BiancaRoughfin Posted November 21, 2020 Share Posted November 21, 2020 Swazdo-lah fellow Tennos! Apparently [DE] further Nerfed the Secondary Catchmoon this update by making its Width smaller , possibly the same as the Primary Catchmoon's width which means, less enemies hit per shot. There is absolutely no mentioning of this in the game's Patch Notes. As for its Range i believe it remains the same? I need more people to confirm this! Link to comment Share on other sites More sharing options...
t1mespace Posted November 21, 2020 Share Posted November 21, 2020 Ugh, I think I'll get rid of it for inventory space now... Link to comment Share on other sites More sharing options...
eboomer Posted November 22, 2020 Share Posted November 22, 2020 It seems the same to me in the Simulacrum. Link to comment Share on other sites More sharing options...
Veridian Posted November 22, 2020 Share Posted November 22, 2020 Things come and go. Catchmoon went. Sporelacer came. Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 22, 2020 Share Posted November 22, 2020 vor einer Stunde schrieb Ver1dian: Things come and go. Catchmoon went. Sporelacer came. spore is horrible too. both new kitguns are trash btw. verm secondary is like weak mele. i even put 2 mods for more range to make it useful somehow. Link to comment Share on other sites More sharing options...
Veridian Posted November 22, 2020 Share Posted November 22, 2020 58 minutes ago, Battle.Mage said: spore is horrible too. both new kitguns are trash btw. verm secondary is like weak mele. i even put 2 mods for more range to make it useful somehow. If you think spore is bad, you didnt build it right. Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 22, 2020 Share Posted November 22, 2020 vor 16 Minuten schrieb Ver1dian: If you think spore is bad, you didnt build it right. instead of starting with trash talk, you can at least post your build here. Link to comment Share on other sites More sharing options...
Proscriptor Posted November 22, 2020 Share Posted November 22, 2020 There is no evidence that catchmoon has been changed Link to comment Share on other sites More sharing options...
-Krism- Posted November 22, 2020 Share Posted November 22, 2020 20 minutes ago, Traubenzuckr said: There is no evidence that catchmoon has been changed Can confirm, just tested it, the beam is thinner. It looks just like the primary catchmoon now Link to comment Share on other sites More sharing options...
Veridian Posted November 22, 2020 Share Posted November 22, 2020 1 hour ago, Battle.Mage said: instead of starting with trash talk, you can at least post your build here. It's not trash talk, I'm just saying, if it's weak for you, then something is wrong with the build. I had no issue 2shotting in the steel path dailies. As for builds, there are plenty on overframe that do the trick. Link to comment Share on other sites More sharing options...
Hypernaut1 Posted November 22, 2020 Share Posted November 22, 2020 11 minutes ago, Ver1dian said: It's not trash talk, I'm just saying, if it's weak for you, then something is wrong with the build.I had no issue 2shotting in the steel path dailies. As for builds, there are plenty on overframe that do the trick. the new Meta bar. I just hope Umbra Forma farming doesnt force DE to start balancing for steel path. I dont think we're too far off from seeing "this weapon isnt even good in SP" rants. If 2 shotting enemies is going to be the new bar that everyone whines about, its going to turn the rest of the game into an even bigger cakewalk. Link to comment Share on other sites More sharing options...
Hierarch777 Posted November 22, 2020 Share Posted November 22, 2020 Why did DE even make Catchmoon, if they're going to continuously nerf it? Or wave-projectile weapons in general for that matter. Link to comment Share on other sites More sharing options...
ReddyDisco Posted November 22, 2020 Share Posted November 22, 2020 2 hours ago, Hypernaut1 said: the new Meta bar. I just hope Umbra Forma farming doesnt force DE to start balancing for steel path. I dont think we're too far off from seeing "this weapon isnt even good in SP" rants. If 2 shotting enemies is going to be the new bar that everyone whines about, its going to turn the rest of the game into an even bigger cakewalk. melee weapons already make steel path a joke, i'd like some variety in steel path other than mash E all day. i say more primary and secondary weapons need a buff to compete with melee Link to comment Share on other sites More sharing options...
(PSN)sister-hawk Posted November 22, 2020 Share Posted November 22, 2020 The secondary Catchmoon’s projectile size was already nerfed considerably way back, which wasn’t even in the patch notes I don’t think. That made it just barely bigger than the primary. So are you saying it’s even smaller than that now? Link to comment Share on other sites More sharing options...
