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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 4:51 am 
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Jroc21507 wrote:
Everyone yelling nerf nerf nerf doesn't help the game. Now every character has up and downs. You can't have this game come down to making all the awesomenauts to equally matched up. Clunk explode does a 100 damage derpl nuke 85 coco blast 70 monkey mines 78 with this being said you need different character to do different damages makes the game interesting. having everyone oh nerf this is going to make the game less interesting. It's players themselves having trouble against other players who have been playing the game longer take advantage of them by constantly killing them and they get frustrated. Everyone just needs some time to adjust. Come up with new tactics against characters and other players. If you find yourself playing alone all the time add players who you randomly play with. And you guys can team up when you play.


While this all sounds good it doesn't change the fact that Lonestar is still clearly the single best Awesomenaut in the game, take that as you will but most people would agree. There are teams more effective without him, but only a few if you're honest about it.

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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 5:04 am 
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If they actually got creative and made characters that maybe had other abilities besides slow and traps. It would be helpful, making another shooting character like a lonestar or a character that boost up your defense or attack damage or range.

You can't always have it your way. I can see this game taking a bad turn due to so many request for nerfing of characters.

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I'm starting to think players that die a lot have much more nerf request. Adjust your tactics before you start yelling NERF to the Dev's


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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 5:31 am 
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Only a few teams are good without him. Are you crazy clunk froggy & monkey, derpl clunk & coco, froggy g clunk & voltar, voltar monkey & clunk , coco froggy g & clunk . So many combinations you just need to have good builds an players to play as these characters and not loose. To me it just seems getting someone nerfed to have a better 1 vs 1 chance, when it's a 3vs3 game. I don't want to much nerfing to all characters let it play out for a while. When the Dev's come out with and who ideas about nerfing they'll post it take opinions about it. And then re-post with what they will keep and what will get taken out. To me he's always been a good character for a noob to learn with.

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I'm starting to think players that die a lot have much more nerf request. Adjust your tactics before you start yelling NERF to the Dev's


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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 5:50 am 
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Derpl Zork wrote:
While this all sounds good it doesn't change the fact that Lonestar is still clearly the single best Awesomenaut in the game, take that as you will but most people would agree. There are teams more effective without him, but only a few if you're honest about it.


Indeed. There's plenty of points to mention as to why Lonestar is just *too* good.

His health is mid range.

His jumping abilities are the best in game. Double jump alone lets him get out of many messes most other 'Nauts are stuck in. Get boots, he can reach places that require jump panels to get to. Easily.

His speed is above average. With boots he's significantly faster than most 'Nauts, with the only exception of Leon/Coco when they get boots. He also earns Triple Jump with the speed upgrade, so he's far more maneuverable than *any* 'Naut.

Most of his builds only require level 30 to *completely* max out. Other 'Nauts have builds that will be mostly done around this point, but there's plenty of cases where they'll require up to 35 to max.

Hyper Bull has one of the most spammable and powerful snares in the game. Rebooter + Dual Slime means ever 5 seconds you can land a 60% snare for SIX seconds.

Tri-Namite with Contact allows Lonestar to completely replace a Yuri using Carpet Bombing... and is more flexible since laying mines for Lonestar can be done at range and varying angles whereas Yuri can only drop them directly below his person. And as another comparison to Yuri, the Monkey can't easily run from an enemy after he detonates a mine in their face; Lonestar can easily do so AND still fire bulllets their way.

Lonestar's bullets have a higher attack rate than Froggy/Leon, both of whom require almost full investment in speed upgrades to match Lonestar's base attack rate. Only two characters are faster... but arguably the speed in their cases means little. Yuri's laser may be faster, but it's damage is intentionally far weaker damage-wise as it pierces multiple targets, and requires him to be a sitting duck. Coco may have a faster rate, but by default she has to be in-your-face to do *anything* with it.

It's even more an issue if you analyze the cost of some abilities and compare them to similar items other 'Nauts have.

