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If the Immunizer is intended to be anti-sniper, make it just that.

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  • 06-13-2013, 02:41 AM
    Zabuza
    If the Immunizer is intended to be anti-sniper, make it just that.
    I see all the complaint threads about this weapon and somewhat agree as my only battle strategy to fight them is to out power them (hope my grenade cd is up) or run the hell away (which doesn't help if you run into more immunizer users)

    I thought of a possible fix. It is supposed to be anti-sniper right? Why not make it only effective past a certain range. That way it still has some kind of "unique quality," lives up to the description, and makes sure it isn't the "go to" weapon for everything.

    Perhaps maybe it doesn't do anything unless the target is at least 25-30m away. That way to best strategy would be to charge them, and/or bio them so they don't kite you.

    It would still be powerful, but doesn't **** it up too bad, and gives me a way to beat it besides luck.

    Something could be done about the mobile range of the bugs, I had a herd of them after me all the way up (Ground to 3rd floor) the parking garage, and into the chute to 'B' before they died.
  • 06-13-2013, 02:51 AM
    Epyon
    I like this possible fix, not the best but hey, anything to keep them from dominating at all ranges. Or at the very least decrease the people who use them.
  • 06-13-2013, 02:55 AM
    Arsenic_Touch
    People really need to learn to adapt when it comes to the immunizer. It's useless at close range against someone with a shotgun or an assault rifle or LMG or SMG. At long range, a competent person is not going to stand there while someone continues to whittle you down and a competent person is going to shoot the bugs that spawn. The only change that needs to be done to the immunizer is the infection bubble that blocks part of your screen, outside of that you can counter them.
  • 06-13-2013, 02:56 AM
    jbob spittlewop
    I would have to agree with this, it isn't a nerf at all. It won't stop people from using canker/ immunizer combos and just switching but using two infectors would have its own draw backs.
  • 06-13-2013, 03:00 AM
    jbob spittlewop
    Quote:

    Originally Posted by Arsenic_Touch View Post
    People really need to learn to adapt when it comes to the immunizer. It's useless at close range against someone with a shotgun or an assault rifle or LMG or SMG. At long range, a competent person is not going to stand there while someone continues to whittle you down and a competent person is going to shoot the bugs that spawn. The only change that needs to be done to the immunizer is the infection bubble that blocks part of your screen, outside of that you can counter them.

    Oh yes, those bugs that tend to just sort of vanish and teleport sparatically? Mean while your shields are totally gone and I'm sure the 6 cloaked fellows will be kind enough to allow you the time to stomp those silly pests.
  • 06-13-2013, 03:02 AM
    Turantula
    Quote:

    Originally Posted by Arsenic_Touch View Post
    People really need to learn to adapt when it comes to the immunizer. It's useless at close range against someone with a shotgun or an assault rifle or LMG or SMG. At long range, a competent person is not going to stand there while someone continues to whittle you down and a competent person is going to shoot the bugs that spawn. The only change that needs to be done to the immunizer is the infection bubble that blocks part of your screen, outside of that you can counter them.

    I'd agree with this if most infectorers didnt jump around like idiots when you run up on them. Youre right lmgs and ar's as well as smgs do well against them up close, but they have strain reducers attached, which most do, coupled with an increased fire rate bonus, your still pretty much dead either way. I handle them best up close with a scatter gun or fragger. Hey they dont have to aim, well neither do I hardly lol.
  • 06-13-2013, 03:11 AM
    jbob spittlewop
    And on the topic of infectors and weapon discriptions, why do the cankers spawn bugs when the description clearly says it does not?
  • 06-13-2013, 03:15 AM
    Turantula
    Quote:

    Originally Posted by jbob spittlewop View Post
    And on the topic of infectors and weapon discriptions, why do the cankers spawn bugs when the description clearly says it does not?

    Seems that said bug gun is obviously bugged lol
  • 06-13-2013, 03:19 AM
    Zabuza
    Quote:

    Originally Posted by Arsenic_Touch View Post
    The only change that needs to be done to the immunizer is the infection bubble that blocks part of your screen, outside of that you can counter them.

    That does need to change too. It is difficult to determine if I am running or walking during blur when my back is covered in herpes.
  • 06-13-2013, 03:21 AM
    Maledict
    Quote:

    Originally Posted by jbob spittlewop View Post
    And on the topic of infectors and weapon discriptions, why do the cankers spawn bugs when the description clearly says it does not?

