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Tesfa Alem
Death by Disassociation
604
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Posted - 2014.12.15 18:54:00 -
[31] - Quote
Hey here is the spreadsheet where i demonstrate exactly what is wrong with the ASCR.
Would like your feed back on my thread here, I think its a solution we can all agree on.
Redline for Thee, but no Redline for Me.
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Spectral Clone
Abandoned Privilege Top Men.
3384
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Posted - 2014.12.15 18:55:00 -
[32] - Quote
Perhaps it is not working as intended because it is not working as intended?
Proto AScR has the same stats as the advanced AScR.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7456
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Posted - 2014.12.15 20:37:00 -
[33] - Quote
Spectral Clone wrote:Perhaps it is not working as intended because it is not working as intended?
Proto AScR has the same stats as the advanced AScR.
Agree with this, honestly. I think we should change that up before we start delving into changing the mechanics of the weapon itself in any way. I think, as soon as people hear about an ASCR Proto Damage Buff, there would be an increase in it's use on release day and that might just change up the meta a little bit.
Current meta seems to be swaying in favor of the Minmatar Assault who has a nice slot balance, decent EHP, and good speed. That and it's bonus toward Projectile Weapons makes it a really nice combatant in PC. So, a buff to the damage of the Proto ASCR to differentiate it from the ADV version might go a long way to combating that early meta change and make things -REALLY- interesting, at least in PC.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1365
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Posted - 2014.12.15 20:53:00 -
[34] - Quote
^ I'm going to agree with you. On principle. Fix something if its broken before you decide to actually improve it.
First thing first, they should definitely start by just fixing the obvious flaws. The Carthum isn't doing enough damage, and I have a sneaking suspicion that the Militia one is doing too little Damage as well, because 30 seems way too low.
Then they should run metrics and see if that is enough. Personally, I think it probably won't be enough.
If it isn't enough, I say they should decrease the flash and shaking by a good bit.
It just personally seems to me that it is only making the weapon needlessly unintuitive and harder to learn than it needs to be for the relative performance of the weapon. It creates an immediate barrier for anyone that wants to start using them, and the worse part about this barrier is that they dont even know about this barrier or how to pass it. The result effect is just people testing out the weapon and having a bad experience with it, so they mostly resolve to just not use it.
Please, make my Opus pretty...
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Spankdamonke
ScReWeD uP InC
53
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Posted - 2014.12.15 23:20:00 -
[35] - Quote
Aeon Amadi wrote:Spectral Clone wrote:Perhaps it is not working as intended because it is not working as intended?
Proto AScR has the same stats as the advanced AScR. Agree with this, honestly. I think we should change that up before we start delving into changing the mechanics of the weapon itself in any way. I think, as soon as people hear about an ASCR Proto Damage Buff, there would be an increase in it's use on release day and that might just change up the meta a little bit. Current meta seems to be swaying in favor of the Minmatar Assault who has a nice slot balance, decent EHP, and good speed. That and it's bonus toward Projectile Weapons makes it a really nice combatant in PC. So, a buff to the damage of the Proto ASCR to differentiate it from the ADV version might go a long way to combating that early meta change and make things -REALLY- interesting, at least in PC.
The problem is, the damage on the Proto variant WAS at the proper level (35.75 per round) a little over 2 weeks ago
And it's been performing mediocre at best for as long as the data has been recorded for it. It's not as if the damage deficiency at Proto has been there for months, so changing it back won't remedy the situation in-and-of itself.
However, I don't think a change to the damage profile would be wise either. Doesn't make sense, and brings more problems when we look at laser weaponry effectiveness as a whole.
Either a slight ROF bump up, an increase in Optimal, or a small increase to the headshot multiplier, would most likely make up for a lot of it's shortcomings. But I whole-heartedly agree: Baby steps |
Alena Ventrallis
Vengeance Unbound
2275
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Posted - 2014.12.15 23:28:00 -
[36] - Quote
Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7459
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Posted - 2014.12.15 23:34:00 -
[37] - Quote
Alena Ventrallis wrote:Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile.
Laser weaponry wasn't meant to be the polar opposite of projectiles, but rather explosive, which is +20/-20. Again, let's focus on the core issues before decided to touch on damage profile, which will cause problems later on if we need to do anything else to the weapon.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1365
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Posted - 2014.12.16 00:06:00 -
[38] - Quote
Aeon Amadi wrote:Alena Ventrallis wrote:Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile. Laser weaponry wasn't meant to be the polar opposite of projectiles, but rather explosive, which is +20/-20. Again, let's focus on the core issues before decided to touch on damage profile, which will cause problems later on if we need to do anything else to the weapon.
