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TOXIKK Forum • View topic - Raven Too Powerful

Raven Too Powerful

Suggest New or Discuss existing Features and Feature Tweaks
Mon Feb 09, 2015 4:54 pm

  • I definitely did not read that huge wall of text Lethargy ;)

    But I agree the Raven is too strong for a spawn weapon. The primary rate of fire is pretty quick and especially with the alt fire mechanism, even if you die, you have a decent chance of landing a revenge kill unless they're stacked.

    There was no reason for a buff other than bad players couldn't get kills with it.
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Mon Feb 09, 2015 6:45 pm

  • The problem with the previous iteration of the Raven was compounded by several factors:

    1) The size of the map and the player limit. Personally I think Foundation is better suited to a max player cap of 6 rather than 8.

    2) Spawning is completely random at the moment, which makes TDM a pain (as you can die and spawn in the middle of the enemy team) but it also makes DM more frustrating as players can spawn behind you and kill you easily with the Raven. It also had the problem of spawning with an opponent facing you killing you the moment your invulnerability wore off because they may have a weapon that can easily one shot you (and if they had 100 health it would take 5 shots to kill them).

    3) Weapon stay off meaning your spawn position can leave you without a stronger weapon after spawning, meaning you need to either go and find one, wait for the nearest one to respawn, or kill a player. Any of these could get you killed easily putting you back in the same position if the Raven was weaker.

    I think these had a lot to do with the previous complaints about the Raven being too weak, players were respawning and dying again and again because they were forced to rely on the Raven due to unlucky spawning, inability to find a better weapon and the map being relatively small compared to the number of players and the speed that they can move around the map.

    And in its current iteration the Raven is going to be far too strong:

    1) On larger maps because of its precision. Adding spread or fall off would fix this (although I dislike fall off unless damage numbers are shown).

    2) Once hit sounds and better crosshairs are added (I find my accuracy is better with hit sounds and a chosen crosshair).

    I have no idea what a good solution would be, personally I would rather see a damage decrease across the full range of weapons, because I dislike how low skill some of them are relative to how much damage they do. Once the other weapon balance is fixed, getting the Raven balanced will be easy.
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Tue Feb 10, 2015 5:38 pm

  • The problem is they "fixed" something that didn't need fixing, it was simply too easy to get demolished by cerberus prior to the first patch. There was absolutely no need to buff the raven, it was fine. As others have mentioned, I agree that if there is a buff to be had by the raven it should be headshot ability for extra damage. Currently it's too easy to get kills with it, simple as that. Removing the reload animation would help it without extra damage too.
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Wed Feb 11, 2015 2:44 am

Wed Feb 11, 2015 5:44 pm

  • Raven is just fine, Unreals Enforcer took 25 hp/hit aswell, and it worked out just great. Personally, Id prefer dual wield over this tripleshot alt fire :rolleyes:
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Wed Feb 11, 2015 6:19 pm

Wed Feb 11, 2015 7:15 pm

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Sun Feb 15, 2015 9:36 am

  • Well said, Lethargy! Well said!
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