like just for reference, the skitarii node as is gives 100% ammo over 25 minutes. In high havoc, large ammo packs only give 20% ammo. So thats 5 whole ammo packs for one node. But this is havoc, games go way longer than 25 minutes on average, so the value is even better
when did they add playable hank
I guess every skitarius has imperium mandated veteran slave now and strike teams without a veteran are not allowed to function because we only have 7 classes in the game.
if you stop being dishonest for 1 second, you would get that my point is that survivalist is an extremely powerful node, and thus comparing something to it is pointless because it is by far one of the best things in the game. And you are also forgetting that your change would be even better for the skitarii than survivalist is for them because survivalist atleast requires kills to activate, so it wont always activate every 5 seconds, unlike the skitarii one which always procs without any condition
I am not dishonest, I don’t think a talent that gives effect to one player is too powerful when something like that already exists in the game and provides benefits for all 4 players.
And that’s just one thing. Another is that I don’t believe survivalist is as overpowered as people think. Yes, your math is right, but it’s not so much ammo that it will break the game. If anything, that ammo is required to play havoc, and does not affect anything that’s not havoc.
The reason people think survivalist is overpowered is that it was bugged for a very long time and would not go on cooldown when someone else other than a veteran would score an elite kill. It was generating way, way more ammo than it should if veteran was not killing specialists every 5 seconds.
Now that it was fixed (which was last month), are you sure it is still just as gamebreaking as you think it was?
I agree that it makes a big difference. But that’s because havoc doesn’t have nearly enough ammo to get by without it, not because it’s overpowered.
If you think stacking survivalist with ammunition-restoration pod will be too powerful, than survivalist needs to be nerfed, that I can agree with. Not ammunition-restoration pod stay as it is though.
i think it’s fine for a talent to be balanced reasonably in the presence of overtuned talents, even if the direct comparison makes one look bad.
that said it’s kind of a funny comparison in the first place because skitarii literally can get survivalist, when playing with a veteran, which at the very least means that sometimes you can have even mroe ammo to pisss away than a veteran does.
btw, i don’t think survivalist is overpowered in a direct sense. it’s just impossible to balance around, partially because of the thing i just wrote. it’s impossible to balance ammo econ properly when you can, potentially, have a guy who just gives the whole team multiple ammo kits worth. builds are either going to be ammo starved without a vet, or be fine without a vet and get really spammy with a vet. and it’s a weird thing to have such balance considerations on considering at this point it’s 1 out of 7 classes with an aura he might not even pick.
Ok, you guys convinced me 2% ammo every 15 seconds would be more appropriate.
Not that numbers in my post matter anyway, it’s not like anyone will implement this. But for the sake of the argument, I agree that 3% may be going too far.
50% power increase on a powersword too. I don’t believe people will use it even after that kind of buff, because it’s very slow and makes you very vulnerable to ragers, but with some automation surely someone will find a way to abuse light stabs. 30% should be reasonable though. And I’m fully expecting someone to call me out for asking for buffs again, someone who never will use power sword again probably.
What you said can be summed up as “I want to be stupidly overpowered and need no effort to break the game”. Like, to pick a random sampling, you asked for:
- Take one of the strongest grenades in the game and make it both more effective and cost less points
- Make the pocket inferno psyker free
- Give infinite “immunity to the more dangerous half of enemies in the game”
- Make the strongest keystone even stronger
- Give Skitarii actually infinite ammo rather than mostly infinite
The whole list is just “I want Skitarii to be giga broken and the strongest class in the game”, and the game’s already creaking under the load of far more player power than the game’s core design can support. Not continuing the power creep is an overwhelming good for everyone.
Agreed with you fully.
My Skitarii is already super strong and safe to play while having a free sniper that cost you no ammo to use, a puzzle solver and a ranged revive/net freer.
If that is not considered strong and competitive then I do not know what is.
Here are a few suggestions for improvement regarding ranged talents and skitarii’s exclusive ranged weapons.
