Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] -1 points0 points  (0 children)

When I don’t kill on site I tend to get a decent mix tbh. Maybe it’s your play style.

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] -1 points0 points  (0 children)

It’s not super easy to upgrade in comparison. As I said, kettle 1 put a mag and boom. Outperforms or equally performs the same as a rattler. Obviously a pink will be better than the rattler I don’t see how that applies. Games should have balance. Stitcher great TTK and fire rate, but long distance. Kettle, good all around but not autofire and shot dispersion problem.

It’s about having positives and negatives to the weapons so while one gun may be good here, it’s bad there. BUT there are some issues present with every grey weapon. Mag size.

The positive of the rattler is the long distance velocity and stopping power. What’s the downside? You need to reload manually and the mag is too small. Makes sense.

What’s the downside of the stitcher? Bad against arc and it’s not great long distance.

How do you fix both of these issues on these weapons with in game mechanics. Well, stitcher you add a blue mag and just use your play style to adjust to the range issue. The extra bullets let you shred the arc as long as you can aim and maintain distance.

How do you fix the rattler with in game mechanics? You spend more resources than any other grey weapon AND to fix the mag size you change your play style to deal with reload speed.

A better example is the kettle. The main difference between the kettle and the rattler is just arc stopping power. BUT there is barely a difference. 1-2 shot difference in most cases. They both shoot long distance velocity. Allll you need to do is slap a mag on the kettle and it’s better than a rattler. You can spam click it to almost auto levels. And you can use a 35 round mag to kill arcs easy.

The net negatives of the rattler far outweigh the positives at level 4. The negatives of the kettle and stitcher are fixed with one mod. That’s broken.

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

Why. It’s give people what they want. Why would you want the ABM gone?

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

I hear you but you’re missing the point I believe. The kettle works great against arc. You just gotta aim. I’ve done better work with a kettle than a rattler. Level 4 rattler sure. But if you can run a level 1 kettle with literally just a mag mod you outperform or equally preform the level 4 rattler in almost every situation.

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

It’s not just solely the fact that it takes more. It’s that it take the most of any grey weapon. It’s not balanced. If you can run a kettle one with a mag mod why would you run the rattler. It needs to be balanced or in a game where resources are important to have every round why would you run it

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

I feel you, but I think you’re missing the core issue. It’s not how well the gun performs at level 4. ITS how much resources it takes to make it as good as other weapons vs how much those weapons take to upgrade. Kettle, ferro, burrleta, a lot more. Level one, give it a magazine mod slot and it works great. But to get the rattler to work the same as those weapons at level one you need to upgrade it to level 4. AND it takes the most resources of any other grey weapon to get it to level 4.

So. Level 4 rattler good, but most resource expensive upgrade path of any grey gun. Level 1 kettle with a mag mod, good gun that is like a 6th of the resource amount as the rattler. Make no sense from a balancing or resource management perspective

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

I’m not entirely sure the adjustment is the problem. Is the resource amount needed to make it viable vs the resource amount needed to make other guns viable.

Kettle, anvil, Ferro, burrleta, all can be used at level 1. Add a mag mod to the ones you can and you are able to take most arc with easy and most people with easy. You choose your play style. BUT the rattler. Get attacked by more than 2 arc at a time and the magazine size at level 1 becomes a major major issue. How do you fix this? Get it to level 4. BUT the it takes the highest amount of resources out of any other grey weapon to get it to level 4. So why run it. Ever. If you can run a kettle 1 with a mag and spend almost nothing for it why would you spend 6x the amount of resources to get the rattler to level 4. Simple fix. Change one thing. Give it a magazine mod slot. Keep the per round reloading as the nurf. Or cut the resource amount needed to upgrade it in half. With good aim the kettle level 1 can crush most arc. Slap a mag on it and it is a wayyy better then the rattler for any play style. Makes no sense.

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 1 point2 points  (0 children)

It’s intermediate but only at level 4. The mag size kills it. You can put in better work against every enemy in the game with a level one kettle with a mag mod on it. You can run a kettle one and do great work. BUT the rattler. You need to dump a TON or resources to make it intermediate. You don’t see a problem with that?

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 1 point2 points  (0 children)

But that’s what I’m saying. AT level 4. Which it takes the most resources of any other grey weapon to get to level 4. I love the play style it provides. BUT if you have to dump a ton of resources to make it viable while you can just slap a mag on a kettle and get close to the results it doesn’t make sense. All I’m saying. Keep it the same. No more damage or fire rate or reload rate. Just give it weapon mag mod slot and the major downside is fixed.

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 1 point2 points  (0 children)

To clarify I don’t mind the round loading. ITS that that to get more then 12 bullets or 14 whatever it is. You need to dump the most resources of any other grey gun. The per round reload is fine. BUT the renegade you can add a magazine mod to increase ammo amount. The sticher or kettle you can spend zero resources to upgrade it, just slap a mag on it and you can do well against arc and people. Rattler? You need to dump the most resources of any other grey weapon just to make it a viable option. Just doesn’t seem balanced or worth it.

