Test Discussion GU 58: Munitions Mid-range Adjustments

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

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  1. CrappyHeals Devoted Player

    lol Thats great it gets better the farther you get!
    • Like x 2
  2. Harlequin Devoted Player

    The behavior I have noticed with this is that the button doesn't seem to start showing the cooldown until the channel finishes. Every once in a while, it just never starts at all. I cannot reliably cause it, either. I was thinking it had something to do with mashing the button for the next ability before the first was finished but that doesn't do it every time.
  3. Rival Ops Level 30

    Why dont we let Tunso correct the Rail Gun issue before we start broadcasting Munitions being OP! In the meantime has anyone tested the AM mechanics in Controller role?
    • Like x 3
  4. Rival Ops Level 30

  5. Rival Ops Level 30

    Duplicate post
  6. Quantom Boy Committed Player

    yes this, don't ruin the power. Most of the people calling it op don't even play munitions, so it won't affect them
    • Like x 2
  7. Harlequin Devoted Player

    Just curious why you think this is true?
  8. Quantom Boy Committed Player

    Crappy heals sorc, roykn earth. It's very easy to unjustly criticise a power you aren't playing, especially when the powers you're using are currently the strongest powers in the game, arguably even op. I get that some abilities from munitions need to be checked but to flat out say that the power itself is bugged/op, is a bit far fetched and hypocritical seeing that the powers you play with on live aren't exactly "balanced".
    • Like x 3
  9. spack2k Steadfast Player

    we do not just say its op we experience it on test , we not even use big gun lol... besides thats the only way to let tunso know to check whats going on there.( with 157 cr munitions hits like ice with ice elemental buff but without the 30sec time restriction, now imagine including big gun there, new fotm anyone?)

    and no i dont play sorc /earth or ice , i play fire&quantum.
    • Like x 2
  10. Tunso Committed Player

    To reiterate: In case you missed my earlier post, yes the damage being reported looks too high. No, it's not going to go live like that. Expect that to be fixed along with the other things mentioned earlier in the thread.
    • Like x 5
  11. 9001BPM Steadfast Player

    Is Splosion getting buffed? I always thought it was weird that it's all close range and risky, but is kinda weak in comparison to other safer powers.
    • Like x 2
  12. Harlequin Devoted Player

    I have 16 toons including a Munitions toon I raised from level one as well as playing AF2 as Munitions on my main for a while. I'd wager that a lot of the players in this thread have or have had a Munitions toon at one time or another.

    Testing does not require that you play a toon on live, though. The testing parameters are spelled out in detail for us to follow. Also, it's not like Munitions is hard to play. I love it because of the variety of abilities you can use and still be viable. Others love the style (me, too. I still watch corny '80s action movies all the time) and really enjoy blowing **** up. Still others just test all the time and their opinions and test results are just as valid as any "diehard" Munitions player's would be.

    For the record, saying Munitions is OP on test is not an opinion, it's a fact supported by a lot of data. Railguns is bugged all to hell from far range, another fact supported by data. The purpose of this thread is to collect data and what we have collected so far shows that Munitions is hitting too hard. It is what it is and will be adjusted. I look forward to retesting when it is adjusted because I love the power and would really like it to hit live with all barrels blazing again.
    • Like x 4
  13. Quantom Boy Committed Player


    I very well acknowledge that some abilities in munitions are doing more damage than intended, i wouldn't go as far to say that the power itself is op. And munitions is easy to use, yes, like most powers but not easy to pull off high amounts of dps, positioning and timing play a big part in it. I would know i've been munition since it came out and was top munitions dps, beat people so bad made them switch to munitions and still white washed 'em.

    I appreciate the testing but what i don't appreciate is the "omg op, pls nerf", that just ruins a power, doesn't improve it. If somethings off, say what abilities need to be looked at, just don't say low everything across the board, that will ruin the power.
    • Like x 3
  14. Quantom Boy Committed Player

    Buff splosion. The risk doesn't fit the reward
    • Like x 1
  15. Harlequin Devoted Player

    Do you have numbers to support that statement?
  16. biggiedarkghost Active Player

    Hmmm,

    OK, this is what i have found,

    If you repeatedly keep refreshing KI (damage buff) your numbers are some what high, if you dont refresh the KI, your numbers will stay in the range of the TUNSO test.
    I have been playing around with munitions and other powers to compare, mental, ice, atomic, sorcery, just to name a few and its some what almost the same numbers.
    I do agree slightly that munitions does look like 3% to 5% probably more damage, but if i dont refresh the KI the damage will stay low to where tunso test is aiming for.

    Me personally i think munitions is probably ok just where it is, perhaps MAYBE a 3% to 5% overall damage reduction is probably needed, but i think that the powerset munitions is probably good where it is now.

    I'll be spending the next few hours trying to put together a comparison chart with all other powers (some of the ones that have had already the mid-range adjusted) to be fair.

    Because i dont really see how munitions is really as OP that everyone is claiming it is.
    • Like x 1
  17. Quantom Boy Committed Player

    Yes the parse you showed. The max hits were 20ks, compared to the pre patch splosion max hit crits would be any where around 40-50k, usally 40 and non crits were 18-20k. Pretty much watch the video i linked you awhile back in this thread and you'll see how splosion use to hit. And splosion is a close ranged power, 20ks aren't cutting it, especially when the channeled powers can do more than that at range. It needs a buff
    • Like x 2
  18. HarryHell Well-Known Player

    I'm sorry since this have nothing to do with dmg, but is it possible to change the sound of munitions instant power? I am not joking when I say it actually keeps players from being a munitions controller :p
  19. Harlequin Devoted Player

    Again, my numbers are at CR 126 against three targets. You are comparing the numbers in my parse (that will be adjusted as part of this mid-range damage pass) with numbers from some youtuber using near-max CR gear against a dummy almost 30CR lower than he is. I'm not sure what is so hard to understand about that. Your comparison is flawed and, quite frankly, not applicable to this thread.
  20. Quantom Boy Committed Player


    You're the one who doesn't understand me. I'm not comparing anything. I told you to go watch the video, so you could see what splosion use to hit, i know full well that the damage is inflated, i mentioned it before in this thread. I was just using it has an example to show you how much splosion use to it hit before the nerf at cr126, which were around the same numbers the guy in the video was getting at cr155. I used it to show how much splosion should be hitting or close to hitting at cr126. Splosion needs a buff and it should be hitting around those numbers for such a close ranged power. Next time try reading things properly before tell people where they are apparently not welcomed.
    • Like x 3
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