Test Discussion GU 58: Munitions Mid-range Adjustments

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

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  1. biggiedarkghost Active Player

    Question....

    I was just wondering with KI and we keep refreshing it, does it also refresh the bullet frenzy counter?

    example. KI - 50 cal -> 5 barrel -> Chain gun -> splosion (bullet frenzied)..... now if i were to hit KI now in anywhere by continuing this rotation per say, would it refresh that 1,2,3, BF4? (if i hit KI after 2)

    I hope im not confusing ppl....
  2. Roomba Dedicated Player


    No, that's not at all true.

    Splosion is not a "1234 finisher". All the powers within Munie's AM more or less do respectable, steady damage... as Munie is supposed to be steady, mobile dps. Mental is not of this power type. You can compare Munie to fire or ice, but not mental.
    • Like x 5
  3. Quantom Boy Committed Player

    I loved the way you cherry picked what i wrote and disregard the rest of things i wrote that were very sound and just made statements about my apparent lack of self awareness and logic. Elaborate, so i can refute. And the way you structured your response was so incoherent i barely understood it, very ironic from a person talking about "logic".

    And i'm going to say the part when u said sploson should get buff buff but you don't know how much it should becuase all the stuff on test is hitting hard. I didn't see that, my bad. I agree with you, i've even said it to crappy before you join in the conversation. I know very well what i'm talking about, like i've said in this thread countless times, the channeling powers will eventually get tuned down and it won't be enough to carry munitions, splosion will need a buff.
    • Like x 2
  4. Quantom Boy Committed Player

    Lol, give me a break. You never started with me in the first place, i shut your bs down and you stopped commenting on the thread. Don't try and take an intellectual high horse with me, without refuting anything i've said but instead piggy backing on someone else's very poor arguments.

    I very well know what i'm talking about and know how to use the power properly, to it's fullest unlike you guys. If you could you'd understand where i'm coming from. And i'm telling you splosion needs a buff. And i'm not going to let you people who don't use power or can use it very effectively ruin my favourite power. When the channeling powers are fixed on test, hopefully the devs can start to look into how mcuh of buff splosion needs. Because it needs one.
    • Like x 2
  5. Harlequin Devoted Player

    50 Cal is not supposed to be like Splosion. It is a Bullet Frenzy activator like Rocket Launcher and Chain Guns. People need to stop comparing it to an instant cast and start comparing it to the other channels. Does it do as much total damage per cast as Chain Guns or Shrapnel Grenade Launcher? So far, in my testing, it does.

    Off topic a bit but this thread has been an entertaining read since I placed two people on my sparsely populated ignore list. They simply aren't worth the time.
    • Like x 3
  6. biggiedarkghost Active Player


    lol i just did too
  7. Aspar Agus Well-Known Player

    Because Splosion can be clipped by KI for free DPS, I'm pretty sure the only way to get proper balance for Muni is the following.

    1. Have all Bullet Frenzy powers except Splosion adjust their damage to mid-range only.
    2. Extend/Modify Splosion's AOE to be exactly 7 meters.
    3. Have the Splosion damage account for 100% of the ~5k dps difference between midrange and melee rotations.

    Anything else will let the Splosion/KI clip increase DPS at melee range, because there's nothing else KI can clip in the AM. That is to say any rotation that is just using KI will do more damage at melee range with Splosion/KI instead of KI.
  8. Absolix Loyal Player

    The last time someone tried measuring the range of 'Splosion, it came out to 8m. So, chances are that its range is already 7m or just beyond that.
    • Like x 1
  9. biggiedarkghost Active Player

    Here is a video of how the munition power mechanics are not working 100%
    Plus i bugged out, i got stuck in an animation.



    plus here is the description in power

    [IMG]

    @Tunso, this shouldnt be happening at all isnt it?
    The only time we should ever see that RANGED SYMBOL on top of our heads is only when Bullet Frenzy is active.
    Plus i have shown me being in Bullet Frenzy mode and its not countering by block breaking anything.
  10. Absolix Loyal Player

    If you look at the top of the power description it says vulnerable to interrupt. That is what the symbol over your head means.
  11. biggiedarkghost Active Player


    Ya i know that, but im saying is that im not block breaking them, i even used 5 powers in a row to activate BF and still not working, if u see towards the end of vid, the guy came out of block lundged me, when i should of block broke him.
  12. Absolix Loyal Player

    The blockbreaking effect of the AM was removed from PvP in GU56.
  13. biggiedarkghost Active Player

  14. biggiedarkghost Active Player

    Also my other vid finally finished.

    Here is another issue that im having on LIVE and its still here on TEST, you cannot block to cancel powers 100% all the time, and sometimes in my vid you can hear a tink noise of me trying to cancel the animation.



    In this part of the duo in the video i tried blocking on all power animations in this part of the vid, and as you can see it worked around 10% of the time, not all the time like its supposed too.

    And here is the original post WAAAAAAY back when power was being worked, where SPORD said and i quote "The channeled powers should allow you to block cancel them just like ice."

    Munitions Power <--- original post from spord

    This has been a very annoying problem.
    • Like x 3
  15. Absolix Loyal Player

    Despite not being in the notes some powers also had their AM blockbreakers removed, like Celestial and HL as well. This is due to how the AM damage was removed. It is not like anyone would really be expected to use vulnerable to interrupt powers for 4 seconds to get Bullet Frenzy and not get interrupted by another player anyways.
  16. biggiedarkghost Active Player

    DAM IT !!!!!
    So there is more sucky things about munitions aye, flood the powerset with vulnerable powers and have it a one way street, oh well

    Another thing that these devs do behind our backs without telling us, hmmmm
    No wonder this game is going to hell, they ask us to test things, hmmm but how can we, wen they do back stabbing things like this to us players??? lol

    well then you can probably count me out then for further testing things, if these devs wont give us all the facts upfront then wats the point of helping them???
    So does that mean rages ability of cancelling out damage gets removed too?
    And ices ability to reflect damage gets removed too?
    And remove pets from the pet powersets, sorc & earth?
    I could go on but u get the point.....

    i guess ill just wait until the power munitions goes live then, if i dont like it, then ill leave game.
  17. Harlequin Devoted Player

    Well, it does work like Ice. You can't reliably block out of Gust or Avalanche, either. lol
  18. BipolarDiva Loyal Player

    After channel powers are adjusted please return splosion to the damage it had upon release. Pvp is separate for damage now. Munitions DOES need this. The reward should match the risk. As it does in other already adjusted powers.

    Thank you.
    • Like x 1
  19. Harlequin Devoted Player

    Just ran a quick 3 minute melee parse (5 Barrel, Rails, Rocket Launcher, Splosion, KI) and pulled 36k. This was doing 45k before today's update so we might just be in the right spot now. I need to run a lot more tests tomorrow at different ranges using the wide variety of loadouts Munitions has to offer to really know.
    • Like x 1
  20. Proto1118 Committed Player

    Did some quick testing just a bit ago and range is now slightly underperforming IMO. I do 30 second parsers and they range from 21k to 25k, more so on the 21k end but averaging around 23k. Haven't had one above 26k.
    Melee is right on the money because of Splosion and midrange is also slightly underperforming. If I add Splosion in the midrange rotation, it's fine.
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