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GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 15:42:00 -
[1] - Quote
I played against you and some other guys who were running a few lasers on Manus peak.
The only time you died was when I blasted you with my forge gun.
Now, I get that the map doesn't have any cover and prevents people from closing down on you, but you were cutting people down in proto suits like they were in MLT fits with no modules.
I don't know what is the issue on it, but something needs to be changed. I get that it destroys shields, but with the damage ramp up, it also chews armor to pieces.
Maybe the damage mods are the issue, maybe it needs a reduced effectiveness against armor, maybe it needs to not have damage ramp up so high after it heats up.
Not sure, as I have only been on the receiving end of it. |
GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 16:08:00 -
[2] - Quote
lowratehitman wrote:
You bring a valid point up, but I can lay people down just as fast with the AR with x3 mods. The LR has little CQC, and the AR tends to get rough to aim at LR distances.
But the main difference as a person getting lit up is that as the damage ramps up from the LR is when you are already getting into the targets armor, where even though it is allegedly less effective, the damage ramp causes it to do more/similar damage.
An AR has a clear shields over armor damage model, and the inverse is true for the HMG. The LR, because of the way the damage ramps is just as effective versus both, and that isn't really the optimal solution for any weapon in a game centered around hard counters.
I'm not saying it is OP, because I am really not sure. There are so many things that contribute to it, that it is difficult to pin down a singular cause.
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GeneralButtNaked
ZionTCD Legacy Rising
254
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Posted - 2013.03.25 18:36:00 -
[3] - Quote
Disturbingly Bored wrote:
That logic works until you actually start to do the math on what's better to fit to a dropsuit. Shield extenders currently beat out damage mods in the majority of situations. Stacking penalize damage mods and leave extenders untouched, and damage mods will be useless 100% of the time.
There are certain situations where I think there is a viable case to be made for damage mods, even with stacking penalties.
1. Armor tankers. If, like me you run an armor heavy, you can get away with running a couple of damage mods without seriously gimping your ability to survive a firefight.
2. Long range weapons. Snipers, and even LR users can benefit from these if they are playing with a proper support squad that will stay between them and the enemies.
3. Shotgun scouts. Having extra damage turns a near miss into a kill. Since the suit is already super squishy, 66 more shield HP isn't going to change that. Might as well pack more punch.
I'm am sure there are more, but I need more coffee. |
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