AMR begone

cut the extra damage from stacking
nerf the scope to a 4x

solved the amr

alternatively, remove sniper from the game and make melee spec

4 Likes

ftfy

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oh thank god, bless your soul

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Gimme 1 day to summon the AMRcord to smite this PR down because you’re removing 1 persons fun (at the expense of every xeno in a 1 mile radius)

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remove amr bring in the vulture
peak soul #kinoincoming

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we should add a weapon that staggers/stuns T3s and xenos in general, does 500 dmg to queen and does this all offscreen and cloaked, maybe even make it go through walls, completely go against the marine artstyle too
oh wait

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Can you believe this is meant to be this?

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just buff it and call it a day

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already hit with “improve not remove” womp womp

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Let it use event-exclusive “toxin-efect” rounds that remove xeno armor, balance the rest (damage and other status effects).

Now it becomes a support/finisher tool that still can do something to the Queen if she is perparing to Screech, but instead of taking a lot of health, it makes her more vulnerable to other marines.

Lore-fluff explanation that it somehow cracks xeno armor. Boom, done, balanced sidegrade to the regular sniper.

Alternatively AMR rounds into super-holorounds that increase damage of everything else by lets say 50%, but not itself, instead of “toxic-armor effect”.

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Yes, triple the damage, and rename the gun to: Queen Begone.

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Yeah as expected. I made the mistake to attempt to remove a dogshit feature instead of paying geeves to add something equally aids on the other side. :clown_face: The enshittification must progress until we reach TG bloat.

iirc toxin effect was unfun for the same reason neth’s armor rework didn’t work.

Then it still has the same issue as current flak (holo/armor removal is more fitting there if I were to replace slow tbf), where regardless of how little the sniper round itself does you end up taking tremendous damage from marines. The AMR would have to also deal little damage to compensate for this so it’d shift between useless and broken.
Would shift the entire rifle’s identity anyways, which I think is a bit too much.

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It is unfun when every marine can apply it by just shooting. One spec doing that won’t be less fun than SADAR.

That is an issue? A cooperation between spec and marines becoming powerfull together than alone is somehow an issue? Lone AMR spec can’t do much, few lone marines can’t do much, apes together strong. And Queen gets clear information in form of a clearly visible outline that she is under effect of holorounds, so she can decide to not engage, instead of being forced to not engage via loosing a lot of health.
It is not like pulse rifle AP ammo already doesn’t bypass Queen’s armor anyway.
It already works like that with SADAR and his AP. Queen/T3 gets stunned and you end up taking tremendous damage from marines, but you are lying on the ground stunned and helpless.

Leave the ability to still shoot trough walls and xenos and add bonus damage to benos lying down (both stunned, critted and resting) thus giving AMR spec aforementioned executioner role.
Maybe also do not take the ability casting cancelation effect and here we go. A support spec. This can be balanced with finetunning.

The identity is to be a better sniper rifle that deals stupid ammount of damage and basically every single effect under the sun outside burning, all of that offscreen, this is what we have currently. And this fragile state will have to be nerfed and the only way it could is nerfing damage and secondary applied effects, thus actually turning it into a peashooter.

Why can’t we give it new identity, instead of clinging to the old that is inherently broken?

Or just say “fuck it” and make it deal 1000 (or more) dmg with 0 AP, or something like that, but it has no IFF and sniper doesn’t get his ghille armor.
Truly an Anti-Materiel Rifle identity.

1 Like

Yeah if the cooperation is just shooting the person affected by an autoaim ability it shouldn’t result in tremendous DPS increases. Good co-op is stuff like the hornet nades which actually require hitting and you being within the same screen (though the dmg bonus is sadly pretty pathetic)

Ye, we don’t need that on autoaim across several screens.

Peopel would just cloak in the middle of fuckwhere and wait for benos to rest, then kill them. Would be aids and useles outside of cheese like that.

The identity is to have wall piercing and heavier ammo/feel. I.e it’s slower with more damage and clear impact. The way it’s handled in the github PR it has more damage than currently (aside from third stack) with 0 changes to the effects besides slow length which scales off damage.

