Rifleman Archive
Thread: TC: Damage Mitigration and HAM Costs
This appears to me to be a way to stop dabblers.
The devs are forcing a player to master a said profession so they have mitigation 3?
Looks like the pistoleer with smuggler dirty fighting line and BH eyeshot with a Launcher pistol days are over. If im not mistaken to get the combo i just described a player shouldn't have enough points to master a profession.
I don't know good pistol ranges are 100 points from min to max
so losing 60 points times 6 for last ditch is 360 points lost reduced by 75% is 90 points.
So against a person with mitigation 3 the ultimate pistol dabbler* would only be doing 90 points less per second that they do now.
What do you think?
*Ultimate Pistol Dabbler = Pistoleer 0-2-0-3 + BH 0-0-4-0 + Smuggler 0-0-4-0
I'm starting to like mitigation, it will force Weaponsmiths to focus on minimum damage more and I think our minimum damage on a T21 can become really high if experimented on.
I think I will like mitigation when it hits live, but things should definately be diffrent than they are now.
Why they have to screw combat up with mitigation and new calculations for ham use after it seems to be working fine, I don't know.
Yeah we get 2.5 melee damage modifier but guess what, you're going to miss it when it goes away because it actually makes rifleman act and fight in a unique way compared to pistols. That's something I like about the different damage modifiers of the different classes.
The thing I like about ham usage now is if you play smart by modifying your stats, use buffs, food and spice, you can pretty much do anything you want and deal out tons of damage.
But, not my game, guess I gotta live by the rules.
-- Ypi
yup that was an old post of mine, found that out recently.
Yes mitigation is going to reduce our damage,
yes mitigation is going to make Krayt weapons less effective,
and yes there is nothing we can do about this but change stratigy up and hope for the best.