Some thougths from me: - check the tooltip of Underbarrel Recharge. Pretty sure it covers kill recharges too. - you need to check into a Augment line before you say it doesn't "fit". The first one isn't always a clear indicator of where the line is going
I'm not sure you have noticed but The exp attachment works off special power, every level up increases special power slightly and taking % upgrades for it allow you to level insanely fast.
@idlecub ... are you not seeing this or am I getting it wrong :D You are emptying your mag in less than a second, it takes a split second to reload, and then it fires all the clip in under 2 seconds. Am I right? If you would have gone for magazine size you could have shot easily a hundred rockets (clip size!!) in 2 seconds. Not mentioning the split rockets. Try that! (or correct me ;))
It might just be me but I think reload caps out at 2 which is 0.5 seconds so all those reload upgrades were worthless while you were picking up reloads over picking magazine size when you had the rate of fire to empty the weapon if the weapon had 33 rockets base then with the boosted stats from the modules you could have had up to 47 rockets firing per second.
@@TheBananebieger At 1:11:01 you can see that reload speed isn't "MAX" same when he picks reload speed upgrades on level up it would state "MAX" on the right.
So, I really don't want to be rude so please understand that all the "negativity" communing up is only here in hopes that the final game may fix some of the listed things because I do think it looks very promising and could be a real banger: 1) Why do you have to click on every upgrade individually when they only provide 2-4 bonuses that could easily fit in a box next to each so you can see what they do at a glance. Yes, for weapon augments you actually need the full info window. Fair enough. But both trophies and tunings could be more streamlined. Cap Airdrop Capacity at 8 so tunings can't overcrowed the screen and show their effect directly. 2) Field upgrades should show up in the upgrade screen. Maybe make it a (+ xxx) in brackets or something. But show the info of your actual current stats when picking upgrades. Last vid Idle was picking up fire rate buffs to no end while he actually had max firerate due to a passive that stacked up in combat already. This time around, in the second run, the first shrine gave him 50% crit chance but the upgrade screen only showed the base value so he thought he had barely any. 3) So many of the tunings seem really underwhelming and it's quite easy to pick out the 3-4 you'd always want and ignore all others. (Bigger mag, more reload, more crit damage, higher firerate - and the more monsters and more Airdrop Capacity while AC is still low) 4) With the trophies giving 24% crit chance and some attachments giving upwards of of 35% it is *very* easy to reach critcap. Due to the damage ups being *very* minor and crit damage ups being very high it's way to easy to critcap and then gain way more damage with crit damage instead of raising base. At least the crit damage gains need to be railed in. With Casings giving only 8% and Coffinite Striker giving 25% it's very easy to see which does more work. Yes, diminishing returns. Eventually raising base by 8% will do more. But that also requires a lot on the fly math to figure out when it's actually beneficial. 5) Trophies in general feel very underwhelming as you'll probably always pick the same two depending on your current state of crit chance. Glory in Victory in particular seems so far above and beyond all others. It has literally all you'd want. (as soon as crit chance is maxed, which is very easy) So it becomes kind of a no choice. 6) Gunny's Notch directly competes with Alchemical Crest (more enemies = means you also gain more xp because you kill more) but has a further upside by also providing Airdrop Cap and a stronger effect to boot. So as long as you're able to kill you snowball faster. One is, for most intents and purposes, a direct upgrade over the other. Taking a crest every now and then can still give benefits as you have diminishing returns. Still. Don't really like how they compete in such an obtuse manner. 7) Once you've gotten above 5.5-6 Airdrop Cap you basically won as you will always see exactly the upgrade you want. Again one more point for tunings having a way bigger pool. 8) Bullet Speed, Bullet Spread, Bullet Size all seem quite inconsequential. 9) All the Special Power stuff seems so ... weak. Up until now all the runs I've seen the underbarrels felt like an afterthought at best and very much unimpactfull. I really like the concepts and designs, but right now getting the base firemode to opOP levels seems to easy and leveling the special stats instead seems so low impact I can understand why Idle hasn't put much thought into them. 10) I am very unsure if a reroll is a good idea. *'Specially* for the weapon augments. I think having forced choices and going with something you'd maybe not thought of ideal in your current run would make players give more variants a try instead of figuring out the one best build and then simply doing that run over and over until they're tired of it and then quit playing. I understand that not getting what you want can feel a bit bad from time to time. But that makes that one run where all the good things come together nicely that much more special and fun. Instead of just reading in a comment or wiki or w.e. what is "the best meta build", making it, going yeah, that is very strong, and then moving on to some other game. Maybe rather have some super late game / post game upgrade that is hard to find and harder to afford that gives something like preference on what you find or rerolls or something. So it's a thing you can do once you've seen what the game has to offer and are about to be done and just want to experiment / build that opOP build you heard about. I know, a lot of text. And all sooooo negative. But I want to stress again. It's because this looks like it could be very fun and engaging for a long time with just a bit more polish. There is so much good here already. I really like the weapon augment system. And all the augments having different upgrade paths. Gives so much variety. The art style is very nice as well. And the permanent world with things to explore and discover. The final boss being biome specific. I like the drop pods the upgrades come in and that you have to physically collect them. The drone keeping a weapon from a previous run. The hub being a physical place you walk around in instead of a menu is something I love in any game that does it. DRG and Gungeon come to mind that did it nice as well. So many nice things here. I hope it Nimrods does well. P.S.: I don't think it needs to be said but I'm making sure anyway. This is all my opinion. I don't want to say this would be factually the best things to do/change. It's simply my thoughts as I see the game right now.
It all depends on play style, No offence to Cub for skipping or misunderstanding things many of the "Bonuses" for upgrading items dont describe how they work eg the exp drop on reload scales on "Ability Power" and so does the turret. A few upgrades in AP and those exp drops and turrets dwarf any weapon build.
the thing I don't like on this game, is that the map is huge, but extremely boring/repetitive, they really need more customs sprites and points of interest. no point making a huge map to explore if everything looks the same
I honestly don't get your reasoning sometimes 😅 First you're talking about getting higher magazine size on one upgrade. Then the next one comes, with an upgrade for 2,1 times magazine size. But you chose fire rate or something else instead. And keep choosing something else on the next ones instead, despite even after again getting another x2,1 magazine size. And then. On the 3-4 upgrade. Ok. Now I need magazine size. But choose a regular 30% increase in magazine size.....😣😅🙃 It's perfectly possible you have a reasoning behind it! It's just infuriating to watch 🙃 But. You've said you think you migh have ADHD. So there's that 🤷♂ That being said. This is a bit in jest. Exaggerating on purpose. Appreciate both you and your content ❤
I talked about not wanting to do the clip size stuff again for the third time in a row in 3 videos. Eventually it was too much of a bottleneck that I got some after all.
Maybe it's just a matter of taste but this one is way less interesting for me to watch than Rogue Genesia. Also I don't think the containment field would be as impressive as you imagine. I mean rockets explode on contact with enemy which stops them bouncing further. It seems like it's meant for piercing projectiles that just keep going.