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Tracking enhancer nerf, broke medium autocannons

Author
Valleria Darkmoon
Imperial Academy
Amarr Empire
#21 - 2014-04-23 12:48:45 UTC
Gal'o Sengen wrote:
Danny John-Peter wrote:
Posting to say that Medium AC's were mediocre pre-nerf and are now barely worth using for long point kiting.


Medium ACs really are kinda crap. Their main advantage is their selectable damage type... Which gets completely thrown out the window in practice, simply because they only operate better than Blasters deep in Barrage range, which limits you to explosive damage, which in turns tanks your damage far, far below what it would be if you were using Lasers or Missiles.

Honestly, i think Point Range itself is part of the problem. I've thought for a while that tackle modules should be revamped to be more like other Ewar, with optimal and falloff ranges where their effect diminishes.

Well pre-TE nerf, shield tanks were pretty much the order of the day unless you are talking fleet scale, ASBs had just been released solidifying shield superiority and armor rigs reduced speed making the job of kiters that much easier if you used them. This also contributed further to Minmatar dominance as ships with bonuses to shield boost could rep entire shield HP bars per cycle with an oversized booster and links and/or implants. This also lead to complaints that ASBs were insanely hard to break by the barrage wielding masses.

Times have changed, killboards no longer have so much orange in the background of ship icons that without looking you'd be certain that nebula was in the background of your driver's licence photo as well. I see a much wider variety of both race and tank types now than I did even a year ago. Armor tanks are a lot more common in small scale fights these days in which case, what damage type would you prefer to deal over what is primarily explosive? Certainly feels better than primary thermal damage. Speaking as someone who didn't start using projectile turrets until after the TE nerf they don't feel particularly weak to me although that being said I pretty much only fly hulls that have falloff bonuses unless I'm using artillery.

As for tackle mods having a falloff range, I like neither the idea of a point/web you can lose beyond optimal even though you are cycling it on target nor do I like the idea of the kind of range you could get with a faction point on an Arazu with links for example. Also how much falloff are we talking here? If it's a lot then there is the potential that something like an Arazu or Lach has an almost useless bonus because normal ships can point anything they can target if only slightly shakily. If the falloff is small then it won't effectively extend point range by much at all as too many cycles would miss beyond optimal (it would have to be like ECM as well where the cycle either works or not, as how do you partially warp scramble a target? It would just have to be a 100% success rate if below optimal). ~20-24 km or less engagement range should be fine, there's no reason to extend it much farther than that on small scale.

Reality has an almost infinite capacity to resist oversimplification.

Nimrod vanHall
Van Mij Belastingvrij
#22 - 2014-04-23 13:23:27 UTC
My proposed change to tackle would be based on ship size, the larger the pointing ship the longer the point/scram range.

Something alon the lines of:
small warp disrupter II 16 km point str 1
small warp scrambler II 6 km point str 2

Medium warp disrupter II 24km point str 1
medium warp scrambler II 9km point str 2

large warp disrupter II 40 km point str 2
large warp scrambler II 15 km range point str 3


Probably include stazis webbifiers in this change as well.

Fitting and cap for medium modules is simulair to the current usage. Small's use less cap+fitting while large mods use more. use shield boosters as a compairison.

In an ideal world battle cruizers / destroyers could either use oversided tackle or tank while friggates and crjizers need fitting comppromises to fit either oversized tank or over sized tackle.

The reasoning is thati feel that bigger/havier ships should have more holding power then smaller vessels at thd cost of more fitting and cap use. More fitting choices cant be bad :)

Keith Planck
Hi-Sec Huggers
#23 - 2014-04-23 13:56:39 UTC
Valleria Darkmoon wrote:
According to the chart you linked barrage is best damage choice for medium turrets past 17 km and on any ship with a falloff bonus it's bound to be more than that, just saying.


*COUGH*railguns*COUGH*
Goldensaver
Maraque Enterprises
Just let it happen
#24 - 2014-04-23 16:21:31 UTC
Keith Planck wrote:
Valleria Darkmoon wrote:
According to the chart you linked barrage is best damage choice for medium turrets past 17 km and on any ship with a falloff bonus it's bound to be more than that, just saying.


