DRG- Hazard 7x2 VEA Salvage Duo Gunner POV (Carpet Bomber + Magic Bullets)

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  • เผยแพร่เมื่อ 29 ธ.ค. 2024

ความคิดเห็น • 5

  • @mayaxpionas808
    @mayaxpionas808 หลายเดือนก่อน +1

    Love u content, hope to see more video ❤😊

  • @considerthehumbleworm
    @considerthehumbleworm 5 หลายเดือนก่อน +1

    I feel bad for carpet bomber, because it’s entirely overshadowed by mortar rounds now. Not only are mortars more effective, they’re COOLER too! IMO, carpet bomber should’ve just been reworked into mortar rounds and the autocannon could get an entirely new OC

    • @nastyflick69420
      @nastyflick69420  5 หลายเดือนก่อน +2

      I agree with you on Mortar Rounds being better than Carpet Bomber, with the caveat of the former's ridiculous friendly fire. It undeniably has potential (it has the highest AoE DPS in the game!) but it is about as unsafe to use in close quarters as an actual mortar. It ain't just your teammates that will be on the receiving end of this thing, even in solos it struggles massively with safety and, sure, Gunner's 50% Explosive resistance helps heaps in this regard, but Mortar's usability dwindles because of it, especially in teams. This might also just be me, but firing Mortar feels like a damn flashbang every time; the amount of VFX for each shot - all the smoke and the humongous plume of fire - makes the battlefield unreadable much more often than I'd like. Then again, you could just turn the particles off, but quite some effort for a silly issue like this!
      Mortar has Carpet beat in almost every regard except for proccing t5b. In here CB can eek out a pyrrhic victory, but not really enough to make CB worth it and, frankly, even with the aforementioned downside of blowing off your limbs while using it, Mortar is still substantially better than CB. As I've said, Autocannon is in a sorry state right now and could really use a tune-up; same goes for the PGL, Subata, GK2, BRT7, even the Warthog. All of these weapons are fine(ish) within vanilla (well, not so anymore, given how strict haz5a is on build variety...), but fall off once they enter modded territory. It's interesting, really, since these sorts of issues uniquely plague modded; PGL is just fine in haz 5, but top contender for worst weapon in the game should you drag it into modded. I am of the opinion, however, that there's no real need for a "fix", modded players comprise but a minute sliver of overall players, and I deem it unreasonable to bend over to the whims of the minority, to the potential dismay of the bulk of the playerbase. Not to mention there's already community fixes for these problems; my suggestions for the Autocannon's spread to be tightened up and for it to have stun instead of fear originate from Vanilla Weapon Adjustments, a mod geared towards rebalancing weapons for modded. It kinda sucks, I suppose, that modded players have to deal with certain issues very few vanilla players would otherwise encounter, but, at the end of the day, there's night, and all is good.
      All of this to say, uhhhhh, yeah I agree that CB blows ass doubly so because of Mortar but I believe that it could still find its place, given some proper tweaks. I also might be in the minority here but I don't like using Mortar too much and only on very specific occasions do I think that an overclock being completely replaced is warranted.

    • @considerthehumbleworm
      @considerthehumbleworm 5 หลายเดือนก่อน

      Ay that’s fair. I admit I haven’t used mortars much (I’ve only recently gotten back into DRG) ((and I’m nowhere near confident in 6x2 and above)). It’s an interesting point about 5+ tho. Maybe GSG’ll start balancing with it in mind, especially considering how 5+8 seems to exacerbate a lot of the game’s imbalances. Then again the devs have said that 5+8 isn’t really meant to be, uh, played. Or well rather they consider 5+8 to be a bonus challenge and 5+ is designed more around, like, 5+6 at most, so maybe they’ll just leave 5+8 to be, ya know, 5+8.

    • @nastyflick69420
      @nastyflick69420  5 หลายเดือนก่อน +1

      Haz5a is an interesting case to look at: it's a land of extremes, where lightning-fast, ridiculously beefy enemies with insta-kill capability intertwine with all the quirks that make haz5 so easy: lack of enemy diversity (90% of all enemies are just lowly Grunts), lack of stationaries, overly generous wave timers and so on. It feels odd playing it because of how the difficulty is distributed; either the devs don't know how difficulty ticks in DRG or simply thought making an entire 6th hazard level was needless, which is fair enough. I don't believe there was a need for an incorporation of a higher haz level in DRG, but, for those who seek additional challenge without dabbling into mods, it's an alright choice and I won't complain here. It's to be somewhat expected however; it'd have been nothing short of a miracle if they stumbled unto the same secret sauce of difficulty that took the modded community years to concoct and perfect...