Nerf the flame thrower

Ahah ā€œkindaā€ good point, but they arenĀ“t that OP, for a solo player that uses various weapons, you can still have trouble with enemies, and now with the new Sponge tank (Apocalypse tank) and with the APO Hunters (Tank edition as i call them) they take some time to go down even with the experimental weapons.
But this is my opinion, you have the right to have yours.

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The idea of GZ isn’t that you have to win every single battle.
I also play solo and use several weapons (6* .50 cal, 6* AG4, 6* m/49, 5* HP5, 5* .44 Magnum) and for now, i also carry few extra ones i found (6* Glock, 3* KVM 89, 1* KVM 59). If i get reckless, i also drop down and need to revive myself. Nothing wrong or bad in there. Also, i like when machines put up a fight and aren’t paper dolls that drop down as soon as i breathe towards them.

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Besides winning every battle, i agree with the rest, just think the triple grenade launcher is a bit OP, i“m level 31 with health and armor upgrade skills and easily die with 2/3 attacks from it, so looks a bit OP, and for players without these skills they must be a nightmare :thinking:.

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You are a human being after all.

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Yes and anyone would die or loose part of the body right?
But if i can survive a tank railgun attack and remain with half of the health, maybe i should stand better the attack from the Grenade Launcher ? :thinking:

The railgun only punches a tiny clean hole. :wink:

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I’m also lvl31 and i don’t have any armor or health skills (got Marksman with Hacking) and direct hit from apo hunter’s mortar doesn’t kill me. It drops my HP from 100 to 10. It’s the following shots that can drop me IF i’m sitting duck and don’t heal myself.

And the 6* AG4 deals lasting fire damage, similar to the lasting damage apo machines use against you. :slightly_smiling_face:

On many occasions the machine has dropped during my weapon reload since it was on fire from the heated bullets of my 6* AG4.

For sure. The experimental 50cal is ridiculous. Fun, but ridiculous. I say let them keep their weapons and crank the detection range up as well. Then we will really have to sneak.

and then your shoes will be too tight and you won’t be able to dance.

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Lets just wait for the fix of the visual flame range and fire cone and than discuss whether it is still op.

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Have you been smoking those funny-smelling cigarettes again?
And did you bring enough to share with the class?

Quid, mate.

What I meant before was that by upping the damage for everyone (robots and players) there’s no margin for error and the balance of the game changes. We move towards a severe model like instagib or one shot one kill. When you make a mistake you’re not slapped on the wrist, you’re pushed down the stairs. The play becomes so restrictive there’s little room for maneuver.
It also makes anything lower than top tier robots trash, and in my opinion wastes their character.

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No, that’s the dumbest thing I’ve ever heard. People are always complaining about experimental weapons being ā€œOPā€, they aren’t and never have been. For something to be OP it has to have absolutely no drawbacks whatsoever, experimental weapons are far from that. Not only do you have to defeat a strong opponent to get your hands on one, the drop isn’t even guaranteed, so you’d have to kill multiple of them to get one, and I think it’s well earned, I’d pretty upset if the weapon I got for killing about 10 tank rivals was lame and dinky like a normal weapon.

The distribution of a weapon says nothing of its usage-balance.

ā€œOPā€ stands for: Over Powered and that’s what all experimental weapons are. All of them are in some way better than their base model counterparts.

If a weapon is designed to deal 100 points of damage and 2nd weapon is made based off from 1st one that deals 150 points of damage then the 2nd weapon is Over Powered compared to the 1st (initial) weapon. That’s the essence of OP. The bigger the gap between base model and improved model - the more OP the 2nd weapon is.

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There is a way.

Run Speed lvl2 and as soon as you see the mortar move (shooting animation), sprint run on either side or forward (towards that hunter). With this, you can avoid the complete salvo.

I’ve avoided several salvos due to this but catching the moment when apo hunter fires it’s mortar is difficult and if you miss the timing, you’ll get the hammering.

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No, @Aesyle. The literal translation does not help here. In (video) games, over-powered stands for ill-balanced, balance breaking. E.g. giving an unfair advantage or rendering other weapons or approaches effectively use- or meaningless. Which makes @dingusel wrong as well.

Therefore it is often a difficult matter of discussion whether a weapon or other feature actually is OP.

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A couple of good points here.

Tracking has just been disabled for melee attacks of robots. So any artillery should not track either (not sure it does).

The constant time thing is actually giving a weird feeling. Same with harvester rocket salves.

Since the issue was fixed in January '20 update, i’ll close this topic.

//Mod