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Messages - DestroyerOfBlocks

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46
when will intercosmic make a return
never because comcast will throttle blockland to death once they read your posts

47
Off Topic / Re: REDGAJIN'S CHRISTMAS STEAM GIVEAWAY [2 WEEKS LEFT]
« on: November 22, 2017, 06:10:54 PM »
blamo

48
gyt pardoned everyone who rigged stuff beforehand because it wasnt clear if we cared or not

49
stuffty change log

buff chaingun back to 20
nerf rocket punch through shield damage to 40
add a twin smg overheat
slow down mangum projectiles and make damage 30 each
reduce super shotgun conc range
increase wave rifle fire rate
increase fire wave fire rate and speed
increase fire wave damage to wave rifle damage
reduce burn motar right click radius
reduce gas op damage to 60
buff micromissile damage to 30 each
pretty sure twin shotgun concs through shield so that should be fixed if applicable
increase twin shotgun fire rate
add cooldown to machien gun

missile storm sucks ass and is a failed hybrid of projectile spam and explosives
so my proposal is to turn it into the ultimate radius bullstuff spammer
-increase radius
-increase knockback
-possibly decrease damage or something
would turn it into the ultimate corner trap wall spammer

flamethrower sucks ass and is outclassed by most other cqc weapons
but you cant buff direct damage or fire rate because that would just
make it bullstuff so you have to buff something else like mobility
so
-flamethrower has leap jets

rocket jumper sucks complete ass so just let it inflict kncokback on people
or sometihng

50
General Discussion / Re: addon of the year 2017 - nominations
« on: November 20, 2017, 07:06:34 PM »
four seater horse

51
Drama / Re: pie crusts manifesto (He Lives!)
« on: November 17, 2017, 10:47:10 PM »

52
Railgun + Fireball Rifle is great man, wtf?
fixed

53
by the way if you didn't see a secondary on the recommendations lists of any of those weapons it means its trash and don't use it (wave rifle, fire wave, probably some others)

54
time to revive the thread with tier lists
note: all weapons in each tier are largely equal, the focus is on tier divides

-a tier- aka consider nerfs

burn mortar
buffs made to this weapon to try and compensate for its slow projectile speed seem to have tipped it a little far to the other end of the balance scale. its an explosive that does 20 through shield on direct hit and has the best pressure in the game with its right click in exchange for being slightly harder to aim than the missile. its only real weakness is keeping that pressure up at longer ranges because of the slow projectile speed but numerous secondaries compensate for that.

recommended secondaries: anything with consistent long range damage. machine gun, beam rifle, gravity shotgun, fireball

twin magnums
obscene damage, huge self and on hit knockback, a rapid fire rate, a raycast alt fire, combos, fast projectile speed and quasi shield entry all rolled into one (two?) gun(s). simply dominates any open fight by more consistently outshooting and outdamaging every other weapon. right click ensures that no range is safe and scoring hits off combos is possible no matter the distance. only problem is the lack of any explosive damage means an opponent can scam if they get the lead, key word being if.

recommended secondaries: might want burst damage at close range or an explosive depending on you want to force people out or force them to come to you. grav nade, rocket punch, rotary nade

-b tier- aka its all good

missile launcher
the former best weapon suffered some serious damage and aoe nerfs and now functions as an airshot comboer. fast projectile speed and decent fire rate combined with radius knockback mean most engagements result in an airborne opponent very quickly. fantastic at pressuring corners because it can just light that stuff up endlessly from most distances. aoe damage nerfs means to be competitive consistent airshots are required, otherwise opponents will just be popped in the air and far enough away to regen shields, reducing its previous reliability. frequently outdamaged. situationally good mobility with rocket jumps.

recommended secondaries: anything that can quickly follow up on unshielded opponents at medium/long distances. fireball rifle, twin bayonets, beam rifle, machine gun, twin smgs.

railgun
railgun takes everything about the missile and magnifies it. extremely comboable raycast explosive that basically relies on combos to win due to weakass damage. the slight area damage is useful for securing damage leads and forcing approaches. can combo people to death but if you miss you're forgeted.  better health to mobility jump ratio than the missile l but the longer reload time and stuffty damage means don't forget up positioning.

recommended secondaries: most of them. general purpose ones can help cover the rail's one trick pony tendencies while close range ones are useful for punishing bad approaches. twin bayonets, shotgun, micromissile, machine gun, twin smgs, rocket punch, twin shotguns, rotary grenade, saw! tomahawk!, nailgun, fireball

warhead launcher
the ultimate corner spam defense/read punishing/corner trapping nightmare. has the magic power to spam corners and camp indefinitely. cannot hit people at range for stuff since the projectile is so slow people have like 3 seconds to react to it. get a damage lead and camp or surprise someone up close and the game is yours. good luck on actually getting a damage lead. people who know how to play just take the high ground after getting a single hit and camp it out because warhead can do very little on the approach.

recommended secondaries: anything that lets you grab a lead immediately or punish out of warhead range. beam rifle, machine gun twin bayonets, fireball. special note to the grapple shotgun for both punishing people out of range and dragging their asses back towards you.

super shotgun
everyone's least favorite weapon to fight against. the 30 stud conc means every match is extremely polarizing or involves some gimmicky comeback. the best weapon in the game within those 30 studs if you can aim it, one of the worst outside of it. extremely campable due to lack of area damage. get the conc or go home. you might scam if the opponent lacks corner busting. long range damage secondaries to try and push up to an opponent is acceptable.

