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Discussion About Normal (Bullet) Weapons


Sophart
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Hello,

 

With 9.0, we can see a lot of map with ennemies level 40+. After some test on defense like Narcisus, Outer, Xini and Varro on wave 30+, you can see one thing : bullet weapons need a total magazine to kill somebody as a Braton with 4 polarities (Serration 13/14, full multishot, 4 full elems, reload speed). The problem is not the fact that we need a total magazine to kill someone, the problem is "armor ignoring weapons". The idea of "armor ignor" is not so bad but the difference is probably too high. You can kill a Corpus teck lvl 80 with 4 shots of acrid or kunai but you need 1 total magazine of braton to kill him. The only good stat on normal weap is crit, it's the only stat which compet armor ignor.

 

Do you think it is possible to balance it ?

 

Some ideas from my clan :

 

-1. Put more crit on normal weapons

-2. Up base damage on normal weapons (but the resistance of ennemies lvl 80+ keep staying a problem)

-3. Put a mod with something like armor ignore or something which pass throught a % of ennemi armor (not my favorite)

-4. Put a % of ennemi resistance avoidance on bullet weapons or a minimal damage.

 

1 and 4 are my favorites.

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Armor on high levels is ridiculous.  One solution would be to have penetration mods make a percentage of your weapon's base damage armor ignore (rank 0: 5%, rank 5: 30%) which would kill 2 birds with one stone (or 2 Grineer with one bullet :P ).

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You cant nerf all armour. Boltor and Bolto are not OP, they are just OK.

 

Why not ? theres no reason to have armor in enemies when they already has a innate resistence to X damage and a some point even hitting weakpoints where you do 100% damage is reduced by the armor to a amazing nothing.

 

 

Also 25 normal damage is reduced to 9 against lvl 30 lancers and im talking about headshots...BETTER NO ASK when you do the same against a lvl 100 lancer.

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You cant nerf all armour. Boltor and Bolto are not OP, they are just OK.

I never said Armour Piercing/Armour Ignore was OP.

 

Armour is a silly mechanic at higher levels because it makes anything without maxed AP useless.

 

Cap scaling armour damage resistance at about 30 to 40% and non-AP/AI weapons will be significantly more viable.

Edited by Duralumin
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The ignor armor mod is a good idea but do we have enought free place for a new mod ? I think a base of 20-30% of ignor armor on bullet damage could be good.

I have to disagree on it being a good idea. Armor is an over-centralizing game mechanic (look at how many weapons/mods/powers are judged entirely on the presence/lack of armor-ignoring damage) that needs to be dialed back if not removed entirely. Also adding yet another "mandatory" mod (which it would certainly be on certain weapons when a large number of enemies just outright stop taking damage from non-AI/AP damage) will only further defeat the point of a mod system

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we should have a degrading armor mod for each weapon type and the degrading armor should apply to all damage elemental and normal so after a few shots the armors either completely gone or not as striking as before.

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Armor on high levels is ridiculous.  One solution would be to have penetration mods make a percentage of your weapon's base damage armor ignore (rank 0: 5%, rank 5: 30%) which would kill 2 birds with one stone (or 2 Grineer with one bullet :P ).

Combine it with puncture mods instead and you just made a puncture mods viable option.

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