Thx for the Video TM. Wish you can talk more about AC6 despite its issues. I just found hearing from a veteran raven like you to be more informative than anyone else. Cheers
The biggest thing about the Fortaleza changes is that it's in tandem with recalculating weight's effect on speed. Prior to this patch, my Fortaleza setups with energy weapons had me at about 350 boost in the menu which was right in line with the fastest lightweight builds I'd done, but in practice the wheeltank was always substantially faster. Post patch, my lightweight builds are pushing 370, while the Fortaleza sits at 320 and feels a lot more sluggish than a bipedal option. I'm fine if they wanted to slow it down, it was a little ridiculous for how much firepower you can pack on those wheels, but I don't feel like they needed to hit the defenses *and* the speed.
@@NoOne-us9xv Oh yeah I'm not saying it didn't need nerfed, but I think they swung a little too hard in the other direction, that's all. Right now, the way it feels subjectively to me is that the Fortaleza is giving up too much with the lack of air game for it to be a sidegrade a lot of times in ground speed and always a downgrade in overall mobility compared to bipedal models. If they want to make it fast and fragile for a sort of glass cannon approach, that's fine, and if they wanna make it middleweight levels of speed with tankiness to match, that's fine too, but it's just slightly too slow and slightly too fragile to fit cleanly as either right now. I just kind of want it to have a clearer identity as either "the fastest ground legs" or "the middleweight tank legs" and it doesn't really feel like it's either.
Ephemera nerf is the most bizzaro thing in the entire patch, and such a big nerf too. Really not sure why it happened other than the high output adjustment but it feels like too much to pay for that now
EPHEMERA was really good. I don't know if I'd go so far as to say it was broken, but its combination of relatively high AP and insane generator mod made it stand out quite a bit, and I definitely recall thinking it felt a little overtuned. It's not like the nerf ruined it anyway, they just kind of normalized it a bit. It'll still play more or less the same role it did pre-patch, going forward.
@@nomad9098 This is pretty much the opposite, by the way. The circulating current (blue flame) gens don't demand as much support from your core to function. It was the stuff like SAN TAI that really demanded EPHEMERA in most cases, because although its cap and recharge rate are fucking heroic, its output is pretty anemic, and that can be really restrictive if your core doesn't have a good output modifier.
No, you're wrong. Ephemera was the popular choice because you could run the 150 energy spec. generator (forget the name) while running energy weapons to take advantage of that generator on a lightweight frame. There are a good number of builds that ONLY work with ephemera for that reason.@@NoOne-us9xv
Terminal armor is pretty cool. It's cool in 3s because instead of waiting for other people to avenge you, you can just be avenged by yourself And at the end of the day, nobody wants to be avenger
From said they wanted to focus solely on nailing the single player experience this time around, but they did say they're open to doing coop somewhere down the road, i.e. with DLC/expansions/whatever. They did what they set out to do with this game, so now it really only makes sense for them to expand outward from there, which I'm sure is what they'll be doing.
@@NoOne-us9xv Yeah. What I want doesn't have to happen now. But it'll be great to have that later down the line. It seems like the perfect game to have something like Co-op survival and even bring in nine-ball too
"decreased impact/cumulative impact on boost kick for all legs but reverse joints." Well that's bullshit. So the gap between reverse and all other legs when kicking just gets wider.
So what exactly did it mean about reducing all kinds of damage for the Stun Needle on consecutive hits? Is it saying only the first hit will deal full damage and then reduced for the remainder of the round, or is it on a cooldown and it's more to reduce the effectiveness of using two in quick succession?
Yeah it's a really weird change. I'm not exactly sure what the differences are. Two SNA will still cause bleed proc upon hit, and it's not like people fire these off every couple of seconds.
Hoping that quads melee in on the chopping block too, with how easy it is to stunlock people with it. Try Quads with the double barrel laser rifle, it can actually two shot people after staggering.
@@boufey5169 Yeah it was definitely just fucking dumb before, especially when quads already had (and still have) such a good ball of stats, stability particularly. It was a much-needed nerf for sure
If by melee, you mean their kick, then yes, it got nerfed hard. Not only is the distance of the kick, and the size of the hitbox significantly reduced, but kicks were nerfed across the board, with much, much less stagger and damage, except for reverse joints, which were left alone.