    Take Tri-Namite/Bouncy or Tri-Namite/Contact. 710 for a 75 damage burst that can reach a good distance and bowl turrets, or 755 for being able to create mine fields, both able to hurl into folks' faces.

    Clunk's 100 Damage Explosion can be put at a 7S cooldown for 755 Solar, and requires him to take a good chunk of self-induced damage.

    Derpl's 80 Damage Nuke requires a completely stationary Derpl for around 3 seconds, and can only be used every 10 seconds, for a cost of 955 Solar!

    Coco's Ball Lightning takes 840 Solar to reach 70 damage. 975 for a 5S cooldown.

Those are the biggest and most noteworthy burst combos... Which one has the shortest cooldown? Which one has the lowest risk associated with it? Which one has the lowest cost to boot? Tri-Namite with Contact/Bouncy, that's which. I'd say the comparisons are reason enough to at least greatly increase the cost of his Dynamite tree upgrades, or make Bouncy/Contact multi-ranked to affect their uber-usefulness.


There's all these quantifiable reasons for why Lonestar's just soooo damn good... and there's more that I haven't mentioned I'm sure. That's not even discussing in detail what he can do when he combines these abilities. That's not even discussing his Blaster alone or in tandem.

TLDR... You won't find nearly enough reasons to help with the "Lonestar is NOT OP" case than quantifiable facts that claim the contrary.

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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 5:53 am 
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It isn't just the dynamite, it's also the missles that does an instant 30 damage and it's like almost impossible to dodge trying to fight him and his mobility making him extremely hard to hit for the melees

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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 6:03 am 
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PurpleBanana wrote:
It isn't just the dynamite, it's also the missles that does an instant 30 damage and it's like almost impossible to dodge trying to fight him and his mobility making him extremely hard to hit for the melees


It'll be fixed when the two missiles work like Clunk's combo string. That is to say, they fire in succession rather than simultaneously.

Anyway, Lonestar with Bullets and some aiming skill can far outdamage the annoying missiles. Missiles are just very flexible with aiming requirements, and allows him to get free shots at the turrets with little-to-no damage.

But there... I added more points regarding just how good/flexible this 'Naut is.

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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 6:42 am 
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Then you know what take him out the game. Leave all the other characters and take lonestar out. You might as well if you complaining this much.

If he's spamming dynamite clunk can Hoover over them tap x a few times blam your over them. If he throws the bull at you jump over it. I don't even care if lonestar gets nerfed because even after he gets nerfed your still going to die and complain about something else the Dev's should and shouldn't have done to him.

You guys act like he's undefeatable he can be beat. Maybe you guys just suck that bad. That any lonestar entering the game just kills you constantly.

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I'm starting to think players that die a lot have much more nerf request. Adjust your tactics before you start yelling NERF to the Dev's


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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Jul 30, 2012 7:43 am 
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LuCkeePanTs wrote:
who invited Jroc to this convo!!! i think we should nerf jroc


^ this guy and all his friends play as a team and give me a run for my money with any character.

I just saw it said lucky o2 psn. Lol

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I'm starting to think players that die a lot have much more nerf request. Adjust your tactics before you start yelling NERF to the Dev's


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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Aug 13, 2012 2:47 am 
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I saw a new cheap thing that can be done with Lonestar. A guy had Mr. TNT, triple sticks, and contact detonation. When they got to our drill he jumped up on top where the shield and ramp thing are. Once there he started dropping sticks, which would last long enough then explode, dealing 75 damage to the drill. His position was such that there was no way for a close range attack from Coco, Froggy, or Leon was possible. It was just a matter of time from then on...

I just think the drill core should only be attachable from the front side, not the top through the floor.

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 Post subject: Re: Lonestar NEEDS a nerf!
 Post Posted: Mon Aug 13, 2012 4:50 am 
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Thx jroc, ppl complain when they don't know how to fight a certain toon and call on them being OP. Its what happened with derpl, ppl didn't know how to combat him and call him op when he is probably the easiest toon to kill. Oh well it's like arguing with a wall. So I don't even bother with nerf threads.

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