*COUGH*railguns*COUGH*

See, now the thing is that that's two separate weapon systems. If someone's willing to sit on a mobile depot tanking your damage for the full deployment time until they can finally change weapons just to counter yours, suffering damage while you take none, and rendering them completely immobile until that happens, then that's all well and good. The thing about autocannons is that they deal better damage than blasters past 17km and have better application than rails under 17km (assuming you've got at least a minor orbit messing up their tracking).

Autocannnons have better versatility, allowing them to kite blasters at range, or get in under rails, and... sorta respond to pulse lasers by getting in under the tracking because there's no way they can kite that.

Of course, that's not to say I would mind seeing a bit more DPS on them, however it would have to be a careful adjustment. Too much just puts us back into Minmatar master race.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2014-04-23 17:51:52 UTC

While you can swap ammo mid fight, you cannot swap gun types.

Furthermore, your comparison doesn't take into account tracking.

Yes, blasters are the kings of scram/web range damage.
Lasers are the kings of long range damage.

Autocannons are the red headed bastard child of the two, tracking much better than lasers, with the range to hit decently beyond scram/web range.
IIshira
School of Applied Knowledge
Caldari State
#26 - 2014-04-23 18:10:33 UTC
Nimrod vanHall wrote:
My proposed change to tackle would be based on ship size, the larger the pointing ship the longer the point/scram range.

Something alon the lines of:
small warp disrupter II 16 km point str 1
small warp scrambler II 6 km point str 2

Medium warp disrupter II 24km point str 1
medium warp scrambler II 9km point str 2

large warp disrupter II 40 km point str 2
large warp scrambler II 15 km range point str 3


Probably include stazis webbifiers in this change as well.

Fitting and cap for medium modules is simulair to the current usage. Small's use less cap+fitting while large mods use more. use shield boosters as a compairison.

In an ideal world battle cruizers / destroyers could either use oversided tackle or tank while friggates and crjizers need fitting comppromises to fit either oversized tank or over sized tackle.

The reasoning is thati feel that bigger/havier ships should have more holding power then smaller vessels at thd cost of more fitting and cap use. More fitting choices cant be bad :)



The problem with this is tackle is dependent on fast lock time. Large ships lock slower. This is why tackle is usually frigates
Keith Planck
Hi-Sec Huggers
#27 - 2014-04-23 19:42:22 UTC
Gizznitt Malikite wrote:

While you can swap ammo mid fight, you cannot swap gun types.

Furthermore, your comparison doesn't take into account tracking.

Yes, blasters are the kings of scram/web range damage.
Lasers are the kings of long range damage.

Autocannons are the red headed bastard child of the two, tracking much better than lasers, with the range to hit decently beyond scram/web range.


That's the problem, in reality you don't have better damage past 10kms unless it's on a bonused hull like the vagabond. Null gets better projection out to 17kms, so the only ships who are ever at an advantage with autocannons are 20+km point kiters (even then, unless it's a bonused hull, your doing HALF of your dps at that range and barrage already has pretty low dps to begin with.

This is what these weapons should look like http://i.imgur.com/aDcfYNV.png
Valleria Darkmoon
Imperial Academy
Amarr Empire
#28 - 2014-04-24 01:03:25 UTC  |  Edited by: Valleria Darkmoon
Nimrod vanHall wrote:
My proposed change to tackle would be based on ship size, the larger the pointing ship the longer the point/scram range.

Something alon the lines of:
small warp disrupter II 16 km point str 1
small warp scrambler II 6 km point str 2

Medium warp disrupter II 24km point str 1
medium warp scrambler II 9km point str 2

large warp disrupter II 40 km point str 2
large warp scrambler II 15 km range point str 3


Probably include stazis webbifiers in this change as well.

Fitting and cap for medium modules is simulair to the current usage. Small's use less cap+fitting while large mods use more. use shield boosters as a compairison.

In an ideal world battle cruizers / destroyers could either use oversided tackle or tank while friggates and crjizers need fitting comppromises to fit either oversized tank or over sized tackle.

