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Standard Damage Type


DanPaul7
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I'm pretty sure most people are aware of how much better armour ignore type weapons are vs the normal damage so I will make this short...

Buff the normal damage type guns to give them something that actually makes them more useful. Could be something as simple as 1 metre innate puncture.

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Define 'Better'. Physics Impact damage, which we call armor ignore, does the same damage to any part of any non-light Infested. Grineer take full damage, Corpus Boxheads take full damage, and so do Infested Ancients. To my knowledge, however, light Infested take half damage from Physics Impact damage. It's all a matter of what you want to use the weapon for and what enemies it does greater damage too. Personally i like to keep a Physics Impact weapon as my secondary for taking care of heavy Grineer and Ancient Infested, but standard bullet damage, when modded, does still great damage to every other enemy.

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No no no, physics impact does not do half damage to anything. It literally hits 100% all the time.

 

Instead, Armor Piercing (available as an elemental mod) deals half damage to light-infested and more to heavy grineer and corpus heads.

 

Physics Impact is kind of broken at the moment precisely for this reason. Weapons with physics impact basically do their base damage in addition to their armor pierce damage from the mod (assuming you used armor pierce mod, which you should), even against high level enemies. On the other hand, normal damage weapon has to rely on their armor penetration mods, which for rifles is only 60% their base, and pistols, only 30%. 

Edited by Blazer-X
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Define 'Better'. Physics Impact damage, which we call armor ignore, does the same damage to any part of any non-light Infested. Grineer take full damage, Corpus Boxheads take full damage, and so do Infested Ancients. To my knowledge, however, light Infested take half damage from Physics Impact damage. It's all a matter of what you want to use the weapon for and what enemies it does greater damage too. Personally i like to keep a Physics Impact weapon as my secondary for taking care of heavy Grineer and Ancient Infested, but standard bullet damage, when modded, does still great damage to every other enemy.

Standard damage is much weaker than armour piercing and armour ignore damage as it scales horribly. If DE doesn't give normal damage a buff then they should change the scaling so it's based on hp not armour.

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Define 'Better'. Physics Impact damage, which we call armor ignore, does the same damage to any part of any non-light Infested. Grineer take full damage, Corpus Boxheads take full damage, and so do Infested Ancients. To my knowledge, however, light Infested take half damage from Physics Impact damage. It's all a matter of what you want to use the weapon for and what enemies it does greater damage too. Personally i like to keep a Physics Impact weapon as my secondary for taking care of heavy Grineer and Ancient Infested, but standard bullet damage, when modded, does still great damage to every other enemy.

 

You're confusing armor ignore with armor piercing. Armor piercing does half damage to light infested. Armor ignore does 100% damage to everything, irrespective of lvl and enemy type

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this must be thread 19398563 this week about the same topic. understandable, but this gets talked about hundreds of times a week. 

 

this is a don't buff X, nerf Y situation. 

 

the enemy scaling is broken. until that is rebuilt, weapons should not be buffed or nerfed based on comparison with armor ignoring and armor piercing. they should still be viable until the enemy scaling is redesigned, but we really needn't get too pinpoint, because this scaling system simply can't stay.

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So we end up with a ton of guns which go from OP to UP rather than from Balanced to UP?

 

Nothanks.

 

 

And no, you can't just raise the base damage till it works.

The Ogris proves that, as did the old Lanka.

 

 

Fix armor scaling. Don't even think about buffing or nerfing guns until armor scaling is fixed.

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They don't need to adjust weapons the fix the problem of endgame armor scaling on enemies. To fix this problem, they need to adjust...armor scaling on enemies.

 

They just need to make it so that enemies do not have so much armor as to completely invalidate regular weapons at high levels. There are multitudes of ways to do this - increasing enemy health, increasing their speed/special abilities, making more of them, w/e. Point is don't adjust weapon damage to fix a problem that isn't weapon damage. The problem is enemy armor.

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They don't need to adjust weapons the fix the problem of endgame armor scaling on enemies. To fix this problem, they need to adjust...armor scaling on enemies.

 

They just need to make it so that enemies do not have so much armor as to completely invalidate regular weapons at high levels. There are multitudes of ways to do this - increasing enemy health, increasing their speed/special abilities, making more of them, w/e. Point is don't adjust weapon damage to fix a problem that isn't weapon damage. The problem is enemy armor.

Very good point.

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