Pistol #1 was supposed to be 'explosives'.
Was confused by that as well. Really disappointing.
yes. it was mentioned as a possibility in an old POI. It was never stated as a fact.
Currently of course, it didn’t go live.
Same with coated bullets being baseline of course.
I was super excited about this possibility. Pistol all around, and p1 especially was woefully underpowered.
It adding vul, getting extra bleed procs, and the cripple proc, and then getting the damage bonus was really interesting, and promised alot.
However, at the same time, what we DID get, should not be overlooked. Does p1 need it still?
Chem rounds is extremely powerful. As it multiplies into duration.
Aka, 2s fragshot bleed and 5s blowtorch are normally capped at 100% duration with traits/food/etc.
so, you get 4s bleed/shot with fragshot, and 10s blowtorch burn.
Chem rounds then increases THAT by 50%.
2s bleed becomes 4s, then becomes 6s bleed. 5s burn, becomes 10s burn, then 15s burn.
200% condition duration.
If chem rounds or burning gets nerfed. then yeah, we might need to talk about getting coated bullets, and/or explosives for p1. but atm, I am not sure it needs it anymore.
A p/p, FT, flame turret, bomb, mortar build is very strong atm imho.
Not 100% sure if you should be using p1 or mortar1 when CD’s are up though.
At this point I’d say bug.
look at nades. they pierce, something they should have never done, so unless someone of the devs was sitting on his ears when the told him to make that (pistol) AA counted as explosives and pierce, he must have (blindly) opened the wrong file and messed around with the settings there…
We also miss the + 200 range on rifle…
We also miss the increased bomb-radius in PvP…
We basically miss half the features they’ve promissed, and appart from some really awesome traits, most of the new stuff got implemented in a extremely nerfed condition, like medical field disperser (5sec ICD, doesn’t work with backpack regen and regen in general), the Eg trait (seriously, not even a cd decrease?), mechalegs (no perma superspeed T.T), glass-cannon (if it even deserves that name).
As well as some stealth-nerfs / bugs to toolbelt-skills, which generally interrupt que’d casts, Incindiary Ammo applying 1 stack of burning instead of two, a.s.o….
There is a thread in the bug-subforum, that currently has 3 Top-posts, filled to the max with bugs to our skills, bugs to our animation, promised traits missing or not working, and ofc the famous nade bug, that currently covers all the issues we have outside of nade-builds, by making that one horribly OP…
Anyways, currently I’m enjoying Robocraft, going up to t10, while waiting for this mess to be fixed…
My favored class is almost unplayable, apart from very few builds that work around or avoid most of the bugs (I hate you, toolbelt -.-), so there is nothing else to do for me.
I think it’d be broken considering Explosives cause Vuln and there would be another bleed stack as well =\ alot procs come from explosives
correct me if im wrong
I think it’d be broken considering Explosives cause Vuln and there would be another bleed stack as well =\ alot procs come from explosives
correct me if im wrong
I really don’t think so. Combine it with coated bullets and it would solve many problems, it could finally be an aoe condi damage weapon. I will never understand why pistol 1 isn’t aoe bleeding, it just do a tiny aoe damage not inflicting bleeds… the other bleed stack would have a chance of 15% that’s not really breaking the game.
If you think this change would make it op think about that: grenades are effected by all explosion traits. And get 3 hits with one attack to trigger them.
Pistols, rifle, Elixiergun this 3 are terrible nerfed since the Patch because the baseline for them is not activated.
Pistols need coated Bullets to be the AOE Weapon they are supposed to be less damage for one enemy but a monster damage at lots of enemys at the same time. Also 1050 Range was my personal combat range in PVE
Rifle need the higher range to become effective in the range engineers lack most right now 1200!!
elixiergun is a support kit u do not want to use in close combat so 1200 range was the right choice.
I hate to say it but i can’t use pistols right now as they are way to weak without there support traits from before.
At least it would be nice if they add coated bullet to modified ammo in Grandmastertrait or give it back to baseline.
coated bullets being put into mod ammo would screw with incendiary ammo. and pistol offhand really needs incendiary ammo.
Of course you could already make the complaint of mod ammo and incendiary ammo competing with each other.
coated bullets probably wouldn’t help. As nice of a trait as it was.
The .350 coeff on pistol 1 is just too low. It’d help Poison dart volley though.
Even making p1 an explosive would not make p1 viable really.. but certainly much better.
It’d be 10% to that god awful .350 coeff, with explosive traits. it would then also allow schrapnel to proc. Decent for the cripple proc indeed. possibly too easy. The bleed on proc is meh at best.
Bleeds are underpowered in the wake of power buffs, as well as every other condition made stackable.
blowtorch is very powerful now. Static shot is about the same. PDV is pretty strong, but could use the pierce to be aoe.
p1 is awful still, almost single handledly killing pistols as a viable weapon atm. As you can load up on everything else, but eventually run out of cooldowns, and must use a #1 skill… and have no viable condition based #1 skill options.
The BEST condition based #1 is actually MORTAR 1 through a fire field… thats pretty sad.