6 years ago
So space station...
Every match will a full space station is just unplayable, the whole team is against a full station and still lose the fight. When are they going to nerf those unbreakable shields?
Every match will a full space station is just unplayable, the whole team is against a full station and still lose the fight. When are they going to nerf those unbreakable shields?
@chogath_player wrote:
@ScreionWhile acorns are riding the oak they take reduced dmg. Also as long as one acorn has his heal ready on the oak they can't really get oneshot by abilities they see coming. While an acorn is healing the oak, the oak and his passengers take reduced dmg. The space station's 4 shields and large healthpool make it tanky while the oak needs acorn heals to draintank. If all the acorns don't blow their heals at once the oak and acorns can be just as hard to kill a space station. They can also draintank a single crater maker if all the acorns use heal (but only for a few seconds). Oaks and acorns need to be more coordinated to be effective as a single unit, while space cadets on a station can just do their own thing. Would it be better to just buff everyone else around her instead of making more characters weaker? The sound of empeach doing something unique to the station sounds good. It is a big robot thing like the imp mech after all empeach should definitely stun it longer or disable shields or something.
Couldn’t disagree more.
Nothing about Acorn/Oak compares to Cadet/Station.
Space Cadet is my favorite character but there's no question that stations can be daunting to deal with. I'm honestly surprised they haven't already adjusted it. The stack of health and shields plus being able to fire your normal weapons and the torpedo as a rider makes stacking up on the station superior to riding an Oak.
I'm hoping the next balance patch brings the 2 team characters closer in overall performance.
@ToastedSarnie attacking it from several directions to force them to split up the shields can help. A single cadet station isn't that big of a deal, it's when you add riders that give +health and shields that really make the stations tough. They're big targets so not hard to have teammates focus fire but if its being heavily shielded and healed, even that can be rough.
To avoid the crater maker, it heavily depends on the map. If you can get under a roof, or tree, or other overhead cover you can protect yourself from it. Be wary of them getting onto high ground so they engage crater maker up really high, allowing them to attack people on roofs and such. Normally you can also jump up above the station as the crater maker engages at a fixed height, but if they get up high first, that won't work so well.
A single-manned Station most certainly is an issue (in the right hands). Rapid-fire can be used to make the primary fire of the Station an auto-aiming, never miss type of force that cannot be beat by anything else in the game (this doesn’t take Crater Maker into account).
Really. Just mash on the fire button as rapidly as you can and the initial button press auto aim will glitch out and continually lock onto your opponent. Couple this ability to fire 50-70% accuracy with the Crater Maker and instantaneous channeling/no cool down and the solo Station is VERY broken still.
When you add co-pilots, it’s the worst OP force I’ve ever seen in a shooter but that doesn’t take away from the major nerf that needs implementing on solos.
EDIT: This (solo Station) feels worse to me than Captain Cannon ever did and I refuse to use Cadet/Station as is....
@spIash_damage I don't have the aim assist/auto-aim on at all so never got this lock on thing when playing the station. That's definitely an issue that has to be addressed. That would definitely make a solo station nasty. Crater Maker is an issue in general.
There's bugs with the crater maker where with the upgrades to make it last longer with vanquishes keeps you stuck in mid-air but unable to fire or do anything other than move, but when it ends, crater maker is fully recharged so that's a serious problem, I found that out last night in an Ops, it's kind of like that bug for 80s Action Hero with the extended rocket ride with vanquishes where you get this weird auto-jump after using it and you can't aim, fire, or even sprint with him afterwards.
It doesn’t matter how your settings are adjusted, this feature exists on many characters.
Your first shot is more accurate than following shots... whether it’s due to recoil, etc... I’m not sure... but this works with Soldier, Corn, etc.... just mash on the scope button (rapidly) while holding down primary fire and you’ll see what I’m saying.
An ELEVEN year old taught me this. 🙁
EDIT: To clarify... the Station does the scope and fire at the same time just like rapid firing the scope of Soldier while holding down primary fire. Let that sink in: Solo Station can exploit this glitch with the press of one button (rapidly pressing the fire button only). Most broken character in the history of the game.
@spIash_damage I'll have to try it out tonight but I've not encountered this. It might be specific to a particular platform. Regardless of whether I can replicate this or not, that's definitely got to be fixed!
And of course an 11 year old showed you this! This is what we did as kids on the Atari and Colecovision too, it was fun to beat the adults at these games to knock them down a peg! :D