Jump to content
EN
Play

Forum

Limit the number of supercharged shots


mjmj5558
 Share

Recommended Posts

The supercharge effect itself is not overpowered. However, paired with turrets or augments that increase the critical damage, you can get way more out of it. So my idea is to limit the number of supercharged shots for these turrets. How will it work? Basically, if the supercharge lasts for 5s, and you have the limit  of 2 shots, after firing those, the effect will automatically end. Of course, even if you don’t fire at all, the supercharge will end after 5s. Now, let’s see the data for the turrets I suggest, all parameters are for mk8 (feel free to comment if you disagree):

Tesla:

Critical damage (% of normal dmg): 100%, but doesn’t get changed for multiple targets

Dictator (5s) :

  •  max number of shots now: 6
  •  new limit: 3 shots

Hornet (7s): 

  •  max number of shots now: 8
  •  new limit: 4 shots

Smoky:

Critical damage (% of normal dmg): 149,5% at mk8

Dictator (5s) :

  •  max number of shots now: 4
  •  new limit: 3 shots

Hornet (7s): 

  •  max number of shots now: 6
  •  new limit: 4 shots

Striker:

Critical damage (% of normal dmg): 200%

Dictator (5s) :

  •  max number of shots now: 2
  •  new limit: 1 shots

Hornet (7s): 

  •  max number of shots now: 5
  •  new limit: 2 shots

Railgun:

Critical damage (% of normal dmg): 177%

Dictator (5s) :

  •  max number of shots now: 2
  •  new limit: 1 shot 

Hornet (7s): 

  •  max number of shots now: 2
  •  new limit: 1 shot

Shaft:

Critical damage (% of normal dmg): 200%

Dictator (5s) :

  •  max number of shots now: 4
  •  new limit: 2 shots

Hornet (7s): 

  •  max number of shots now: 5
  •  new limit: 3 shots

 

Hammer also has an advantage with critical damage, because all pellets deal full damage, but I’m not sure if it should be limited or not.

  • Saw it 1

Share this post


Link to post
Share on other sites

I am not sure if I like this idea for Railgun though. Come on its just 2 shots.

As a matter of fact critical damage is what makes Railgun strong enough to play against EMP gauss and overpowered equipment. What's the point if you don't get maximum benefit from supercharge?

Share this post


Link to post
Share on other sites

27 minutes ago, Ironmantonystark said:

As a matter of fact critical damage is what makes Railgun strong enough to play against EMP gauss and overpowered equipment.

And how does it play vs everything else (non OP equipment)?

  • Agree 1

Share this post


Link to post
Share on other sites

7 hours ago, Ironmantonystark said:

I am not sure if I like this idea for Railgun though. Come on its just 2 shots.

But that two shots count a lot in case of a stun railgun, for example, or destab rail. Also, it's still kinda unfair that you get  guaranted criticals for that duration, with increased damage. It also counts a lot with augments like DHC, that can get way more than 2 shots of the OD. So yeah, why should railgun be an exception from the other turrets? It shouldn't be.

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...