    1 2 or 3 bugs when target dies is the same for all of them.


    Atm my advice is
    Roll to cure dot and out run bugs with escape artist if needed.
  • 06-13-2013, 03:25 AM
    Epyon
    Quote:

    Originally Posted by Maledict View Post
    1 2 or 3 bugs when target dies is the same for all of them.


    Atm my advice is
    Roll to cure dot and out run bugs with escape artist if needed.

    All of them BUT the canker. Its description states no bugs, more infection damage. Cant have both <.<
  • 06-13-2013, 03:45 AM
    Zabuza
    Quote:

    Originally Posted by Maledict View Post
    Atm my advice is
    Roll to cure dot and out run bugs with escape artist if needed.

    That's my current plan as well...
  • 06-13-2013, 04:27 AM
    sey
    I actually love this idea. Really cool thinking.

    Most infectors have a max range of 20, while the Immunizer has a max range of 40. If the immunizer were changed to have a range where it only works between 20 and 40, but is useless at close range, it would add a lot more strategy to the weapon, and give it a legitimate downside.
  • 06-13-2013, 04:42 AM
    Mladenov
    Canker is broken, description says does not spawn bugs but when you kill something with it 3 bugs appear.
    So may be mistaken a bit when exactly must spawn the bugs but i think it is broken.
  • 06-13-2013, 04:47 AM
    sey
    Quote:

    Originally Posted by Mladenov View Post
    Canker is broken, description says does not spawn bugs but when you kill something with it 3 bugs appear.
    So may be mistaken a bit when exactly must spawn the bugs but i think it is broken.

    It works fine, the description is just a little confusing. The canker doesn't spawn regular hatch bugs like the other infectors.
  • 06-13-2013, 04:49 AM
    Mladenov
    Yeah i think it's the same.
    So a bit useless for pvp then?
  • 06-13-2013, 04:50 AM
    Envy
    Take off auto-Aim. Lower bug spawns , Lower bug health, Lower Bug damage... Reduce Bug life time.. Remove Stacking DOT's
  • 06-13-2013, 04:58 AM
    alred
    Quote:

    Originally Posted by Zabuza View Post
    I see all the complaint threads about this weapon and somewhat agree as my only battle strategy to fight them is to out power them (hope my grenade cd is up) or run the hell away (which doesn't help if you run into more immunizer users)

    I thought of a possible fix. It is supposed to be anti-sniper right? Why not make it only effective past a certain range. That way it still has some kind of "unique quality," lives up to the description, and makes sure it isn't the "go to" weapon for everything.

    Perhaps maybe it doesn't do anything unless the target is at least 25-30m away. That way to best strategy would be to charge them, and/or bio them so they don't kite you.

    It would still be powerful, but doesn't **** it up too bad, and gives me a way to beat it besides luck.

    Something could be done about the mobile range of the bugs, I had a herd of them after me all the way up (Ground to 3rd floor) the parking garage, and into the chute to 'B' before they died.

    If that occurs, then I think Sniper Rifles should be effective only past a certain range and while cloaked. Also ARs and SAWs a can only be used when standing still and effective past a certain range as well.

    Maybe instead of nerfing a certain weapon, maybe they should only allow certain types of weapons in certain instances.
  • 06-13-2013, 05:00 AM
    Finish the Fight
    Quote:

    Originally Posted by Arsenic_Touch View Post
    People really need to learn to adapt when it comes to the immunizer. It's useless at close range against someone with a shotgun or an assault rifle or LMG or SMG. At long range, a competent person is not going to stand there while someone continues to whittle you down and a competent person is going to shoot the bugs that spawn. The only change that needs to be done to the immunizer is the infection bubble that blocks part of your screen, outside of that you can counter them.

    Agreed but it’s easier to just complain.
  • 06-13-2013, 05:06 AM
    Ensu
    Or they could remove bugs from the immunizer. The view occlusion and stacking dot is enough to knock a sniper out of its role. Once they're not sniping, job done.
  • 06-13-2013, 06:43 AM
    Zabuza
    Quote:

    Originally Posted by alred View Post
    If that occurs, then I think Sniper Rifles should be effective only past a certain range and while cloaked. Also ARs and SAWs a can only be used when standing still and effective past a certain range as well.

    Maybe instead of nerfing a certain weapon, maybe they should only allow certain types of weapons in certain instances.

