Acidulant Posted September 4, 2015 Share Posted September 4, 2015 That's why serration will likely be looked at as well, so they stop being mandatory mods. It will most likely just be guaranteed a unique slot Link to comment Share on other sites More sharing options...
Culaio Posted September 4, 2015 Share Posted September 4, 2015 They said they are going to re-balance some weapons because of ths change, it's would be very short sighted to see how this change will cripple some weapons such as the Kohm. they dont need to rebalance some of guns.. they need to rebalance ALL of them. Link to comment Share on other sites More sharing options...
pauli133 Posted September 4, 2015 Share Posted September 4, 2015 (edited) This is really going to change the math on certain weapon comparisons. Hek vs Vaykor Hek, Telos Boltor vs Boltor Prime... Edited September 4, 2015 by pauli133 Link to comment Share on other sites More sharing options...
Acidulant Posted September 4, 2015 Share Posted September 4, 2015 (edited) No it's bad. It's just fire rate mod reworded. Edited September 4, 2015 by Acidulant Link to comment Share on other sites More sharing options...
Kylar Posted September 4, 2015 Share Posted September 4, 2015 I am currently at work and cant view the stream but I had one question that may or may not have been mentioned. If the multishot consumes extra ammo will the mod still be usable on bows? Or the vectis? Link to comment Share on other sites More sharing options...
Tesseract7777 Posted September 4, 2015 Share Posted September 4, 2015 (edited) Btw, fire rate mods make you also consume ammo faster. It's not like the game has endless missions where you need ammo efficiency but also good damage because of the stupid enemy level scaling, right? Okay, you can get over 100% pistols but we had been talking about SC, whatever. Still doesn't change the fact that you are replacing those mods with something that increases your DPS, at least everyone I know would if it made ammo consumption too much of a problem. Also they mentioned that they will look at rebalancing some of the weapons because of this change. So they likely won't let certain weapons be completely destroyed by it. But you're already on the doom train. Go ahead and keep being conductor of said train if that's what makes you feel good. Edited September 4, 2015 by Tesseract7777 Link to comment Share on other sites More sharing options...
Cpl_Facehugger Posted September 4, 2015 Share Posted September 4, 2015 The multishot change is good. It was a thing in Dark Sector, and I was waiting for it to happen here. Thanks DE for doing this. About time the 90% was made into a 90% chance of consuming 2 shots :P (really meaning it. The change is good. You might not like it, but scr*w yer Hek multi awesomeness) Could everyone who likes this explain why it's good? Because from my perspective, it basically turns these into +ROF mods, in effect. Link to comment Share on other sites More sharing options...
S.T.M.P.D Posted September 4, 2015 Share Posted September 4, 2015 I do wish they'd just overhaul the progression bit of the mods, toss them out with the bathwater, and replace that element of progression with TheGreatZamboni's system, then let mods be more about vital customization. Link to comment Share on other sites More sharing options...
Morec0 Posted September 4, 2015 Share Posted September 4, 2015 Honestly, I agree with the idea. Multishots are basically just a different type of damage mod as they are now, a little bit of tweaking to them might help with scaling a little more. Link to comment Share on other sites More sharing options...
Acidulant Posted September 4, 2015 Share Posted September 4, 2015 No it's bad. Tell me what's the difference between multishot and fire rate mod if they go down this line Link to comment Share on other sites More sharing options...
EetNotErn Posted September 4, 2015 Share Posted September 4, 2015 I love it. I always love systems where powerful mechanics and skills have a drawback. Otherwise, it's just a no brainer to slap stuff on. Now there's at least some thinking involved on weighing pros and cons. Link to comment Share on other sites More sharing options...
egregiousRac Posted September 4, 2015 Share Posted September 4, 2015 All the weapons do need a nerf, so I am happy. Still need to nerf Serration though. Link to comment Share on other sites More sharing options...
Cubewano Posted September 4, 2015 Share Posted September 4, 2015 Yes... and yet we continue to do so every week. XD because we seem to believe de is capable of making right decisions still Link to comment Share on other sites More sharing options...
