Author Topic: Chainsword, shock shuriken, and multiple others  (Read 644 times)

Makfar

  • Probably not a Spambot
  • *
  • Posts: 18
  • Karma: +12/-0
    • View Profile
Chainsword, shock shuriken, and multiple others
« on: January 17, 2023, 06:25:32 pm »
Chainsword continuing to attack despite a dead opponent either needs a trigger chance of fear on nearby enemies like brutality with a increasing fear chance proc's as the revving continues, end on kill to have it be strong and simple like flurry, or a way to charge it for less AP to make it more combat useable against multiple enemies because having to load 10 for me to spend 15 on 3 attacks is a bit rough.

Shock shuriken has no scaling on either mech or electrical making it practically inferior to regular knives since you can at least pin or poison.

wyrm suits infused bonus is mediocre at best. possible a retaliation affect to melee enemies where they take damage when they try to hit with melee or something else then the 25% knife protection, they already can't get through the armor as is practically due to their natural 125% incurement penalty of dr/dt

Rust maker still suffers from lacking acid breakthrough for robot resistances. an idea for an couple lanes of improvement could be a unique debuff rather then just using the saddening rusting debuff on mechanical items (this debuff really only affects the player anyway) something akin to hitting a target with it and creatting a burning hole/wound in a targets armor for more acid to penetrate through should they have any form of acid dr/dt, or simply just letting us transform it with corrosive acid.

A bio-chemgun, either as a separate extra type of chemgun that shoots biosludge and contaminate or other, or it can be a unique chemgun (since there is only one) that is a bio-organic gun that can use organs (or whatever you would want it too) and shoots either toxic spines or who knows what blobs.

no one uses spirit potion and has no reason to considering the dark presence debuff to psi users and its just a couple extra turns of psi-gen. would be better as a short psi boost then ruins you after like vit powder.

Gluck burst limit at 30ap is a bit too high considering you can get much lower with smg's and more bullets coming out and getting suppressive fire.

the TT 3000 is just a 7.62 pistol with a laser sight and nothing else going for it.

Rancor seems just a little too weak to be a DC weapon.

Slightly lower caltrop weight? 1.5 into 1.2 or 1. (just hard to carry on a straight throwing build)

Vuk selling spirit poison since Octavia sells corrosive.

Metal gloves are still low tier weapons left mostly unused, needs improvements. such as lowering the penalty of resistance they face with the natural 140% damage res/dt penalty because as it stand not much to use over leather and it just is so slow with the ap usage it has

the newer added TC spells are very weak and are left unused, needs buffs.

RRCh-42 is unused due to the fact that every burst build take suppressive fire and therefore would have no reason to run it. outside the funny large mag size

glaive could be so much more then it is currently, it came out with the likes of claymore which still heavily overshadow the poor spear. it mechanical damage is a bit mediocre as its less quality then a 100q spear. it has a blade like head and since swords have a spear feat on a weapon why can't a spear weapon have a sword feat especially when the bladed head makes alot of sense with it. in other words it needs some more going for it to stand on its own instead of just being used as a buffing tool for an actual spear

Lemurian spear also needs love because its damage on the emitter is a bit lacking and the fact the shooting of the spear has a 3t cooldown is a bit painful as well. it could use an actual unique ability like blasting the inside of a target with a effect that works passively with impales/crits. the battery is good size and it is efficient in the usage that way wise, but otherwise for having to fight a bunch of Nagas a bit disappointing
« Last Edit: March 15, 2023, 10:22:52 pm by Makfar »

Noot

  • Probably not a Spambot
  • *
  • Posts: 7
  • Karma: +3/-0
    • View Profile
Re: Chainsword, shock shuriken, and multiple others
« Reply #1 on: January 17, 2023, 09:14:28 pm »
tbh the newer TC abilities, Psychosomatic Predation and Motor Cognitive Transference, need varying levels of changes.

All Motor Cognitive needs is to buff its interaction with LoC, so that if you mass reduce an enemy group you should get the combined amount of all stats reduced rather than how it works currently. This would give it a much better niche and the mass stat steal would at least require you to use up your LoC.

Predation needs a more thorough buff. It fails at the assassin/boss killing aspect because of the insane negatives it comes with and how the game plays on a regular basis where bosses regularly come with 10+ strong groups attached at their hips. The three buffs I'd give it would be 1. Reduce the damage debuff to enemies other than your target down to 15% - 20%, 2. Have the damage debuff go away on death of the target, 3. On target kill, enemies around the killed target get inflicted with an intimidation debuff that scales with effective TC. This gives Predation its cool moments, keeps its niche as a boss killer/assassin/focusing tool, and makes it actually good to use rather than just debuffing yourself with -25% damage for 3 turns after your target dies in the first.

I agree with all your other suggestions.

PaposikG6

  • Oculite
  • Tchortist
  • **
  • Posts: 489
  • Karma: +122/-563
    • View Profile
Re: Chainsword, shock shuriken, and multiple others
« Reply #2 on: April 19, 2023, 09:27:48 am »
I agree with most of your suggestions.

The newer TC spells being bad is something that bothers me as well. Predation in particular is really abysmal, with its bonus being quite weak.
Valor's favorite poster