![]() ![]() ![]() You may need to allow the files in your antivirus, or don’t download if you don’t feel safe. Please note old trainers are more likely to trigger antivirus false positives. But for most trainers since 2018, I’m still keeping them up to date for at least one more year. Note that some of them (if the game is more than 2 years old) maybe outdated or only partially work. All my trainers (maybe missing a few) from 2012 to May 2019 is uploaded to my archive server.īelow is a list of trainers available. (Also maybe lower the Torids reload speed to 2.Becuase it’s imposible to make a post for every single trainers of mine since 2012, so I decided to make this archive. Though it would be interesting to see if people would actually do that. Not sure about the Kulstar though as it can possibly be used in a bleedout build. Buff the Ogris, Penta and Tonkor to the umph degree to balance out their (again mitigatable) risk so that they actually are worth using over other weapons. (Except Penta which should just be buffed stats wise) Give most launchers an alt fire mode that can allow it to be used at close range without self damage. So I propose 2 things outside of lowering self damage or introducing a mod for it.Įither 1. Only has half the self damage (as in unlike with the Kulstar the clusters don't deal self damage, which was a change they did a few days after releasing it) Has an alt fire with no self damage, allowing easier close range combat and 2. ![]() Problem I see is that the stats of some of them just don't really balance out this risk imo, the Zarr is an exception, because it 1. Self damage is what makes these weapons different, bringing an (albeit mitigatable) risk to the table. Self damage could be looked at, they'll likely never remove it, but I don't think that fix should be on the table. I kinda disagree, but I also do agree, to some extent. Using DE logic here, them making self damage reduced in the radius would likely lead them to making the general damage reduce in the radius, making them worse off as AoE weapons. Though i agree it could be done without a mod or just set for all weapons an amount of self damage dealt per shot. But reducing the self damage of the weapons is, i think, something they would be willing to change. it appears that DE does not wish to put the self damage out of the game, which i agree would be the best solution. well that's just not fun.Įdited: The mod could reduce or remove the self damage but at the same time reduce the damage dealt to the enemies? Being like the corrupted mods?Įdited numero due: To the people saying this is a band aid. ![]() Also using launchers like snipers and being afraid of every bounce that might change the way of the projectile in your direction. I bet people saying that don't even use weapons with self damage. Especially in the case of Tonkor, before so vastly popular and now.Īnd please don't start with the "git gud" bull feces. So what do you m8s think? I just think it's kinda sad that so many enjoyable weapons are not being used for this reason. So how about we get a weapon mod that prevents self damage? This would force players to sacrifice one mod slot and make the weapon a bit less powerful? Or maybe that the mod would just decrease the self damage to a reasonable amount? Lower the self damage to a x%? I know we are getting shield gating soon, and that will help a bit. unless if you have multishot. I know that these weapons are very strong and this is a way of "balancing" them. For instance a lot of people liked playing with Tonkor, enjoyed the weapon, but after self damage that weapon is crap (similar to the new Telos Boltace passive). There are so many weapons that are not being used because they help our enemy more than they help us. I don't know if this was already suggested on the forum and if it was i apologize for making another thread about it. ![]()
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