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Topic: New weapon perk [Stopping Power]  (Read 8273 times)

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Re: New weapon perk [Stopping Power]
« Reply #45 on: May 25, 2015, 12:41:42 pm »
Avenger minigun 3brd 1% crit chance against camk2 adrenaline rush 2 toughness psycho beer

14:29:42 • Motoko was hit for 92 hit points by you.
14:29:49 • Motoko was hit for 74 hit points by you.
14:29:56 • Motoko was hit for 90 hit points by you.
14:30:08 • Motoko was hit for 79 hit points by you.
14:30:20 • Motoko was hit for 87 hit points by you.
14:30:24 • Motoko was hit for 64 hit points by you.
14:30:29 • Motoko was hit for 33 hit points by you.
14:31:45 • Motoko was hit for 68 hit points by you.
14:31:57 • Motoko was hit for 89 hit points by you.
14:32:04 • Motoko was hit for 65 hit points by you.
14:32:08 • Motoko was hit for 49 hit points by you.
14:32:18 • Motoko was hit for 71 hit points by you.
14:32:28 • Motoko was hit for 93 hit points by you.
14:32:32 • Motoko was hit for 75 hit points by you.
14:32:38 • Motoko was hit for 59 hit points by you.

Avenger minigun with stopping power perk 3brd 1% crit chance against camk2 adrenaline rush 2 toughness psycho beer

14:25:23 • Motoko was hit for 99 hit points by you.
14:25:33 • Motoko was hit for 103 hit points by you.
14:25:42 • Motoko was hit for 114 hit points by you.
14:25:50 • Motoko was hit for 96 hit points by you.
14:26:46 • Motoko was hit for 49 hit points by you.
14:26:52 • Motoko was hit for 115 hit points by you.
14:27:00 • Motoko was hit for 85 hit points by you.
14:27:10 • Motoko was hit for 115 hit points by you.
14:27:21 • Motoko was hit for 100 hit points by you.
14:27:29 • Motoko was hit for 93 hit points by you.

Keep in mind that dmg against any character with DR below 60% would stay the same as it is now.

What would be so op?




KestreL

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Re: New weapon perk [Stopping Power]
« Reply #46 on: May 25, 2015, 01:02:39 pm »
With tests above, stopping power would do on hex to full tanks:

316
260
300
313
299


Without stopping power:

163
254
245
227
185
209


With this said. Stopping power seems op, but without stopping power seems super lame for something someone would invest 3 perks into.

So here comes my third idea:

Add stopping power to avenger weapon perk. Make it cap enemy damage resistance at 65% and remove more ranged damage perk perk, Make each Bonus range damage perk +3min +3max. And nerf avenger by -1min -1max.

This will make avenger a strong weapon against tanks. It will hex tanks for ~245 almost always and max 280. And adreinaline rush will not get in the way of this damage. With the cost of 2 perks.




« Last Edit: May 25, 2015, 01:08:10 pm by A3 »

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Re: New weapon perk [Stopping Power]
« Reply #47 on: May 25, 2015, 04:31:27 pm »
Add stopping power to avenger weapon perk. Make it cap enemy damage resistance at 65% and remove more ranged damage perk perk, Make each Bonus range damage perk +3min +3max. And nerf avenger by -1min -1max.
If it's a wish concert then bring back 20, 30, 40 lifegivers.

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Re: New weapon perk [Stopping Power]
« Reply #48 on: May 25, 2015, 09:03:28 pm »


With this said. Stopping power seems op, but without stopping power seems super lame for something someone would invest 3 perks into.


Not op. gat deals around 220 without any dmg perks with ave we talking 3 perks imo it should be deadly.
Besides that onehex can be easily avoided and also countered with DT bonus armors.


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Re: New weapon perk [Stopping Power]
« Reply #49 on: May 26, 2015, 12:15:31 am »
Toying with -DR mods of ammo, armor resistances and other stuff is not the thing really needed. Look here carefully:

Code: [Select]
14:30:24 • Motoko was hit for 64 hit points by you.
14:30:29 • Motoko was hit for 33 hit points by you.
14:31:45 • Motoko was hit for 68 hit points by you.
14:32:04 • Motoko was hit for 65 hit points by you.
14:32:08 • Motoko was hit for 49 hit points by you.
14:32:38 • Motoko was hit for 59 hit points by you.

Out of 15 bursts in total, 6(!) of them were unreliable. Stopping Power won't fix anything with this, just increase alpha (maximum) strike to characters with DR above 65.
I found that annoying on XL rifle and P90 too, especially in hexing.

Conclusion at comments above:
Perks that counters other perks in this way is not good in my opinion, because they neglect the primal role of tank - to tank damage. Basically right now it's easier to tank normal damage than to deal normal damage, no doubt, but. Remember what avenger does with paper characters\jet users\snipers and always keep that in mind when thinking about this weapon.

What I suggest as perk for bursters:
Level 24+ one that will increase burst hitchances from 95% to 100%, so you'll not miss bullets with guarantee (unless target has high AC, here you should counter it with high weapon skill). Low requirements, so it'll be universally available to other guns also.
« Last Edit: May 26, 2015, 12:27:01 am by VVish »
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Re: New weapon perk [Stopping Power]
« Reply #50 on: May 26, 2015, 07:23:38 am »


Out of 15 bursts in total, 6(!) of them were unreliable. Stopping Power won't fix anything with this, just increase alpha (maximum) strike to characters with DR above 65.Adrenaline rush kicked in.



What I suggest as perk for bursters:
Level 24+ one that will increase burst hitchances from 95% to 100%, so you'll not miss bullets with guarantee (unless target has high AC, here you should counter it with high weapon skill). Low requirements, so it'll be universally available to other guns also.
Misses are part of fonline and if you can completely miss with an aim weapon without dealing any dmg i dont see any reason why you should always deal the same dmg with burst without any misses at all.

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Re: New weapon perk [Stopping Power]
« Reply #51 on: June 02, 2015, 09:40:15 am »
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