GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Discussing the state of Flacker, Rainmaker, Plasma grenade and Pulsator

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Hey Bers,

Before I begin, there's one mechanic I'd love to see introduced: Splash Penetration. This would help certain high-level weapons stay relevant without being overpowered—such as the Pulsator Launcher and Rainmaker.

Flacker's state post endurance nerf:

With melee nerfs and the Flacker’s shelter penetration buff, it's now overused and slightly overpowered. with many players running 2–3 Flackers or Flacker+Doc/ Flacker+ Rapids. The weapon functions like a superior Grinder with 7 range, AoE, full shelter penetration, and 50+ damage at max range. Since it’s a shotgun, i suggest a nerf to its range to be down to 5 range.

Pulsator's Lack of Identity

Even after the assault rifle buffs, the Pulsator remains unpopular, as it lacks a niche.

  • Grinder is better for shelter penetration.
  • Gauss + Grinder outshines Pulsator+ Aug 'flexibility' due to superior range without the need for survivability perks.
  • The 40mm launcher isn't worth its extra weight due to low damage.

Possible fixes:

  • Increase range to 11 to stand out from the G11.
  • Buff the launcher by allowing it to penetrate 50% of shelter and splash, making it actually useful and worth the 5 AP/ Weight.
  • The final perk (vision up to 11) contradicts the gun’s need to be in enemy vision to fire—defeating its purpose. Perhaps buff the final perk by making it also increase range of all assault rifles by 1+. This would make this tree much more appealing as it would both make AUG more viable in addition to Pulsator.
Rainmaker’s Weakness

Even with splash nerf reversals, Rainmaker remains inferior to AT4 or RPG, which have lower DISP and better damage. Landing 2 DISP is difficult, and its 10 AP cost makes it even less viable.

Possible fixes:

  • Add 20% splash resistance penetration.
  • Reduce AP cost to 9.
  • Increase range by 1+

Since it's a long-range explosive, shelter penetration would be too overpowered, but something needs to make it worth using. I’m sure the stats support this.

Plasma Grenade Issues

Like Rainmaker and Pulsator, it’s underwhelming for a 120 skill—high weight, unappealing damage due to splash resistences, and no unique advantages. Making it not worth using in both in 1v1 and 5v5 megas. As high-AP naders dominate due to the much higher mobility and reach. In situations where you need to do damage, Frags are the safe option as you can land them on head and do much higher damage. Even in the situations, where you need to hit through a wall you players prefer safety of using frag's 0 disp. As to the uncertain nature of having 1 disp with no real upside creates no argument to use Plasma grenade.

Possible fixes:

  • +1 Range to range OR Explosion radius and a reduction of -5 weight.
  • Add 20% shelter penetration + 20% Splash Penetration while keeping weight at 18.

Just some things I’d love to see addressed now that you're updating the game again. Thanks for reading—I’m happy to discuss further!

Edited 16 minutes later by . Reason: Typos.
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