DRL > Discussion
Assemblies and game balance
Game Hunter:
--- Quote from: ZZ on March 25, 2011, 03:29 ---Then I figured out that 3 power mods are not very rare, so it's main use is on the exotics, which do not accept more than one mod, so this basic assembly makes them do wonders.
--- End quote ---
Exotics can be modded just an much as any common piece of equipment (that is, WK 0/1/2 allows 1/3/5). So yeah, high power assembly is really just as lame as everyone thinks it is. I'm pretty sure if the clip size reduction wasn't 50% but more like, say, 25%, THEN this would get some actual use. The only time I really consider it is for chainguns, because their damage doesn't last at all on UV, yet you'll need to carry one around in case the cells run low.
Shoop da Whoop:
Well, my little proposition about WK.
You can add to weapon as much mods as you wish (up to 5), but without WK only one (first) will work, WK1 - three of them, WK2 - whole five.
Thus, we get assemblies that do not need WK anymore.
Tuomari Jim:
--- Quote from: Shoop da Whoop on March 26, 2011, 09:18 ---Well, my little proposition about WK.
You can add to weapon as much mods as you wish (up to 5), but without WK only one (first) will work, WK1 - three of them, WK2 - whole five.
Thus, we get assemblies that do not need WK anymore.
--- End quote ---
I'm feeling this one.
DeathDealer:
--- Quote from: Shoop da Whoop on March 26, 2011, 09:18 ---Well, my little proposition about WK.
You can add to weapon as much mods as you wish (up to 5), but without WK only one (first) will work, WK1 - three of them, WK2 - whole five.
Thus, we get assemblies that do not need WK anymore.
--- End quote ---
Agreed, this is a good idea.
Sambojin:
Yeah, the no WK requirements for assemblies is a good one. Still makes it a powerful advanced trait (so you can use basic modding heavily) without screwing the other builds out of assemblies.
On the High-Power Shotgun part, the main point was using "bullet damage" (is it just physical damage?) instead of "shrapnel damage". That's a 100% effectiveness of enemy armour instead of a 200% effectiveness against your weapon. Think of it more as armour piercing shotgun rounds, yet not as good as plasma. The shotgun itself wouldn't be much more powerful against basic grunts, but it would be quite a bit more effective against armoured foes. It wouldn't be a lot, mostly just a few more points of damage per shot, but just enough to take shotguns further into the game vs the enemies you're likely to meet. And a lot more reliable against those situations where a BoH picks up a red armour and you have to blast away all day to kill it. Not to mention the Shambler and its regeneration.
Point noted on exotics and HPW. On basic weapons it tends to nerf them, on exotics it's golden.
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