| Changes? | |
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+11necrodrakath Poppet Wolf Hikari VeryMelon VietPho Rexir2 CxM EvilPotato rei_hunter (´・ω・`) Poltergeist 15 posters |
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VeryMelon Jikun Hu
Posts : 1147 Join date : 2011-10-28 Age : 37
| Subject: Re: Changes? Wed Jan 27, 2021 4:02 pm | |
| The damage weakness bonuses are completely changed
Art - 20% Air - 35% (tested with blast bazooka, don't know how the damage type split is) Land - 20% | |
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Rexir2 Teddy Slide
Posts : 188 Join date : 2012-11-13 Age : 31 Location : New England
| Subject: Re: Changes? Wed Jan 27, 2021 4:37 pm | |
| - VeryMelon wrote:
- The damage weakness bonuses are completely changed
Art - 20% Air - 35% (tested with blast bazooka, don't know how the damage type split is) Land - 20% Last I recall, grenades, rockets, blast bazookas and regular blast railguns did full blast damage, while standard bazookas and railguns did split shell/blast. This is a buff to mostly AIRs, as their weakness used to be more like 100% versus the others' 50% (these numbers are not exact, but that's how they felt!) | |
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CxM SeeSaw Molcar
Posts : 709 Join date : 2015-07-19 Age : 29 Location : if i'm lagging i'm home, if not i'm at the library.
| Subject: Re: Changes? Wed Jan 27, 2021 7:18 pm | |
| there's something up with bullets hitting each other and canceling out, it was a thing in EN but it wasn't as noticable | |
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Rexir2 Teddy Slide
Posts : 188 Join date : 2012-11-13 Age : 31 Location : New England
| Subject: Re: Changes? Wed Jan 27, 2021 7:57 pm | |
| - CxM wrote:
- there's something up with bullets hitting each other and canceling out, it was a thing in EN but it wasn't as noticable
I recall melee being able to cut down non-beam, non-estes projectiles. I also recall the "Destructor-type" missiles being able to hard-counter beams and trading with others. I had a Desuko with dual missile bits under a PS having a Jojo moment with 3 bots and a deployed shield. It was glorious! | |
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VeryMelon Jikun Hu
Posts : 1147 Join date : 2011-10-28 Age : 37
| Subject: Re: Changes? Sat Jan 30, 2021 11:11 am | |
| I just noticed that EIW carts give 55 capacity. | |
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CxM SeeSaw Molcar
Posts : 709 Join date : 2015-07-19 Age : 29 Location : if i'm lagging i'm home, if not i'm at the library.
| Subject: Re: Changes? Sun Jan 31, 2021 1:17 pm | |
| ammo drain tune takes out 15% over like 9ish seconds, before it took out 50% if it wasn't overwritten. | |
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uiso Regular Poster
Posts : 296 Join date : 2014-04-04
| Subject: Re: Changes? Sun Jan 31, 2021 4:44 pm | |
| Winerbel Arms nerfed so that there is a 5 second cooldown after alpha striking on all weapons. She could insta alpha strike again before I believe. | |
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VeryMelon Jikun Hu
Posts : 1147 Join date : 2011-10-28 Age : 37
| Subject: Re: Changes? Sun Jan 31, 2021 5:32 pm | |
| - uiso wrote:
- Winerbel Arms nerfed so that there is a 5 second cooldown after alpha striking on all weapons. She could insta alpha strike again before I believe.
No? Even without moving burst and firing 5 weapons in total there's only 1,5 seconds cooldown. You must have some very slow weapons equipped. | |
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uiso Regular Poster
Posts : 296 Join date : 2014-04-04
| Subject: Re: Changes? Sun Jan 31, 2021 6:01 pm | |
| - VeryMelon wrote:
No? Even without moving burst and firing 5 weapons in total there's only 1,5 seconds cooldown. You must have some very slow weapons equipped. Her arms would be the slowest weapon. I just tested again with alpha striking only with her arms and it takes around 5 seconds for it to cooldown before she is able to shoot or alpha strike again. It may have always been that way. It's been a long time since I used the original winerbel so I wouldn't be surprised if I remembered it wrong. I don't know about Winerbel ALE arms if she has the same thing. | |
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Rexir2 Teddy Slide
Posts : 188 Join date : 2012-11-13 Age : 31 Location : New England
| Subject: Re: Changes? Fri Apr 09, 2021 8:34 am | |
| A.L.E. Winberrl did have a notable cooldown on her drawguns, and their burstfire shooting didn't complement alpha striking well. I feel the rework was necessary as old Winberrl AMs were absolutely crippling to the poor soul on the wrong end of it. Practically every Tarantulic had them (mine used AM2, which shot 3 times per clip with no hand, but had a ton more ammo).
Is it just me, or did the devs mess with how melee works on the attacking robot? I'm finding it hard to chain Sonic Blade swings due to me passing through my target. It's gotten to the point that I switched to a Duel Rapier and am currently using it more like a Jumper Halberd than a rapier. | |
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