Teras Kasi Archive
Thread: Dual wield VK
"Well, I pay about 400k for a crate of 20, each one with 3300 condition. Is that really so much of a bad price for something that has 0 encumberance and stacks on top of armor?"
Yes that's a terrible price. They get used up so fast that the 400K wouldn't go very far. 400K is still a lot of money to some people.
Jenky wrote:
no.
dual wield = fencer and Pistoleer IMO!
i dont see why we need this.
Frankly I would rather just have more normal fist weapons like the RVK, and maybe a newbie grass knuckler and special gloves and that sort of things.. crazy daggers and dual wield objects is to much IMO!
well you notice we USE BOTH HANDS lol =p
nolefan671990 wrote:
I really think we need a knuckler that does damage other than kinetic. Blast, stun, energy, electricty seem like options but I would love acid too, but not sure what kind of knuckler would do acid damage. Only limiation I see in TKA is the single type of damage.
TKM
"Our single damage type is pretty much our only disadvantage"
You forget our lack of state defenses, our lack of a bleed attack, our lack of any area effect state attacks, our lack of any powerful single-pool attack, our lack of a real evasion skill (Defensive Acuity is weak)...
Our damage isn't really an advantage since we only outdamage fencers in melee, and speed isn't an advantage when all master fencers hit the speed cap on their weapons and it's possible for pikemen and swordsmen to cap their speed too.
Our strength lies in our meditation abilities (of course), the fact that we don't suck at defense or offense (but don't excel in them either), we can land any state (on a single target) and can attack any single pool (though not with a strong attack), and our really high toughness.
Atama wrote:
Except the DE-10 is a pistoleer weapon, the BH pistol is a scatter pistol.
Iasma wrote:
aye, why use psg? It will get destroyed in few hits, it makes 50% of the weapons ingame hit harder and is cost sh!tload, unless youre stupid, use synthsteak, blocks 50% of all dammage (no AP, no vuln, 50% vs all dammage types and lasts for about 30-40 attacks, which should be longer then a PSG)... but then again, youre more vuln to stun then the other dammage types, but not less vuln then if you use PSG and not synthsteak... use both if you wanna be safe for about 10 hits when the PSG destroys and leaves you with bonus dammage to the higher AP weapons... stun is the best dammage type in PVP, no doubt...
I don't know about you, but almost every serious PvPer on my server will have at least 6 sliced PSGs on his hotbar, that lasts a while. 50% of the weapons in the game hit harder? What are you talking about? Let's consider an average PSG, 30% Energy, 45% Base (This is lower than the standard of pretty much every server). That can get into the 60 area if sliced well, but let's for fairness, consider unsliced. A PSG has a Light AR rating. Now because of this, at a minimum of 30% resists, ONLY Heavy AP Weapons will have an increase in damage, namely, the T21. Something, like a Laser Carbine with a Medium AP would be cancelled down to a 25% increase in damage due to the PSG's Light AR. Now even a 30% Energy PSG will reduce damage against a 25% increase.
100 is the normal damage. This goes to 125. This goes down to ~88 Damage against a 30% PSG.
With a T21. 100 is the normal damage. This goes to ~156. This goes to ~109. So the only weapon that actually gets an increase in damage is the T21, and it's minimul, where as every other weapon in the game gets either a decrease, or no change.
Now as to the claim PSGs are useless, let's see what kind of damage reduction it can do by itself. Let's say we have a 60% PSG. Against a Stun Baton, 100 damage goes to 50 due to AP vs AR. This is then reduced to 20 by the actual resist. I would not myself, call an 80% reduction useless.
Let's now, combine this with 40% Stun Armour. The 20 Damage is reduced to 10 by AP vs AR. The 10 damage is reduced to 6 damage by the actual resist.
A good PSG used with a good set of Armour can lead to as much as 94% Damage reduction against Stun.
Now let's be really harsh, let's consider, the Commando flamethrower. 100 damage goes to 50 due to AP vs AR. This is then reduced to 20 by the actual resist of the 60% PSG. 20 damage is reduced to 10 by AP vs AR. 10 damage is reduced to 1 damage by 90% resists.
A 99% reduction in damage, is very useful I would say.
I am very sorry if I came off as flaming in this post, but I just think you haven't used PSGs to their full potential.
Message Edited by Co-valent on 09-25-2004 10:21 PM