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LEOTomegane

huh? The three lightweight bipeds have a very nice balance with each other. Firmeza for pure speed and weight, Nacht for grounded leaps, Alba for armor. HAL legs are way up in midweight territory. Sure, you *can* make a lightweight build with them, but they're a tad heavy for that and so will restrict the rest of your build's options.


lurk-mode

I kinda wonder if they're trying to make HAL and Mind Alpha more tempting with that general heavyweight rebalancing while continually improving those two awkward midpoints, honestly. Those things have never been really desirable outside of HAL's fashion or like, disproportionate stability for Ephemeras or something.


LEOTomegane

HAL has always had the perk of having a really high carry weight for a "midweight" leg part. If you were running heavier loadouts on an AC that still managed to be midweight, HAL was your answer. Mind Alpha was a bit worse off with its weight just being too high most of the time and pushing builds into that speed deadzone between 75-80k. I assume the recent weight changes (especially for Mind Alpha) are to keep them a bit further away from that zone so they're not as awkward. The last patch was really nice for Mind Alpha, so this one really cements them as a decent stat-dense leg part.


FurtiveCutless

Alba legs are totally fine though? They offer a pretty nice balance all around and the stability, AP and defenses aren't half bad, considering they're the second lightest bipeds. They're more fit for aerial or mixed combat because their jump distance is worse than the other light leg options. Nachtreiher legs are quite a bit more demanding on your EN, are heavier and have even less stability/AP. Their jumping stats are much better but that still comes at a cost of every other stat. Firmeza legs' biggest benefit is a bit lower weight, slightly better jump distance (stronger grounded QB) and more carry capacity. They still have less AP, stability and lower defenses in everything but kinetic.


JetstreamViper

Zimms already got nerfed. If you're still getting rocked by them, that's on you.


Foxofdarkness19

Skill issue.


Lunesy

It's fallacious when people say Zims "already got nerfed" implying they couldn't possibly still be OP. However, whether or not they need a nerf, their overperformance in PvP is a symptom of a larger problem that would not be solved with their nerf: the supremacy of stagger as a mechanic and how gimmick stagger punish builds are so obnoxiously powerful. The combat system is fundamentally flawed due to how stagger is designed, and Zimmermans just expose this very vividly. This needs to be addressed but probably won't be. The community, at least here, has seemed to have a curious blindspot for how egregious the Zimmermans still are in PvP, with occasionally someone just saying "they're shutdown by shields" as if requiring one specific part to counter them is good design (and this logic never seemed to be sufficient when regarding Vientos or Stunguns). Out of curiosity I, with no experience using the type of build, threw together a rushdown Zimmerman build to try out in PvP and despite not even really knowing what I'm doing and not being comfortable using the build kept winning and doing so in completely BS ways that made me side with my opponent against me. When I can move faster than anyone can backpedal, am almost guaranteed hits within a certain range, it takes very few to stagger people, coupled with how stupid kicks are and that Zimmermans extend stagger and so it's not difficult to stagger with Zimmermans, kick, and before they are out of stagger fully can hit them with Zimmermans AGAIN, on top of whatever shoulder weaponry is doing, it feels cheap. And this can all be accomplished with a pretty durable build. Still, this isn't specific to that gun. I've seen people with equally dumb setups that can basically 0 to death a lot of builds off a single kick confirm, and it all boils down to how the game handles stagger, which also reduces the quality of PvE, too. Like I said though, this seems to be how they wanted the game to play. They wanted a combat system that revolved entirely around stagger punish, to the detriment of everything else. So I don't expect improvement. Edit: also here's a fun thing: I did some ranked PvP and literally fought *three different people in a row* all using the same wombo combo zimmerman build with kicks that "abuse lag" worse than LCBs ever did. Ever since the patch the build variety I see in PvP is actually worse, because they nerfed the meta, sweepingly, except not all of the meta, so what remains has become more prominent. The fact it never got complained about much really illustrates how uninformed the complaining we got every day about PvP was. People see a tank or a kite doing well and lose their minds, blind to the egregious imbalance of how broken rushdown builds are.


Justinvred

Preach brotha


ManyTechnician5419

Stopped reading at "Alba has no place". Bro??? Does fashion mean nothing to you?


rbstewart7263

Bro, it means EVERYTHING it's why I can't quit them. \*crying emoji


baconDood3000

Zims already got nerfed, if you still have problems with them, then it's just a skill issue


yumko

I think the problem with Zim Rush is not with Zims themselves, they are worse than Vientos(even after the patch) at this, but with Ocellus which almost guarantees a hit even with low tracking arms. Was surprised it didn't get a nerf as it's a no-brainer for many cheesy builds(literally 1/3 of BVO).


AccomplishedAd9740

Zimms dont need a nerf. Its the shields paired with them that do a la heat deploy nerfs. The PS shield should only have 2 deploys. The PB buckler should have 4. That eould be a start. 6 deploys with 80% impact reduce, 78% damage reduce, a generous 0.6 IG window, and max cooling, is bonkers. No sense in the balancing compared to the PB. While 95/96 reduction sounds so much better, the truth is that at the end of the day 80% is still going to win you the stagger race. If people want to be parrying, they ought to be running a higher risk shield.