Damn they really eviscerated EMPHERA with this patch. Overall the changes feel fine, going in a good direction.. with a few more tweaks the game will definately bemore enjoyable. Tourneys will still need to limit missiles and lasers to a degree to avoid boat-type bots but I feel like the game is heading towards a healthier meta. Would like to see some tweaking to Stunguns as well in a future patch.. specifically I'd like to see a cooldown to their status build up so they can't build up an other stun while you're stunned tbh. Though there's definately more pressing issues still.. while the Stagger defence reduction on AB is a good direction to take it, I hope they fully disable it for PvP. They need to do something about the Direct Hit on Kicks for PvP as well.. currently it's 300, which is NUTS considering kicks dont have a cooldown and everyone has access to them.
nah, this will go in limbo, people abuse the poweful stuff > nerf > people find other stuff > nerf > repeat infinite limbo until everything is nerfed into the ground and pvp will feel more like a slog than fast paced action.
Haldemans now have higher DPS and AIPS compared to zimmermans, so a case can be made although the tighter spread and longer effective range IMO still make zimm easier to utilize.
In what world is HALDEMAN higher DPS than zimmer? I think even if it somehow were, it'd need to be a substantial gain to be worth the difference in range and accuracy anyhow, but it's also just not true.
It is. If you divide the damage and accumulative impact of haldeman/zimmerman by their reload numbers, the haldeman has a slight edge. The zimmerman still has a slight edge on impact per second. I think the slight edge haldeman has in dps/aips is outweighed by zimmerman's longer range though. Zimmerman only weighs like 600 more units too. Shotguns tend to be more bursty jousting weapons compared to say machine guns, so I don't think the slight dps advantage of haldeman means anything. The extra aips might mean something.
@@NoOne-us9xv this world apparently. 576 / 1.3 = 443.07 800 / 2 = 400 I already said zimmerman is probably still better, why chime in with incorrect statements only to then parrot my own conclusion back at me? did you have a point to make or what?
@@gameguy301Yeah, here's the problem with that: Impact factors into DPS. The more frequently you stagger a target, the more often your direct hit mod comes into play. HALDEMAN technically does do just a little bit more damage per shot if you can hit every single one, but even if we assume you can do that, the higher impact on ZIMMERMAN means you're staggering the target more frequently, and wouldn't you know it: The difference in impact per second is higher than the difference in per-shot damage. HALDEMAN does have a very slightly higher direct hit mod, but I'm fairly certain that even if you took that into account, they'd still be pretty close to dead even overall, and even that doesn't take into account that staggering an opponent more frequently makes -all- of your DPS higher, which is absolutely worth considering. Notably, you said "a case can be made". The point I was making is that it can't. Even if you take the higher potential per-hit damage into account, it'd roughly even out to the zimmer DPS at best, for a weapon that is functionally very poor in comparison. Real cute that you took to condescension so quickly though, considering you were too dumb to take stagger into account when evaluating a weapon type that... Revolves around... Staggering.
@@PileFireOneER has separate PvE and PvP balance, this game doesn't have invasions so other than potential technical constraints that appeared between ER and AC6 I don't understand why it can't be instituted here as well. Maybe I'm just missing your point.
After testing the new (flak) effect on grenade launcher in pvp, i can say I disagree with that. Now you can be hit while in air even if you dodge. It was the point of the explosive radius, to shot when the enemy is landing. Now this will probably be the new meta soon.
There's no proximity effect or anything on grenades, you still have to very much hit the physical model of their AC. They only explode when they reach their max effective range. So if you're firing at an AC in the air that's 200m away from you, and the grenade misses, you're not going to get an explosion until it's well past them. I think the far more substantial changes are the faster velocities and specifically the lower reload time for the Earshot.
@@fantasyskeepspot the cancer getting mad cancer killing the game got removed to save the game. Nobody wants zimmerman npc lobby shit kill the game fast if it stay that way. Gtfo please
Most weapons and AC parts got buffed and youre complaining that people will have problems completing the game..? There are other weapons besides Zimmers, which are still very good lol
The lite weight speed boosts were pretty significant also, my favorite build went up nearly 30 in boost speed and QB.
zimms are still good, just not completely brain dead like before you have to actively keep up the pressure
Thx for the Video TM. Wish you can talk more about AC6 despite its issues. I just found hearing from a veteran raven like you to be more informative than anyone else.
Cheers
The biggest thing about the Fortaleza changes is that it's in tandem with recalculating weight's effect on speed. Prior to this patch, my Fortaleza setups with energy weapons had me at about 350 boost in the menu which was right in line with the fastest lightweight builds I'd done, but in practice the wheeltank was always substantially faster. Post patch, my lightweight builds are pushing 370, while the Fortaleza sits at 320 and feels a lot more sluggish than a bipedal option. I'm fine if they wanted to slow it down, it was a little ridiculous for how much firepower you can pack on those wheels, but I don't feel like they needed to hit the defenses *and* the speed.
Considering how defensively solid it was for its speed, I think the nerf was absolutely still deserved, especially when it's still very far from bad.
