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  1. #241
    Senior Member Slop's Avatar
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    yea true i think its funny though how long the list of complaints for pvp has become i agree the burst mod should be fixed for the immunizer, however it seems most of the other things people whine about work as intended.
    Obviously every bullet from every gun in the game should hit with exactly the same amount of damage and be exactly as hard to fire as the next weapon. That would be really fun!

  2. #242
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    I don't understand all the infector complaints I started using a siphon rifle and it kills so fast it's much more op then a infector..
    What about Bunny hoping with a gl? What about bunny hoping with a bmg? Cloak with a nano? There r many op combos..
    Only reason infector are complained about more is cause it slaughters scrubs... Good players can deal with a gun that takes more then one clip to kill....
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  3. #243
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    Quote Originally Posted by Maitreakow View Post
    Just recently swapped out my Assassin Tachmag Siphon to try a Poop shoe one. Been having fun grounding bunny hoppers with it. Just wondering if anyone else has tried this instead of just a Bio grenade (which I also carry). Also, anyone who has had success with the Sludge missile? I finally got the hang of Bonfires, but the Sludge seems to do me wrong every time.
    Been using my tachmag poop shoes, lovin it with my grind frag.

  4. #244
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    Quote Originally Posted by blunted View Post
    I don't understand all the infector complaints I started using a siphon rifle and it kills so fast it's much more op then a infector..
    What about Bunny hoping with a gl? What about bunny hoping with a bmg? Cloak with a nano? There r many op combos..
    Only reason infector are complained about more is cause it slaughters scrubs... Good players can deal with a gun that takes more then one clip to kill....
    The reason people complain about the immunizer and not the other setups are simple really auto homing 48 meter full auto as fast as a smg with the burst mod in an open area it doesn't matter it you avoid the bugs the infection will **** you, the needles impact on any gun you have to aim with makes your screen shake like your character is havingan epeleptic seizure, if your using an infector it doesn't matter how your enemy is moving and there is no falloff so distance doesn't matter, they can be 40 m away bunny hoping and still get tagged every shot. Where as with a blast riffle you can't use as well from the same distance, if people are bunny hoping you won't make every shot a head shot, unless your close quarters you have to go into aim making you move tramendously slow making you a easier target to hit.

    As for bunny hopping detonators, it's easily countered with blast shield, and a few defensive perks run at them they will kill themself before they kill you, cloak and shottys are kind of cheesy but I don't mind them that much, can use sensor sweep and decoy or full or defensive perks with run speed on shield break and as soon as you get hit once book it while jumping all over. Bunny hopping with a bmg is lame as well but they kill so dam slow it's not that bad I usually have a bio nade and they will die before they roll off slow.

    I do have to ask though if it's so easy to counter, and other weapons are so much easier to use why do you run around with an immunizer/ canker load out? Don't get me wrong I agree that countering a single infector isn't to bad but the counter is basically running away not a very good counter when 14 out of 16 players are using infectors a match. I could careless about the spiders or infection damage it's the auto aim that makes them so annoying tbh something that should of never bin added to a shooter.

    But if you feel like it ask around why people don't que anymore, or why people don't wanna pvp in defiance and the number one result will be auto aiming infector spam. I personally stopped pvping cause I got tired of the 45min ques not because infectors, since I mostly sniped, and use a rolling thunder wolf they didn't bother me all that much, wich is kind of ironic since every one is sporting a immunizer and it's supposed to be the anti sniper gun, but it's used more like a smg these days.

  5. #245
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    I'm using a blast rifle and pulsar currently I do the exact same on the score board nothing changed
    Ps3 na. Over 350 orange weapons for trade

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  6. #246
    Senior Member Slop's Avatar
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    lol easy to cou nter an immunizer witha bmg why you keep saying theres no counter immunizer cant damage you faster than a bmg can heal and bugs are toast with one touch of a bmg
    Obviously every bullet from every gun in the game should hit with exactly the same amount of damage and be exactly as hard to fire as the next weapon. That would be really fun!

  7. #247
    Member thejx4's Avatar
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    Quote Originally Posted by blunted View Post
    I don't understand all the infector complaints I started using a siphon rifle and it kills so fast it's much more op then a infector..
    What about Bunny hoping with a gl? What about bunny hoping with a bmg? Cloak with a nano? There r many op combos..
    Only reason infector are complained about more is cause it slaughters scrubs... Good players can deal with a gun that takes more then one clip to kill....
    Slightly modded infector can kill in under 2.5 secs, almost not possible against an enemy with full health while using a Siphon BR, which is what I use. Only works on people with low cap shields.

