Test Discussion GU 58: Munitions Mid-range Adjustments

Discussion in 'Testing Feedback' started by Tunso, Feb 12, 2016.

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  1. SSeid Committed Player


    The slight under-performance can be acceptable given that Big Gun still functions in the same way. The power now can keep up on bosses ( like it can on live.. I can't stress enough how unnecessary a buff to Munitions is ) and it can also 1-shot the adds making up for whatever dmg you might lose from the slightly smaller numbers.
    • Like x 1
  2. Quantom Boy Committed Player

    Show your splosion parse
  3. Quantom Boy Committed Player

    You can't rely on biggun for damage. If your other powers are under performing no matter what biggun hits, you can still very easily get over taken. This is what i said before about the channeling powers not being enough, they most buff splosion.
  4. Try Hard Well-Known Player

    Hey guys I cant go on test server (crappy comp) but I was just wondering if small package is worked into the AM.I'm guessing no but is there any reason it can't be? thanks for the replies.
  5. warpaxio Well-Known Player


    that is funny cuz i did testing myself and even with random loadouts i did 50k melee, 35-40k mid, and 30k+ max. all off wich can be higher if i actualy took the time to find the best loadouts to use since im new to munitions myself.

    ill run some loadouts with video as proof later to post some actual feedback here.
  6. Quantom Boy Committed Player

    The best loadout you'll find is rails,mini,rocket,splosion. What CR were you when you were doing the testing? 155 or 126?
  7. warpaxio Well-Known Player

    126 cr, 10324 might.


    i stand corected, those were the numbers before the hotfix.
    right now im getting 37-41k melee 28-32 mid, 24-28 max range.
    the loadout i was using (in the listed order) is splosion, KI, phase dodge, 50 cal, rockets, railguns. 1st 3 powers used every 3rd rotation.

    i know phase dodge is restricted to superspeed, but i want to point out that it shares cooldown with killer instinct and therefore can give speedsters decent advantage over any powerset if not taken into consideration. wich may not be related to this power specificly but should be taken into consideration of balancing phase dodge. and since i didnt found any info if that power can or can not be used in this tests i did put it on my loudout. if im wrong ill remove it from my loudout.

    i also want to point out that splosion can be replaced with diferent power for mid and max for more dmg.
  8. SSeid Committed Player


    You seem to lack understanding how this power is played or works. The channels are you main way of making dmg. Splosion is, as it has always been icing on the cake. You don't rely on it to make dmg, in fact for all loadouts that do not involve melee range the power is unused.

    As far as Big Gun is concerned, you like others in here seem to lack the most basic understanding of what this power's result is. Let me help you and the rest on that department.
    Big Gun 1-shots the "low level" adds. This means that all adds that fall in that category are immediately eliminated upon use of this supercharge. All the dmg necessary to kill them is produced at once and results in the death of all adds in a matter of seconds. The dmg produced is credited to the person using that SC while it "robs" every other power of the opportunity to cause any dmg.
    Unlike GS ( Sorcery ) or IE ( Ice ) this SC does not increase the rate at which you kill them it eliminates them upon use. Big difference.

    Munitions doing a bit lower dmg makes sense due to 2 factors:
    First: The way dmg is produced. Munitions is essentially Ice but less monotonous as you have to cast more powers than one. It functions and has results similar to Ice therefore making it an equal to the rest of powers ( Gadgets/Mental/... ) will result in the power being OP just like Ice used to be before its update.
    Second: The Big Gun SC and the result it has.

    Let be honest while the parser is the tool most reliable to bring balance to the potential of powers, the only result that matters in the eyes of the largest part of the community is what happens on the scorecard. I can guarantee you that if a raid or alert have adds in them with the current built of this power and proper use of its incredible potential you will never be last.
    This should suffice for most.

    Now given your conduct and the information you have been giving in this thread perhaps you should back off and let others, obviously older and more knowledgeable players give feedback on fine tuning this power so that it does not come off OP using its most interesting loadouts.
    As far as you are concerned if you are half decent in using Munitions you will not lack against other players of similar skill no matter the power.
  9. TheDarknessWithin Loyal Player

    Technically, finishers aren't part of AM's, but all finishers are updated to do increased damage depending on range. Small Package has got this also now. Now you can if you want, use it in your loadout as you only need 3 or 4 slots for AM abilities, 1 for the buff and 1 as an extra. So you can fit it in there as it can be useful at close range on bosses.

    It's main use would probably be in PvP for both roles, as finishers are excellent in PvP now and Controllers don't all the time need debuffs in arena so they usually can fit the finisher.

    So in conclusion, all finishers after mid-range updates are highly useful.
    • Like x 1
  10. Try Hard Well-Known Player

    that makes sense,ty sir.
  11. Proto1118 Committed Player

    :rolleyes:
    Maybe next time, test first before you try to call someone's "BS".
    • Like x 1
  12. Quantom Boy Committed Player

    I stopped reading after you said i seemed to lack understand of the power works. Lol, i'm pretty sure i know more than you becuase unlike you i just don't look at what it says on paper and make assumptions based of that, i look at how it actually performs and base my assumptions off of that.

