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that's a pain to position.
Sakugarne is a dumb weapon that is basically just for trolling.
You're saying that Super Arm is overpowered, huh?Yes.So that means Atomic Fire is overpowered.Atomic fire has ridiculous charge up time, is slow and easy to juke. It must also mean Astro Crush, which is almost always set in places hard to get to, overpowered.Astro Crush is a strange weapon. I consider it more "broken" than overpowered. (note: broken != overpowered, broken in this context generally means something is simply /wrong/ with the weapon, or the weapon is just stupidly designed (in this case, both are true)) Is Hard Knuckle overpowered? According to you, yes, it deals near the same amount of damage Super Arm can. Oh I'm sorry, I didn't know 70(?) damage was equal to 130(?) damage. Looks like you didn't read what I wrote, either, considering I was pissed with its ohko potential, not huge damage in general.Sakugarne must be overpowered because it can easily kill people it gets close to. It makes you really easy to hit once you land.God man, have you ever USED Sakugarne? Learn to jump cancel and use it properly and the whole idea of being hit when you land is thrown out the window. They're all power weapons, I don't see the problem.Power is ok, low risk for high reward is stupid.Super Arm can score an OHKO, sure, but that's a pain to position.Yeah no. It's extremely easy to 100-0 someone at close range, and even easier at mid range if you've used it more than twice in your life. I suppose we should give Super arm 8 second air time until it hits the ground, nerf it's damage to 10, make it drain all of your ammo to empty by one single use with a full bar, and make it fall on you and crush you if you hold it with 1/4 of your health.Stop blowing things out of proportion. I'm certain you've been in a situation where you're stacked to the brim with weapons, have a plan to kill someone that only has super arm, then get unfairly 100-0'd out of nowhere just because of the insane damage.You shouldn't be seeking a nerf, you should be seeking balance....And a nerf to how easy it is to ohko with super arm would balance it.
You shouldn't be seeking a nerf, you should be seeking balance....And a nerf to how easy it is to ohko with super arm would balance it.
LOLOL not gonna argue w/ my other points zero? that's cool.
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage. It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.
Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.You haven't even said what should be changed yet. Why not go ahead and say it yourself?By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns. My movement patterns are too obvious.
And not every skinmaker gets critics unless they have Loads And Loads Of Skins.
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.