Zeylon Rho
Subdreddit Test Alliance Please Ignore
3332
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Posted - 2014.02.04 21:17:00 -
[1] - Quote
Appia Vibbia wrote:
*snip stuff*
Plasma cannon-needs a significant increase in damage to around 3000 direct, all other stats stay the same.
I like most of this. The part about the plasma cannon that bothers me is that at the 1050 dmg range, the boost of 100 dmg or so (1155 at proto from 1050 at standard, 28 more splash damage as well)) is pretty small relative to the damage you're doing. The limiting factors are the arc, projectile travel time, reload, and limited ammo. Nothing else changes with proto except you pay 46 more cpu for that 100 more damage (that's less than a complex damage mod, mind you... but you can get full mileage out of the Plasma Cannon while not skilling into it basically). For what the weapon is/does, the scaling across tiers seemed less useful. It would be better if the damage didn't change at all, and you got some other sort of statistical compensation to make up for weapon faults in some way.
A damage boost to 3000 would scale proto damage to 3300 (with spash not changing I suppose). This would make it absurdly good at AV (with splash damage the same, it would probably remain "as" good at being a super shotgun/anti-personnel) numbers-wise, aside from the usual problems of actually hitting something. The tier scaling is still mostly unimportant.
With max proficiency and 3 damage mods, a STD Plasma Cannon would do 4360 dmg with 3000 damage base. Same stats, but using the PRO Cannon at 3300 damage base gets you 4796 damage. That's a 400 damage difference, to be sure, but the limiting factors are still going to be your ability to actually hit things. Any person would be dead with just the one shot either way (I'm inclined to say that 3 dmg mods + prof 5 and a std would kill any person with a direct hit and current damage anyway). The splash damage would be just as limited as it is now. With a vehicle, the numbers difference isn't typically going to be the difference between one-shotting or two-shotting it. You'll either be able to land two shots, or you won't...
I'd rather see some adjustment to the weapon function to make it more practical to use, or failing that, some alteration of the weapon across tiers to make skilling into it more appealing than just stacking damage mods to save SP.
Dren and Templar equipment stats, wrong since release.
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