(PSN)Wil_Shatner_face Posted November 22, 2020 Share Posted November 22, 2020 7 minutes ago, ReddyDisco said: melee weapons already make steel path a joke, i'd like some variety in steel path other than mash E all day. i say more primary and secondary weapons need a buff to compete with melee The way it’s “supposed” to work is that melee weapons are stronger because they come with more risk of fighting up close. You’re safer at range, thus ranged weapons aren’t as strong. It’s “supposed” to be a trade off. I use quotations because as we all know, it doesn’t really work that way. I don’t think buffing all ranged weapons is the solution, though some could certainly use a tweak or three. But buffing all ranged weapons “to compete with melee” would just trivialize the game even further than it already is. I don’t have the answer for how to fix this, but I’d say it starts with reworking enemy AI to make using melee up close actually have the intended risk. Link to comment Share on other sites More sharing options...
ReddyDisco Posted November 22, 2020 Share Posted November 22, 2020 9 minutes ago, (PSN)Wil_Shatner_face said: The way it’s “supposed” to work is that melee weapons are stronger because they come with more risk of fighting up close. You’re safer at range, thus ranged weapons aren’t as strong. It’s “supposed” to be a trade off. I use quotations because as we all know, it doesn’t really work that way. I don’t think buffing all ranged weapons is the solution, though some could certainly use a tweak or three. But buffing all ranged weapons “to compete with melee” would just trivialize the game even further than it already is. I don’t have the answer for how to fix this, but I’d say it starts with reworking enemy AI to make using melee up close actually have the intended risk. range mods for melee make the "up close" risk a non factor. "when i can hit an enemy from 9m with my rivened zaw why do i need primary or secondary?" or use a macro and become a bayblade of doom, theres honestly a lot of things that make melee insane and not one change is going to fix it. i just want more options for fun at this point, not gonna bother with balance as there is none Link to comment Share on other sites More sharing options...
(XBOX)CaligulaTwily Posted November 22, 2020 Share Posted November 22, 2020 16 minutes ago, (PSN)Wil_Shatner_face said: The way it’s “supposed” to work is that melee weapons are stronger because they come with more risk of fighting up close. You’re safer at range, thus ranged weapons aren’t as strong. It’s “supposed” to be a trade off. I use quotations because as we all know, it doesn’t really work that way. I don’t think buffing all ranged weapons is the solution, though some could certainly use a tweak or three. But buffing all ranged weapons “to compete with melee” would just trivialize the game even further than it already is. I don’t have the answer for how to fix this, but I’d say it starts with reworking enemy AI to make using melee up close actually have the intended risk. Only way I could see that happening is if enemies learn "martial arts" as in, they can block attacks (and maybe counter attacks) then letting us "use the Parazon Button" to counter the enemy block and continue attacking the enemy. Probably make Special Melee Expert enemies the only ones that can block attacks with the special "Parazon Counter" floating notification above their heads, so it doesn't get annoying when every single enemy starts blocking attacks Link to comment Share on other sites More sharing options...
(PSN)Wil_Shatner_face Posted November 22, 2020 Share Posted November 22, 2020 40 minutes ago, ReddyDisco said: range mods for melee make the "up close" risk a non factor. "when i can hit an enemy from 9m with my rivened zaw why do i need primary or secondary?" or use a macro and become a bayblade of doom, theres honestly a lot of things that make melee insane and not one change is going to fix it. i just want more options for fun at this point, not gonna bother with balance as there is none “Not gonna bother with balance as there is none” is not something a developer would ever say, so abandoning balance is just not a viable solution. DE tries to balance their game, but I think the problem is that they don’t seem to understand their game sometimes. Link to comment Share on other sites More sharing options...
Obviousclone Posted November 22, 2020 Share Posted November 22, 2020 7 hours ago, Battle.Mage said: spore is horrible too. both new kitguns are trash btw. verm secondary is like weak mele. i even put 2 mods for more range to make it useful somehow. here's my vermi build (I don't know how to put the vid in the post): https://imgur.com/a/RbgaCPB chews through high level armor fine, and I haven't put any forma into it. It's just a status beamshotgun. Which means like the phage, convectrix and phantasma it's capable of stacking status higher and faster than any other weapon in the game allowing it to tear through anything in the game. The sporelacer secondary build (which is also unforma'd) has a 100% chance to crit for 6.9x, and it's base damage is 4k on direct hit+6k aoe. If I'm direct hitting a guy, I'm doing 69k damage per shot on an infinite ammo gun which is pretty decent for a pistol given that two of it's mod slots are just empty and I could put anything. Link to comment Share on other sites More sharing options...