The reasoning is thati feel that bigger/havier ships should have more holding power then smaller vessels at thd cost of more fitting and cap use. More fitting choices cant be bad :)


This would require an awful lot of juggling of ship fittings. Right now all tackle uses 1 PG on any ship which for frigates could be significant and all but unnoticed on anything bigger. Ship CPU increases relative to the number of slots a ship has while PG increases with ship size. This means that having a high CPU requirement for larger warp disruptors puts a lot of pressure on a large ship's CPU by having a module that requires far more than average CPU to fit if you want to keep it off a small ship. This would probably lead to an unreasonable CPU requirement if you want to make sure to keep it off a frigate.

The second option is easier which is to increase the PG cost which easily makes the larger modules impossible to fit onto undersized hulls, the issue here is that it will require either giving the larger ships more PG to make fitting the ship reasonable which opens the door to OP fits for fleets that don't fit points of their own. The only alternative is to lower the fitting cost of many PG using modules which lands you in exactly the same place. Either option is one of two paths on a road that doesn't fork.

I think the ability to use longer range points and relying on projection may be something that will allow battleships to see more common use in small gangs so I kinda like the idea but I think the best way to do it would be by leaving the fittings and simply making the small > medium > large only fittable to frigates/destroyers > cruisers/battlecruisers > battleships and above respectively. I wouldn't add warp scramble strength to the large though the added range should be fine although I would set warp disruptors at 20 > 30 > 40 and scrams at 8 > 12 > 16. I know there are frigates that use long range guns with a scram and I wouldn't want to see scram range reduced so much as to not allow that to be effective. All that being said if this were to happen I feel Interdiction Maneuvers gang link would have to get beaten to death with a nerf bat and that's even if it is eventually made on grid links only.

I don't support changing webs since if they get much stronger than they are battleships go god mode. BS naturally project better than smaller ships so giving them long range webs on top of long range tackle is a recipe for making them overpowered. Consider that at the range those webs would work their guns would have much less trouble tracking already and it would substantially reduce the options for smaller ships as it would be a long trip in to get under a BS guns if you're webbed out much past 10 km, nor could you try to kite at the edge of optimal for medium rails or arty for example because the web might work at that range and the BS large guns will just tear you apart. Webs need to only allow battleships to have a prayer of tracking ships that try to dive in close not to hold them at 20 km for example, where their guns will be able to track and hit just fine.

Reality has an almost infinite capacity to resist oversimplification.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#29 - 2014-04-24 01:47:02 UTC  |  Edited by: Valleria Darkmoon
Keith Planck wrote:
Gizznitt Malikite wrote:

While you can swap ammo mid fight, you cannot swap gun types.

Furthermore, your comparison doesn't take into account tracking.

Yes, blasters are the kings of scram/web range damage.
Lasers are the kings of long range damage.

Autocannons are the red headed bastard child of the two, tracking much better than lasers, with the range to hit decently beyond scram/web range.


That's the problem, in reality you don't have better damage past 10kms unless it's on a bonused hull like the vagabond. Null gets better projection out to 17kms, so the only ships who are ever at an advantage with autocannons are 20+km point kiters (even then, unless it's a bonused hull, your doing HALF of your dps at that range and barrage already has pretty low dps to begin with.

This is what these weapons should look like http://i.imgur.com/aDcfYNV.png

You realize I hope that you pegged Antimatter, Null and Barrage at roughly the same damage @ 10 km and ACs as having an optimal range around the 8-9 km mark with EMP. Since optimal range and falloff are a product of gun + ammo and EMP carries a 50% optimal penalty, the default optimal of the AC in this case should be somewhere between 16-18 km (compared with 15 km base optimal for Heavy Pulses). So much for lasers, as now ACs have better optimal (trampling the only advantage of lasers) way better falloff, better dps and better tracking to go with lesser factors like selectable damage type, no cap use and lower fitting requirements. Additionally the EMP graph loses 50% of its damage by around 18 km which would put falloff at approximately 10 km (1 km less than 220s have currently assuming a non falloff bonus hull) Literally what this graph looks like a suggestion that ACs should (assuming 220s on account of the falloff) get a roughly 600% boost to optimal range while sacrificing roughly 10% falloff or that they should become super lasers whichever description you prefer. There is no way to call this balanced with a straight face, although I could certainly see the appeal if you really like Minnie ships.

Your graph doesn't include any details about ship bonuses or fits so I have to assume this is all guns and ammo only on a non bonus hull.

