CRNWLLC
Seykal Expeditionary Group Minmatar Republic
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Posted - 2014.07.01 17:15:00 -
[1] - Quote
Iron Wolf Saber wrote:This was brought up with a conversation with some folks in the dev chat room that some militia items are feeling a bit more powerful or powerful enough to rival the standard variants.
Remember these items are supposed to preview the role not be a goto crutch when you're needing isk (which is a separate problem on its own)
List modules or weapons you feel are too powerful for the level and the reason why they're too powerful.
Ill start with an example
Militia Shotgun is extremely powerful offering great stopping power for very similar performance in comparison to standard shotguns. While nerfing the damage of the shotgun can devalue the preview role I opt for the following, Reduction in Magazine size, reduction in total ammo. Your example is ridiculous. The fact that militia SGs offer the same stopping power as standard SGs is exactly the point--to give new comers to that weapon/mod/equipment/what-you-will a taste of what it's actually like. This, of course, comes at the cost of increased PG/CPU requirements. And even then, without a single level into the 'gear' in question, the experience isn't the same, as most skill levels also give a % increase to some stat or the efficacy of said 'gear'.
There's even a little explanation about it on the load screen before matches. It'd assume you'd know this based on your CPM badge, but you are putting forth a most ret@rded example, so I feel my skepticism is warranted.
I don't feel that any militia or standard/basic stuff is OP. I've actually come to the conclusion that TIERICIDE FTW because think of it like this: a noob with relevant level(s) @ 0 using militia gear not only has to use comparatively crappy gear (as in, Scr < Viziam ScR), they also don't get the advantage of efficacy/performance/stat bonuses that go along with the levels.
For instance: a militia SG, per this table, does 36 damage/pellet. The prot-level CreoDron does 39.6--that's already 8.3% more damage/pellet, which is almost the same as two complex damage mods. Now, let's assume level 3 proficiency--that's another 9% against shields, or > 2 complex damage mods specifically against shields, which means cutting into armor faster. And it doesn't stop there! Level 5 SG operation grants a 15% reduction to spread, meaning more of the already much more damaging pellets will hit the target.
I hope I've helped guide you to the righteous path. You can take a Dust bunny to water, but you can't make him stop coming up with stupid sh!t to say.
BTW, I had fun dropping your proto PC ck.0 commando with my 'Templar' ScR and G-I scout twice in a Dom the other day. Hope you appreciated the t-bagging! |