Does TC REALLY thing we won't notice these nerfs? Is that why they never say anything about them? Clayton's ultimate

It’s certainly situationally useful and not a card I’d recommend Claytons to use on the majority of hives anyway. But I’ve seen people make good use of the Mulcher.

I’ve seen them make it look good in horde because of the damage perks Clayton has.

Please get rid of this ASAP, it’s destroyed the leaderboards for Escape, and now any random scrub can just waltz through Master maps while my crew had to struggle to do them all legitimately.

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Didn’t have success with Mulcher Clay on the Split, although I did get some kills with it in the first act, and also helped take down the first set of Sentinels. Ended up getting overwhelmed in the last battle the team struggled taking out the sents and then the DR-1s overwhelmed. I was thinking, if there were some way I could save the full mulcher for the big fight and use it to take down the final two sentinels that would be ideal, but I’d need two good players understanding my plan and cooperating, toting around heavy weapons for me, probably a Cole to carry through the first act, so we wouldn’t need to expend ammo, which is alot to ask.

So a funny thing… Clay’s damage boost perk appears to only apply to the weapon’s BASE damage… So, when you start a horde game, and all you have is the mulcher mastery boost, the mulcher is more powerful than the trishot… BUT once you level up your damage perk, you’ll find the trishot jumping ahead (because that 50% is based off of the really low base damage of the mulcher, and trishot’s respectable base damage: the mulcher mastery addition is NOT taken into consideration)…

This really results in stupidity, IMO…

You have two weapons (I’m going to make up numbers, to illustrate this point);

weapon 1 : does 500 damage per bullet

weapon 2: does 450 damage per bullet.

You level up a 50% general damage perk, and now

weapon 1 does 600 damage per bullet

weapon 2 does 625 damage per bullet

makes no sense right? Well, in TC’s world, it does…

So once you level up the damage perk, the trishot is “better” in a number of ways: it can pop heads, it does more headshot damage, probably more damage in general. But it does overheat much faster, has less ammo, and takes longer to reload…

Man, that 50% damage boost, how it’s implemented, to me, it makes no sense…

I’m not having any luck getting clay to stun either. Can someone else test this today?