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The vox weapons have several issues that prevent them from functioning effectively.
1: All vox energy weapons lose 50% of their overall max charge when you switch modes with them, then randomly lose further max charge as you continue to switch modes. For example: Switching the soundcannon from light (10 shots) to overcharge(4 shots?) then back to light causes light to have 5 shots, which it doesn't regen from. further switching of modes can slowly decrease this, as well. This actually prevents overcharge from working eventually on soundcannon, and prevents the flux cannon from using it's scatter mode even initially.
2: The vox spike cannon is infamously non-viable. As of testing, when used point-blank on the chest of a mildly (small brute resist, basic space suit) armored armalis, it creates a tiny bruise and knocks them backward slightly. The weapon's embed only functions on a completely unarmored target. This is more balance but should be taken into consideration as well.
Difference between expected and actual behavior
The Vox energy weapons, which have already had magnerfs, do not also need a second nerf from a bug as well. The Vox Spike Cannon, due to the bolt's travel speed, armor piercing, and damage, seemingly only functions viably against unarmed, unarmored targets being held down, at which point you might as well peck them to death.
Steps to reproduce
use vox energy weapon. switch modes. Cry when you have exactly two shots on a low-damage rapid firerate weapon.
Use spike launcher. Cry. keep crying. Cry harder when the bolts bounce off a civilian human in an emergency space-suit, doing about the same amount of damage as a low-cqc punch.
Issue bingo
Issue could be reproduced at least once
Issue could be reproduced by different players
Issue could be reproduced in multiple rounds
Issue happened in a recent (less than 7 days ago) round
Description of issue
The vox weapons have several issues that prevent them from functioning effectively.
1: All vox energy weapons lose 50% of their overall max charge when you switch modes with them, then randomly lose further max charge as you continue to switch modes. For example: Switching the soundcannon from light (10 shots) to overcharge(4 shots?) then back to light causes light to have 5 shots, which it doesn't regen from. further switching of modes can slowly decrease this, as well. This actually prevents overcharge from working eventually on soundcannon, and prevents the flux cannon from using it's scatter mode even initially.
2: The vox spike cannon is infamously non-viable. As of testing, when used point-blank on the chest of a mildly (small brute resist, basic space suit) armored armalis, it creates a tiny bruise and knocks them backward slightly. The weapon's embed only functions on a completely unarmored target. This is more balance but should be taken into consideration as well.
Difference between expected and actual behavior
The Vox energy weapons, which have already had magnerfs, do not also need a second nerf from a bug as well. The Vox Spike Cannon, due to the bolt's travel speed, armor piercing, and damage, seemingly only functions viably against unarmed, unarmored targets being held down, at which point you might as well peck them to death.
Steps to reproduce
use vox energy weapon. switch modes. Cry when you have exactly two shots on a low-damage rapid firerate weapon.
Use spike launcher. Cry. keep crying. Cry harder when the bolts bounce off a civilian human in an emergency space-suit, doing about the same amount of damage as a low-cqc punch.
Issue bingo
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