It’s too good for melee scum to have range immunity without desperado whilst having the best ranged weapon in the class, and IMO, one of the things that make melee scum “too good” currently.
Supply scum will suffer, I think cartel special could use buffs but that’s besides my point here.
Ranged scum won’t care because he has vultures dodge and desperado, why melee scum gets better ranged with ranged immunity benefit without committing to the left side?
That being said, I do think needle pistol could use more thematic and creative blessings like flamer weapons do, since this is basically the “tox flamer”.
Why is it necessary to nerf the melee Scum when they are already choosing to risk their life to deal melee damage with the real possibility of being 1-shot by literally anything? Multiple versions of the class exist that can effectively deal infinite damage at max range without issue, but you have problems specifically with the melee version?
What evidence do you have that necessitates nerfing a new class to begin with? How exactly did you come to this conclusion that nerfs are mandatory, or is this just jealously with a bait post?
To get a good melee scum build, you need to put stamina curios (I use 2 +3 stamina perso + a perk +1 stamina on my weapon).
So yes you sacrifice a lot of security.
However, due to the stupidity of Fatshark, they buffed survivability to a level where they have broken the balance for this class.
This is exactly what I point when I say that instead of addresing problems, Fatshark uses to turn around the problem and change something else.
Needle pistol was too good since the beginning. Even before the class release someone has shown a video with a crusher killed in few seconds.
But what the community asked? a pickpocket nerf… There was obviously a problem with ranged weapons, but instead of nerfing the weapons too strong… the solution was something unrelated.
Sidenote: I would have put pickpocket as a node linked to the keystone to put this ability out of the melee builds and would have reduced the damages done by stub pistols and toxin from needle pistols. I think the needle pistol give too many toxin stacks. Reducing them would impact its ability to kill elite/special but not normal enemies. And that would be fine.
I would agree the ammo economy of the Needle Pistol is too good. It dispatching specialists for 1% ammo feels awesome and better than average, but not outright overpowered. Its damage on bosses seems slightly too high, but it does take micromanagement to continue working, so I would consider it something to watch but not necessarily overpowered, especially when many builds exist that can 1-2 shot bosses effortlessly.
The carapace killing ammo economy is absolutely not okay. I would rather see the stacks do less damage at lower stacks to carapace, forcing players to spend more ammo to kill Crushers at the speed the gun currently does. The Needle Pistol should not be outvaluing the Plasma gun given the ease of use of the pistol and the high drawbacks in using the Plasma. Ammo economy should cost 2x the current ammo to kill Crushers, as a minimum nerf. I would start with this and then monitor before gutting the pistol like the original Flamer suffered.
I also would note the Bazooka did not need an added charge. Base should be 2, with talents improved to 3.
PS: Ogryn Nuke should be 2 if not 3 as well. It’s crazy the Bazooka is better than the Ogryn Nuke and he only has 1 vs Hive Scum 4. Honestly all the Ogryn Blitzes need buffed (as do Zealot flame grenades).
I agree with the general tone of your post, except here.
I believe that the Ogryn blitzes are totally fine. This is the Scums blitzes that need to be tuned down!!!
it’s the toxic that needs to be tuned down not the pistol, why is it stronger than bleed/flames ? because it’s premium cheat, just purchase your high level gameplay for 10 dollars
Toxin needs adjustments. Sure.
Not sure it is the toxin damages that have to be tuned down, or if it is the number of stacks that should be limited further.