ReddyDisco Posted November 22, 2020 Share Posted November 22, 2020 23 minutes ago, (PSN)Wil_Shatner_face said: “Not gonna bother with balance as there is none” is not something a developer would ever say, so abandoning balance is just not a viable solution. DE tries to balance their game, but I think the problem is that they don’t seem to understand their game sometimes. its a good thing i'm not a balance dev then, would've already gone to muitiple therapy sessions to the point of bankruptcy xd Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 22, 2020 Share Posted November 22, 2020 vor 1 Stunde schrieb Obviousclone: here's my vermi build (I don't know how to put the vid in the post): https://imgur.com/a/RbgaCPB chews through high level armor fine, and I haven't put any forma into it. It's just a status beamshotgun. Which means like the phage, convectrix and phantasma it's capable of stacking status higher and faster than any other weapon in the game allowing it to tear through anything in the game. The sporelacer secondary build (which is also unforma'd) has a 100% chance to crit for 6.9x, and it's base damage is 4k on direct hit+6k aoe. If I'm direct hitting a guy, I'm doing 69k damage per shot on an infinite ammo gun which is pretty decent for a pistol given that two of it's mod slots are just empty and I could put anything. top! which grip / loader btw? Link to comment Share on other sites More sharing options...
Obviousclone Posted November 23, 2020 Share Posted November 23, 2020 8 hours ago, Battle.Mage said: top! which grip / loader btw? the status beam vermi secondary uses flutterfire (the maximum status, minimum crit, fast reload smaller magazine) as the loader. The grip is Ulnaris (new grip). the crit sporelacer secondary uses killstream (maximum crit, minimum status, fast reload smaller magazine) as the loader. Haymaker is used as the grip. Link to comment Share on other sites More sharing options...
Loza03 Posted November 23, 2020 Share Posted November 23, 2020 18 hours ago, (PSN)Wil_Shatner_face said: The way it’s “supposed” to work is that melee weapons are stronger because they come with more risk of fighting up close. You’re safer at range, thus ranged weapons aren’t as strong. It’s “supposed” to be a trade off. I use quotations because as we all know, it doesn’t really work that way. I don’t think buffing all ranged weapons is the solution, though some could certainly use a tweak or three. But buffing all ranged weapons “to compete with melee” would just trivialize the game even further than it already is. I don’t have the answer for how to fix this, but I’d say it starts with reworking enemy AI to make using melee up close actually have the intended risk. I'd go about it by killing two birds with one stone. Energy is also broken, making high-powered abilties way to strong because the intended limiting factor - energy - isn't really a factor. I'd move the main focus of energy regeneration away from arsenal-based tools like Zenurik or Pizzas, and more onto in-game performance with guns. You use resources and play to get resources - that's how action games work. Several weaker weapons get better energy regeneration values, meaning there's an actual reason to bring two guns now - a damage dealer and a resource donkey. Similar changes get made to Ammo and Health (perhaps rework the mercy function to make it the primary means of regenerating health? With a mod that lets you skip the animations if you want, since I know plenty of people don't like them). Of course, Melee weapons cost no resources to use and are super powerful in raw damage - so take away life strike and make them basically unable to regenerate your Frame's energy health or other resources - with the exception of ammo for your guns. Now Melee has a opportunity cost - you're not losing anything, per se, but especially if you're also supporting yourself with abilities, you'll run out of juice and health sooner or later. It even ties into that original trade-off - it's a risk to use melee, because not only are you closer to the front lines, using sword alone cuts off your ability to resupply from that. In short - guns are weaker, but are both safer and have better sustain overall, whilst melee is stronger but over-reliance will gradually dry you out. Link to comment Share on other sites More sharing options...
Masquerine Posted November 23, 2020 Share Posted November 23, 2020 If you look in your profile, all your usage stats for secondary kitguns will match your primary kitguns. My catchmoon pistol went from my most used (40%+) to 0.0%, 551,016 XP, 33 kills, 15 assists, 24% accuracy, 3 headshot kills. These are now the stats for both the primary and secondary catchmoon, so something is wrong here. Rattleguts, Tombfinger and Gaze have the same stat-copy issue. I don't have the two new ones to check them. I did a mission with the pistol catchmoon equipped and killed a bunch of enemies. Profile shows no increase in any of the stats. It's broken. Link to comment Share on other sites More sharing options...
YazMatazO Posted November 23, 2020 Share Posted November 23, 2020 The hype train must go on. So... what's the next gizmo? Link to comment Share on other sites More sharing options...
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