The specific improvement methods for Garand’s remote talent are as follows:
1. Add an electric shock effect to Garand as well, allowing him to at least interact with the Electric shock talent.
2. Integrate the resilience and critical hit of auto-aiming directly into the skill itself and add new mechanisms to the auto-aiming skill. For example, in a headshot kill, a single bullet is directly inserted from the reserve magazine into the main magazine to extend the Garand’s sustained firepower. A continuous headshot kill of three people will intimidate long-range enemies in 8 meters from the target.
3. Optimize the auto-aim lock ui and lock accuracy.Currently, the auto-aim and lock ui in the game is difficult to recognize in chaotic battles and seems to have a delay in locking onto horizontally moving targets.
4. Change the resilience of headshot kills from 5% to 15%.
5. Permanent suppressive immunity,(why would a Cyborg with very little brain left still be afraid of the enemy’s bullets.)
Based on the background Settings, I have come up with a few changes related of the phosphorescent revolver to make it much more fun:
1.Enemies ignited by the Phosphorescent wheel will be given a 15% damage boost just like the vet’s golden mark but it will be weaker, and this damage boost effect gradually decreases as the ignition effect fades. (In the background, this weapon is used to mark high-value enemy targets and guide friendly firepower.)
2. Each layer of the phosphorescent left wheel is given 2.5 fragility when ignited. (The high temperature of phosphorescence will severely erode and damage the enemy’s armor.)
3. Elites killed by the Phosphorescent Revolver will conduct phosphorescence to enemies within 3 meters around them.
By the way, in my personal opinion, skitarii’s talent design doesn’t really highlight his class characteristics. Maybe it would be more interesting to bind skiytarii’s dodge count, damage reduction with electric power system. Even the electric power could be directly used to provide him with a shield instead of continuing use the resilience mechanism. Just like psychics have a large number of mechanisms designed around the heat system.
Hmm sorry if I’m misunderstanding what you are writing (tired today), but the Galvanic Rifle is too tier for me and the only thing I would liked to see is a sliiiiiiight buff to ammo count.
Mainly, I think the Galvanic Rifle should be the most suitable main weapon for the skitariis’ shooting bds, but in fact, its performance is much inferior to that of the automatic rifle. When u equipped automatic aiming , the automatic Rifle can easily and quickly kill groups of enemy gunners. However, the Galvanic Rifle is limited by its 8-round capacity and cannot handle a sufficient number of enemy long-range units at one time. This make this beautiful rifle can only be used as another revolver, that is only used to deal with the most threatening targets such as snipers, flamethrowers. But there are obviously a large number of similar weapons in the game.That is to say, the auto-aiming talent is actually not so suitable for skitarii’s exclusive weapons, which is a bit disappointed.
I want to jump up and down shouting this is absolutely correct. I’ve been trying to get the penance on this and running up on a bunch of shooters firing at me, hitting it… and finding a 1 foot tall box stops the effect has been frustrating.
Inferno psyker is free and is like 3 times more powerful. If one gun is overpowered, fix the gun, not ruin the talents.
There are blitzes that are stronger and the blitzes of similar strength do not have tax nodes and have access to grenade regen. Try again. Actually, no, please don’t.
I will not comment further, everything you post is so wrong it’s offensive.
- I’m pretty sure it does have that effect, or maybe it’s the shock on crit talent from the tree activating, I’m not sure. Anyway, galvanic rifle has issues, but this one isn’t on top of the list. It suffers from identity crysis, because it has high wield time which makes it a bad sidearm, but also has slow reload speed and small ammo reserve which makes it a bad primary. But if I ask for one more gun to have faster reload and more ammo, I will immediately get a line of edgy kids throwing insults at me.
- It’s one case where I think extra talent points are justified because benefits are good and it’s an ability for a specialized ranged build, which means you need to make compromises if you want to take all of the modifiers. You can make a ranged build now, it just won’t be havoc viable due to lack of ammo.
- There’s a mod that does a good job fixing the UI - Clarity of Aim
- I’m not sure what this means
- I agree that it’s uncharacteristic but there is already a class immune to suppression and even psyker’s ranged immunity depends on landing crits. There are conditional nodes that provide suppression immunity, good enough.
Fun fact, the power sword has macro prevention.
You can macro a horde clearing loop, but macroing anything with energized attacks is both complicated and useless because they are just not good
how did they decide to solve it?
Not sure on the exact mechanic, but QQing is not faster than normal