Artificer Ghost
Bojo's School of the Trades
1173
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Posted - 2013.11.09 16:49:00 -
[1] - Quote
Haerr wrote:For breach shotguns an increase in damage is much needed. In addition to the changes to the shotguns of course.
I'd just like to point out that a Shotgun's damage works differently than any other weapon. In fact, it's the only weapon besides the AR (That GEK, man) that gets much better as you level. The damage in the stats section is the damage it does at the effective range, assuming all "particles" hit. Now, what happens, is that you get in close, and instead of scaling to a higher number, it actually multiplies. Example: -Shotgun with 42 damage x3 (I'm not sure if the number goes above 3-4) = 126 -Shotgun with 45 damage x3 = 135
That 9 damage is a lot, comparing it to other weapons. The Scrambler Rifle only jumps up like, what, 3 damage? Same with the AR (I guess the GEK doesn't count?), SMG, HMG, and all those other weapons. And if your damage is higher, like the Breach Shotgun, then you get more from that multiplier.
So when you talk about a Breach Shotgun needing more damage, think about the mechanics in play before saying anything, because I can 2-shot heavies in the chest with a Breach Shotgun. Just remember that the Shotgun is meant for CQC, and any type of Breach Weapon is meant for CQC. That means the Breach Shotgun is basically a very, very strong Nova Knife in terms of range.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
1173
|
Posted - 2013.11.09 17:01:00 -
[2] - Quote
Doshneil Antaro wrote:First off, this is well thought out post moving toward true weapon balance now that we have good hit detection. I only saw a few minor issues. The plasma cannon is I'll conceived garbage CCP threw at us to try to distract us from at the time a crap game. It is not needed, never wanted, oversized Flux grenade shooter that should be removed from the game. It is definitely not an AV weapon. It's only purpose is to troll. The only way to really make it work as CCP intended is to make it mini forge. One forge is enough for this game.
Now on to you. You're dead wrong sir. You must have never even used the Plasma Cannon, and if you were, I want to know the map and how much experience you have. And/or if you read descriptions, look at stats, and listen to anyone besides the corp-mates that don't know what it is.
I'd guess you think it's UP because it takes skill to use? Just like the Commando? Listen to me, because you sure as hell don't know what you're talking about.
1) You think it's AV. It's not. Read the description, because it CLEARLY says anti-infantry. While it does do a load of damage to LAVs, Installations, and the like, it's not AV.
2) It's CQC. The splash radius to so low that you can fire it 10m in front of you at the ground and take minimal damage.
3) It's meant for tight spaces. Just like any CQC weapon, being in a corridor or a small room will give you an advantage.
4) It's a skill-shot weapon. If the direct damage is over 1000 and the splash is ~400 damage, just assume it's a skill-shot. Direct hits make you the king of the leaderboard, and it takes considerable skill to get a direct hit with any explosive weapon.
Combining all of those, this easily becomes the weapon that rewards you most for skill and knowledge. The Plasma Cannon is fine. A reload speed buff is certainly needed, but other than that, it's a balanced weapon altogether. -KDs I've Gotten With This Weapon- 18-5, Ran Scout + Plasma Cannon, pretty much OHK'd anything I saw. 10-1, Pretty quiet match, still killed a lot of people with minimal deaths. 16-14, got proto-stomped into the ground, but still managed to kill a lot of them.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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