Atiim wrote:Not only is (+15/-15) far too similar to the Explosives profile, but it would also make dual tanking even stronger as well. Currently, players are able to "dual tank", allowing them to have a reasonably sized HP pool of both shields and armor, thus negating the inherit any weaknesses, as both Anti-Shield and Anti-Armor weapons are ineffective against them.
This however, is where the Projectile profile comes in. Being effective against both Shields and Armor means that those who dual tank will still have a weakness as well, as there is a weapon that can effectively kill their major eHP pool(s).
Explosives are their own world. There are no explosive rifles, and nobody is going to directly use a CR/HMG/SMG in the same situations in which they'd use a MD.
The problem with dual tanking isn't the weapons, really, it's the lack of utility modules (and high slot mods in general) for the majority of suits AND the lack of penalties for brick tanking. There is, regardless of weapons encountered, no reason not to stack raw HP most of the time on any given suit. Dual tanking needs to be made less efficient than "pure" tanking styles and/or eWar alternatives, really, but that's a thread or dozen of its own!
Quote:What needs to happen, is the profile be changed to (+5%/-5%). That way, it's gain is equal to it's sacrifice (as all the Damage Profiles should be), and there's still a profile which puts dual tanking at a disadvantage.
5/5 would make no appreciable change. It would remain far and away the best rifle to use for every situation (perhaps tautological, because, as said, dual tanking is everywhere), as it'd still be dealing comparable-to-superior damage per trigger pull to both anti-shield and anti-armor specialist weapons without the drawbacks of either. Why even have specializations at that point? The base damage would have to be brought down even further, as it'd still be doing 77 to shields and 85 to armor at basic with extreme ROF and good accuracy. 15/15 would put it at 69 and 93 (up from 89). Still plenty of damage to both, but creates more space for the Scrambler, Laser, and Rail and makes more sense as a weapon to be brought to bear against the Minmatar's enemy, the Amarr.
I suppose it may boil down to a difference of opinion, in that I feel, in this type of game, GOOD "middle ground" options are generally balance-breaking, as they push the player base away from having to make real choices.