@@NoOne-us9xv Oh yeah I'm not saying it didn't need nerfed, but I think they swung a little too hard in the other direction, that's all. Right now, the way it feels subjectively to me is that the Fortaleza is giving up too much with the lack of air game for it to be a sidegrade a lot of times in ground speed and always a downgrade in overall mobility compared to bipedal models. If they want to make it fast and fragile for a sort of glass cannon approach, that's fine, and if they wanna make it middleweight levels of speed with tankiness to match, that's fine too, but it's just slightly too slow and slightly too fragile to fit cleanly as either right now. I just kind of want it to have a clearer identity as either "the fastest ground legs" or "the middleweight tank legs" and it doesn't really feel like it's either.
Ephemera nerf is the most bizzaro thing in the entire patch, and such a big nerf too. Really not sure why it happened other than the high output adjustment but it feels like too much to pay for that now
Eph is literally required for Light-Med weight EN builds. Hoping they take a look at the VP and VE EN generator outputs to compensate in the future
EPHEMERA was really good. I don't know if I'd go so far as to say it was broken, but its combination of relatively high AP and insane generator mod made it stand out quite a bit, and I definitely recall thinking it felt a little overtuned.
It's not like the nerf ruined it anyway, they just kind of normalized it a bit. It'll still play more or less the same role it did pre-patch, going forward.
@@nomad9098 This is pretty much the opposite, by the way. The circulating current (blue flame) gens don't demand as much support from your core to function. It was the stuff like SAN TAI that really demanded EPHEMERA in most cases, because although its cap and recharge rate are fucking heroic, its output is pretty anemic, and that can be really restrictive if your core doesn't have a good output modifier.
No, you're wrong. Ephemera was the popular choice because you could run the 150 energy spec. generator (forget the name) while running energy weapons to take advantage of that generator on a lightweight frame. There are a good number of builds that ONLY work with ephemera for that reason.@@NoOne-us9xv
@@NoOne-us9xvthis you numbscopes
I generally agree with you on everything, here. Especially the terminal armor change. Fuck.
Terminal armor is pretty cool. It's cool in 3s because instead of waiting for other people to avenge you, you can just be avenged by yourself
And at the end of the day, nobody wants to be avenger
Great input as always
Great video, thank you sir. Succinct, followed by valid opinions.
I wish there was co-op pve. Maybe even with a leaderboard. This game is great but has so much more potential for so much more content it has.
I'd love that, imagine a 3PvE against a super catapracht.
@@keroro407 yeah, give it a few gimmicks with possible new weapons they could add on an update would be cool as well
From said they wanted to focus solely on nailing the single player experience this time around, but they did say they're open to doing coop somewhere down the road, i.e. with DLC/expansions/whatever.
They did what they set out to do with this game, so now it really only makes sense for them to expand outward from there, which I'm sure is what they'll be doing.
@@NoOne-us9xv Yeah. What I want doesn't have to happen now. But it'll be great to have that later down the line. It seems like the perfect game to have something like Co-op survival and even bring in nine-ball too
"decreased impact/cumulative impact on boost kick for all legs but reverse joints."
Well that's bullshit. So the gap between reverse and all other legs when kicking just gets wider.
Fuck alright. Terminal armor now grants 5 seconds of invulnerability.
Does the Patch only affect PVP or does it affect the single player as well?
It's PvE and PvP.
@@PileFireOne Absolutely wrong, lmao, Zimmer was extremely busted for both PvE and PvP.
still NOT bad ! it still is a good weapon
So what exactly did it mean about reducing all kinds of damage for the Stun Needle on consecutive hits? Is it saying only the first hit will deal full damage and then reduced for the remainder of the round, or is it on a cooldown and it's more to reduce the effectiveness of using two in quick succession?
Yeah it's a really weird change. I'm not exactly sure what the differences are. Two SNA will still cause bleed proc upon hit, and it's not like people fire these off every couple of seconds.
Hoping that quads melee in on the chopping block too, with how easy it is to stunlock people with it. Try Quads with the double barrel laser rifle, it can actually two shot people after staggering.
Quad kick got nerfed, it's definitely not as oppressive as it used to be
@@NoOne-us9xv Didn't hear about it, I tried it out and it's definitely more easy to dodge now. Thankfully.
@@boufey5169 Yeah it was definitely just fucking dumb before, especially when quads already had (and still have) such a good ball of stats, stability particularly. It was a much-needed nerf for sure
If by melee, you mean their kick, then yes, it got nerfed hard. Not only is the distance of the kick, and the size of the hitbox significantly reduced, but kicks were nerfed across the board, with much, much less stagger and damage, except for reverse joints, which were left alone.
Damn they really eviscerated EMPHERA with this patch.
