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Keg slowing effect: Good or bad? |
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19-06-2012, 08:24 AM |
Post: #81
mnjcompagnie
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is it just me, or is GS post-buff more OP than keg pre-nerf?
These
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19-06-2012, 09:56 AM |
Post: #82
dajurgen
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19-06-2012, 02:18 PM |
Post: #83
Drugie
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(19-06-2012 04:47 AM)Pedrollipe Wrote:(19-06-2012 02:46 AM)Drugie Wrote: The update to keg is a good one. The slow was the worst thing about it, and this problem has been tackled. The damage has barely been changed. The explosion radius has also been reduced, which was again a problem with it, since you could be slowed from miles away. And at the same time the radius for the max damage to be achieved has been increased. Add this together and you get a keg that is very rewarding if aimed well.(Stop worrying ill Report you,you made a good commentary here,but if you don't mind ill disprove it) But at a low level, none of the other classes have many ability points to use. In the level 2-6 range you speak of, soldiers will typically have level 2-4 CM, while commandos will generally have 2-4 stealth (as most people seem to think it is of vital importance when, in reality, it isn't). That, and most other low level players also will not be able to aim very well, so really gunners will be winning most fights even without a slowing keg. On higher levels though, a well placed keg now is just as rewarding, if not more so, than in was before. Spammed kegs, on the other hand, are practically useless. |
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19-06-2012, 04:52 PM |
Post: #84
mnjcompagnie
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^^
This seems reasonable to me. These
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Bananas

