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SMG Damage
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03/15/2006 20:56:43
Subject:
SMG Damage
Super_Jenius
Fansite Operator
Joined: Aug 15, 2005
Messages: 317
Offline
I'm still getting used to the new damage numbers, but I'm wondering if SMG abilities are causing too much. Against Lt. Morales (yellow-con), Controlled Burst does about 450 dmg and Full Auto Redux does almost 1500 dmg. Does this sound right compared to other trees? Granted, it is hard to pull this move off, but it is easier in interlock. Once you get it off, the fight is bascially over. By comparison, Aikido Tomo Nage does about 900 dmg the first time and 1100 dmg the second after resistance downgrades.
On the other hand, the full fight is about the same length, probably because normal MA tactics do more damage than SMG, so maybe it is balanced. What do you think?
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03/16/2006 01:35:55
Subject:
Re: SMG Damage
DillingerFour
Virulent Mind
Joined: Nov 21, 2005
Messages: 122
Offline
I think it is fair, there is no move in the tree that causes "dazed" now so all you can do is spam the blue attack and hope to daze someone in order to use the "full auto redux" the ability that used to cause dazed and now causes nothing still uses 120 IS which is a joke! and if you manage to pull off a FAR then kudos becuase i know whenever im in interlock and im using the blue attack to try and daze someone 9 times out of 10 there specials from what ever tree they are using will out roll my blue attack.
03/16/2006 07:09:34
Subject:
Re: SMG Damage
Super_Jenius
Fansite Operator
Joined: Aug 15, 2005
Messages: 317
Offline
I'm not sure, but I think they lowered the IS for that ability in Update 9. I think it's around 65 now, but I'll check for sure tonight. I haven't had much trouble causing dazed against NPCs. The hardest part about pulling that move off outside of interlock is maintaining your concentration while being pelted by bullets (I haven't leveled Concentration to 50 yet). It takes a long time to do, which may explain the high damage. Inside interlock doesn't seem to take as long, but the damage is about the same. Anyway, it is starting to sound like the SMG balance is high damage/high difficulty.
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03/16/2006 07:53:04
Subject:
Re: SMG Damage
Wendigo
Mainframe Invader
Joined: Sep 15, 2005
Messages: 771
Location: Germany
Offline
I'm fine with the current balance. It is a real pain to set up a Full Auto Redux, so the reward should be big damage when you do pull one off. The damage is the direct result of the length of the timer under the DPS system. Long timer = Big damage. It is consistent across all trees.
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03/16/2006 09:39:03
Subject:
Re: SMG Damage
Super_Jenius
Fansite Operator
Joined: Aug 15, 2005
Messages: 317
Offline
I just checked and Direct Fire now uses 50 IS and gives 35 DPS (not bad). Supposedly, melee free-fire is more likely to cause a state (dazed/staggered/off-balance) than in interlock, but I don't know if that also applies to ranged free-fire.
I tell you what, having high damage capabilities besides Hacker makes things more interesting.
:smileyhappy:
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