Tier-based Weapon List
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Tier-based Weapon List
I would also like to suggest that the Anti-Matrix for melee weapons be revised. Sure, its great if you get to sneak up on a robot, but relying on a crit to accomplish the purpose of Anti-Matrix kind of stinks.
- Dance_Explosion
- Posts: 81
- Joined: Fri Feb 08, 2013 7:15 pm
Re: Tier-based Weapon List
ya i honestly hate "on crit" effects, even more when they are pretty much "on crit win" not to mention the anti-matrix part doesn't even do anything most of the time unless you crit, other then +2d10 damage.
Also with all the defensive buffs, ROF weapons are now like shotguns, good on the light armor not so hot on heavy armor.
Also with all the defensive buffs, ROF weapons are now like shotguns, good on the light armor not so hot on heavy armor.
Ask me about shamanism, i can FAQ it for you.
Re: Tier-based Weapon List
I'll ask Kkat about changes to melee anti-matrix. I could see something like more AX damage per hit (maybe 4d10?) and either no or a minor crit effect (like an extra 2d10 AX damage on a crit).
Does anyone have suggestions for how Anti-Matrix melee could be changed?
Does anyone have suggestions for how Anti-Matrix melee could be changed?
- Dance_Explosion
- Posts: 81
- Joined: Fri Feb 08, 2013 7:15 pm
Re: Tier-based Weapon List
Honestly, making it work more like the ranged anti-matrix, were it does a chunk of the Anti-matrix damage, and just gets multiplied by a crit like normal damage that way its not just a crit to win effect and it matches better with how anti-matrix works over all.
Ask me about shamanism, i can FAQ it for you.
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Tier-based Weapon List
Honestly, I really don't see the reason why ranged Anti-Matrix and Melee Anti-Matrix should be any different. Just make Melee Anti-Matrix be the equivalent of Anti-Matrix (Light). In fact, this offers up a unique mod for the Thunder Axe: Something that allows the Thunder Axe to do straight up Anti-Matrix damage to targets that are susceptible to such damage.
Re: Tier-based Weapon List
Shotgun Pulse Slugs are the only non-explosive weapon to use Anti-Matrix (light). All other ranged sources of Anti-Matrix damage come from special (and usually rare and expensive) explosive ammo types. If melee Anti-Matrix dealt (30++++) AX damage per hit then the regular damage would have to be lowered to compensate. Getting an extra 50ish damage on every hit (even against a specific enemy type) has to come with a penalty somewhere.Viewing_Glass wrote:Honestly, I really don't see the reason why ranged Anti-Matrix and Melee Anti-Matrix should be any different. Just make Melee Anti-Matrix be the equivalent of Anti-Matrix (Light). In fact, this offers up a unique mod for the Thunder Axe: Something that allows the Thunder Axe to do straight up Anti-Matrix damage to targets that are susceptible to such damage.
As I said, I'm in favour of melee AX being less crit-based but I don't think making it the same as ranged AX (which only comes from special ammo types) is the solution.
- Dance_Explosion
- Posts: 81
- Joined: Fri Feb 08, 2013 7:15 pm
Re: Tier-based Weapon List
i don't think that the AX damage needs to be nerfed at all, at worst you could just raise the AP cost on the two melee/unarmed weapons that have this effect.
Ask me about shamanism, i can FAQ it for you.
Re: Tier-based Weapon List
I've talked with Kkat about the melee Anti-Matrix rules and we decided to leave them as they are. An ability that gives a super critical effect vs a certain enemy type is pretty good, it's like a more specialised version of the enhanced crit damage from a magic weapon.
Re: Tier-based Weapon List
Expanded (experimental) Weapon Mods
I've added an experimental set of ranged weapon Mods to the Tiered list inspired by Madd_Mod's ideas.
There are also optional rules for using Mechanics (or another suitable skill if its high enough) to install the Mods or to even make your own from a list of components. Melee weapon mods are being worked on at the moment.
https://docs.google.com/spreadsheet/ccc ... Rnc#gid=30
I've added an experimental set of ranged weapon Mods to the Tiered list inspired by Madd_Mod's ideas.
There are also optional rules for using Mechanics (or another suitable skill if its high enough) to install the Mods or to even make your own from a list of components. Melee weapon mods are being worked on at the moment.
https://docs.google.com/spreadsheet/ccc ... Rnc#gid=30
Re: Tier-based Weapon List
uhh...looking at your damage vs DT for melee weapons at least...and perhaps shotguns...one perk definitely throws things out of whack in a major way.
Piercing Strike/hoof(shotgun surgeon?) because they ignore a not unsubstantial amount of DT. It rather severely realigns things back toward lower AP weapons. I know that perks already have a pretty massive effect upon your table, but none quite so much as that little one right there does in one rank.
Piercing Strike/hoof(shotgun surgeon?) because they ignore a not unsubstantial amount of DT. It rather severely realigns things back toward lower AP weapons. I know that perks already have a pretty massive effect upon your table, but none quite so much as that little one right there does in one rank.