    I can't hit anything hip-firing with my sniper, and if the target gets too close in the scope they become harder to track side-to-side. It already has a close range disadvantages naturally.
    ARs and SAWs are more accurate (better) standing still, that is why some people choose run and gun synergy. Don't get me wrong they are still effective while moving, just not as effective as other guns.

    Nobody likes to be limited, this would cause more uproar. We all want to use our awesome gear on other players. I do think there should be specific load outs or "ground weapon spawns" (Old school FPS style) and rocket launcher damage jacked up. If there is only one rocket launcher there isn't too much problem with it one-shotting, as a rocket launcher should, but this is getting off point.
  • 06-13-2013, 07:07 AM
    Finish the Fight
    Quote:

    Originally Posted by Zabuza View Post
    I can't hit anything hip-firing with my sniper, and if the target gets too close in the scope they become harder to track side-to-side. It already has a close range disadvantages naturally.
    ARs and SAWs are more accurate (better) standing still, that is why some people choose run and gun synergy. Don't get me wrong they are still effective while moving, just not as effective as other guns.

    Nobody likes to be limited, this would cause more uproar. We all want to use our awesome gear on other players. I do think there should be specific load outs or "ground weapon spawns" (Old school FPS style) and rocket launcher damage jacked up. If there is only one rocket launcher there isn't too much problem with it one-shotting, as a rocket launcher should, but this is getting off point.

    I’m currently working on lvling my Semi-auto snipers to 10 and have np getting headshot from the hip.
  • 06-13-2013, 07:11 AM
    Denim Samurai
    Even if an immunizer fails to kill you before you kill them you still have to wait 15-20 seconds just to start regenerating hp/shields. Which for most PvP is a death sentence.
  • 06-13-2013, 07:11 AM
    greatdividers
    Quote:

    Originally Posted by Epyon View Post
    All of them BUT the canker. Its description states no bugs, more infection damage. Cant have both <.<

    infector guide here. it explains all of them very clearly and correctly as far as i can tell (other than that they're missing the movement slowing effect from the ?innoculater?)
  • 06-13-2013, 07:13 AM
    Arsenic_Touch
    Quote:

    Originally Posted by Finish the Fight View Post
    I’m currently working on lvling my Semi-auto snipers to 10 and have np getting headshot from the hip.

    Try hip firing with a bolt action. Semis can actually hip fire, the bullet will stay at the crosshairs, but if you hip fire a sniper rifle you'll miss 99% of the time.
  • 06-13-2013, 07:21 AM
    Finish the Fight
    Quote:

    Originally Posted by Arsenic_Touch View Post
    Try hip firing with a bolt action. Semis can actually hip fire, the bullet will stay at the crosshairs, but if you hip fire a sniper rifle you'll miss 99% of the time.

    Fair enough but the comment I was responding to said “my sniper”. It didn’t specify bolt or semi.
  • 06-13-2013, 07:23 AM
    Arsenic_Touch
    Quote:

    Originally Posted by Finish the Fight View Post
    Fair enough but the comment I was responding to said “my sniper”. It didn’t specify bolt or semi.

    Generally, bolt actions are the ones people are referring to when they say sniper rifle. Semiautos are pretty worthless. Low ammo count with a low damage. They didn't really think them through.
  • 06-13-2013, 07:38 AM
    Shogo_Yahagi
    Just take anything the PvPers whine about away from them. When they have no guns, everything will be perfectly balanced. Problem solved, and they won't ruin PvE in the process.
  • 06-13-2013, 07:44 AM
    greatdividers
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    Just take anything the PvPers whine about away from them. When they have no guns, everything will be perfectly balanced. Problem solved, and they won't ruin PvE in the process.

    lol ruin pve. i love me some hyperbole
  • 06-13-2013, 07:53 AM
    Shogo_Yahagi
    Quote:

    Originally Posted by greatdividers View Post
    lol ruin pve. i love me some hyperbole

    It seems abundantly clear that PvPers love hyperbole.
  • 06-13-2013, 07:56 AM
    greatdividers
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    It seems abundantly clear that PvPers love hyperbole.

    dat generalization. you're referring to the vocal minority(whiners), not all pvpers.
  • 06-13-2013, 09:06 AM
    DarKStaR
    Not sure if this has already been cleared up...

