Originally Posted by Gamer5170He's absolutely right.
Unfortunately, even junk is subject to the blessings or curses of RNGesus.
We don't ask about my collection of 37 utensils stolen from bags lying around the city...
... What?
Why are you looking at me like that?
But in all seriousness, yeah, completely random. All I can really tell you is search every bag you see lying around. Probably your best bet. To make things easier, donate to a Control Point to get the detection buff.
Originally Posted by teksuo1I like the name though... hyper-yolo tactics. I've played with some people who employ such tactics but to much lesser effect...
maybe add an option to activate hyper-yolo npcs after its fixed?
Originally Posted by NatfrogFor the bit about 'forgetting' the stats and such, I personally chalk it up to being a big piece of gear (up until recently I sported the Sharpshooter outfi... Read more
Honestly It's a bit confusing if I'm being honest. When I pick up a specialization I instantly forget my other stuff? Kind of doesn't really make any sense even from a balance stand point. Nothing really doubles up besides pistol damage and signature damage which I can say would be OP if we had all 3 of them at once. Everything else is basically per situation. Why must I run with an AR on my survivalist and not a sniper rifle? As a caster i want to be back as far as i can be because I'm super squishy.
Originally Posted by SakariFoxxKeep in mind that just because we might not comment on it, doesn't mean we don't see it.
Glad you asked, I got a post coming later today that I hope someone from ubi will weight in on.
Originally Posted by As1r0nimoBy what degree do you believe? I've seen a lot of criticism of Normalization, but seldom see people advocating for it to just be toned down. What degree of non-normalized variation to you feel is a healthy amount?
It's needed due to absurd dmg numbers.
But it should be less aggressive.
Originally Posted by UbiAmperRead more
Tank builds do not feel viable as armor and health don't seem to provide enough benefit and sustain:
A: We agree. It’s a complex issue to solve, but in the interest of transparency, here’s our thought process. The way to take the least damage in the game is to kill everything that could do damage to you. So the players damage output ends up also mitigating a lot of incoming damage in that indirect way. Further, the faster you burst an enemy down, the less time you have to spend popped up from cover. Added to that, we didn’t want to scale enemy health as much as their damage in harder content always to avoid as much of the “bullet sponge” s...