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General / Re: Chemical/energy pistols
« on: October 03, 2017, 10:27:28 am »
As a show of good faith here's the stats on a QL130 incendiary pistol, also; they do compare much more favourably to other weapons than the acid blob pistol.
48.5 average damage per shot, but the on hit effect is much better than the acid blob pistol. It's 247 average damage per shot over three turns when it inflicts burning, and that occurs with basically double the frequency of acid entanglement. Total average is about 217 damage per shot. Between its much higher damage over time and its fear effect, that would almost turn this weapon into the electroshock pistol of the chemical pistol world, except for a couple of things - firstly, fire damage isn't particularly good, with every robotic enemy highly resistant to it and half of them immune to burning, every other human opponent equipped with antithermic armour and likewise immune to burning, etc. Secondly, as mentioned, the game has no handling for the stacking of the burn effect (even acid entanglement handles it by refreshing the effect with the new damage value applied; burning just ignores subsequent applications entirely), which is a huge problem and in my opinion needs fixing - the fear and damage effects of the burning status should be separated into one visible and one invisible effect, and further applications of burning should either increase the damage inflicted in subsequent rounds, extend the number of rounds the target burns, or some combination of the two. As it is, there is no way to focus fire on a single target with chemical pistols, you just lose a tonne of damage by doing so.
Yes, this is a problem I have with energy pistols also. I find it ridiculous that even the most heavy-hitting firearm can still shoot faster than much weaker chemical and energy pistols because there are just no equivalent options for reducing AP cost/firing more shots with non-firearm weapons. Even if you could squeeze every last bit of delayed damage out of every shot from an incendiary pistol, it would still barely match the direct damage of a .44 using Rapid Fire in terms of standard shots (217 times 4 vs 143 times 6).
I should probably say, I am not 'rooting' for firearms to be more awesome than anything else. I don't want them to be, I want everything to be well-balanced. But I don't see how you could look at the way things are now and see them as balanced. (Although in saying that, Styg will probably nerf regular pistols again now )
48.5 average damage per shot, but the on hit effect is much better than the acid blob pistol. It's 247 average damage per shot over three turns when it inflicts burning, and that occurs with basically double the frequency of acid entanglement. Total average is about 217 damage per shot. Between its much higher damage over time and its fear effect, that would almost turn this weapon into the electroshock pistol of the chemical pistol world, except for a couple of things - firstly, fire damage isn't particularly good, with every robotic enemy highly resistant to it and half of them immune to burning, every other human opponent equipped with antithermic armour and likewise immune to burning, etc. Secondly, as mentioned, the game has no handling for the stacking of the burn effect (even acid entanglement handles it by refreshing the effect with the new damage value applied; burning just ignores subsequent applications entirely), which is a huge problem and in my opinion needs fixing - the fear and damage effects of the burning status should be separated into one visible and one invisible effect, and further applications of burning should either increase the damage inflicted in subsequent rounds, extend the number of rounds the target burns, or some combination of the two. As it is, there is no way to focus fire on a single target with chemical pistols, you just lose a tonne of damage by doing so.
It seems that hammerer has less AP per shot. 17 AP per shot for strictly inferior pistol is just...sad. It's like it's teasing you with "almost three shots per round" thing. So, in one round you can squeeze 1 more shot more from a hammerer than you can from acid pistol. How acid pistol can be considered "more flexible" is just beyond me.
Yes, this is a problem I have with energy pistols also. I find it ridiculous that even the most heavy-hitting firearm can still shoot faster than much weaker chemical and energy pistols because there are just no equivalent options for reducing AP cost/firing more shots with non-firearm weapons. Even if you could squeeze every last bit of delayed damage out of every shot from an incendiary pistol, it would still barely match the direct damage of a .44 using Rapid Fire in terms of standard shots (217 times 4 vs 143 times 6).
I should probably say, I am not 'rooting' for firearms to be more awesome than anything else. I don't want them to be, I want everything to be well-balanced. But I don't see how you could look at the way things are now and see them as balanced. (Although in saying that, Styg will probably nerf regular pistols again now )