To be fair to Fingeris they didn’t do anything to touch up the flamethrower post nerf and they are still struggling to fix close range damage. Close range damage has been a problem since i believe pacth 1 or 2 post release?
Sure they game is (hopefully) going to keep getting patches but if we are looking at precedent it’s mostly going to be focused on any new content that releases and cosmetic fixes.
Meanwhile some weapons like the flamer i guess are just large paperweights now.
If something is “fixed” it tends to stay “fixed” unless enough people object to it.
Flamethrower died more to having its potential niche removed by melee power creep than it did to nerfs TBH.
Close range bug was introduced in patch 13. An annoyingly long time but let’s not exaggerate it.
Ok you got a good giggle out of me, this does seem to happen surprisingly often, whenever you get a team with passable trigger discipline and/or efficient loadouts on anything less intense than maelstrom.
I would like Vet to have a build option to shoot more, but yeah I don’t think general amount of ammo drops in a level could be called stingy either. I feel like there’s a sensible middle ground here and people get too caught up on the extreme ends of the argument.
Ammo economy for certain weapons need changes for sure. Some of them even downwards. I have no illusions about finding agreement here. I’m just bouncing off opinions here, just like everyone else.
That’s fair I forgot when they introduced it and I’m on my phone so couldn’t exactly look it up.
I think the grater point is mostly that they nerfed the flamer and did nothing with it.
I think I the equip time and sluggishness worked in the OG balance because it was fairly powerful but now it’s just a sluggish paperweight apart from one or two builds which can be better served with a shotgun or something comparable.
This was more about commenting on the FS patching process rather than specific changes tho.
Nice strawman, this is why I hate this whole discussion.
What I described is that if your team takes the shortest route, taking things along the way. You having to go out of your way (out of your teams way) so you have to stagger behind and put yourself in danger it isn’t a fun experience.
Rushing teams are incredibly common in maelstrom, and proper teamplay is lacking.
Shooting being safer is a total BS since basically patch 13. (Apart from some overtuned Ogryn weapons) Playing a hybrid or melee focused build is a lot safer in general, even getting in against shooter is easier with melee.
The only class which doesn’t have builds that make melee easier than ranged is psyker where you can pick a staff and not care about ammo at all.
This is also the problem. Basically any Hybrid or melee build is made to take the charge. Gunluggers, Hybrid Vet, Trigger happy Zealots will all get first pick.
You can either play a hybrid yourself or put yourself in danger either by rushing ahead on a build not designed to do that or by going an alternate route again putting yourself in danger, or getting behind.
This isn’t something that always happens, but this again is something that entirely out of your hand if it happens or not.
Again, personally ammo changes doesn’t hit the builds I mainly play, but when I tried out a bunch of stuff ranged focused builds on Vet I do play from time to time (which was already middling compared to hybrid and melee builds) and it was a really bad experience, due to a the huge reduction on ammo sustain.
Now if I want to play ranged I just go for psyker since you can’t get f-ed over by your team comp in so many ways, while also being more powerful in general.
Yeah the strawmanning and ‘git gud’ and ‘play the way I want you to play’ is pretty strong in these kinds of discussions, sadly.
Clearly the only right way to play is hybrid or full melee, anything else means you’re a mouthbreather. That’s what many of the arguments in this thread reads like, anyway.
I do not really care how you play.
Thing is, some people expect to be able to play in a certain way, that is not permitted by the game. One of the reasons being, that you actually have to engage with the ammo economy.
Considering that ammo is a ressource to be managed…
You invented a type of player in your head, and then used that type of player to rebutt any and all discussions about wanting more ammo. It is the frikking definition of a strawman. But whatever, dude.
I mean, you must do. The ammo nerfs have had zero impact for me and my fav builds, but I can totally see that it effects other people and their builds. The game has ranged. The game has multiple build paths that is super focused on ranged.
If you think the game should have less ranged than it used to before, then you absolutely care about how people play, or can play. In the current system you are correct, ammo is a resource to be very carefully managed unless you luck out with the team comp. Is that the way the game should be?
If it is, they need to redo a lot of the talent trees and simply get rid of the ranged paths.
Alternatively, if you don’t care at all how people play, you ought to be fine if all classes had infinite ammo? Yes?
it is still not the devs fault that the current play of choice is being stupid as hell. adjusting balance to reward that crap is just making the game worse. let the rushing teams being “20% of the time it always works” idiots with an emotional bias crying in the forums about the balance no favoring them.
Your post is so full of illogical claims and thoughts, that i am not even sure how to respond to this.
So i am probably not gonna say anything more than this.
Yeah… i got banned for a day, for using a single word that someone did not like (although it was an objectively accurate descriptor). So i am a bit more careful now.
The ability is there. Not sure if i will spend the time to do it though.
Maybe later.
If rushing teams of Hybrid/Melee players wouldn’t be hugely effective you might have a point. It’s the opposite, a full teams having a faster pace in general (within reason) is much more successful than ones that take it slow.