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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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16% Jackal nerf is too severe. (alternate suggestion)

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 16% Jackal nerf is too severe. (alternate suggestion) 
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FireCrack


Joined: Sun Nov 06, 2011 4:57 am
Posts: 109
Post Re: 16% Jackal nerf is too severe. (alternate suggestion)
ZProtoss wrote:
OP does not understand how the game works at all. The Jackal is still going to be grossly overpowered even after the patch. Its a fundamentally broken weapon that will likely never, ever, be competition legal.

The entire concept of a stealth class throwing out 1000+ unavoidable burst damage at range is just obscenely stupid.

If the Jackal ever wanted to be comp legal, it'd be changed so that each shot did 250 damage (regardless of being in the air or ground), that ramped up to 400 damage per shot after being placed on the terrain/building for 2 seconds. Essentially preserving the trap ability of the weapon, but removing the LOL COMBAT EXPLOSION aspect of the weapon.



Takes until page 5 for someone to mention the obvious solution. Damge ramp-up could even be higher and remain balanced, as logn as LOL COMBAT STEALTH EXPLOSION is nerfed.

(also, knock-back nerf is needed)


Sun Jul 22, 2012 3:23 pm
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Lesteriuse
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Joined: Mon Feb 20, 2012 4:39 pm
Posts: 1729
Location: Zagreb, Croatia
Post Re: 16% Jackal nerf is too severe. (alternate suggestion)
Derpes wrote:
Dumb thread is dumb.

The OP is bad, but the thread itself raises a legitimate concern. If the nerfs continue going in this way, the Jackal becomes useless. If the nerfs stop at this point, the Jackal is still an incredibly versatile weapon that the infiltrator shouldn't have. As it is right now, the Jackal gives the INF the ability to propel himself both on air and on ground more efficiently and safely with the disc, provides an excellent tool for air denial as well as serving for a substitute for sticky grenades with more damage, faster throw animation and projectile speed.

All this nerf does is gimp the Jackal's main purpose, trap laying. No matter how well-laid out your trap is, it's always better to use the jackal up front and personal instead of waiting for the right moment to detonate.

It's a shame because the Jackal could have the power to really shift the INF's gameplay and add much more depth to it. As it is right now, all it does is combining the best out of the both INF's other primaries, the area denial of the Rhino and the utility of the SSF.
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Sun Jul 22, 2012 4:21 pm
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nomadchaser
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Joined: Sun Nov 13, 2011 4:24 am
Posts: 396
Post Re: 16% Jackal nerf is too severe. (alternate suggestion)
Exactly. I hope HiRez is reading this thread because a lot of good points have been brought up and, if they're keen to nerf the Jackal, I think we've given them a lot to think about insofar as the direction they're taking the weapon. They definitely need to focus on the trap aspect on the weapon, not the skirmishing aspect.

I stick by the weapon needing a firing rate nerf, and it sounds like most everyone in the thread does too. Ideally, I'd like the damage raised back to 500 and the firing rate halved.


Sun Jul 22, 2012 4:39 pm
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Lesteriuse
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Joined: Mon Feb 20, 2012 4:39 pm
Posts: 1729
Location: Zagreb, Croatia
Post Re: 16% Jackal nerf is too severe. (alternate suggestion)
Firing rate halved and make it so it has to be stuck on something to detonate.
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Sun Jul 22, 2012 4:46 pm
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AmoraBunny
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Joined: Tue Dec 28, 2010 1:12 pm
Posts: 1474
Location: Japan
Post Re: 16% Jackal nerf is too severe. (alternate suggestion)
If the team had competent players an infail would never get close enough to be able to sticky anyone. The nerf is geared towards fixing teammate shenanigans that cause loss of life that should never occur to begin with.
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Sun Jul 22, 2012 4:49 pm
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