Overall the changes feel fine, going in a good direction.. with a few more tweaks the game will definately bemore enjoyable. Tourneys will still need to limit missiles and lasers to a degree to avoid boat-type bots but I feel like the game is heading towards a healthier meta.
Would like to see some tweaking to Stunguns as well in a future patch.. specifically I'd like to see a cooldown to their status build up so they can't build up an other stun while you're stunned tbh.
Though there's definately more pressing issues still.. while the Stagger defence reduction on AB is a good direction to take it, I hope they fully disable it for PvP. They need to do something about the Direct Hit on Kicks for PvP as well.. currently it's 300, which is NUTS considering kicks dont have a cooldown and everyone has access to them.
Kicks are easy to dodge though tbh
nah, this will go in limbo, people abuse the poweful stuff > nerf > people find other stuff > nerf > repeat infinite limbo until everything is nerfed into the ground and pvp will feel more like a slog than fast paced action.
nice!
Haldemans now have higher DPS and AIPS compared to zimmermans, so a case can be made although the tighter spread and longer effective range IMO still make zimm easier to utilize.
In what world is HALDEMAN higher DPS than zimmer?
I think even if it somehow were, it'd need to be a substantial gain to be worth the difference in range and accuracy anyhow, but it's also just not true.
It is. If you divide the damage and accumulative impact of haldeman/zimmerman by their reload numbers, the haldeman has a slight edge. The zimmerman still has a slight edge on impact per second. I think the slight edge haldeman has in dps/aips is outweighed by zimmerman's longer range though. Zimmerman only weighs like 600 more units too.
Shotguns tend to be more bursty jousting weapons compared to say machine guns, so I don't think the slight dps advantage of haldeman means anything. The extra aips might mean something.
@@NoOne-us9xv this world apparently.
576 / 1.3 = 443.07
800 / 2 = 400
I already said zimmerman is probably still better, why chime in with incorrect statements only to then parrot my own conclusion back at me? did you have a point to make or what?
@@gameguy301Yeah, here's the problem with that: Impact factors into DPS. The more frequently you stagger a target, the more often your direct hit mod comes into play. HALDEMAN technically does do just a little bit more damage per shot if you can hit every single one, but even if we assume you can do that, the higher impact on ZIMMERMAN means you're staggering the target more frequently, and wouldn't you know it: The difference in impact per second is higher than the difference in per-shot damage. HALDEMAN does have a very slightly higher direct hit mod, but I'm fairly certain that even if you took that into account, they'd still be pretty close to dead even overall, and even that doesn't take into account that staggering an opponent more frequently makes -all- of your DPS higher, which is absolutely worth considering.
Notably, you said "a case can be made". The point I was making is that it can't. Even if you take the higher potential per-hit damage into account, it'd roughly even out to the zimmer DPS at best, for a weapon that is functionally very poor in comparison. Real cute that you took to condescension so quickly though, considering you were too dumb to take stagger into account when evaluating a weapon type that... Revolves around... Staggering.
@@NoOne-us9xv dot dot dot
I'm bummed that they nerfed the Coral Launcher in PvE as well
@@PileFireOneER has separate PvE and PvP balance, this game doesn't have invasions so other than potential technical constraints that appeared between ER and AC6 I don't understand why it can't be instituted here as well. Maybe I'm just missing your point.
Does this only apply to pvp?
They could just make the other shot guns lighter
After testing the new (flak) effect on grenade launcher in pvp, i can say I disagree with that.
Now you can be hit while in air even if you dodge.
It was the point of the explosive radius, to shot when the enemy is landing.
Now this will probably be the new meta soon.
There's no proximity effect or anything on grenades, you still have to very much hit the physical model of their AC. They only explode when they reach their max effective range. So if you're firing at an AC in the air that's 200m away from you, and the grenade misses, you're not going to get an explosion until it's well past them.
I think the far more substantial changes are the faster velocities and specifically the lower reload time for the Earshot.
I’m done back to COD
Nerfing the Zimmermans is a mistake
nah
@@creativename9948 nah nah. You only say that because you don't main them...
@@fantasyskeepspot the cancer getting mad cancer killing the game got removed to save the game.
Nobody wants zimmerman npc lobby shit kill the game fast if it stay that way. Gtfo please
@@fantasyskeep Zimmerman and stun launcher nerfs. Good shit bro.
@@fantasyskeep i had double zimmy in one of my builds , i had my fun with it doing all S ranks so a nerf is ok for pvp
The games is now pvp only , if some people were having problems beating the game before , now it's worse
I have to disagree. I play mostly pve and am still successful without being a God at the game.
Easy mode zimmer addicts are crying because of this patch lmao. Git gud
Most weapons and AC parts got buffed and youre complaining that people will have problems completing the game..?
There are other weapons besides Zimmers, which are still very good lol
skill issue