Thaddeus Reynolds
Facepunch Security
458
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Posted - 2015.09.29 23:35:00 -
[1] - Quote
Ok...I get what he's saying...I don't see the issue with it but I get what he's saying:
taking the 100 damage example:
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428 428 - 400 = 28 100 * 1.28 = 128 128 - 100 = 28
The added damage is equivalent to 28% of the uncharged damage.
While I agree that damage mods provide a arguably greater tactical benefit to weapons that concentrate on Alpha-Strike, the solution proposed by Deezy only serves to mitigate the symptom, not the root "problem." If indeed alpha-strike weapons are receiving too much of a tactical benefit from fitting damage mods, then I believe the solution would be to divide the damage mod benefits between Damage and RoF (in equal proportion) similar to how they function in Eve.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
458
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Posted - 2015.09.29 23:51:00 -
[2] - Quote
deezy dabest wrote:Thaddeus Reynolds wrote:Ok...I get what he's saying...I don't see the issue with it but I get what he's saying:
taking the 100 damage example:
100 * .07 = 107
107 * 4 = 428
400 * 1.07 = 428 428 - 400 = 28 100 * 1.28 = 128 128 - 100 = 28
The added damage is equivalent to 28% of the uncharged damage.
While I agree that damage mods provide a arguably greater tactical benefit to weapons that concentrate on Alpha-Strike, the solution proposed by Deezy only serves to mitigate the symptom, not the root "problem." If indeed alpha-strike weapons are receiving too much of a tactical benefit from fitting damage mods, then I believe the solution would be to divide the damage mod benefits between Damage and RoF (in equal proportion) similar to how they function in Eve. The problem realistically comes in when you figure that the ScR has such an insane damage profile. The drawback of that damage profile is almost immediately mitigated leaving the problem we have now. My solution is very much a quick fix. I believe the real fix would come in the form of damage type based modifiers similar to Eve having damage mods for specific weapons but that is currently beyond the scope of what we can ask for. All in all the ScR just has too many "unique" things about it making it always at risk of mechanics for other guns messing it up. I feel that the charge multiplier reduction is the easiest path to getting it inline with other weapons without removing all uniqueness.
Although even if reducing the charge multiplier was the best and quickest fix to the ScR, now isn't the time to try to get it in. Wait for after the current scheduled nerfs to the ScR, which mosly affect the charge shot. The changes make it to where the heat on a fully charged shot is 16x as opposed to 12x...or Heat per Damage Multiplier of 4x compared to todays 3x. Additionally, a slow-on-charge combined with the weapons always charging systems, plus the increased recoil (if they get it working xD) will help reduced its CQC ability, but it will still be there
I will agree that the ScR has too many unique things about it, and I will say this: The ScR isn't so popular because of the damage profile, the DPS, or even the Alpha-Strike; rather, the ScR is popular because of the versatility inherent in the weapons design. Even if the rifles where perfectly balanced from a numbers perspective, even if the ScR's profile was reduced, the I would still call the ScR the best service rifle of the lot. A semi-automatic DMR with a good number of shots/cycle, good damage, solid range (needed to be a DMR), low recoil, and the option to charge for higher alpha strike.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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