I would like to see tracking enhancers get their falloff back to somewhere between the pre and post nerf value or perhaps a small boost to AC falloff to differentiate them from blasters a little bit more, the latter option being my preference as it prevents blasters from benefiting from the increased falloff and optimal of a TE particularly when using null which I feel is a big part of the problem. I feel ACs need to exploit their superior falloff and the TE nerf prevents that on ships without a falloff bonus which is why as I said before I only fit ACs to falloff bonus hulls. Ships like the Hurricane I swapped to artillery fits so they can project a decent amount of damage and very high alpha.

EDIT: Now I have some time to look a Thorax and compare it to a Stabber and check 17 km. If you fit Neutrons with null to a Thorax and 220s to a Stabber with Barrage each with one damage mod and no TEs the Stabber is ahead by 55 gun dps @ 17 km and that is despite having one less turret and lower caliber guns than the Thorax. Be sure when you are comparing guns you are not including drone dps or it makes the comparison very disingenuous, the Thorax barely edges out the Stabber at 17 km if you include 5 Hammerhead IIs instead of 5 Warrior IIs but that is not on account of the guns. I justify using a falloff bonus hull in this comparison for two reasons. First there are no Gallente T1 Cruisers that have bonuses to optimal or falloff and second as I said falloff hulls are where you use ACs. Just for the sake of argument though, a Rupture (1 gyro no TE with 220s and Barrage) still beats out the Thorax by 33 gun dps @ 17 km and this is again with 1 fewer turret and smaller caliber, so I have no clue where you are getting this Null = Barrage @ 17 km.

Reality has an almost infinite capacity to resist oversimplification.

Shelom Severasse
The Disney World Federation
Fraternity.
#30 - 2014-04-24 03:56:31 UTC  |  Edited by: Shelom Severasse
Keith Planck wrote:
Blaster vs Auto Graph

Null is too strong.
EMP is too weak.


This is what these medium weapon systems SHOULD look like. (you'll notice all i did was swap null and EMP around :P)



Side note: http://imgur.com/2b0hJAV (something is wrong with XL autocannons as well)

i believe i see a triple point in this graph

EDIT: 1.) you shouldve kept with the same color coding >.>
2.) seems like you just want to nerf hybrids and buff projectiles
3.) barrage till has the best damage projection
Keith Planck
Hi-Sec Huggers
#31 - 2014-04-24 06:35:15 UTC  |  Edited by: Keith Planck
Shelom Severasse wrote:
Keith Planck wrote:
Blaster vs Auto Graph

Null is too strong.
EMP is too weak.


This is what these medium weapon systems SHOULD look like. (you'll notice all i did was swap null and EMP around :P)



Side note: http://imgur.com/2b0hJAV (something is wrong with XL autocannons as well)

i believe i see a triple point in this graph

EDIT: 1.) you shouldve kept with the same color coding >.>
2.) seems like you just want to nerf hybrids and buff projectiles
3.) barrage till has the best damage projection


1. too lazy
2. thats exactly what i want
3. too bad it projects **** damage
Tauranon
Weeesearch
CAStabouts
#32 - 2014-04-24 06:43:25 UTC
Keith Planck wrote:
Gizznitt Malikite wrote:

While you can swap ammo mid fight, you cannot swap gun types.

Furthermore, your comparison doesn't take into account tracking.

Yes, blasters are the kings of scram/web range damage.
Lasers are the kings of long range damage.

Autocannons are the red headed bastard child of the two, tracking much better than lasers, with the range to hit decently beyond scram/web range.


That's the problem, in reality you don't have better damage past 10kms unless it's on a bonused hull like the vagabond. Null gets better projection out to 17kms, so the only ships who are ever at an advantage with autocannons are 20+km point kiters (even then, unless it's a bonused hull, your doing HALF of your dps at that range and barrage already has pretty low dps to begin with.

This is what these weapons should look like http://i.imgur.com/aDcfYNV.png


Your graph would be fine if blasters wasn't using half the capacitor needed for prop mod and tank, and if neuts didn't shut blasters off, and if blasters had more choices about damage type, and if the only usage modes for these weapons ever was against each other.

