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Is Disruptor Ammo supposed to be this way?

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Date Editor Before After
8/23/2017 10:19:20 AMPLrankAdminSprung before revert after revert
Before After
1 Skirmishing Commanders are hard to do well since they inherently break the role. Remember that skirms are comparatively fragile and susceptible to being swarmed. Meanwhile Commanders are tanky by default and can equip a second weapon to handle swarms ( if even needed: a long range HMG would do by itself) so a skirm commander doesn't really have any decent counterplay. Of course you can just keep adding -damage% until it's "right" but from previous attempts it looks like you eventually reach a point where the weapon is still unfun to play against but not yet worthwhile to use. This is not to say it can't be done in a decent way but it would take a lot of careful tweaking for little gain. This is probably the reason Disruptor Ammo is so bad: when you don't have the time and feedback to ensure something is well balanced then it's better to oversteer in the bad direction ( because if something is bad then the remaining N-1 things are still viable, but if you make it too good there's just one) . 1 Skirmishing Commanders are hard to do well since they inherently break the role. Remember that skirms are comparatively fragile and susceptible to being swarmed. Meanwhile Commanders are tanky by default and can equip a second weapon to handle swarms ( if even needed: a long range HMG would do by itself) so a skirm commander doesn't really have any decent counterplay. Of course you can just keep adding -damage% until it's "right" but from previous attempts it looks like you eventually reach a point where the weapon is still unfun to play against but already not worthwhile to use. This is not to say it can't be done in a decent way but it would take a lot of careful tweaking for little gain. This is probably the reason Disruptor Ammo is so bad: when you don't have the time and feedback to ensure something is well balanced then it's better to oversteer in the bad direction ( because if something is bad then the remaining N-1 things are still viable, but if you make it too good there's just one) .