Lqn8r Posted September 4, 2015 Share Posted September 4, 2015 (edited) If they do follow through with this change, almost every weapon will have to be changed to make the change favorable. It will probably take at least a year to hash out all the balancing issues that come with it. But even if the change is favorable, it doesn't change the fact that multishot is a small part of the optimal modding. What about serration? Why not nerf that since its "mandatory", why not nerf elementals as well then? The fact is, even if you make split chamber less appealing, elementals and damage mods still exist. You free up one mod slot that will probably be filled by an elemental or some damage mod. It doesn't really open up enough possibility given how long this will take to balance. The problem with utillity mods is that they hurt your dps, and the mods are such a marginal benefit that they won't be worth it. These mods will still not be used even with this change. Edited September 4, 2015 by Lqn8r Link to comment Share on other sites More sharing options...
Kestral9999 Posted September 4, 2015 Share Posted September 4, 2015 Probably. It'll just consume more than one arrow when it procs. Link to comment Share on other sites More sharing options...
Cpl_Facehugger Posted September 4, 2015 Share Posted September 4, 2015 (edited) So they likely won't let certain weapons be completely destroyed by it. Just like they won't let Acrid be destroyed by damage 2.0, right? :( Honestly, I agree with the idea. Multishots are basically just a different type of damage mod as they are now, a little bit of tweaking to them might help with scaling a little more. How does turning them into a different type of rate of fire mod improve the situation? Edited September 4, 2015 by Cpl_Facehugger Link to comment Share on other sites More sharing options...
Buzkyl Posted September 4, 2015 Share Posted September 4, 2015 they dont need to rebalance some of guns.. they need to rebalance ALL of them. Some weapons such as bows don't need it, they're going to just drain 2 arrows instead of 1 Sniper rifles similarly in that same vein. In fact most semi auto weapons likely won't need too much touch up. This change greatly affects weapon like Kohm and Soma, they're meant to be ammo guzzling but this will be too great. In turn we might need to revise ammo system. Link to comment Share on other sites More sharing options...
DrBorris Posted September 4, 2015 Share Posted September 4, 2015 (edited) It should just cut your damage in half whenever the multi-shot triggers. So it always does the same damage, but then Crit and status chance would get a boost (per trigger pull). Edit: But this is in the perfect world where Mods and weapons are balanced and serration does not exist, so this ain't gonna happen. Edited September 4, 2015 by DrBorris Link to comment Share on other sites More sharing options...
(PSN)inuyasha279 Posted September 4, 2015 Share Posted September 4, 2015 So shotguns will be guzzling ammo... Link to comment Share on other sites More sharing options...
pauli133 Posted September 4, 2015 Share Posted September 4, 2015 Could everyone who likes this explain why it's good? Because from my perspective, it basically turns these into +ROF mods, in effect. It's good because it properly attaches a cost to the benefit. You want to put more rounds downrage? well, now you'll have to reload more often. Link to comment Share on other sites More sharing options...
Sziklamester Posted September 4, 2015 Share Posted September 4, 2015 Now I imagine my secondaries with lethal torrent and barrel diffusion which adds 180% multishot and now those will each stole ammo from your weapon. The damage is remain it's nice but for a furis or dex furis or any secondary "mostly" duals with 210 ammo capacity will viped up because they will twice as fast eat the bullets. The minimum level for dual secondaries the 500 ammo pool but the ammo mutation after this will be mandatory which means again you sacrifice other utilty slot because still they not planned to buff an ammo drum and slip magazine to viable levels. So the ammo pool should be much more but the problem will stay there because the variation won't really change. In one word : bandaid Link to comment Share on other sites More sharing options...
Acidulant Posted September 4, 2015 Share Posted September 4, 2015 While were at it lets rename these mods tk Fire rate mod 2.0 Link to comment Share on other sites More sharing options...
Invalid_Infinity Posted September 4, 2015 Author Share Posted September 4, 2015 People said that when the Synoid Gammacor got nerfed. Those people just need to bloody equip a Mutation mod and it's all groovy. This lets other not so top tier fire rate weapons catch up in the DPS race. That is one mod that could have been used for damage. Guess what, IT IS A DAMAGE NERF. Link to comment Share on other sites More sharing options...
WorstPlayer Posted September 4, 2015 Share Posted September 4, 2015 [Title] NOPE Link to comment Share on other sites More sharing options...
IANOBW Posted September 4, 2015 Share Posted September 4, 2015 As the title says, in light of the news from the recent devstream about multishot being fixed/changed to actually consuming more ammo, can we expect ammo drops to give players more ammo than what is currently given, to counteract the change? Link to comment Share on other sites More sharing options...
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