Lockdown86
Night line Logistics
#33 - 2014-04-24 07:57:57 UTC
blasterds dont need nerfin they allready have range problems, but its funny when someone tries to kite me when im using rails muhaha
Caitlyn Tufy
Perkone
Caldari State
#34 - 2014-04-24 09:10:15 UTC
The thing with short range guns is, in theory:

1. Blasters: shortest range, best tracking
2. Lasers: longest range, worst tracking
3. ACs: second longest range, second best tracking (generalist)

Then the Minmatar ships utilize their speed to dictate range and abuse the weapon types' disadvantages, for instance, getting close against lasers to get under tracking or staying out of blaster range.

The problem here is that if you make ACs too strong or Minmatar ships too fast, they begin to dominate their adversaries without the adversaries' ability to fight back - i.e., we're back to the Age of Winmatar. If on the other hand we make ACs too weak or Minmatar ships too slow, they won't be able to beat anything - it's a very delicate balance to keep.

Imo, the best way of balancing Minmatar is allowing their ships to choose the tank type, then having them pick between range (TC vs TE) and speed (armor vs shield). That way, every player can find their sweet spot with ACs and/or artillery.
Keith Planck
Hi-Sec Huggers
#35 - 2014-04-24 09:42:42 UTC  |  Edited by: Keith Planck
[quote=Caitlyn Tufy]The thing with short range guns is, in theory:

Blasters: 526
Railguns: 489
Autocannons: 386 .156rads/s
Arty: 338
Pulse: 429 .12rads/s
Beam: 476
HAM: 435
HML: 313


So tell me again that autocannons have the 2nd best dps. Cause I'm seeing the only things they out-dps are Heavy Missiles and Artillary.

* auto-cannons out-track pulses? When has this ever happened? They have almost the same amount of tracking. .036 tracking on a cruiser hull doesn't make up for the loss in dps. Throw the 2 into a tracking graph and pulses will still ALWAYS out-dps autocannons.

* auto-cannons out-range blasters? Have you seen what Null does?

The only ship that fully utilizes the "get under lasers, stay over blasters" is the vagabond because it's SPECIFICALLY bonused for speed, range, and agility.

Small and Large guns seem to work for the most part, it's just the bastard medium guns, where the autocannons don't have enough base damage or falloff. Medium autocannons aren't the jack-of-all trades guns, they are just **** at everything.
Kagura Nikon
Native Freshfood
Minmatar Republic
#36 - 2014-04-24 10:33:53 UTC
Long time ago when they started nerfign Minmatar due to the pathetic over reaction and myth from peopel that did not even fight in eve I already warned that Blasters would be completely overpowered when buffed at same time. Takes time.. but after 7 yeras it is just yet another time I was right.. as always.

Only an idiot would use AC instead of blasters or pulse lasers ( on a few select scenarios) if he coudl choose independent of ship bonuses.

Blasters should NEVER be efficient as standoff weapons. They got at SAME time a buff to falloff and a boost to damage. The insanity and lack of basic math testing when those changes were made is amazing.


Just compare a brutix to the hurricane. Even ignorign the repair bonus, that is usign it as a ship with a single bonus, it is FAR superior to the hurricane in ANYTHING except camping stations to insta blab small ships.

Compare thorax and rupture. Thorax has SAME speed sicne the unbalance pass (that is how I all tiercide), more damage at any relevant range ( does not matter if when the thorax has 5% damage the rupture has still 10%), same EHP, more agility.


Compare tempest and megathron.. same concept with a SINGLE bonus to damage the mega outdones the tempest on damage projection !

Blasters were overbuffed and almost all the smart players saw that comming and already had them trained to spec 5 when they hit tranq.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#37 - 2014-04-24 10:36:45 UTC
Caitlyn Tufy wrote:
The thing with short range guns is, in theory:

1. Blasters: shortest range, best tracking
2. Lasers: longest range, worst tracking
3. ACs: second longest range, second best tracking (generalist)

Then the Minmatar ships utilize their speed to dictate range and abuse the weapon types' disadvantages, for instance, getting close against lasers to get under tracking or staying out of blaster range.

The problem here is that if you make ACs too strong or Minmatar ships too fast, they begin to dominate their adversaries without the adversaries' ability to fight back - i.e., we're back to the Age of Winmatar. If on the other hand we make ACs too weak or Minmatar ships too slow, they won't be able to beat anything - it's a very delicate balance to keep.

