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main_antagonist

Harpoon Weapons 'alt Fire' Should Work 100% Off The Time!

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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.

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Yeah, i agree, not sure how the code works for this but having these alt fires not affected by punch through would be nice

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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.

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Alternatively, the harpoon/grapple could pull in all enemies hit with a single line if you punch-through multiple targets. Either way +1.

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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.

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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

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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.

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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.

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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.

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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 ...

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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.

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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?

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