main_antagonist Posted August 7, 2015 Share Posted August 7, 2015 Harpak and the Paracyst are unique because of their alternate fire modes but I find myself never using them now. To explain: You get better Damage output and ammo efficiency when putting punch through on weapons 'Shred' for example. But upon doing so you lose the alternate fire mode for that weapon? I'm surprised it's gone on this long without a fix being implemented as far as I know there isn't any significant damage increase when using the alternate fire? I'm aware the Paracyst has a toxic proc it can inflict with it's secondary fire but you get the same feature from it's primary so ... it's not an improvement if it doesn't have increased damage when using the alternate fire right? Too long didn't read? The point is these weapons have a utility when using their alternate fire and punch through breaks it. Link to comment Share on other sites More sharing options...
spacerocks Posted August 7, 2015 Share Posted August 7, 2015 Yeah, i agree, not sure how the code works for this but having these alt fires not affected by punch through would be nice Link to comment Share on other sites More sharing options...
egregiousRac Posted August 7, 2015 Share Posted August 7, 2015 Explosive weapons show similar issues, with projectiles falling through the ground. Certain things just shouldn't have punch through applied to them. Rockets and harpoons simply don't make sense to have support it. Link to comment Share on other sites More sharing options...
Paradoxbomb Posted August 7, 2015 Share Posted August 7, 2015 Alternatively, the harpoon/grapple could pull in all enemies hit with a single line if you punch-through multiple targets. Either way +1. Link to comment Share on other sites More sharing options...
WolvenEdge Posted August 7, 2015 Share Posted August 7, 2015 You could just not put punchthrough on a weapon that it doesn't make sense on. :\ Link to comment Share on other sites More sharing options...
Archistopheles Posted August 8, 2015 Share Posted August 8, 2015 I also feel that both weapons would benefit from Ballistica's trigger. The hook would be much more natural to use if it was simply a charged-shot. Link to comment Share on other sites More sharing options...
Kryi0s Posted August 9, 2015 Share Posted August 9, 2015 i dont use the harpak's alt fire as often is i feel it could be used.would like to see some of it tuned a bit Link to comment Share on other sites More sharing options...
LokiBird Posted August 29, 2015 Share Posted August 29, 2015 Yes. Please fix! Link to comment Share on other sites More sharing options...
Vaskadar Posted August 29, 2015 Share Posted August 29, 2015 It's not been unnoticed by me, at least. This is a really obnoxious thing that should be fixed. I want to be able to dragline enemies. Link to comment Share on other sites More sharing options...
Azamagon Posted August 29, 2015 Share Posted August 29, 2015 Agreed, this needs fixing. It doesn't even have to be done in a superdifficult manner either: The secondary fire consists of 2 things: A projectile and a harpoon-chain/tether. The chain/tether has a limitted distance, the projectile doesn't. So, just make it so the PROJECTILE benefits from punchthrough, but not the chain/tether (they just pull in the first thing they hit). Utility remains singletarget, damage can still punch through many enemies. Link to comment Share on other sites More sharing options...
Stalc Posted September 8, 2015 Share Posted September 8, 2015 I suggest, they should just remove the pull gimmick from it and make it a charge weapon that fires off bow like shots that have increased crit chance, do more damage, punch through, and also consume more ammo like the quanta cubes do. Link to comment Share on other sites More sharing options...
main_antagonist Posted October 5, 2015 Author Share Posted October 5, 2015 Still not fixed but I noticed the quanta had a subtle nerf because now you can't fire the beam and shoot the cubes at the same time now. I'm beginning to feel like nerfs are more of a priority than functionality ... Link to comment Share on other sites More sharing options...
GodzLikeNore Posted October 5, 2015 Share Posted October 5, 2015 Agreed. Utility on weapons should be fixed, this glitch has the player choosing between the utility and DPS which shouldn't be the case. Also the Quanta nerf is indeed quite annoying and makes it a drag to use. Hopefully this gets fixed soon. Link to comment Share on other sites More sharing options...
Paradoxbomb Posted October 6, 2015 Share Posted October 6, 2015 Agreed. Utility on weapons should be fixed, this glitch has the player choosing between the utility and DPS which shouldn't be the case. Also the Quanta nerf is indeed quite annoying and makes it a drag to use. Hopefully this gets fixed soon. Quanta was nerfed? Link to comment Share on other sites More sharing options...
main_antagonist Posted October 15, 2015 Author Share Posted October 15, 2015 IT FINALLY HAPPENED! Update 17.7 has fixed this problem I'm going to test it now! Requesting thread to be locked please :D Link to comment Share on other sites More sharing options...
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