Anyone else love the Holorifle ?

Post » Wed Aug 26, 2009 1:49 am

what is the point of nerfing a gun that is already good. thats just dumb to do.


It's called game balance. Being godly isn't fun when you don't have other gods to clash with.
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Wed Aug 26, 2009 2:17 am

Its fine as it is...

It's not though, overpowered is still overpowered.
Not asking for the damage to be reduced.
Just asking for 2 or 3 MFC for each shot.
The nerf isn't "too" bad but it's still a change.

On the other hand, the unlimited CND is a bug and needs to be patched.
No nerf there.
Just patching a broken mod.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Wed Aug 26, 2009 10:31 am

Actually, because of the reloading animation, doubling up the cell uses would greatly reduce the weapon's effectiveness.

Maybe make it start with 60 damage, than the mod buff it to 80. Than they just have to patch the weapon condition higher when it is given.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed Aug 26, 2009 9:20 am

It's not though, overpowered is still overpowered.
Not asking for the damage to be reduced.
Just asking for 2 or 3 MFC for each shot.
The nerf isn't "too" bad but it's still a change.

On the other hand, the unlimited CND is a bug and needs to be patched.
No nerf there.
Just patching a broken mod.

But then again if you have a problem with it dont use it.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Aug 26, 2009 6:34 am

It's certainly eliminated the need to carry many energy weapon around, my loadout before holorifle is; gatling laser for tiny critter and cazadore, YCS for sniping and heavy foes, plasma defender for back up, pulse gun for robot. With introduction of the holorifle, I don't need to carry all those weapons around, and saving weight for me to carry more ammunitions with me (energy weapons ammo is really heavy), I play on hardcoe and it's real pain when ammo for all the guns ran out in the middle of let say death claw territories. With the holorifle I never ran out of charges before i return to ammo hub (Hoverdam). So to me Holorifle is godsend, I can snipe with it, can use it as rapid fire weapon for quick, close range point blank shooting and be able to put out 3 round in vats.

I don't think it's overpower, I just think that the devs finally treat energy weapons users right. Variations has been EW problem since the day one there's only 3-4 really useful EW, EW is also costly to use especially with Max Charges. Holorifle make it easy, make it economical to use EW, it's also very durable (never breaks lol)
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Wed Aug 26, 2009 1:41 am

But then again if you have a problem with it dont use it.

Not a valid argument.
Unbalanced things need to be balanced, simple as that.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Wed Aug 26, 2009 2:30 am

Whats your EW Skill? when I went there mine was maxed.


Ahh....a few points above where it was when I left Doc Mitchel's house. Maybe 20...or so. Not really sure. I know its not very high. I put my points in things like, sneak, repair, barter, speech, lockpick and guns.
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Previous

Return to Fallout: New Vegas