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


    When i come to test i'm here test, i don't care what power i am or what power i'm testing i don't want anything to hit live under par or over even if it was my own power. I always see this problem when people come here and test they tend to let stuff slide if its their own power cause they want it to be good. Well i'm here to make sure things don't slip through and hit live "OP' or to good.

    Many things i've tried with munitions exceed the target numbers not by 1-3k but by like 10k and thats simply unexectable. Don't go pointing fingers at me like im trying to ruin things cause thats not my goal, my goal is balance regardless of what power it is.

    And I'm usually nature but due to this months elite raid i had to go sorcery cause we needed the extra burn and nature just doesn't have it.
    • Like x 5
  2. Defcon 0ne Well-Known Player

    I dont have access to test atm but can someone please try this loadout.

    Loadout; 50cal > KI > Rail Guns > Rocket Launcher > Sharpnel Grenade Launcher
    Rotation = 50cal > KI(clipped at the end of 50cal) > RG > RL > SGL... always Refresh KI when its off CD clipped at the end of 50cal.

    Thanks!
  3. m4a_X Active Player

    The Level 30 Problem is not solved Admins.
  4. biggiedarkghost Active Player

    BEFORE YOU READ I USE CAPITALS TO MAKE MY POINT TO STAND OUT
    I'M NOT YELLING
    just want to point that out, incase someone thinks im yelling or angry :D

    For some time now i have been trying to login, but unfortunately at this point in time i cant, been trying for the past 6hrs. keep getting a disconnect screen i have reported this through support ticket.

    But some things i wanted to note tho, so i might as well go ahead with it now since i cant login and i have the time....

    Munitions IMO is merely a fodder sweeper class powerset, and what i mean by this is its only strong point is how to anticipate normal adds.
    If i want to be number 1 on the scorecard this is how munition players do it,
    Use biggun to clear adds and build up ur SC while in boss fights, rinse and repeat!
    Does the stats look good? HELL YA
    Am i being useful? HELL NO
    As most of the hardness in any content is always in boss fights not clearing adds along the hallway.
    Which is why i call the powerset munitions FODDER SWEEPER because thats all the powerset is good at!
    I am hoping with what we are doing now will change all of that [FINGERS CROSSED XX]

    Problems with munitions ATM is some of the mechanics behind it in general.
    Now, i dont know the exact names for the add names so i am going to label it like this...
    1. Boss - Level 1
    2. MiniBoss - Level 2
    3. Normal Adds - Level 3

    Reason why i'm bringing this up is because munition is great at getting rid of the normal level 3 adds (due to biggun) but when it comes to a boss fight/s, then this is where munition struggles A LOT!
    Munitions is way too restrictive in all areas and i'll single them out 1 by 1;

    1. SUPERCHARGES Biggun and MiniTurret are both useless SC in the game. I tried using MiniTurret in my rotation and 2 things are wrong 1. the damage isnt there & 2. ur pinned in your place, so not only the damage not being there but i died on so many occasions because a boss stomped on me or started attacking me and i couldnt get out of the away and not being able to cancel the move in anyway to move is really annoying.
    With Biggun i believe all it really needs is to change the damage mechanic slightly for it to be viable for boss fights to level 2 adds instead of level 3 adds and because its also CR relevent level damage too, this becomes a pointless SC to have for low tier content as well. I'm at 155cr with 240+sp atm did L&W, popped Biggun on carol ferris and the adds and it did basically nothing at all, but even doing the latest raid in PB with grodd, why cant we hit those other 3 level 2 adds hard? not obliterate them completely but at least take 1/2 of their life instead of seeing a 5k hit damage if im lucky.
    I just think the mechanic of biggun needs to be adjusted not the damage out, just to make it viable for boss fighting, IMO.

    2. ALL of the AM POWERS are all counterable, which means by doing the latest content and WHEN we get lundged, we get one shotted and die. Now other power sets either have NONE of this nonsense and some would have 1 and at the very least 2 powers in their AM rotation that is counterable but not ALL of them as munitions does.
    So like everyone state's HIGH RISK = HIGH REWARD <--- this one of the many reasons why munitions powers need to be able do slightly more damage than other powersets. Or if you want to remove some of that damage then make at least 1/2 of the powers not be vulnerable to counters or make so we can at least block at any point in time of our powers, not jump blocking or any of that nonsense, just a simple block to cancel our moves.
    NOTE:
    Cancelling moves by blocking appears to be working on test in league hall, but i havent really had the time to test this in content, where i find it only works 10% to none at all times on live atm.

    3. Now, i have not gotten a chance to play with this, but when munitions first came out for about a month you used to be able to do 3 AM powers and then a normal power (eg. mini-nuke etc...) and return to the AM with out dropping the headband, but ever since splosion was ninja nerfed, i found problems started to occur in the munition powers and the mechanics of it, for example chain gun wouldnt put u in combat when pressing the power, etc... there are others but im not going to list all of the bugs, as i want to really check it out on test to see if the bugs have been all fixed. But TUNSO noted a few of them already in his first post.

    I sorry for the long essay but i feel if i dont say anything now, then ppl will tell me why i didnt say anything while it was getting looked at, so this is why im here writing all of this.

    Before i go, i want to point out that MUNITIONS is a cool power and i LOOOOVE it, but sometimes i feel im a gluttony for punishment, i was LIGHT power since it launched and NEVER changed powers until munitions was released and now ill stay munitions for ever.
  5. SSeid Committed Player


    I know some people mentioned it but let me say it again. When you try to fix Munitions because it does need a huge nerf from what it is currently, take under consideration the Big Gun SC.
    If this powerset makes equal dmg to the rest and has a way to 1shot the adds it will be the most OP powerset in the game.
  6. biggiedarkghost Active Player


    you can 1 shot boss or mini bosses, sorry adds don't count. If biggun did more then just fodder sweep, then yes i agree with you, but atm i cant see how ppl always bring up biggun in an arguement when it isnt viable to do so!
    • Like x 1
  7. SSeid Committed Player


    Then I suppose you wouldn't be against it being removed.. It is only a fodder sweeper, right? Oh wait.. oops.