It isn’t, the numbers are just tuned too high on a bad mechanic.

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hes not removing AMR, but spotter my guy.

Also, i just tested that gun again on private.
Its first aimed shot with the dmg reduction does MORE dmg to a crusher then the noral sniper rifle with its aimed shot.

Who the fuck made a sidegrade and just made it a better gun. Who fucked up so royaly to make an upgrade instead of a sidegrade.

2 Likes

The only improve not remove idea I have is to make it so there are alternative spec weapons obtainable via research / marine techtree thing as an optional upgrade e.g,
Sniper - can upgrade to an AMR
Sadar - can upgrade to a rocket launcher that can fire OT rockets
Gl - can upgrade to (buffed?) SHARPs
Pyro - upgraded flame types?
don’t have any ideas for scout
At least this would fix some of the issues with AMR + OT by recognising the fact they’re clear upgrades and integrating them into round progression rather than having them available from roundstart.

3 Likes

That doesnt fix it because the issues with OT remain.
It’s not about how hard they’re to obtain, it’s about people not wanting to play against it because it’s broken. Spec upgrades would fall into the same area + it’s 4 people in a round that are already special, no need to focus on them more.

It deals more to high hp targets, but the DPS is still WAY lower than with the standard sniper rifle, so in actual gameplay the base sniper would be dealing way more damage.
On current live it’s a downgrade with an extremely annoying focus system that does nothing but bully people out of the round - it’s harder to die to it due to the dmg going down the lower you are on health. So if you’re around half hp the AMR will deal less than base sniper.

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Am I the only one that sees the giant loading circle above the boilers?

Or does strobclicker add that as a feature

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Ok, let me repeat this.

It deals more dmg on its 50% shot, then the base sniper.

IT DEALS MORE DMG WHEN ITS “WEAK” THEN THE BASE SNIPER.

To say it is a worse version, is a flat out lie. “oh but it doesnt do as much dmg to the low health xenos”.
Cool, but fun fact, it still deals massive dm to them, and it deals flat out more dmg to the ones where high dmg is most impactfull. You know, all the T3 wich rely on their high health pool and are balanced around it.

Worst of all, it completly bypasses dmg caluclations with the %dmg and ignores balance.
Because xeno health and armor, are not balanced with a %dmg weapon in mind. There is no way to properly balance this without making tons of exceptiosn for multiple casts, wich would end up being a round about way of giving them armor.

%dmg does not work on this scale. Period.

The fact that ihatethisengine and i both agree this AMR is dogshit should show how bad it is. I hate that guy’s opions.

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I still think AMR should be focused on debuffs to armor castes more than just raw damage.

Remove stun and slow but if you charge shot a xeno it strips them of their armor, so it becomes a support tool to punish armored T3’s and armored T2’s that rely on their armor saving them. This makes AMR only an annoying to boilers but there are other ways to kill them (mortar, marksman scoped, scout, or just rushing them if they get into a bad position since their scoped vision got nerfed ages ago anyway). This also gives AMR a proper vision outside of just “big gun, heavy damage and stun”, and more into a role that is proper for a spec; creating a huge opening for normal marines to act akin to SADAR AP or Scout Spec high impact rounds. Yeah you can solo with those specs just like you could with AMR in this vision, but its not advised and is better to just setup plays for your fellow marines.

Right now it does huge damage, stuns, AND slows all on top, so your greatest way to get away is taken from you and forces you into a passive position if a AMR spec decides to focus on you. and makes AMR spec too much of an all-in-one specialist that practically needs little to no help from any other marine to stall an entire battlefront. Ive been an AMR spec and I kept a SE pump hold that would have fallen ages ago going because I kept focusing down T3’s and Queen and scared them off with stuns and damage with constant harassment, allowing the hold to last till full fuel (but we all died in the end anyway since we got surrounded).

A single spec shouldn’t be able to pull this off but because of how overtuned AMR is, I could do it.

1 Like