Author Topic: Lucifer cannons are overpowered  (Read 19024 times)

UniqPhoeniX

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Re: Lucifer cannons are overpowered
« Reply #30 on: May 16, 2010, 09:41:28 am »
Some excuse that is :( a charge of 8 still takes 35 hp. Also, I'd like to see you lucijump nearly as high without overcharge, as the explosion will be slightly further if you jump and then shoot the ground. Even making a bind with near perfect timing I only get 80-85% of the jump height.

kevlarman

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Re: Lucifer cannons are overpowered
« Reply #31 on: May 16, 2010, 07:27:03 pm »
Some excuse that is :( a charge of 8 still takes 35 hp. Also, I'd like to see you lucijump nearly as high without overcharge, as the explosion will be slightly further if you jump and then shoot the ground. Even making a bind with near perfect timing I only get 80-85% of the jump height.
you also get the "leg" damage multiplier, and take much less damage as a result.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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UniqPhoeniX

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Re: Lucifer cannons are overpowered
« Reply #32 on: May 16, 2010, 09:25:06 pm »
~35 hp instead of ~45 is less, but it's nowhere near ~26 hp in 1.1 (or ~20 hp if you still used only 8 charge). Also, could the beep timing be changed to be as far from overcharge in seconds as in 1.1?

kevlarman

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Re: Lucifer cannons are overpowered
« Reply #33 on: May 16, 2010, 11:50:29 pm »
the beep still goes off at the same point (2/3 of the way to overcharge?), so it would be slightly longer as a result of the whole charge time being longer.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Kiwi

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Re: Lucifer cannons are overpowered
« Reply #34 on: May 18, 2010, 02:17:18 am »
Because it beeps for a lot longer before it overcharges.

RECALL 69

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Re: Lucifer cannons are overpowered
« Reply #35 on: May 20, 2010, 08:34:21 pm »
in my opinion, Lucy is overpowered of the following reasons
-owns bases like a  :grenade:
-(i think) kills rants in one hit  :tyrant:
-impossible to kill when with bsuit  :battlesuit:
-spams
-easy to teamkill  :human:
-and are rather cheap  :armoury:
and if it doesn't kill rants in one hit, a couple more can

well actually, the main reason is the base killers. all the rants  :tyrant: are out killing others when it randomly says "The Overmind  :overmind: Needs Spawns!". and in swarms :hive:, it can mop out a base clean in a matter of seconds.  :egg:
1. That's the player's fault.
2. Needs 2 big charges. 3 depending how long you hold the charge.
3. Dude it's so fricking easy to kill a bsuit with luci (I'm not bragging it really is) I mean goon is fine to kill with it, better with rant! Like 3 headbites then boom instakill
4. Refer to #1 :D
5. Refer to #4 :3
6. Uhh hello it's like the most expensive weapon.

Find me in-game Recall*Kitty ; ) Good day. :3

Conzul

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Re: Lucifer cannons are overpowered
« Reply #36 on: May 21, 2010, 04:29:41 pm »
Just because a weapon is the most expensive, it doesn't mean that the weapon is the right price for what it does.

RECALL 69

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Re: Lucifer cannons are overpowered
« Reply #37 on: May 21, 2010, 08:36:35 pm »
k.

frazzler

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Re: Lucifer cannons are overpowered
« Reply #38 on: June 12, 2010, 06:58:00 pm »
Lucijump AND grenade jump (insta-kills non-bsuits) do a lot more self damage then in 1.1, tho yes, the ability to lucijump is same. Also, I think the amount of time between when the beep sound starts and when the luci overcharges has increased with the longer charge, making it slightly harder to time the jump. Maybe that can be gotten used to.
you don't want to overcharge anyway, knockback is capped at 200, luci overcharges at 250.

But what about that epic feeling of you and a tyrant both having no spawns or OM/RC, you completely overcharge your luci, but defeat the rant at the same time. You both die, but the human gets the win because technically the alien did not receive the kill.

F50

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Re: Lucifer cannons are overpowered
« Reply #39 on: June 12, 2010, 10:03:05 pm »
But what about that epic feeling of you and a tyrant both having no spawns or OM/RC, you completely overcharge your luci, but defeat the rant at the same time. You both die, but the human gets the win because technically the alien did not receive the kill.

Eh, the alien does not need to receive the kill to win. He just needs to die after the human. If the human would really win in that situation its because either splash damage is calculated after direct damage, and the win check happens in between, or the win check is bugged and checks human win first without checking for a tie.
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