|
Post by Aslan Cross on Jan 7, 2005 6:00:41 GMT -5
As we all know, (X) weapons are still the generally preferred way of annihilating one's opponent. Based on the fact that the Grapple and Dual Hybrid Sensors give a weaker bonus to (X) weapons, why don't we lower the bonus given by A-Ups to them as well? Say, 3 to 5 damage instead of 10. A lot of (X) weapons get an almost double damage boost from A-Ups. The GS/DHS only give 50% more damage.
Of course, A-Up prices should also be lowered if that's the case.
|
|
|
Post by Lyonesse on Jan 7, 2005 8:05:32 GMT -5
Hm, why not? Sounds reasonable.
|
|
|
Post by Arad Baranga on Jan 7, 2005 9:40:31 GMT -5
I think the price would still be fine as is though. They're really good items.
|
|
|
Post by Umbaglo on Jan 7, 2005 12:21:25 GMT -5
There is, though, a bunch of non-(X) attacks that also gain huge bonuses from an A-Up. Twin Vulcans, perhaps? Maybe a (V)? (V), x, and + type weapons can benefit just as much, if not more, really.
Maybe it'd be better to think about the number that can be shot, like lowering the maximum to 20% instead of 25%.
|
|
|
Post by WesleyGibson on Jan 7, 2005 16:29:28 GMT -5
I don't think the damage is an issue so much as just the shear volume of shots you can get off with an (X). Maybe lowering the cap and bringing back that multi-dodge idea would be a good way to go here?
|
|
|
Post by MaullarMaullar on Jan 7, 2005 17:28:00 GMT -5
Personally, I think we should look more toward fixed numbers than percentages. The (X) cap we have now is already hard on units with low EN, especially if they're 2 EN, like Gundam Geminass and the Blue Destiny units. It's only when you start piling on Mega Gens that they become a problem.
|
|
|
Post by Umbaglo on Jan 7, 2005 17:31:27 GMT -5
Hell, unless you're a Tensai, BD-1 and Geminass can't fire more then 1 hit of their (X) without items.
|
|
|
Post by Aslan Cross on Jan 7, 2005 19:36:08 GMT -5
I thought about lowering the damage bonuses given to (V)s as well. But with (X)s, the most problematic thing I see with them is that A-Ups generally get a damage 50% to 100% damage boost per hit.
Umb has a point with Twin Vulcans (which actually get around a 600% damage boost from A-Ups), and I have used Twin Vulcans to devastating effect before. While my proposal was only aimed at (X) attacks, I think lowering the A-Up damage bonus for multi hits and (V)s in general is a good idea.
On the other hand, lowering the damage bonus on (V) weapons, which are very good anti-tank weapons, will sort of make tanking better than it is right now. (again)
|
|
|
Post by Umbaglo on Jan 7, 2005 19:43:29 GMT -5
And really, under most instances, a sensor does really give a better bonus then just an item. Especially if you already have damage mods already. Enough multiplications can turn 2 damage into 500.
The problem isn't really the amount of damage, but more the number of hits. I don't see how changing the bonus A-Ups give will really affect something, other then make sensors REALLY better for increasing damage.
|
|
|
Post by Mechalomaniac on Jan 7, 2005 19:46:20 GMT -5
While A-Ups in conjunction with (X)'s are part of the problem, I agree that (X)'s in general need toning down. The problem with lowering the % you can use is that it starts at 5% for Private and goes up by 5% per rank. To change that scale you'd need some weird numbers, so it might be a bit awkward. I think overall adding a lower Multihit DC would help things out across the board (pun intended).
|
|
|
Post by Signal on Jan 7, 2005 20:30:56 GMT -5
Maybe we need to lower the damage result of (X) attacks as well as the number of hits it does. The DC modifier for (X)'s should not also be massive as it was by now.
|
|
|
Post by WesleyGibson on Jan 7, 2005 20:32:14 GMT -5
Yes the problem with (X) weapons is mostly that our dodging system is pretty much completely ineffective against them. There's no reason to gun for a DC mod when you can just blow someone out of the water with so many shots they could never dodge all of them. Lowering the cap to 3% or 4% per rank would also probably have a big weakening effect on the class while maintaining their usefulness.
In response to the suggestion about weapons getting a straight cap of hits, I think that's a really bad idea. Doing that reasonably would require going through the hangar and individually modifying every single weapon we have. The straight percentage cap allows you to scale up number of hits with the strength of the unit and brought items without going through and modifying every hangar entry.
|
|
|
Post by Ryune Zoldark on Jan 7, 2005 21:56:42 GMT -5
I have to agree. Most of the time it's the amount of shots that does the job for (X) weapons, not the damage dealt. Maybe nerfing the usage limit to 15% or 20% max PC/EN?
|
|
|
Post by tarbis on Jan 8, 2005 0:55:18 GMT -5
The bigger damage of a (X), then the smaller percentage that can be used. How's this?
|
|
|
Post by Mechalomaniac on Jan 8, 2005 1:05:58 GMT -5
That doesn't really work, because in a lot of cases 10 x 20 is worse than 20 x 10, not to mention it'd require a lot of rewording in the hangar.
|
|