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TOXIKK Forum • View topic - Cerberus Nerf?

Cerberus Nerf?

Suggest New or Discuss existing Features and Feature Tweaks
Mon Jan 26, 2015 4:44 am

  • The map isn't going to be a huge issue in the balance. If the map were more open, people would be stuck to the ground even more, which would allow for the same easy splash monkey play we see now. Splash like this is meant for games like tribes: long range, lots of time in the air (and even in those games splash monkeyism was noobish).

    Toxikk isn't a very vertical game, so splashing the walls is no different than splashing the ground.
    RedVeyron
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Mon Jan 26, 2015 7:28 am

  • Maps can to quite a bit to weapon balance in general. That being said the Cerb is so good now I can't imagine a map where it isn't still insane. On the flip side I consider the falcon not great now, but certainly could think of map types where it would be good, especially if there was an objective based game mode like CTF.
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Mon Jan 26, 2015 8:25 am

  • The Cerberus needs a RoF nerf, no doubt. The more I use it, the more powerful it seems. You can kill multiple players with it in a short space of time, and camping the spawn is too easy because as well as health packs dropped from dead players, there are also a pair of health packs on the ledge above, the +100 armour is located nearby, and there are another two health packs underneath that. Also, there is an ammo pack located next to the spawn, so you will rarely run out of ammo and you have lots of health options (and an armour pack) available. I've seen a lot of players use this tactic, because it is so easy to achieve.

    The other weapons aren't useless, most of them are strong (although some of them do have issues), but none of them allow you to be as effective as the Cerberus does. You can't kill 3-4 players in a couple of seconds with the Bullcraft, due to the delay between alt fire shots. The Dragoneer alt fire can kill multiple opponents, but they need to be lined up for the shot to hit all of them. The Violator alt fire requires very good aim to kill several opponents in a row. And the Falcon and Stingray require pin point accuracy to achieve multiple headshots (and this is tricky given the mouse acceleration and poor crosshair).

    Compare those to the Cerberus, and they are all weaker options. I think the splash radius is fine, it is just more noticeable due to the enclosed map. The damage on the splash feels high, but that wont be a problem with a RoF nerf. The rocket speed is more or less fine, any adjustment to this would have to be very small to keep the weapon fun. The biggest issue is being able to land follow up shots in such a short space of time. If you bounce an opponent with splash damage, you can easily land a follow up shot when they are in the air or when they land. If your opponent dodges your first shot, you can hit them with a follow up shot before they are able to dodge again. Even noobs that spam their shots wildly can get kills, but in the hands of a skilled aimer, the Cerberus is too lethal compared to the rest of the weapons, and the spawn point is too easy to control.
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Mon Jan 26, 2015 11:11 am

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Mon Jan 26, 2015 12:31 pm

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