I think the issue with the bazooka for people (myself included) on launch was that we wanted it to be functionally unique from Krak Grenades in some way. And on launch, it was better on paper. It had a wider AoE range, and more damage. I believe both of those were buffed before FS went on holiday, but I’d have to look at the patch notes to be sure. But just didn’t feel that different to the Krak, and thus didn’t really feel like we were getting anything new.
Sure, it’s longer range, but it’s pretty rare that you want to use your very valuable blitz on some enemies across the room. It does happen! I’ve done it! But it’s pretty rare (I had to save some teammates that were in deep, deep doo doo and we’d gotten separated by bosses).
And it doesn’t automatically attach to things, and requires more time to fire, while having the potential to miss.
On the other hand, it’s possible (albeit difficult) to land headshots for extra damage and can synergize with the stim for even more single target (or overkill AoE) damage.
Anyway, I think that’s why people wanted it buffed. It didn’t feel that different. It felt like a more difficult to use Krak Grenade, and it was inconsistent on getting multiple kills. Add no regeneration, and it was kind of hard to tell which was better.
I do think they went too far though and it should be nerfed in some way though.
Meanwhile (I’m a broken record, sorry), the one thing that could use a buff is Blackouts. Please let them at least work with weapon DoTs. Or something..
I will say that I shared your opinion until recently, but at least in a havoc situation, when you have, say three players with high damage, low tankiness builds, and then one player with high tankiness, medium damage, and that player is as skilled or more so even at avoiding damage as the rest, then they have great clutch potential since they can survive many more little or large mistakes than others and just be extremely hard to kill.
I tend to personally go for more damage most of the time, but there is some value in effectively getting more lives, as you only get so many hits before going splat.
This was an issue, at launch it basically felt like a more awkward Krak grenade, with an awkward firing delay and no ability to stick to targets. It legit wasn’t particularly great on launch.
Then they both vastly buffed its power and gave it more ammo and probably went a bit overboard.
I think this perhaps would have been a better option than what we ended up getting, give it the ability to cleave a bunch in a straight line (like a one-shot PG) as opposed to having a big ol’ blast, and probably would have been more representative of a proper Krak missile.
Do you think that Blackouts are overtuned with pocket toxin?
I love Blackouts, and it’s the only Blitz I use on Jado (my Scum).
Not having to “fight” three other people to reclaim my blitzes is a godsend, and being able to knock down Maulers and Ragers is quite useful in a lot of situations, plus pocket poison kills chaff when I throw a pair of Blackouts into a blob of foes.
The main weakness in my loadout is that I have no reliable Crusher killer - which Fatshark has decided to balance the whole game around.
Right now I have the crowbar for Can Opener so I can kill the Crusher’s with my Stub Pistols, but it’s not very effective and man… Crusher’s really need a weakspot or they need to not spawn 3-4 of them simultaneously.
Honestly I don’t know because I don’t use pocket toxin, I just thinks it ruins the purity of the design of them as a defense tool but they aren’t any more overtuned than vets frag grenades I think.
I have a intense autistic love for the blackouts because I had an idea for a smoke grenade replacement that works exectly like the blackouts do so it kinda feels like I created them if that makes any sense.
Hel even our melee options are powerful enough to invalidate the core combat what with all the oneshots and absurd cleave. I can’t remember the last time I used a push to get some breathing room in a horde, any push I do now is only done as a necessary step in a push attack.
It’s really funny guys everyone now switched sides on Hive Scum because some people from the forums thought RPG was underpowered before they buffed it XD
Look through that thread and how some people even reposted Tanner’s video where he said RPG is kinda bad…
And Mr.CookEd was promoting boombringer should delete packs of crushers.
I will not be surprised if some of youtubers were pushing the idea to remove the exhaustion window from the Rampage and so moving it from being an interesting design to beсome simplistic without any flavour.
Classic ‘“Hive Scum is weak” ‘nfluencer moment. Don’t get me wrong, the guy isn’t a bad player for sure, and made some really cool content, maybe even helped to popularise the game. I’m just under impression at least some of his content is built around “controversial” statements for no reason but clicks.
Some casual players hit the initial adjustment period, and then watch that video and repeat this into infinitum. All the game is doing on Hive Scum is doing some basic core combat “skill” checks, like movement, positioning and dodging. After you get adjusted to Hive Scum movement, and build the class correctly, those checks are extremely forgiving, especially with the most “broken” HS melee weapons. A Rampage Hive Scum with shivs, in Havoc games, goes from 0 to 100% toughness in 1 second while blending enemies in the front of it
F..k, I’ve just left a match midway cause that karking HS was just dropping the toxins AoE non-stop, wiping everything (no idea how it’s possible, as hopefully there is no (yet?) way for them to regenerate them on timer? May be was just lucky finding grenades pickups dunno), instantly killing any kind of elites that survived that with the needle pistol. Noting to myself not even try to play any game with players using builds with chem grenades or rockets on the team, from now on, to hell with them.