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Icker Ammo is too cheap for How long it lasts


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It lasted through a whole deerclops boss battle with weak weapons. It might last longer too.

 

I believe you should only get like 5 ammo per craft or something. Its extremely strong, and you will rarely use it since it lasts really long, its more of a utility you fire every so often.

4 hours ago, Jakepeng99 said:

It lasted through a whole deerclops boss battle with weak weapons. It might last longer too.

 

I believe you should only get like 5 ammo per craft or something. Its extremely strong, and you will rarely use it since it lasts really long, its more of a utility you fire every so often.

This feels like it'd make them go unused but I can't be too sure really.

1 minute ago, Jakepeng99 said:

It wont. Right now its 40 per craft which is extreme overkill.

But at that point why wouldn't you just use slowdown rounds instead of going to the caves to grind a late game mob?

Just now, Mysterious box said:

But at that point why wouldn't you just use slowdown rounds instead of going to the caves to grind a late game mob?

The icker ones makes them extremely slow, and for ages. 

 

Slowdown rounds kinda suck. Its only 33% slower movement speed for short time.

1 minute ago, Jakepeng99 said:

The icker ones makes them extremely slow, and for ages. 

 

Slowdown rounds kinda suck. Its only 33% slower movement speed for short time.

33% makes a huge difference when considering the faster speed and range of the slingshot this is also weighed against the icker rounds not only costing a skill point but also being your alignment skill locking you out of the lunar skill which is a big deal adding a grind on it on top of that in comparsion would likely make it a forgotten skill.

The slowdown rounds slowdown also already lasts for 30 seconds which isn't a small amount of time.

1 minute ago, Mysterious box said:

33% makes a huge difference when considering the faster speed and range of the slingshot this is also weighed against the icker rounds not only costing a skill point but also being your alignment skill locking you out of the lunar skill which is a big deal adding a grind on it on top of that in comparsion would likely make it a forgotten skill.

Icker rounds dont need an alignment.

They're fine as they are since it's locked behind Alignment, Shadow Rift, and require Empty Bottle that is not easy to amass. Klei is also planning on balancing the Ammo Craft perk, so you most likely won't get 40/craft anymore.

18 hours ago, Jakepeng99 said:

It lasted through a whole deerclops boss battle with weak weapons. It might last longer too

what even was the point of using them on deerclops if it should ideally remain almost stationary for the entirety of the fight? what did you even gain from using them?

2 hours ago, grm9 said:

what even was the point of using them on deerclops if it should ideally remain almost stationary for the entirety of the fight? what did you even gain from using them?

I used slingshot from range obviously.

1 minute ago, grm9 said:

why did you not just kite with a melee weapon for making the fight about x1.5 as short and spending less resources on it    

Because using slingshot makes it easier and safer. Also you dont need tp pause attacking.

43 minutes ago, Jakepeng99 said:

Its just a demonsteation for how long it lasts.

I think the point they're getting at is you were using deerclops as the baseline for this test instead of a boss know for their speed like dragonfly or werepig or even the trio then highlighting how easy the fight was with these rounds and how "op" they are despite having to kill fuel weaver to get.

You are probably testing with freecrafting or c_give() commands, which is fine for testing purposes (we all do it). However, don’t lose sight of the fact that, by the time you obtain those items in a normal playthrough, you are likely dealing with challenges far more significant than Deerclops.

Unless you start the game with rifts open, it's a super late-game ammo. In a normal playthrough—not one where you're rushing to defeat Shadow Pieces on day one—you would spend many hours, or even days, relying on the cheaper "slow effect" alternatives. This "weapon" serves as a rewarding upgrade that you earn by preparing for and successfully defeating the Nightmare Werepig, Shadow Pieces, and the Fuelweaver.

Looking at the bigger picture, it is not overpowered at all.

10 hours ago, _mylilsunshine_ said:

They're fine as they are since it's locked behind Alignment, Shadow Rift, and require Empty Bottle that is not easy to amass.

Do keep in mind you actually do get the bottle back when crafting things with them, so once you have an okay stock of bottles you are actually set for a long while (which I do personally think is a good thing, and also just makes sense).

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