily grab and instant kill you, it means that far away enemy with longe range guns can get you or at least make you ran away.
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Modifié par RicardoBR , 06 février 2013 - 10:54 .





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