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Improving critical damage


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Hello,

For the rest of the turret that the critical damage deals the same damage as non critical damage is illogic, critical damage should deal double damage like it was used with smoky in old times when there wasn't critical damage for all turret, so I suggest to make critical damage for all turret deals double damage than the normal damage, for example gauss arcade mode deals 1300 damage with double damage (without critical damage), with critical damage it should deal 2600 damage. Critical damage suggestion works as for arcade mode for long turret as in aiming mode for long turret, it works also for short and medium turret (every turret)

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Declined

I don't suppose I have to explain why I am declining this. Anyway, I have to do it.

See my friend, shaft and gauss are way too strong. EMP Salvo is annoying enough and Shaft with booster keeps you one shotting, practically getting onto your nerves. There's a reason for why salvo and snipe modes for this turrets don't deal critical damage.

You are forgetting that critical damage cannot be reduced by regular protections. Oh and gauss already does double critical damage.

Critical damage is based on a lot of statistics. 

12 hours ago, Yveltal9 said:

that the critical damage deals the same damage as non critical damage is illogic,

Critical damage isn't reduced by regular modules.

You don't get the point, there are a lot of turrets which are really strong right now, hammer for instance. Double the critical damage would only make this turret insane.

The point you don't understand is that you just cannot put forward a vague suggestion "Let there be critical damage double of regular damage"

Each turret is different. You CANNOT generalize stuff like that.

200.gif

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