Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

simple rework for tonkor


GrimAtrament
 Share

Recommended Posts

5 minutes ago, Djolltax said:

Sounds a lot more than just 'unnecessary'. You realise the Tonkor takes the fun and effort out of the game, right? If you want to rework and balance it, you might as well remove it.

No  removing it would remove MR exp for new players thats never the answer

Link to comment
Share on other sites

On ‎11‎/‎18‎/‎2016 at 2:03 PM, hazerddex said:

make an altfire that makes a explosion under your feet allowing for boosted jump

but have the primary still incape the people firing it

You do realize that Parkour 2.0 rendered the Tonkor's  whole "rocket jump" gimmick a moot point, right?

It's about time to bring the Tonkor onto the same level as the Ogris and the Penta and at least allow it to inflict appreciable self-damage so that players will stop using the thing like a massively overpowered shotgun.

Link to comment
Share on other sites

26 minutes ago, MirageKnight said:

You do realize that Parkour 2.0 rendered the Tonkor's  whole "rocket jump" gimmick a moot point, right?

It's about time to bring the Tonkor onto the same level as the Ogris and the Penta and at least allow it to inflict appreciable self-damage so that players will stop using the thing like a massively overpowered shotgun.

Or they could bring the Tonkor to the same damage level as Ogris and Penta by removing the absurdly high crit chance and crit multiplier, and allow it to keep its lack of damage as its gimmick. One of the main reasons Tonkor is used significantly more than the other explosive launchers is because of the huge difference in damage.

Link to comment
Share on other sites

On 11/20/2016 at 1:16 AM, MirageKnight said:

You do realize that Parkour 2.0 rendered the Tonkor's  whole "rocket jump" gimmick a moot point, right?

It's about time to bring the Tonkor onto the same level as the Ogris and the Penta and at least allow it to inflict appreciable self-damage so that players will stop using the thing like a massively overpowered shotgun.

Bringing the Tonkor to the Ogris and Penta level would simply mean to remove it, you know.

Because Ogris and Penta are fun for the 2 first minutes, I've never seen anyone using it in a serious way.

Link to comment
Share on other sites

On 20.11.2016 at 1:16 AM, MirageKnight said:

It's about time to bring the Tonkor onto the same level as the Ogris and the Penta and at least allow it to inflict appreciable self-damage

You mean the point where no one uses it anymore? No one uses those because killing yourself all the time is stupid and not fun. Often it's not even your fault. A teammate running in front of you at the wrong moment and you go down.

Link to comment
Share on other sites

11 hours ago, Chewarette said:

Because Ogris and Penta are fun for the 2 first minutes, I've never seen anyone using it in a serious way.

The Penta was a good weapon way back in the day.

The Tonkor does approximately the same amount of base damage as the Penta, but has a nearly guaranteed critical hit rate and virtually no self-damage.

 

Now, there are a few problems with giving the Tonkor self-damage. The biggest is the fact that, unlike the Ogris and Penta, Tonkor's grenades both bounce and cannot be manually detonated, which leads to a greater chance of accidentally killing yourself.

Personally, I think all explosive launchers should deal self-damage equal to the base damage of the weapon (no critical, status, armor type modifiers, etc.).

I agree that the Tonkor's rocket jump functionality should be reworked as an alt-fire concussive grenade that deals small damage and detonates on impact.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...