We could just make a separate "Electrolaser" damage profile for ScRs and ScPs that has a +15/-15 profile, but leave the Laser profile alone. Possible rename the Laser profile to "Directed Energy" in order to cut back on any newbro confusion.
So we'd get.
Directed Energy +20/-20 Electrolaser +15/-15 Blaster +10/-10
Rail -10/+10 Projectile -15/+15 Explosive -20/+20
Please, make my Opus pretty...
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Tesfa Alem
Death by Disassociation
614
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Posted - 2014.12.16 00:30:00 -
[39] - Quote
Aeon Amadi wrote:Alena Ventrallis wrote:Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile. Laser weaponry wasn't meant to be the polar opposite of projectiles, but rather explosive, which is +20/-20. Again, let's focus on the core issues before decided to touch on damage profile, which will cause problems later on if we need to do anything else to the weapon.
The damage profile is the core issue.
Right now vs shields the ASCR can give at good as it gets. But when it runs into armor the ADV ASCR and the Proto ASCR are are the worst rifles of all the rifles. Every ADV rifle vs its damage penalty (such as combat rifle vs shields) out performs the Proto ASCR.
Compare the current Proto ASCR vs Armor the other rifles do:
ADV Assault Rail + 6 more damage vs shields PRO Assault Rail + 47.76 more damage vs shields ADV Assault CBR +20.5 more damage vs Shields PRO Assault CBR + 39.84 more damage vs shields ADV Gek 38 + 60.8 more damage vs Armor PRO Duvolle AR + 82.12 more damage vs Armor
A direct buff to armor via ROF or damage would make it very OP vs shields. Tweak the damage profile a bit and up the ROF by 4% and the Proto ASCR will do better than every ADV assault variant rifle penalty except the GEK (still the short rnge hybrid king) but it has range to make up for it.
The ASCR will fall right in line. Compared to the Proto ASCR vs Armor the other rifles now do
Pro Assault RR - 15.96 less damage than Pro ASCR vs shields Proto Assault CBR - 0.75 less damage than Pro ASCR vs shields Proto Duvolle AR +45 vs more damage than Pro ASCR vs armor
ADV Assault Rail - 32.9 less damage than Pro ASCR vs shields ADV Assault CBR - 20.2 less damage than Pro ASCR vs shields ADV Gek 38 AR +20. 1 more damage than Pro ASCR vs armor
Redline for Thee, but no Redline for Me.
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manboar thunder fist
Dead Man's Game RUST415
292
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Posted - 2014.12.16 00:48:00 -
[40] - Quote
Amarrian weapons have overheats Fine... I can live with that
Amarrian weapons have some crazy mechanics like dmg ramping on the laser Fine, makes them cool actually (I hate vanilla)
But why the hell..... In a game where all the assaults have equal slot layouts... Is the fitting cost of ammarian weaponry so high. Lore is well and good but it has to be practical... The huge pg/cpu cost of amarrian weaponry is unnecessary and needs to be reduced by atleast 15%
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7462
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Posted - 2014.12.16 01:35:00 -
[41] - Quote
Tesfa Alem wrote:Aeon Amadi wrote:Alena Ventrallis wrote:Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile. Laser weaponry wasn't meant to be the polar opposite of projectiles, but rather explosive, which is +20/-20. Again, let's focus on the core issues before decided to touch on damage profile, which will cause problems later on if we need to do anything else to the weapon. The damage profile is the core issue. Right now vs shields the ASCR can give at good as it gets. But when it runs into armor the ADV ASCR and the Proto ASCR are are the worst rifles of all the rifles. Every ADV rifle vs its damage penalty (such as combat rifle vs shields) out performs the Proto ASCR. Compare the current Proto ASCR vs Armor the other rifles do: ADV Assault Rail + 6 more damage vs shields PRO Assault Rail + 47.76 more damage vs shields ADV Assault CBR +20.5 more damage vs Shields PRO Assault CBR + 39.84 more damage vs shields ADV Gek 38 + 60.8 more damage vs Armor PRO Duvolle AR + 82.12 more damage vs Armor A direct buff to armor via ROF or damage would make it very OP vs shields. Tweak the damage profile a bit and up the ROF by 4% and the Proto ASCR will do better than every ADV assault variant rifle penalty except the GEK (still the short rnge hybrid king) but it has range to make up for it. The ASCR will fall right in line. Compared to the Proto ASCR vs Armor the other rifles now do Pro Assault RR - 15.96 less damage than Pro ASCR vs shields Proto Assault CBR - 0.75 less damage than Pro ASCR vs shields Proto Duvolle AR +45 vs more damage than Pro ASCR vs armor ADV Assault Rail - 32.9 less damage than Pro ASCR vs shields ADV Assault CBR - 20.2 less damage than Pro ASCR vs shields ADV Gek 38 AR +20. 1 more damage than Pro ASCR vs armor
Kay, seriously, the damage profile argument is really grasping at straws, especially when there's this much effort going into it. You're saying that because the damage profile is +20/-20 that the weapon is somehow flawed or impractical, yet we have an entire line-up of explosive weapons that have the exact opposite damage profile that no-one complains about. Mass Drivers, Flaylock Pistols, Grenades. More-over, the Laser Rifle, Scrambler Rifle, and Scrambler Pistol all do very well even despite this +20/-20 setup. The fact that it's being described as 'it has to be OP for it to be viable because #heat' is really... I can't even begin to wrap my head around it.