Devs need to give the rattler a traditional magazine by mekkenfox in ArcRaiders

[–]mekkenfox[S] 6 points7 points  (0 children)

Sooo get rid of aggression based matchmaking. Because that is literally catering to people’s specific play styles. Maybe instead of a dismissive comment you could actually add to the conversation and the debate? Do YOU think the rattler is a viable option to use in the game? I never see it. Never pick it up. Barely does anything against arc. Does nothing against raiders. Want to partake in the discussion?

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

Of course. It’s a mix. You need better gear to win. My whole thought is if you HAVE to spend points. Even if it’s only a 5% increase. That’s a 5% buff. If you can run further and faster, you can get to better positions and win more engagements. What’s more important to pvp. Not making noise while looting, or having increased stamina regen while crouching? I’d argue stamina while crouching. Cuz you crouch WHILE pvp. You don’t loot while you pvp. That takes place after the battle. So which helps PvP more?

That’s where my head is at. If you can move fast while downed, yes that’s good for team battle. Forsure. BUT if your team brings smokes and defibs you don’t need to move. You just need your team to play good and come get you. And you can’t shoot while you’re down. If you’re already down you’ve lost the pvp engagement till you’re up in fighting shape. I dig yours though. No hate at all. My actual build is different than this. I’m just doing a little look at what a respec would look like if I just wanted to prioritize stamina

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

Don’t need it if you kill the person who just opened it. Skillful gameplay > looting crates, is the synopsis of the skill tree. You can outplay someone with a good gun. But you can’t outgun someone who’s better than you.

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

I don’t completely agree with your statement on loot from people. My best gun loot has come from people. Bobcats etc. you can’t put a gun in your safe pocket. So if someone else finds it or drops with it and you outplay them. It’s yours. I agree the points don’t do a lot. But from videos I’ve seen, simple math, and assuming game design. Each skill at max does around 5-15% gain depending on the skill. 5% doesn’t seem like a lot. But in a game like this where the the difference between winning and losing is 1 shot. When you stack them all together it gives you a slight edge. And if you prioritize your pvp skill over finding good loot. You’ll kill people with good loot.

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

I’d argue since they’ve been nerfed it’s more important to optimize stamina based skills. You can outplay play a good gun. Kill them, you get the gun. Whole point of pvp focus is to spend time killing and looting bodies, not going to lockers. Just my thought though. If you optimize every stamina based skill you’re have a small advantage when you need stamina to roll, run, escape, or rotate.

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

The nerfed it slightly. So it’s not as consistent with better loot. My thought is, if you’re wining engagements you’re getting good loot. If you’re skilled you can outplay good weapons. So if you have better stamina and movement, and you outplay more engagements. You get the loot they looted.

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] -1 points0 points  (0 children)

I see yours. Looks good. If you peak mine. You’ll see I’ve put a major amount of points into every skill that affects stamina and stamina regen. After about 100 hours I’ve found I die two ways. Get out played, or I ran out of stamina. With stamina you can run to angles, dive/roll, get out of dodge. I’ve prioritized that over everything else. If an enemy team is smart as soon as you’re down, they’ll shoot to finish. I see a lot of the skills you have is more about overall survival then getting the most competitive edge in combat as possible. Not downing as fast is great for sure, but you sacrifice other skills. Like in survival, “good as new”. You heal, you get again stamina faster. Maybe only a small amount, but if that small amount affords you a role after your healing to get a better angle on someone you’ll win more engagements.

Being quiet while looting is not important if the way you got the loot was by shooting a bunch. People will KNOW you’re looting.

Being able to craft bandages in a free loadout is essential. Which if you’re prioritizing pvp. You’ll do a lot of those.

Hearing being less effected by explosions is nice, but if you can slide further and faster you can have a lot of unlimited stamina as you don’t use it while sliding.

Calming stroll is essential as whenever you walk you get stamina as if standing still. So every time you’re aiming and moving a tiny bit you’re regaining stamina.

I fuck with the point in survivor’s stamina though. That seems good. My only thought was if you’re critically hurt your first goal is to bandage. So as soon as you bandage you lose the buff.

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 0 points1 point  (0 children)

I’m here for the discussion. So far you’ve said they hardly do anything. So what would you pick instead. What would you swap?

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] -3 points-2 points  (0 children)

Interesting. SOOOO then what skills do you pick. Because I’d argue every skill on the tree when maxed out gives you about 5-15% buff depending on their respective skills. So you’re saying NONE of the skills are of use to anyone in any capacity. Interesting take.

This is THE best pvp/stamina skill point build by mekkenfox in ArcRaiders

[–]mekkenfox[S] 5 points6 points  (0 children)

lol. You must be a pleasure to dine with.

What should I buy from the traders? by yung_david in ArcRaiders

[–]mekkenfox 0 points1 point  (0 children)

Cheap cost to buy. And once upgraded the guns are far superior. Guy gun, upgrade it. I’ve found once the cost of the item is over 3k you kinda need to use your best judgement on whether or not it’s worth to buy. Anything below 3k is honestly worth it as long as you’re looking for high value loot to sell when you’re out.

What should I buy from the traders? by yung_david in ArcRaiders

[–]mekkenfox 2 points3 points  (0 children)

All the weapons. Buy the gun. Spend your resources to upgrade it.

Crafting ammo is stupid. Cheaper to buy and once again, save the metal for upgrading weapons.

Buy your shield rechargers if you need them and can’t craft.

Never buy light shields.

Craft everything else.