Development Cycle Archive
Thread: IT 7-2 Preliminary Combat Balance Changes
The change to rifleman melee defense seems to be working as intended - I am no longer able to stand in melee with multiple critters being missed repeatedly as a rifleman. (In fact two "blue cons" were able to take me down in melee - neither missed once in the fight)
(I am a PURE rifleman btw - no defense stacking at all)
So am I understanding the cap will be 125% protects defence mods? I guess that better than 200%.
Thunderheart,
Can you get the Dev responsible for Carbineer to also check out ChargeShot2? In the last publish they fixedChargeShot1 so it could not be spammed and applied the normal KD timer to both ChargeShot1 and ChargeShot2. The problem is ChargeShot2 is supposed to be an Area KD and it currently has no KD effect.
I think if this special, along with the others already being worked on, is fixed it will pretty much have all carbineers specials working!
Thanks for your support,
Minaros
scruftydog wrote:
Thunderheart. This is not a combat balance. These are bug fixes. Calling these a combat balance is putting lipstick on a pig.
Yes, you are correct. The thread is labeled "Preliminary Combat Balance Changes" for a reason.