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 Post subject: Nerfing The Demolisher
PostPosted: Tue Oct 21, 2014 5:05 pm 
Sergeant
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Right now the demolisher mark III is the most overpowered physical weapon.
It should be nerfed so that any other build has an actual chance.
I was thinking nerfing all the marks by 5 so that it is now Mark I = 60-70, Mark II = 65-75, and Mark III = 70-80. Also I was thinking about making the demolisher consume 5 energy and produce 5 heat. :D

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Tue Oct 21, 2014 5:57 pm 
First Lieutenant
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Demolisher build can be countered with a heater build. A physical mech needs to equip more bullets which means less energy/heat outcome. The counter to the demolisher is either draining their energy for extra energy damage, or outright overheating them with inferno marks forcing them to cooldown. I recommend a heat-interrupt build. Don't make physical mechs weaker than they already are. =)

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Wed Oct 22, 2014 4:17 pm 
Sergeant
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the problem with that is that the demolishers do too much damage before you can over heat a good amount of times to win

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Wed Oct 22, 2014 4:19 pm 
Sergeant
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besides the bullets arent the only physical build

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Thu Oct 23, 2014 5:54 am 
Lieutenant Major
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Just a heads up, the colours blue and red of for moderates use. In future try not to use these colours ^_^

As for the suggestion, I would LOVE these items to be nerfed. But that is only because it would suite my build :3
I do agree these items are very strong as they do an insane amount of damage on top of reducing the opponents resistance.
Energy builds don't work as firing these weapons doesn't require energy. By the time you've depleted the enemies energy he's already piled on the damage and reduced your resistance to the point where it's too late for you xD This comes from experience.
As for heat builds, I feel like these would be able to compete. With slots being taken up for bullets, the physical builds cooldown wouldn't be able to compete against a heat mech. Firing the destroyers adds heat so piling the heat on top will cause him to miss out on turns. However from experience again, I've found heat mechs do very little damage. In cases, with an energy build, I'm comfortable giving up half a turn to cooldown each turn and can still do more damage.
In all, maybe something to look at to see how well heat builds actually fair against these items. However they are counter-able, however strong they may be, so no nerf is needed as of yet.

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Thu Oct 23, 2014 6:42 pm 
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i honestly disagree, because of the weight it is harder than it has been to beat a average demolisher build. also most doucebags have them at high fuse levels like 10, which make it do 85-95 plus they use a grenade lancher and a rare resis. drainer. also i just battled against shnik who with only around -9 resis. did over a hundred each plus a antares drone. that means he can do over 250 damage a turn. '' no nerf needed'' hmm

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Fri Oct 24, 2014 11:05 pm 
First Lieutenant
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If you are a energy-built consider adding a heat shield to counter physical build. Heat-built mechs consider adding energy shield/Heat shield. The weakness of those demolishers is a good shield popped on. Demolishers do not do any heat/energy damage. A good 25% shield or 15% shield maybe? It can easily delay your death by 1-2 extra turns. Also consider a 2-1 knock back weapon to put them out of range.

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Sat Oct 25, 2014 9:16 am 
Sergeant
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the shield would work for a bit but then you would be either drained or overheated also those bullet mechs usually have a apocalypse mark 3 and a rare resis drainer

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 Post subject: Re: Nerfing The Demolisher
PostPosted: Tue Nov 11, 2014 1:07 pm 
First Lieutenant
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Hi,

I don't think the demolishers need changing. They are already very heavy (mark 3 is 3rd heaviest side weapon) and also takes 15 bullets. To use them effectively you need at least 100 bullets, and that takes module space, leaving less space for everything else. Anyway, they are also legendary, making them hard to find in the first place :D :) :lol: .

-SpikeyMech

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