loser1 Posted November 10, 2021 Share Posted November 10, 2021 Link to comment Share on other sites More sharing options...
purplewargreymon Posted December 4, 2021 Share Posted December 4, 2021 Unfortunately theres not really substance to this original post. It's just "nerf this" and thats it. This gives no information, and gives nothing to start a conversation on why it should be. So let me start this. Astrodelphis require a nerf for a variety of reasons, the biggest of all is the obsoleting of the Tropeo a literal 6 months after it releases. The trope's huge draw was a use for normal grenades in an aerial flak cannon to be used against flying tames and its fast maneuverability. The Astrodelphis is then released, offering not only 4 different ways to maneuver, including barrel rolls and flips in direction and loop-d-loops, which already completely screws the Trope's 1 move, but also a use for normal grenades that, while slower, do more damage and has literal lasers and homing blasts which hit WAY outside of turret range unlike tropes, that hurt fliers, players, and other tames fairly moderately. This in and of itself would not be an issue, however, stacking this range with the ability to get away rapidly and dodge slow linear attacks like Tropeo blasts, and picking attempts makes this tame even harder to kill than Snow Owls, which already plagued non-server cap PVP even with Tropeos. The best thing for this, is to add an additional capability to the Trope (a minigun passenger saddle imo) with a minimum range of a Velo, and reduce the range of damage to the Astrodelphis attacks (shrink to Velo range). Tracking blast is actually fine, but should increase the cooldown further from 1 second to 1.5-2 seconds between charge shots. If it's intended to be a charge shot, it should take time to charge. As it appears to be a form of explosion I think being able to penetrate the arguably hard to deal with mek shield is perfectly fair. It's very difficult to deal with Meks that put their shield up without dropping a giga on top of them usually, which is impossible to do with turrets involved. Allowing the grenades, bombs AND charge shots of Tropes and both Astros is completely fair in my mind. Just not the small shots like lasers and whale mounted turrets to keep the shield doing what it is intended to do. Should also consider putting a cooldown between certain evasive maneuvers. Barrel Rolls specifically can be spammed so hard its impossible to hit even with another Astrodelphis half the time. Put a 1-2 second cooldown on this so that they are forced to do more head on fighting without spamming side to side avoiding all types of danger. A balanced tame should not have a single hard counter that is literally a stun aimbot (referring to shadowmane's tracking red marker stun) to deal with. It should have the capability of being dealt with by a variety of tames, including the tames it's meant to counter (referring to wyverns/pickers in this case). Link to comment Share on other sites More sharing options...
Kev217 Posted December 2, 2021 Share Posted December 2, 2021 The biggest problem with these dinos are they shoot further than turret range and move too quickly for most possible counters also the blue ball lock on attack will pass through a mek bubble and hurt the mek something has to be done because fighting them is just boreing Link to comment Share on other sites More sharing options...
loser1 Posted November 10, 2021 Author Share Posted November 10, 2021 Just now, loser1 said: too op nerf him Link to comment Share on other sites More sharing options...
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