iquaniqua Posted August 7, 2015 Share Posted August 7, 2015 So before the nerf a direct hit was an instakill, but if someone was just a tad away from the explosion center even 3 shots weren't enough sometimes. But now, the explosions aren't dealing damage at all and if i directly hit someone it deals like 50-60 damage, there was an excal that wasn't moving and i needed 5 shots to kill him with direct hits and if i miss an enemy by just a tad, the explosion does nothing. I think that the nerf really wasn't needed, since it was impossible to hit a moving ninja from the far and up close it still wasn't easy if they were moving, the best way to kill (imo) was to glide above the enemy and shoot him in the head from 1m, but that also almost killed you, but now it's damage is nonexistent, the aresenal says it's 375, but it sure doesn't feel like that. Link to comment Share on other sites More sharing options...
CounterOne Posted August 7, 2015 Share Posted August 7, 2015 Same here. Somehow though I feel the nerf also effected actual gameplay (PVE) as well. Cause my damage on enemeis has dropped quit a bit. Link to comment Share on other sites More sharing options...
Lord_Noctus Posted August 7, 2015 Share Posted August 7, 2015 (edited) im one of these guys who can proudly say now : told you :D the weapon was fine how it was it rly sucked horribly against people using the pakour alot. i can guess by the posts that it got nerfed now to uselesnes. it needed no balancing in first place. Edited August 8, 2015 by Lord_Noctus Link to comment Share on other sites More sharing options...
iquaniqua Posted August 8, 2015 Author Share Posted August 8, 2015 im one of these guys who can proudly say now : told you :D the weapon was fine how it was it rly sucked horribly against people using the pakour alot. i can guess by the posts that it got nerfed now to uselesnes. it needed no balancing in first place. yea, but some lex prime fanboy probably got killed by it twice and cried that it needs a nerf Link to comment Share on other sites More sharing options...
Gahrzerkire Posted August 9, 2015 Share Posted August 9, 2015 or thought it was ridiculous that it could one shot less tanky frames while the vectis could not. Link to comment Share on other sites More sharing options...
HoakinBlackforge Posted August 9, 2015 Share Posted August 9, 2015 The kulstar was stupidly overpowered before the nerf. Link to comment Share on other sites More sharing options...
CounterOne Posted August 9, 2015 Share Posted August 9, 2015 An Explosion should do exact damage on contact. Is that not why he started this thread? Link to comment Share on other sites More sharing options...
Pride Posted August 10, 2015 Share Posted August 10, 2015 frankly if your mobile enough and doing parkour as you should be kulstar is worse than useless against you. if you think its hard to hit a flying target with lex prime try hitting them with a slow moving projectile or the downward arc of is child mirvs. Link to comment Share on other sites More sharing options...
iquaniqua Posted August 10, 2015 Author Share Posted August 10, 2015 frankly if your mobile enough and doing parkour as you should be kulstar is worse than useless against you. if you think its hard to hit a flying target with lex prime try hitting them with a slow moving projectile or the downward arc of is child mirvs. ikr, i have the +flightspeed mod and it's still hard to hit in md range, if a direct hit doesn't 1-hit, the weapon is useless, the explosions didn't do much even before then nerf, maybe a good "nerf" would be making it do 100% self damage, so it's even harder to use Link to comment Share on other sites More sharing options...
Pride Posted August 11, 2015 Share Posted August 11, 2015 The whole nerf was childish the weapon is niche and situational its more of an area denial tool than an offensive weapon Link to comment Share on other sites More sharing options...
Nighttide77 Posted August 11, 2015 Share Posted August 11, 2015 While we're on the topic of the Kulstar, can we also talk about the Angstrum? Blast isn't a wonderful damage type in Conclave, and the AOE of the rounds pretty much requires the player to hit the target with the projectile, itself. This means that pretty much all the cluster nades of the Kulstar are just fireworks and no impact. As well, the spread of the Angstrum's rounds means you'll be lucky to hit the target with one of the rounds, which already deals sad damage. Link to comment Share on other sites More sharing options...
Pride Posted August 11, 2015 Share Posted August 11, 2015 Nonhitscan weapons in general need to have a reward for actually hitting your target Link to comment Share on other sites More sharing options...
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