I'd sooner say just remove the heat factor all together than change the damage profile on just the one weapon to accommodate for the fact that there's this warped scape-goat around it.
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MINA Longstrike
Kirjuun Heiian
1775
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Posted - 2014.12.16 02:04:00 -
[42] - Quote
I'm not sure if you're agreeing with the heat argument or throwing derision at it while simultaneously throwing derision at the profile argument.
I do firmly feel that heat & seizing plays a heavy factor - imagine how popular combat rifles would be if they had a chance to jam for several seconds when oversampled. I don't think heat is the absolute only factor but if I were given a choice between two guns that did similar dps values and the only difference between them was that one functioned 'perfectly' all the time and the other had to dance around heat & seizing issues I'd take the one that didn't have potentially crippling drawbacks
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Alena Ventrallis
Vengeance Unbound
2276
|
Posted - 2014.12.16 02:37:00 -
[43] - Quote
Aeon Amadi wrote:Tesfa Alem wrote:Aeon Amadi wrote:Alena Ventrallis wrote:Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile. Laser weaponry wasn't meant to be the polar opposite of projectiles, but rather explosive, which is +20/-20. Again, let's focus on the core issues before decided to touch on damage profile, which will cause problems later on if we need to do anything else to the weapon. The damage profile is the core issue. Right now vs shields the ASCR can give at good as it gets. But when it runs into armor the ADV ASCR and the Proto ASCR are are the worst rifles of all the rifles. Every ADV rifle vs its damage penalty (such as combat rifle vs shields) out performs the Proto ASCR. Compare the current Proto ASCR vs Armor the other rifles do: ADV Assault Rail + 6 more damage vs shields PRO Assault Rail + 47.76 more damage vs shields ADV Assault CBR +20.5 more damage vs Shields PRO Assault CBR + 39.84 more damage vs shields ADV Gek 38 + 60.8 more damage vs Armor PRO Duvolle AR + 82.12 more damage vs Armor A direct buff to armor via ROF or damage would make it very OP vs shields. Tweak the damage profile a bit and up the ROF by 4% and the Proto ASCR will do better than every ADV assault variant rifle penalty except the GEK (still the short rnge hybrid king) but it has range to make up for it. The ASCR will fall right in line. Compared to the Proto ASCR vs Armor the other rifles now do Pro Assault RR - 15.96 less damage than Pro ASCR vs shields Proto Assault CBR - 0.75 less damage than Pro ASCR vs shields Proto Duvolle AR +45 vs more damage than Pro ASCR vs armor ADV Assault Rail - 32.9 less damage than Pro ASCR vs shields ADV Assault CBR - 20.2 less damage than Pro ASCR vs shields ADV Gek 38 AR +20. 1 more damage than Pro ASCR vs armor Kay, seriously, the damage profile argument is really grasping at straws, especially when there's this much effort going into it. You're saying that because the damage profile is +20/-20 that the weapon is somehow flawed or impractical, yet we have an entire line-up of explosive weapons that have the exact opposite damage profile that no-one complains about. Mass Drivers, Flaylock Pistols, Grenades. More-over, the Laser Rifle, Scrambler Rifle, and Scrambler Pistol all do very well even despite this +20/-20 setup. The fact that it's being described as 'it has to be OP for it to be viable because #heat' is really... I can't even begin to wrap my head around it. I'd sooner say just remove the heat factor all together than change the damage profile on just the one weapon to accommodate for the fact that there's this warped scape-goat around it. Lasers don't have splash. Mass driver, flaylock and vrenades do. In addition, there is far less shield health for them to chew through than there is armor health that the AScR needs to chew through. As well, flux grenades remove all infantry ahields, regardless of fitting, rendering the argument moot.