    And if you think biggun is cause for munitions to be underperforming becuase it can one shot ads, you didn't dps enough with munitions or ran with good players, you will get over taken fast no matter how much biggun does, if the rest of your abilities are crap, ice, gadgets and mental and quickly close that gap you just created with biggun. You won't be able to use biggun all the time and not all the ads a re low level. So you're loadout better be good enough and powers performing very well. That's why splosion was very handy and staple in munitions. If you think buffing it is wrong, you know nothing about munitions dp and you shouldn't speak on it.

    And i like how you call my skill into question, it doesn't matter how skilled a player is if the power sucks, go and use nature and beat sorcs players with it, you're skilled enough. I don't need your rubbish post to tell me things i already know and how to do very well. The cheek of a noob trying to patronise me and tell me how munitions works, lol you need to keep shut.
    • Like x 3
  13. Harlequin Devoted Player

    Please post your logs/parser data.
  14. warpaxio Well-Known Player

    Here is a quick video of demonstration of phase dodge usage. the execution is not perfect, but u get the point.
    I know the pi powers might not be the best since i didnt go trough all power testing, wich i will do additionaly. i did manage to get better numbers on close range with replacing 50 cal with particle gun.


    sry for poor video quality, cant do better atm as u can see from my fps
  15. Harlequin Devoted Player

    The long range and mid-range numbers seem to be right at the intended numbers. The melee numbers you were getting might be high, they might not be. There weren't enough 10 sec samples in that video to get an average. Remember, we aren't looking at the highest 10 second number, we are averaging all 30 segments to get our number.

    One tip, though. Get rid of Blast Adapter as it scatters the dummies and can skew the numbers a bit since you may not hit all three when that happens.

    I agree with you on 50 Cal, too. If you get a string of bad crits, 50 Cal sucks. The other channels provide steady damage instead of hoping for those big hits.
  16. SultanO Active Player

    Exactly! And what about survival mode where all the enemies are pretty much above minion level. so biggun becomes pretty mediocre then, and now to make it worse your abilities are also mediocre . I understand where the dude is coming from but you can't balance a power around a supercharge that won't be in use all the time and in some cases, useless. You have to make the other powers strong but also take into account biggun and find the sweet spot with the balance. And splosion was that sweet spot, it made munitions competitive even without biggun in use.

    I remember when my league mate challenged me to an ngn run awhile back and told me not to use biggun, I said okay. And I still beat him, thanks to splosion and me try Harding with weapon clips,trinkets,etc, if I was just using my channeling powers or splosion was hit what it's hitting now back then he would have beat me. No matter how skilled I was or hard I tried, I would have lost because my powers would have been falling short. I really hope the devs looking into buff splosion some what. And if it's already been buffed then, great. Doubt it though
    • Like x 4
  17. Harlequin Devoted Player

    Melee Test - Update

    Live Spec as detailed earlier in the thread

    Loadout: 5 Barrel, Railguns, Splosion, Killer Instinct
    Rotation: Splosion clip/ KI - 5 Barrel - Rails - Splosion - 5 Barrel - Rails - Splosion clip/ KI - repeat etc etc
    [IMG]
    [IMG]
    [IMG]

    Loadout: Railguns, Rocket Launcher, 50 Cal, Splosion, Killer Instinct
    Rotation: Splosion clip/ KI - Rails - RL - 50 Cal - Splosion - Rails - RL - 50 Cal - Splosion clip/ KI - repeat etc etc
    [IMG]
    [IMG]
    [IMG]

    Pre-update, both of these loadouts were hitting 45k average. I tried several other loadouts but they all fell short of these two. The others still hit the 35.5k threshold, though. Particle Gun, in particular, could use a slight bump, IMO, at least at melee range. All in all, we are looking pretty solid at melee atm.
    • Like x 1
  18. Harlequin Devoted Player

    Midrange Test - Update

    Live spec as detailed earlier in the thread

    Loadout: Railguns, Rocket Launcher, 50 Cal, Killer Instinct
    [IMG]

    Loadout: Railguns, Rocket Launcher, Chain Gun, Killer Instinct
    [IMG]

    Loadout: Railguns, Rocket Launcher, Particle Gun, Killer Instinct
    [IMG]

    I ran another parse adding Chain Grenade Launcher to the last loadout to see if the burning DOT would pad it any and it made almost zero difference. Midrange is just below the goal atm. IMO, a slight bump across the board on the range scalar would do it. I left my league hall to grab some more tokens to respec into Flak Cannon and Shrapnel Grenade Launcher but now I cannot get back in due to the race teleporter bug currently on test. That's it for testing until the teleporters are fixed.
  19. spack2k Steadfast Player

    u can use whatever loadout u want but phase dodge cant compete with a smart placed big gun
    • Like x 1
  20. Roocck Committed Player

    Hello everyone, I would like to say for everyone that are taking the time to test Munitions to please test everything from damage output, loadouts and rotations.
    I have been reading aeveryone's opinions and how Munitions is turning out in the test servers especially the ones that like or is Munitions on the real live servers, and of course from those opinions that are trying to ruin or making it sound that Munitions are Op! (Which I will bet those are Earth, Sorcery and especially Ice players). I feel that it's about time to make these powers Op as Ice and we'll all be good. For those who say that Ice is not Op than explain why and how a 156cr 150sp Ice can out dps a Player with 156cr 230+sp powers like (Earth, Sorcery, Atomic, Munitions etc..) . Dev Please make all powers sets balanced and equal to where no power is Op....
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