I know there's a lot of fuming over the updates, so right off the bat, I want to be clear that this isn't an angry rant. I'm just looking to understand.
Discovering the Fulmin was a revelation for me in this game. Its crit and punch-through allowed it to actually make something of an impact, even when the rest of your squad was toting AOE primaries, without being an aim-free crutch itself. You could leap around and shoot enemies with your little electric shotgun, just like (I assume) the game meant you to. It provided a decent balance between being effective, but not too effective.
So I'm somewhat confused as to why the Fulmin received the following changes along with other meta weapons in the new update:
Increased Alt fire ammo requirement from 10 to 15.
Primary Weapons with Ammo Regen Rates Overrides:
Fulmin: From 30/s to 20/s
More or less, I understand how these changes will affect the weapon's use. What I'm wondering is, why?
My best inkling is that this was a pre-emptory strike before it gets exploited by the new Wukong behavior. If the twin bleeds through ammo, giving him a rechargeable weapon could emerge as a workaround. That's a fair concern, even if handing him a pre-nerf Fulmin is nowhere near as overpowered as the previous options were.
Before I go devoting a fair amount of time and Formas into a new weapon, I'm curious if there's something I missed that made nerfing the Fulmin necessary. The better I understand the factors, the better I can choose which weapon(s) and mod(s) I should invest in. Thanks in advance.
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(NSW)BenHiraga
I know there's a lot of fuming over the updates, so right off the bat, I want to be clear that this isn't an angry rant. I'm just looking to understand.
Discovering the Fulmin was a revelation for me in this game. Its crit and punch-through allowed it to actually make something of an impact, even when the rest of your squad was toting AOE primaries, without being an aim-free crutch itself. You could leap around and shoot enemies with your little electric shotgun, just like (I assume) the game meant you to. It provided a decent balance between being effective, but not too effective.
So I'm somewhat confused as to why the Fulmin received the following changes along with other meta weapons in the new update:
Primary Weapons with Ammo Regen Rates Overrides:
More or less, I understand how these changes will affect the weapon's use. What I'm wondering is, why?
My best inkling is that this was a pre-emptory strike before it gets exploited by the new Wukong behavior. If the twin bleeds through ammo, giving him a rechargeable weapon could emerge as a workaround. That's a fair concern, even if handing him a pre-nerf Fulmin is nowhere near as overpowered as the previous options were.
Before I go devoting a fair amount of time and Formas into a new weapon, I'm curious if there's something I missed that made nerfing the Fulmin necessary. The better I understand the factors, the better I can choose which weapon(s) and mod(s) I should invest in. Thanks in advance.
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