Lore-wise, +15/-15 makes sense because short range crystals increase thermal damage alongside EM damage, mea ing its a little easier to chew through armor. Not as much as blasters, but enough for the profile to be adjusted. The LR is fitted with a long range EM only crystal, so the LR having a +20/-20 makes sense.
As far as my personal opinion, Galle the and Caldari are mirrors of each other (Gallente are +10/-10 and Caldari are -10/+10) so the scr should mirror the Minmatar. The Amarr should mirror the CR with +15/-15 and the LR mirrors the MD with +20/-20
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7462
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Posted - 2014.12.16 02:47:00 -
[44] - Quote
Alena Ventrallis wrote:Aeon Amadi wrote:Tesfa Alem wrote:Aeon Amadi wrote:Alena Ventrallis wrote:Give it and the ScR a +15/-15 profile. Keep the LR at +20/-20.
This is two fold; not only does it align with the CR of -15/+15, but it also buffs the ASCR/SCR against armor. Now while people are sure to complain about the ScR getting more armor damage, this is a problem with the ScR itself, not a problem with the damage profile. Laser weaponry wasn't meant to be the polar opposite of projectiles, but rather explosive, which is +20/-20. Again, let's focus on the core issues before decided to touch on damage profile, which will cause problems later on if we need to do anything else to the weapon. The damage profile is the core issue. Right now vs shields the ASCR can give at good as it gets. But when it runs into armor the ADV ASCR and the Proto ASCR are are the worst rifles of all the rifles. Every ADV rifle vs its damage penalty (such as combat rifle vs shields) out performs the Proto ASCR. Compare the current Proto ASCR vs Armor the other rifles do: ADV Assault Rail + 6 more damage vs shields PRO Assault Rail + 47.76 more damage vs shields ADV Assault CBR +20.5 more damage vs Shields PRO Assault CBR + 39.84 more damage vs shields ADV Gek 38 + 60.8 more damage vs Armor PRO Duvolle AR + 82.12 more damage vs Armor A direct buff to armor via ROF or damage would make it very OP vs shields. Tweak the damage profile a bit and up the ROF by 4% and the Proto ASCR will do better than every ADV assault variant rifle penalty except the GEK (still the short rnge hybrid king) but it has range to make up for it. The ASCR will fall right in line. Compared to the Proto ASCR vs Armor the other rifles now do Pro Assault RR - 15.96 less damage than Pro ASCR vs shields Proto Assault CBR - 0.75 less damage than Pro ASCR vs shields Proto Duvolle AR +45 vs more damage than Pro ASCR vs armor ADV Assault Rail - 32.9 less damage than Pro ASCR vs shields ADV Assault CBR - 20.2 less damage than Pro ASCR vs shields ADV Gek 38 AR +20. 1 more damage than Pro ASCR vs armor Kay, seriously, the damage profile argument is really grasping at straws, especially when there's this much effort going into it. You're saying that because the damage profile is +20/-20 that the weapon is somehow flawed or impractical, yet we have an entire line-up of explosive weapons that have the exact opposite damage profile that no-one complains about. Mass Drivers, Flaylock Pistols, Grenades. More-over, the Laser Rifle, Scrambler Rifle, and Scrambler Pistol all do very well even despite this +20/-20 setup. The fact that it's being described as 'it has to be OP for it to be viable because #heat' is really... I can't even begin to wrap my head around it. I'd sooner say just remove the heat factor all together than change the damage profile on just the one weapon to accommodate for the fact that there's this warped scape-goat around it. Lasers don't have splash. Mass driver, flaylock and vrenades do. In addition, there is far less shield health for them to chew through than there is armor health that the AScR needs to chew through. As well, flux grenades remove all infantry ahields, regardless of fitting, rendering the argument moot. Lore-wise, +15/-15 makes sense because short range crystals increase thermal damage alongside EM damage, mea ing its a little easier to chew through armor. Not as much as blasters, but enough for the profile to be adjusted. The LR is fitted with a long range EM only crystal, so the LR having a +20/-20 makes sense. As far as my personal opinion, Galle the and Caldari are mirrors of each other (Gallente are +10/-10 and Caldari are -10/+10) so the scr should mirror the Minmatar. The Amarr should mirror the CR with +15/-15 and the LR mirrors the MD with +20/-20
Because I don't feel like typing: https://forums.dust514.com/default.aspx?g=posts&m=2520279#post2520279
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Tesfa Alem
Death by Disassociation
616
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Posted - 2014.12.16 06:09:00 -
[45] - Quote
Aeon Amadi wrote:
Kay, seriously, the damage profile argument is really grasping at straws, especially when there's this much effort going into it. You're saying that because the damage profile is +20/-20 that the weapon is somehow flawed or impractical, yet we have an entire line-up of explosive weapons that have the exact opposite damage profile that no-one complains about. Mass Drivers, Flaylock Pistols, Grenades. More-over, the Laser Rifle, Scrambler Rifle, and Scrambler Pistol all do very well even despite this +20/-20 setup. The fact that it's being described as 'it has to be OP for it to be viable because #heat' is really... I can't even begin to wrap my head around it.
