Is the Reegar seriously that strong a gun???
#176
Posté 14 février 2013 - 08:57
Do you think it should be balanced around Incendiary + Warp use, or just standard AP Rounds use?
The damage output of those 2 is a pretty considerable difference, even for a high powered weapon like the Reegar.
#177
Posté 14 février 2013 - 09:03
Realistically, since dot stacking from incendiary will never be fixed in this game and only a handful of classes can use it without risking being insta-killed, I suspect the only thing that will happen is they will adjust the armor damage modifier again.
#178
Posté 14 février 2013 - 09:03
#179
Posté 14 février 2013 - 09:04
Cyonan wrote...
Out of curiosity for the people who want it nerfed:
Do you think it should be balanced around Incendiary + Warp use, or just standard AP Rounds use?
The damage output of those 2 is a pretty considerable difference, even for a high powered weapon like the Reegar.
I'd say it should be AP rounds.
I actually like Annomander's suggestion. Double the multipliers, halve the damage. Still rips up mooks and shields at close range, but gains much less from ammo powers.
#180
Posté 14 février 2013 - 09:06
UEG Donkey wrote...
You don't need stagger when everything melts, you can literally just run up to a pratorian and kill it in three clips, using inceniary rounds, and AF and (Warp both specced for Debuff). Sure you might have to flank to get it done, or use soft cover, RHA but it still dies.Rad_Rage wrote...
RedJohn wrote...
I have a question, do the people here have ever seen a reegar with incendiary IV on Asari Valkyrie?
No. Haven't used it myself because I prefer a lighter weapon on her (and a weapon that staggers so I can get in close) and I never see anyone using the Valkyrie, let alone the Reegar in PUGs.
Sure, when it comes to bosses getting close isn't an issue. I'm talking about getting close to Marauders, Centurians, Phantoms, Dragoons, etc without getting mowed down first.
#181
Posté 14 février 2013 - 09:10
tyhw wrote...
I'd say it should be AP rounds.
I actually like Annomander's suggestion. Double the multipliers, halve the damage. Still rips up mooks and shields at close range, but gains much less from ammo powers.
Yeah I could actually go for that, since it removes the "ammo powers bypass the modifiers" thing and doesn't actually change the gun's damage output all that much(only against health) for people who aren't using ammo powers. Would require a patch, though.
Was mostly curious to see if anyone would pick Incendiary + Warp Rounds, since that would make the gun pretty underwhelming if you aren't using that specific setup.
Modifié par Cyonan, 14 février 2013 - 09:10 .
#182
Posté 14 février 2013 - 09:12
tyhw wrote...
Cyonan wrote...
Out of curiosity for the people who want it nerfed:
Do you think it should be balanced around Incendiary + Warp use, or just standard AP Rounds use?
The damage output of those 2 is a pretty considerable difference, even for a high powered weapon like the Reegar.
I'd say it should be AP rounds.
I actually like Annomander's suggestion. Double the multipliers, halve the damage. Still rips up mooks and shields at close range, but gains much less from ammo powers.
I think it's chief function should be as a shield stripper. If Annomander's suggestion would actually work as he suggested, then that would deal with most unbalanced situations, though I also think it should lose its headshot modifier.
The Inc/Warp issue is a bug. I don't think the Reegar should be balanced around that.
#183
Posté 14 février 2013 - 09:13
Cyonan wrote...
Out of curiosity for the people who want it nerfed:
Do you think it should be balanced around Incendiary + Warp use, or just standard AP Rounds use?
The damage output of those 2 is a pretty considerable difference, even for a high powered weapon like the Reegar.
I'm pretty much indifferent about the Reegar, but I'd like to answer as well, because that argument of warp and incendiary comes in a variety of discussions.
Imho you shouldn't balance around a bug/glitch like that, but rather try to fix it. If you would 'balance' around it, you'd either have to ruin warp or incendiary ammo or both for a huge amount of other playstyles which don't rely on abusing that glitch. (After all, the Reegar, while being the 'worst offender' isn't the only gun that benefits a lot from it.)
Luckily, BW seems to agree with me on that topic, I think if they didn't we would already have a 24s base cooldown on warp.
Modifié par spudspot, 14 février 2013 - 09:30 .
#184
Posté 14 février 2013 - 09:27
#185
Posté 14 février 2013 - 09:40
[edit] I dont think this gun will get tonned down. It's not all that popular. Only utilized on a few different niche builds. I know I can personally do much more damage than the avg reegar spammer with my long range kits as well and I'm not very good
Modifié par sandboxgod, 14 février 2013 - 09:42 .
#186
Posté 14 février 2013 - 09:41
#187
Posté 14 février 2013 - 10:28
im shocked by the people saying it is broken/overpowered.mijames1 wrote...
I'm shocked how many think this gun is balanced.
do you use it on all your kits?
EDIT: I dont care if the gun does get nerfed. I will adapt and just use another shotgun. However, I dont think it is the better choice each and every time. So why nerf it so it just becomes a crappy weapon that no one will ever use like the krysae.
Modifié par Kalas321, 14 février 2013 - 10:35 .
#188
Posté 15 février 2013 - 01:51
Shampoohorn wrote...
I think it's chief function should be as a shield stripper.
Isn't the problem then that it becomes useless, because the Acolyte fulfills the same function but with effectively zero weight?
The Reegar would probably be fine if the glitches powering most of the complaints about it were fixed. I use it on the Valkyrie with warp ammo rather than incendiary, and I don't find her to be any more powerful overall than any other top-tier kit.
Modifié par Kushiel42, 15 février 2013 - 01:53 .
#189
Posté 15 février 2013 - 06:37
Kushiel42 wrote...
Isn't the problem then that it becomes useless, because the Acolyte fulfills the same function but with effectively zero weight?Shampoohorn wrote...
I think it's chief function should be as a shield stripper.
The Reegar would probably be fine if the glitches powering most of the complaints about it were fixed. I use it on the Valkyrie with warp ammo rather than incendiary, and I don't find her to be any more powerful overall than any other top-tier kit.
Even if they shared that function the Reegar and Acolyte wouldn't be redundant since their intrinsic mechanics are obviously quite different. The current issue with the Reegar (IMO) is that with armor piercing it's devastating against all protections & health. It's not simply a glitch that make the weapon unbalanced.





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