Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2013.01.22 05:18:00 -
[1] - Quote
I'm not talking about which side you're on in a game.
When you play for the first day after a wipe, or if you, like me, are one of the old farts from a the first few builds, you remember that enemies, especially militia/standard hoovs, tend to take a rather large number of bullets to the face. Then, around the first week or so, everyone has Ved their primary gun skill (a 1-3x, depending on weapon slot) and possibly weaponry(a 1x) and you may as well be wearing wet tissue paper, which gets worse as they work on their proficiency(a 3-5x). What is a merc to do? Well, if you want to counter a single 2x skill, you first need to boost a few 2-5x skills to raise your standard HP or unlock modules meant to raise your HP (for a cost), then you need to raise an 8x skill for whatever suit you're wearing and to choose whether you want shields or armor, then you have to raise a few 1x skills to get an extra bit of fitting here and there if things are off. Then you have to equip it all and lose it to one person's pimped out gun on a militia fitting.
Is this at all balanced?
I am using the HP modifiers, and the AR as it is the most common gun. Prototype will come soon, I just had to type this twice due to forums :l
Standard AR damage per bullet: 31 Standard AR clip size: 60 Standard AR fire rate: 750 RPM, or 12.5 RPS Standard AR Accuracy rating: 56% Standard AR fitting requirement: 23 CPU, 3 PG
Skills Learned: Weaponry I, AR Operation I Weaponry skill level I bonus: 2% damage AR Operation skill level I bonus: 5% reduced dispersion
Total damage per clip: 1897.2 raw, 1157.3 accurate Total damage per second: 395.3 raw, 241.1 accurate
SP spent: 6,220 + 12,440 = 18,660
Basic Armor Plate HP value: 65 Armor HP Basic Armor Plate conceit: 3% decrease in movement speed Basic Armor Plate fitting requirement: 10 CPU, 1 PG
Skills Learned: Field Mechanics I, Armor Upgrades I Field Mechanics skill level I bonus: 5% bonus to total Armor HP (does this effect armor plates? please inform me and I will redo math) Armor Plate skill level I bonus: 3% reduction to PG usage of Armor Plate modules
SP spent: 6,220 + 12,440 = 18,660
Basic Shield Extender HP value: 22 Shield HP Basic Shield Extender conceit: N/A Basic Shield Extender fitting requirement: 18 CPU, 3 PG (3% of 18 is .54, would that round down to 17?)
Skills Learned: Combat Engineering II, Shield Boost Systems III, Shield Enhancements I Combat Engineering skill level II bonus: 10% to maximum PG output Shield Boost Systems level III bonus: 9% to shield recharge rate Shield Enhancements skill level I bonus: 3% reduction to CPU usage of shield extenders and rechargers
SP spent: 24,870 + 136,800 + 12,440 = 174,110
Standard Summery Number of shots needed to fully pierce Armor Plate: 3 raw, 5 accurate Shield Extender: 1 raw, 2 accurate |