    With regard to the Canker not spawning bugs, this is actually working as intended.
    Regualr model Infectors spawn a bug every time the target has been hit 5 times, the Canker does not.
    Infectors also spawn bugs when an infected target is killed while infected - 1 bug for each infection mark visible on the crosshair.
  • 06-13-2013, 09:39 AM
    Zabuza
    Quote:

    Originally Posted by Finish the Fight View Post
    I’m currently working on lvling my Semi-auto snipers to 10 and have np getting headshot from the hip.

    Against players too?
  • 06-13-2013, 09:42 AM
    Zabuza
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    Just take anything the PvPers whine about away from them. When they have no guns, everything will be perfectly balanced. Problem solved, and they won't ruin PvE in the process.

    Hug war!!!

    2 hours later....

    Nerf Hugging!!
  • 06-13-2013, 10:37 AM
    Zoranth
    People whining about different weapons used during PvP!
    To be quite frank, the only way they are going to make any PvP match based on Skill instead of alleged OP weapons is to make it so that every person has the same exact loadout once entering the PvP arena. We all get the same kinds of uniforms, why not the same weapons.

    There should be a PvE loadout 1-5 Tab and then a PvP 1-5 Tab in the loadouts screen. You can specify which EGO branch you want for PvP and give everyone the exact same number of perk slots independent of a persons actual EGO level such as 4. I chose 4 so you can use the 2 main perks specific to the EGO you choose and 2 extras.

    Also make it so that your weapon loadouts are selected from a basic set of weapons without mods, synergies or nano (not weapons in your own inventory). Every one uses the same basic shield and you have a choice of which basic grenades to use. This would make your PvP experience completely SKILL based and stop the constant complaining about OP weapons in PvP thus making Trion nerf the said weapon so much that it becomes basically useless in PvE.

    This would make it so that an EGO 500 has the exact same experience in PvP as the EGO 5000 person and would be based solely upon the individuals capabilities and skill in the PvP arenas!
  • 06-13-2013, 10:40 AM
    greatdividers
    Quote:

    Originally Posted by Zoranth View Post
    To be quite frank, the only way they are going to make any PvP match based on Skill instead of alleged OP weapons is to make it so that every person has the same exact loadout once entering the PvP arena. We all get the same kinds of uniforms, why not the same weapons.

    There should be a PvE loadout 1-5 Tab and then a PvP 1-5 Tab in the loadouts screen. You can specify which EGO branch you want for PvP and give everyone the exact same number of perk slots independent of a persons actual EGO level such as 4. I chose 4 so you can use the 2 main perks specific to the EGO you choose and 2 extras.

    Also make it so that your weapon loadouts are selected from a basic set of weapons without mods, synergies or nano (not weapons in your own inventory). Every one uses the same basic shield and you have a choice of which basic grenades to use. This would make your PvP experience completely SKILL based and stop the constant complaining about OP weapons in PvP thus making Trion nerf the said weapon so much that it becomes basically useless in PvE.

    This would make it so that an EGO 500 has the exact same experience in PvP as the EGO 5000 person and would be based solely upon the individual skill level!

    no it wouldn't. people would figure out which of the 5 loadouts is the strongest and everyone would use it.
  • 06-13-2013, 11:24 AM
    Nefarious
    or better yet make the infector inaccurate as hell the more you move around and shoot it...

    But the up side to moving to a stand still and shooting it is...der der der It auto hits for you! Just like it does now!

    What? No good? :(

    Well I guess we can keep it as it is now and let it be able to always Auto Aim Bot. Even when bunny hopping around and strafing all over the place. That's much better! :)


    How is this even a discussion ppl??
  • 06-13-2013, 11:25 AM
    greatdividers
    Quote:

    Originally Posted by Nefarious View Post
    Auto Aim Bot.

    do you know what the difference is between homing and "auto aim bot"?
  • 06-13-2013, 11:29 AM
    Nefarious
    Quote:

    Originally Posted by greatdividers View Post
    do you know what the difference is between homing and "auto aim bot"?

    hmmm lets see. Aim the gun in the general direction of what you want to hit. And it hits for you.
  • 06-13-2013, 12:26 PM
    Shogo_Yahagi
    Quote:

    Originally Posted by Nefarious View Post
    or better yet make the infector inaccurate as hell the more you move around and shoot it...

    Really? You don't see the problem posed by an anti-sniper weapon that requires you to stand still?
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