recommended secondaries: corner busters or long range damage. gravity nade, machine gun, micromissiles, twin bayonets, shotgun, fireball

sniper rifle
raycast instakill shieldpopping madness kept in check by the almost complete lack of combos and utter absence of any corner busting whatsoever. can maintain damage leads easily due to headshot damage being excessive. opponents without a shield are at constant risk of being one shot from anywhere. right click means opponents will be out of shield for quite a bit. the slower rate of fire and need for accuracy results in very poor pressure, meaning huge vulnerabilities if you let people get in close, get a damage lead, or get knocked around.

recommended secondaries: anything that helps up close. rocket punch, static beam, twin smgs, shotgun, twin shotguns, rotary grenade, saw! tomahawk!

chaingun
maintains a position despite nerfs to its damage and usability. spews a laser tight death ray of bullets that liquifies anything it gets a stream off on. busts corners by just filling the corner with bullets. still could use some corner busting with a secondary. vulnerable to getting knocked around as it forces constant readjustment of aim as well as hit and run style cover using.

recommended secondaries: gravity nade or anything that can keep the damage up during overheat. machine gun, twin smgs, fireball.

twin spam rifles
the less accurate and more gimmicky brother of the chaingun. has similar damage but is less useful at long range due to inaccuracy. simultaneously better at getting to close range due to self knockback. has a weakass alt fire thats supposed to force people out of cover but the self knockback just invalidates most cover entirely. problems arise when enemies capitalize on the extremely predictable movement and the self knockback pushes you out of optimal range.

recommended secondaries: doesn't really need one so it utilizes various gimmicky ones to maximize damage in specific situations. rocket punch, fireball, saw! tomahawk!, grapple shotgun, rotary nade

sawblade rifle
the third member of the hold left click crew alongside the tsr and chaingun. shoots big damage saws that share the same ass destroying power as its brethren.  can theoretically be used to corner pop but attempts usually lead to mostly random outcome. suffers even more heavily from people using cover advantageously due to the slower fire rate and the need for two saws to hit before any real damage comes online. has a hard time hitting at long range and midair players due to slow projectile speed and small but significant gravity. will absolutely coat an area in saws much to the displeasure of the inhabitants. you will usually hit yourself at least 3 times per match. small self knockback that can become significant given space.

recommended secondaries: things that can deal with long range and airborne players. machine gun, beam rifle gravity shotgun, fireball

gas op
a weapon that is equal parts mobility tool and weapon. shoots a very fast 60 damage projectile that is an inferior version of the twin magnum projectile. its saving grace is its alt fire, the dash. the dash is an obscenely good movement tool that instantly allows almost risk free repositioning at an absurd speed. the gas op's left click isn't too slouchy either; although directly inferior to the twin mags it still can kill rapidly and has supreme self knockback. still isn't too good of a projectile so most of the strength comes with combining gas op utility with high damage but situational secondaries.

recommended secondaries: anything that is high damage and situational. pop someone with a gas op bullet and dash in with whatever gimmick you're running. rotary grenade, saw! tomahawk!, rocket punch, maybe static beam and twin smgs

spiral missile
the ultimate cover abuse weapon. basically the gas op with a slower projectile except it shoots through things so it can bullstuff people from anywhere. will always play defensive and will always force people to attack. pretty stuff if you're ever caught out in the open though. obviously busts corners like a motherforgeter, but the nature of shooting people you can't see and the slow projectile mean hitting someone is more happy accident than precision fire. continuously retreating to new cover while sustaining fire is about the only way to really use this weapon but its pretty forgetin effective at what it does. prepare to learn how to shoot in third person.

recommended secondaries: things that punish approaches with burst damage. twin smgs, rotary grenade, rocket punch, static beam, saw! tomahawk!

-c tier- aka needs buffs

missile storm
shoots a forgetload of slow ass missiles in an attempt to hybridize explosive damage and spam projectiles. doesn't work, the projectiles are too slow and don't have enough radius damage to make spamming in an area really count. if it doesn't do area damage then you'd assume it would be a direct hit weapon but the projectiles are so slow that intentionally hitting someone is almost impossible. right click shotgun missiles are extremely powerful but also super situational and read heavy. outclassed by almost every other close range weapon, do not use.

recommended secondaries: ranged damage and gravity weapons. beam rifle, machine gun, gravity nade, gravity shotgun

-d tier- aka seriously needs help and possible reworking

flamethrower
the once proud w+m1 monster was slain by damage nerfs to it and burning, now holds the title of worse than rocket punch. every other close ranged primary is so much better than it (warhead, super shotgun, chaingun, ect) that running it now is basically a gimmick in itself. that you can still pick it should be considered deceptive advertising because people might think its good. attempts to remedy this with a right click airblast didn't work out too well because every projectile is too fast or too numerous. dies to any kind of knockback.

recommended secondaries: any general purpose one because you're using it most of the time. shotgun, micromissiles, machine gun

-z tier- aka good lord

rocket jumper
half assed gimmick weapon with worse mobility than the gas op and absolutely no damage. the mobility is extremely predictable and still costs health to use. wholly reliant on secondaries and a complete waste of a pick. use only if you think you can style on everyone with it.

recommended secondaries: any general purpose one because you're using it all of the time. shotgun, micromissiles, machine gun

56
Drama / Re: pie crusts manifesto (He Lives!)
« on: November 16, 2017, 03:34:12 PM »
i'll take things done for attention for 200

57
you can spectate with /spectate

58
Off Topic / Re: presenting a new discord: CRITIQUE CLIQUE
« on: November 11, 2017, 06:42:28 PM »
why is it called critique clique instead of critic clique

60
General Discussion / Re: Farewell, Boss Battles.
« on: November 09, 2017, 05:39:03 PM »



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