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 Post subject: The "Nerf" to Axe hammer weapons
PostPosted: Sat Oct 01, 2016 11:39 am 
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I see that you went for the functional nerf for those weapons. The number one complaint for these weapons was the amount of heat damage and energy damage they did. I think you should allow those weapons to retain the unlimited amount of uses by really fixing the amount of differential resource damage they do. This was the number one problem concerning the new weapons as they did far too much burst damage to be countered.

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 Post subject: Re: The "Nerf" to Axe hammer weapons
PostPosted: Sat Oct 01, 2016 8:04 pm 
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ticklemericky wrote:
I see that you went for the functional nerf for those weapons. The number one complaint for these weapons was the amount of heat damage and energy damage they did. I think you should allow those weapons to retain the unlimited amount of uses by really fixing the amount of differential resource damage they do. This was the number one problem concerning the new weapons as they did far too much burst damage to be countered.


I agree with this, but I do think that there is another problem with these nerfs.
Consider that the ideal amount of hits for an energy mech in a game is 4, after 2 teleports and 2 hooks. Essentially, the Lightning Hammer was not nerfed enough because of this. On the other hand, the Infernal Axe pays a much higher price, as heat mech battles are usually longer and more protracted.

Still, 4 uses of the infernal axe is still 300 damage with good fusion. This way of nerfing the items was not well thought out. Evidently someone was too lazy to come out with new balanced stats.

tl;dr: Lightning Hammer nerf was useless as *CENSORED*

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Last edited by Damirror on Sat Oct 01, 2016 8:35 pm, edited 1 time in total.

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 Post subject: Re: The "Nerf" to Axe hammer weapons
PostPosted: Sat Oct 01, 2016 8:12 pm 
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I know right, i dont think tacticsoft takes our opinions on these weapons seriously

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 Post subject: Re: The "Nerf" to Axe hammer weapons
PostPosted: Sun Oct 02, 2016 4:00 am 
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what more can you expect from a developer team that doesnt know how to play their own game

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 Post subject: Re: The "Nerf" to Axe hammer weapons
PostPosted: Sun Oct 02, 2016 5:59 pm 
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socialmisfit1 wrote:
what more can you expect from a developer team that doesnt know how to play their own game


Sad but true. ;-;

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 Post subject: Re: The "Nerf" to Axe hammer weapons
PostPosted: Sun Oct 02, 2016 9:33 pm 
Second Lieutenant
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Damirror wrote:
ticklemericky wrote:
I see that you went for the functional nerf for those weapons. The number one complaint for these weapons was the amount of heat damage and energy damage they did. I think you should allow those weapons to retain the unlimited amount of uses by really fixing the amount of differential resource damage they do. This was the number one problem concerning the new weapons as they did far too much burst damage to be countered.


I agree with this, but I do think that there is another problem with these nerfs.
Consider that the ideal amount of hits for an energy mech in a game is 4, after 2 teleports and 2 hooks. Essentially, the Lightning Hammer was not nerfed enough because of this. On the other hand, the Infernal Axe pays a much higher price, as heat mech battles are usually longer and more protracted.

Still, 4 uses of the infernal axe is still 300 damage with good fusion. This way of nerfing the items was not well thought out. Evidently someone was too lazy to come out with new balanced stats.

tl;dr: Lightning Hammer nerf was useless as *CENSORED*


No it needs to be 2 uses for Inferno Axe. Four is too much. Especially when its partnered with Lava spray. So, two uses is enough for Inferno Axe, even alone it enough to win in battle with 1 Flame Biter. The game is set to win. So only 2 uses.


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 Post subject: Re: The "Nerf" to Axe hammer weapons
PostPosted: Sun Oct 02, 2016 10:05 pm 
Second Lieutenant
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JamAnime12 wrote:
Damirror wrote:
ticklemericky wrote:
I see that you went for the functional nerf for those weapons. The number one complaint for these weapons was the amount of heat damage and energy damage they did. I think you should allow those weapons to retain the unlimited amount of uses by really fixing the amount of differential resource damage they do. This was the number one problem concerning the new weapons as they did far too much burst damage to be countered.


I agree with this, but I do think that there is another problem with these nerfs.
Consider that the ideal amount of hits for an energy mech in a game is 4, after 2 teleports and 2 hooks. Essentially, the Lightning Hammer was not nerfed enough because of this. On the other hand, the Infernal Axe pays a much higher price, as heat mech battles are usually longer and more protracted.

Still, 4 uses of the infernal axe is still 300 damage with good fusion. This way of nerfing the items was not well thought out. Evidently someone was too lazy to come out with new balanced stats.

tl;dr: Lightning Hammer nerf was useless as *CENSORED*


No it needs to be 2 uses for Inferno Axe. Four is too much. Especially when its partnered with Lava spray. So, two uses is enough for Inferno Axe, even alone it enough to win in battle with 1 Flame Biter. The game is set to win. So only 2 uses.


i Totally agree

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