I'd sooner say just remove the heat factor all together than change the damage profile on just the one weapon to accommodate for the fact that there's this warped scape-goat around it.
I don't think so. The puzzle for the Devs is why is a weapon that put out as much damage as the other rifles so unpopular? Its because mathematically its Damage penalty is far out of proportion to the other rifles of the same class. Put two mercs facing each other, with identical EHP and armor to shield ratio, the Proto ASCR will lose to every ADV rifle every single time, by quite a large margin.
Muzzle flash, heat and recoil was never an issue with the Geks or Duvolles, yet they were extremely unpopular as well when their damage application was seen as inferior. Heat doesn't really play a factor in in this.
Bring the damage penalty in line with the other rifles is the first step. It would still suck vs armor, but not as bad as before. Better a hotfix than endless animation tweaks, heat build up, heat cooldown, etc.
Redline for Thee, but no Redline for Me.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7466
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Posted - 2014.12.16 10:37:00 -
[46] - Quote
Tesfa Alem wrote:Aeon Amadi wrote:
Kay, seriously, the damage profile argument is really grasping at straws, especially when there's this much effort going into it. You're saying that because the damage profile is +20/-20 that the weapon is somehow flawed or impractical, yet we have an entire line-up of explosive weapons that have the exact opposite damage profile that no-one complains about. Mass Drivers, Flaylock Pistols, Grenades. More-over, the Laser Rifle, Scrambler Rifle, and Scrambler Pistol all do very well even despite this +20/-20 setup. The fact that it's being described as 'it has to be OP for it to be viable because #heat' is really... I can't even begin to wrap my head around it.
I'd sooner say just remove the heat factor all together than change the damage profile on just the one weapon to accommodate for the fact that there's this warped scape-goat around it.
I don't think so. The puzzle for the Devs is why is a weapon that put out as much damage as the other rifles so unpopular? Its because mathematically its Damage penalty is far out of proportion to the other rifles of the same class. Put two mercs facing each other, with identical EHP and armor to shield ratio, the Proto ASCR will lose to every ADV rifle every single time, by quite a large margin. Muzzle flash, heat and recoil was never an issue with the Geks or Duvolles, yet they were extremely unpopular as well when their damage application was seen as inferior. Heat doesn't really play a factor in in this. Bring the damage penalty in line with the other rifles is the first step. It would still suck vs armor, but not as bad as before. Better a hotfix than endless animation tweaks, heat build up, heat cooldown, etc.
Or just give it splash damage. That seems like a logical alternative to justify a +20/-20 damage profile.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1377
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Posted - 2014.12.16 11:01:00 -
[47] - Quote
Aeon Amadi wrote:
Or just give it splash damage. That seems like a logical alternative to justify a +20/-20 damage profile.
You do realize how silly it sounds for a laser to have splash damage, right?
Please, make my Opus pretty...
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7466
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Posted - 2014.12.16 11:04:00 -
[48] - Quote
Fizzer XCIV wrote:Aeon Amadi wrote:
Or just give it splash damage. That seems like a logical alternative to justify a +20/-20 damage profile.
You do realize how silly it sounds for a laser to have splash damage, right?
You do realize how silly it was to consider that post for anything other than sarcasm O.o?
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1377
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Posted - 2014.12.16 12:01:00 -
[49] - Quote
Aeon Amadi wrote:Fizzer XCIV wrote:Aeon Amadi wrote:
Or just give it splash damage. That seems like a logical alternative to justify a +20/-20 damage profile.
You do realize how silly it sounds for a laser to have splash damage, right? You do realize how silly it was to consider that post for anything other than sarcasm O.o? Yes. I knew it was sarcasm, I know you aren't stupid.
Please, make my Opus pretty...
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