Imo, the best way of balancing Minmatar is allowing their ships to choose the tank type, then having them pick between range (TC vs TE) and speed (armor vs shield). That way, every player can find their sweet spot with ACs and/or artillery.



The age of winmatar was a lie. Minmatar were the easiest shisp to sue but smart players were aware that it was a myth.

Also minmatar for a LONG time has been deprived of their speed advantage.


Check the agility of minmatar ship comapred to gallente. Comapre rupture to thorax.. check the damm Navy omen that is faster than ANY minmatar ship bar the vagabond (that has the same speed.. the all mighty to be the fastest of the fastest is jsut same speed of the race that was supposed to be the slowest)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Jita Akachi
Doomheim
#38 - 2014-04-24 11:12:51 UTC
Kagura Nikon wrote:
.

Compare thorax and rupture. Thorax has SAME speed


Hum.. compare Thorax and Stabber or Vexor and Rupture.
Caitlyn Tufy
Perkone
Caldari State
#39 - 2014-04-24 12:09:17 UTC  |  Edited by: Caitlyn Tufy
Keith Planck wrote:
1. So tell me again that autocannons have the 2nd best dps.
2. * auto-cannons out-track pulses? When has this ever happened?
3. * auto-cannons out-range blasters? Have you seen what Null does?


1. Nobody said anything about dps, because dps isn't everything. I said specifically range, because that's how you use ACs to beat a blaster ship.

2. 425mm AC has a base tracking of 0.11; Heavy Pulse laser has a tracking of 0.08; Both Barrage and Scorch have a tracking multiplier of 0.75.

3. It gives a 40% bonus to Blaster optimal and falloff as opposed to Barrage's 50% bonus to just falloff. Of course, blasters are 50-50, whereas ACs get 80% in falloff and on average get about 40% more range by default. So yes, the ACs will, when all else is equal, deal less overall damage, but they'll do so at greater range. To put it mathematically, ships would be equal when the average total damage of AC while kiting plus within null range is equal to the average total damage of a blaster ship within null range. Or to rephrase: if an AC ship can kite indefinitely, as long as its damage is high enough to break the tank, it would be overpowered. On the other hand, if an average AC ship can't kite long enough to overtake a blaster boat's damage, it`s underpowered.

Well, the above is overly simplified, but the general idea is, keep the AC ship out of blaster range as long as possible and keep pounding the enemy. Hopefully, by the time you're out of cap, the enemy is weak enough to break it, even if you do take some damage.

Quote:
The only ship that fully utilizes the "get under lasers, stay over blasters" is the vagabond because it's SPECIFICALLY bonused for speed, range, and agility.


Incidentally, it's also the dedicated AC ship, unlike the Muninn, which is built more towards the artillery. Interesting, isn't it?

Quote:
The age of winmatar was a lie. Minmatar were the easiest shisp to sue but smart players were aware that it was a myth.


A jack of all trades, which is what Minmatar are supposed to be, is by definition not supposed to be easy. The reason for that is while others have their major strengths and weaknesses, a jack of all trades will never shine at anything in particular - it will just be ok at everything. The problem in the past was that the enemy vulnerabilities were huge and easy to exploit and now that they're improved, the Minmatar margin for error was reduced. Those who were used to the "easy mode" suddenly find them "underpowered".

Quote:
Compare rupture to thorax.

check the damm Navy omen that is faster than ANY minmatar ship bar the vagabond (that has the same speed.. the all mighty to be the fastest of the fastest is jsut same speed of the race that was supposed to be the slowest)


Apples and oranges. Rupture is a combat cruiser and the fastest one at that. Thorax is a an attack cruiser and as such slower than the Minmatar variant, my beloved Stabby.

First, who said Amarr are supposed to be the slowest? Second, Navy Omen is considerably slower than ScyFI, the minmatar navy attack cruiser (thus a ship compareable to Nomen), slower than Cynabal (thought that's technically an Angel ship) and even the normal Stabber will easily outrun it in a straight line. Obviously, Nomen has superior agility, but that's another story.
Blodhgarm Dethahal
8 Sins of Man
Stray Dogs.
#40 - 2014-04-24 13:24:32 UTC
Just bump up base damage or falloff on autocannons and it will be ok, preferably damage. Not too much though because we still want blasters to be king of brawling.
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