Talos Alomar
Subdreddit Test Alliance Please Ignore
2111
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Posted - 2014.03.06 17:10:00 -
[1] - Quote
Things melt just fine under a STD scrambler right now, and I only have militia BPO extenders in my high slots for that fit.
The only thing the prof change is going to affect is making you think about balancing out your sources of damage. If you rely on only laser weaponry of course you are going to have a hard time with armor, which seems fair as you'll be able to melt shields in seconds.
Bring a bolt pistol, or any of the other sidearms besides the scrambler to finish off weakened targets.
Quick wall o' text for any newbies who aren't sure what I mean. Feel free to skip this part.
All weapons in dust have a damage profile based on the race that manufactured them. Energy weapons deal 120% damage to shields, and 80% to armor (120/80)
kinetic have a slight bit of trouble with shields but chew through armor (95/110)
Rail weapons are meant to wreck armor, but shields are an issue (90/110)
plasma weapons are pretty much the polar opposite at (110/90)
Up until 1.8 proficiency skills and damage mods added enough base damage to make the slight loss in efficacy rather easy to overlook. All that is going to be changing. Now we have to compensate for the damage profile of our main weapon by picking the correct sidearm or grenade to fill the gap.
An energy weapon user would be well suited to bring an SMG or one of the new rail based sidearms. Role players are just going to have to realize that they are gimping themselves, and have no one else to blame. (sorry, True.) Energy weapons are going to have a bit more trouble finishing off their targets, and so they must rely on armor eating sidearms or locus grenades a bit more.
A plasma weapon enthusiast will have less trouble with armor, but it would suit you well to keep the above paragraph in mind.
Rail and kinetic weapons will have issues punching through shields. The best fix for that would be the flux grenade. The flux strips shields off and makes it easy to wipe away shield tankers.
The choice of sidearm is a little less of an issue for anti-armor weapons because in practice if you are switching to your sidearm you've probably weakened them enough that you'll want a weapon to finish off their armor anyway. In theory you could carry a scrambler pistol as a side arm in case you came up against a shield tanked suit, weaken it with a sidearm and then finish it off with ease. That method might be useful when TTK is raised and damage mods/prof skills are tweaked.
Balls.
That is all.
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