  8. #248
    Upcoming Balance Changes
    Hi everyone,

    I’m back and today I want to go over some of the balance changes we are working on. This is not a comprehensive list of everything that we are currently looking into, just a quick breakdown of those things that you can expect to see soon. Keep an eye out on patch notes to see when these changes are going live.
    FRC Heavy Scattergun – We have heard the complaints that the current version has nothing really unique about it that makes it a compelling choice. So, we are going back into it and increasing the number of pellets that it fires back up to 12, but dropping the damage per pellet to compensate for that. The overall damage if you hit with every pellet will be about the same as before.
    Pistols – We are upping the ammo pool and the amount of ammo that you get from enemy drops to help keep some of the higher rate of fire pistols fed. You won’t see more ammo drops from enemies; just the amount of pistol ammo from each drop has gone up.
    SAW’s – The SAW weapons (FRC SAW, Frontier SAW and Machinist’s Gun) were all outperforming both other light machine guns and many other weapons. We have lowered the damage on these weapons to bring their overall effective DPS back in line with other weapons.
    Multi-Projectile Explosives – We are toning down the camera shake that you get from the explosions on the child projectiles. Getting several of these in an area was being more disruptive than we had intended because of overlapping effects. These should be much better in the future.
    Infectors – We are removing the pulsing camera effect that remained on for the full duration of the DoT from the infector. This should make them less disruptive. We have also changed the burst size mod. It was setting the burst size to one, not adding one to the burst size, which can cause issues with very high Rate of Fire fully automatic infectors. We have changed these to just have a 10% increase in Rate of Fire.
    Nano-Effects – Some weapons and mod combos were capable of getting nano-effect procs faster than was intended. We have added a 1.5 second cooldown to all the nano-effects. For most weapons, this will not be a noticeable change. For high rate of fire weapons, this should bring their proc rate over time more in line with lower rate of fire weapons.
    Rocket Launchers – The prior balance passes on rockets took them down a little too far, so we are looking into bringing their power back up a bit to make them more balanced with other weapons.




    Could have sworn I mentioned something about the next weapon balance update. Have fun.

  9. #249
    Member B_Draco's Avatar
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    All in short if Trion actually nerfs SAWs and adds cooldown in between nano effect procs, infectors will skyrocket again... There goes siphon based weaponry...
    Said the Dragon, "Many knights have left their lives here, I shall soon have an end to you, too," and he breathed fire out of seven jaws. -Brothers Grimm
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  10. #250
    Member thejx4's Avatar
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    Quote Originally Posted by xaosykotik View Post
    Upcoming Balance Changes
    Hi everyone,

    I’m back and today I want to go over some of the balance changes we are working on. This is not a comprehensive list of everything that we are currently looking into, just a quick breakdown of those things that you can expect to see soon. Keep an eye out on patch notes to see when these changes are going live.
    FRC Heavy Scattergun – We have heard the complaints that the current version has nothing really unique about it that makes it a compelling choice. So, we are going back into it and increasing the number of pellets that it fires back up to 12, but dropping the damage per pellet to compensate for that. The overall damage if you hit with every pellet will be about the same as before.
    Pistols – We are upping the ammo pool and the amount of ammo that you get from enemy drops to help keep some of the higher rate of fire pistols fed. You won’t see more ammo drops from enemies; just the amount of pistol ammo from each drop has gone up.
    SAW’s – The SAW weapons (FRC SAW, Frontier SAW and Machinist’s Gun) were all outperforming both other light machine guns and many other weapons. We have lowered the damage on these weapons to bring their overall effective DPS back in line with other weapons.
    Multi-Projectile Explosives – We are toning down the camera shake that you get from the explosions on the child projectiles. Getting several of these in an area was being more disruptive than we had intended because of overlapping effects. These should be much better in the future.
    Infectors – We are removing the pulsing camera effect that remained on for the full duration of the DoT from the infector. This should make them less disruptive. We have also changed the burst size mod. It was setting the burst size to one, not adding one to the burst size, which can cause issues with very high Rate of Fire fully automatic infectors. We have changed these to just have a 10% increase in Rate of Fire.
    Nano-Effects – Some weapons and mod combos were capable of getting nano-effect procs faster than was intended. We have added a 1.5 second cooldown to all the nano-effects. For most weapons, this will not be a noticeable change. For high rate of fire weapons, this should bring their proc rate over time more in line with lower rate of fire weapons.
    Rocket Launchers – The prior balance passes on rockets took them down a little too far, so we are looking into bringing their power back up a bit to make them more balanced with other weapons.




    Could have sworn I mentioned something about the next weapon balance update. Have fun.
    It's more of a rollback than an update. Infectors were barely touched. AR's are still kinda useless compared to everything else. And now they are ruining SAW's. lol, the high damage isn't the reason people choose it over the others, it's the awful stats of the other LMGs. Prepare for this to be rolled back in an update 2 months from now. Seriously, they have no idea what they're doing and it's only gonna get worse when we have 3 new sets of weapons. Trion is not experienced at developing shooters, and it shows, you can't balance this the same way you would a game with staffs, bows, swords, etc.

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