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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Critical Hit Effects
Change critical hit effects on Laser, Mining, and Heat damage. This is needed because other weapon types do roughly the same dps, yet their critical hit effects are much stronger comparatively. Some suggested changes:

Heat - +x% damage taken from fires
Laser - further decreased shield recharge. -40% or so? Shield charge isn't very useful during combat, so the reason for this is justified.
Mining - increased damage from all sources. Perhaps 20-25%?

/discuss

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Last edited by Griffin on Tue Mar 13, 2012 10:10 pm, edited 1 time in total.

Mon Mar 12, 2012 9:39 pm
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Team: Eminence Front
Main: Spatzz
Level: 2402
Class: Engineer

Joined: Mon Jul 27, 2009 12:40 am
Post Re: Critical Hit Effects
Griffin wrote:
Change critical hit effects on Laser, Mining, and Heat damage. This is needed because other weapon types do roughly the same dps, yet their critical hit effects are much stronger comparatively. Some suggested changes:

Heat - +visibility
Laser - further decreased shield recharge. -40% or so? Shield charge isn't very useful during combat, so the reason for this is justified.
Mining - increased damage from all sources. Perhaps 20-25%?

/discuss


Laser's crit is the most effective overall in my opinion. PvAI and PvB/BvB it plays a huuuge role.

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Mon Mar 12, 2012 10:18 pm
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Joined: Thu Jul 22, 2010 10:12 pm
Post Re: Critical Hit Effects
Griffin wrote:
Change critical hit effects on Laser, Mining, and Heat damage. This is needed because other weapon types do roughly the same dps, yet their critical hit effects are much stronger comparatively. Some suggested changes:

Heat - +visibility
Laser - further decreased shield recharge. -40% or so? Shield charge isn't very useful during combat, so the reason for this is justified.
Mining - increased damage from all sources. Perhaps 20-25%?

/discuss

Oh, someone else has noticed the Laser and Mining nerf? I'd thought I was the only one who had a problem with it. They used to both be 50%. If I'm not mistaken they used to stop regen completely, and this might be a stretch, but I used to think they counted as unequiping shields and energy(damage was probably just a space rat). To see you nervous about proposing 40% is humorous to me. Go all the way. Tell them what number you'd really like. Say 50%, please?

Chaosking3, laser and mining are the only two useful in vB because they're the only ones that even do anything to the base. They don't warp, they don't have engines, they really have amazing radar already, and that's about all of them. The only other one is surgical, which really isn't a great damage type otherwise... And really, bases aren't exactly regen based... they can be but that's not their strong point.

To make it clear, I want the damage effect unnerfed instead of changed.

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Mon Mar 12, 2012 11:26 pm
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Team: Eminence Front
Main: Spatzz
Level: 2402
Class: Engineer

Joined: Mon Jul 27, 2009 12:40 am
Post Re: Critical Hit Effects
SkyTitan wrote:
Griffin wrote:
Change critical hit effects on Laser, Mining, and Heat damage. This is needed because other weapon types do roughly the same dps, yet their critical hit effects are much stronger comparatively. Some suggested changes:

Heat - +visibility
Laser - further decreased shield recharge. -40% or so? Shield charge isn't very useful during combat, so the reason for this is justified.
Mining - increased damage from all sources. Perhaps 20-25%?

/discuss

Oh, someone else has noticed the Laser and Mining nerf? I'd thought I was the only one who had a problem with it. They used to both be 50%. If I'm not mistaken they used to stop regen completely, and this might be a stretch, but I used to think they counted as unequiping shields and energy(damage was probably just a space rat). To see you nervous about proposing 40% is humorous to me. Go all the way. Tell them what number you'd really like. Say 50%, please?

Chaosking3, laser and mining are the only two useful in vB because they're the only ones that even do anything to the base. They don't warp, they don't have engines, they really have amazing radar already, and that's about all of them. The only other one is surgical, which really isn't a great damage type otherwise... And really, bases aren't exactly regen based... they can be but that's not their strong point.

To make it clear, I want the damage effect unnerfed instead of changed.


I apologize but you must not make bases. Saying they are not regen based is well....lol.

Surgical is also the second best crit in my opinion. -50% rof is -50% dps.

Mining is also pretty awesome for certain ubers and again, in PvB/BvB in combination with some other stuff.

I do agree that the heat crit is fairly pointless but fires from heat weapons already add vis so not sure on the necessity of this.

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Tue Mar 13, 2012 12:11 am
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Post Re: Critical Hit Effects
I'm pretty sure the surg crit effect is +50% recoil, aka -33% DPS.

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Tue Mar 13, 2012 1:34 am
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Team: AUSTRALIA
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Level: 1836
Class: Seer

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Post Re: Critical Hit Effects
I agree :)

Mainly because im a seer and I realize how much more diverse the class would be if this would be added.

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Tue Mar 13, 2012 1:59 am
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Team: Eminence Front
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Level: 2402
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Post Re: Critical Hit Effects
anilv wrote:
I'm pretty sure the surg crit effect is +50% recoil, aka -33% DPS.

Ignoring math makes me head feel better.

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Tue Mar 13, 2012 2:49 am
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Team: BOSSEN
Main: Bad at Games
Level: 2169
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Joined: Sat Feb 06, 2010 10:48 pm
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Post Re: Critical Hit Effects
Im actually with Spatzz on this one. I dont think a change is needed.

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Tue Mar 13, 2012 4:27 am
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Team: Aidelon
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Post Re: Critical Hit Effects
There already is a critical effect of adding a shitload of extra damage :D the "effect" is also cool, but can't be too strong or people will be unstoppable

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Tue Mar 13, 2012 4:28 am
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Critical Hit Effects
Can you imagine what would happen if a sniper got their hands on such things? Seer would not be OP. Sniper, all snipers, will be.

Basta's Panther seer will get run over by dinky Sniper Izers. That should shut you up, though.

Random 3shot hits seer, vis flares up by a massive amount, HGG to the face. Basta cries.


Tue Mar 13, 2012 6:52 am
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Critical Hit Effects
What if Heat criticals increase all damage taken by parasites? It would be awesome.

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Tue Mar 13, 2012 7:35 am
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Critical Hit Effects
Griffin wrote:
What if Heat criticals increase all damage taken by parasites? It would be awesome.


It'd make snipers run over people faster. The Glue Gun/Sprayer and Hot Glue Gun/Sprayer gets some 90% of its insane dps from its parasite. The weapon itself is a nerfed PSS.

Crit with jiji, HGG to the face.


Tue Mar 13, 2012 7:50 am
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Team: Contingency
Main: Stabberz
Level: 2153
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Joined: Sat Mar 03, 2007 10:55 am
Post Re: Critical Hit Effects
Then increase damage taken by fires?

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Tue Mar 13, 2012 8:39 am
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Critical Hit Effects
Supposedly, the parasite of the GG/S and HGG/S is a fire. I don't know because I don't have one, but all 4 of the teammates I have with either a GGS or a HGGS says it's a fire.

It still hits like a truck as if it was a physical parasite, though.


Tue Mar 13, 2012 9:29 am
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Critical Hit Effects
It's a nanite iirc. So hopefully it would be fine? It'd be nice if someone could confirm this.

By the way, could we get an admin response on this? It's easy to change if they want to do it I'd think.

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Tue Mar 13, 2012 10:42 am
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