    That SC is unlike any other, it doesn't simply increase your effectiveness or rate of killing adds. It 1-shots them.
  8. biggiedarkghost Active Player


    if u read my last post its exactly that! its useless only its basically only used for shutting down DPS chasers and making them upset.

    I would rather a SC to do 100K+ damage to a boss like gadgets bunker buster or sorcery grand summoning etc... then 1 shot low level adds through hallways.

    10/10, the only ppl that always bring biggun up to an arguement are the DPS stat chasers, when if u read my post above you will see what i said about the SC of munitions THAT YES I WOULD RATHER THEY CHANGE IT !!!!!!!
    • Like x 1
  9. Mepps Sr. Community Manager

    Let's get back on topic, please.
    • Like x 3
  10. m4a_X Active Player

    Yes. But when we can join back to the test server? You say 2H but now its 17H :)
  11. Quantom Boy Committed Player

    Where am i previous comments? Did i just get censored?:mad:
    • Like x 1
  12. Harlequin Devoted Player

    It's back! And now without hilariously OP Railguns!

    Ranged parse, live spec as detailed earlier in the thread.

    Railguns, Rocket Launcher, 50 Cal, Chain Grenade Launcher, Killer Instinct

    CGL clipped w/ KI, Rails - RL - 50 Cal - Rails - RL - 50 Cal - KI - repeat

    clipped the first 30 entries for the table but the graph is the whole combat log. I went a minute over but whatever.
    [IMG]
    [IMG]

    Still above goal by 4.5k or so but way more reasonable than the 47k from a couple of days ago.
    • Like x 1
  13. TRELL1 Well-Known Player

    Apologies if this ends up a double post, but I'm still seeing 5-7k DPS over the benchmark across all ranges. Will Post parses shortly
    • Like x 1
  14. Harlequin Devoted Player

    Same here. Ranged from 29.5k - 31.5k dps so far from long range but I haven't tested all combinations of powers yet.
  15. Ully Committed Player

    IF it's possible could the testers post comparative data with other powers that have had their "midrange buff" on test. I'd like to see the numbers.

    For the tester, I'd appreciate it if the following rotations can be tested.

    Flak Cannon/Ki *Clipped > Rails > Shrapnel GL > 50cal > Repeat from Rails until Ki is up.
    Flak Cannon/Ki *Clipped > Rails > Chain Gun > Shrapnel GL > Repeat from Rails until Ki is up.
    Flak Cannon/Ki *Clipped > 5Brl > Rockets > Shrapnel GL > Repeat from 5brl until Ki is up.

    Also, I'd like to add a side note, so everyone take a deep breathe and relax. I REALLY hope the devs bring back Splosion to it's former glory because atm, Munitions has no worthwhile alternative for anything at "close" range. As other experienced Munitions players have noted, the silent nerf of Splosion went unchecked and unannounced and the power set slowly fell into obscurity. I hope Tunso and the other devs are conscience of this fact and address it.

    Thank you for your time.
    • Like x 2
  16. TRELL1 Well-Known Player

    Without getting into the nitty gritty of posting a bunch of parse screenshots, munitions is out performing every other adjusted power at any range with any AM rotation. Muni is just hitting too hard in the current build.

    And in regards to splosion hitting for 40-50ks again it's not going to happen UNLESS all the other powers are adjusted as such that you'd have 2 abilities that hit for lesser damage and a big hitter in 50 cal or Splosion based on range. That's not likely to occur. Splosion still is the quickest hitter and the only AM power that's truly clippable (The "50 cal clip" is clunky).
    • Like x 2
  17. Proto1118 Committed Player

    Yeah, I'm getting some high numbers as well.
    My loadout is Chain Gun, Railgun, Rocket Launcher, Spolsion, Killer Instinct, and 6th is wild card. I only used Spolsion on melee testing.
    I tried other powers and they all seem to hit the same. 50 Cal, Particle Gun, etc. More of a preference on which powers to use.
    I always seem to have issues when posting pictures but I'll try to later.
    I'd say about a 10% -15% damage reduction will bring it in line in my testing.
    Off the top of my head, range averages about 30k, mid is 35k and melee is 41k.
  18. Ully Committed Player


    Fair enough. My main concern is Munitions not getting it's proper respect because of it's scarce presence on live. The fact that we're only 7-8 pages deep on this thread makes me nervous.
    • Like x 1
  19. Vyltran Loyal Player

    I have been working with munitions lately but i noticed something, i'm not a veteran at munitions so excuse me if you see any mistakes on the following statements:

    1. Clipping 50 CAL + Killer Instincts: 50 Cal provides Burning PI but if you clip it with KI, damage is not done. 50 Cal is a channeled power. 50 Cal is fast clippable with KI, but it doesn't work: The only thing i can say is that gis etting hurt due to its channeled characteristics from others powers.

    Is this suppouse to work like i have said?.

    2. Somehow, i feel like comfortable with the power itself - ONLY - if i play with tank. It's vulnerability to interrupt is really annoying but thanks to its extension on its AM, we can keep damage keep increased for a while as a long i have "Eye of Tiger" activated.


    I will keep gathering more info, so for now.. thanks.
  20. biggiedarkghost Active Player


    Thats because we have had problems, first was the base teleporting with armories and now a 24hr down time, not giving ppl or players a chance to do thorough testing.

    i hope they give us more time now cause i have lost almost 5 days now where i couldnt test as much as i wanted to.
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