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Keep the old damage and heat damage numbers, but remove AP2 from 0-25%
or
Keep AP3 from the get go, but increase self damage taken.
You dont even need the AP4, the AP4 means literally nothing because this is not a weapon made ot be used against AP4 targets and your gonna either burn yourself up, your stims, and or your cell which will revert it back to AP2 anyway.
I understand you want an ap3 laser weapon but I raise you with this instead.
Allow a 'charge up' settings mode on the las-17 that sets the weapon to start at 25% heat so you can instantly dip into the medium pen if you want AND it instantly fires without needing the charge up. The downside is ofc that unless you are wearing the fire resist armor, it instantly starts hurting you when you fire it.
It's possible it could also use some more slight damage boosts in between rather than staying at 55 most of the time and only reaching 70, so it's good enough at intermediate use to offset the weakness at low-heat use (and be as good as before if it's not) but lowering the necessity of builds that reduce damage help pave way towards making this more rewarding inherently for the heat management in the first place.
Pretty much this.
They should have done one or the other but not both.
They either needed to increase the self damage, or remove AP 3 from 0-25, doing both kinda gutted this weapons use.
In the old balance you could fire the weapon for 14 seconds straight using the fire resist armor + vitality booster combination. The weapon didn't burn you until you were at 100%.
For comparison, the regular sickle fires for 7 seconds and doesn't hurt you. So the DE sickle effectively allowed you to shoot twice as long using the fire resist armor.
In the new balance they just introduced the fire resist armor only protects you up to 50% of the heat clip (or 7 seconds) of using the weapon. This means that you can fire the weapon safely just as long as the old sickle using the fire resist armor but will still start to take significant damage as soon as you pass the normal sickle's fire duration even with the fire resist armor and that's just not cool in my opinion because it means the fire resist armor barely benefits you picking it with this weapon.
Then you keep shooting and take this much damage until it sets you on fire, you can fire it without taking damage until 50% heat, then you can keep shooting to 91% while taking damage, resulting in the damage in the screenshot.
All the "You take damage now! OMG LOL! LMAO!" claims are wildly out of proportion to the actual in game effect. The damage you take is barely above being a technicality while the benefits of going above the 91% heat are huge when shooting at medium armor enemies.
You now need specific armor, and specific booster to get a good experience between 26-50% of heat, because 0-25% heat is just a regular sickle.
The thing is kinda worthless now, takes way to many check boxes to actually benefit from. Before you could toss on fire armor and vit booster and Benefit from the bonuses this weapon had at all time, now you only get it for a small window.
In a vacume what you are saying is true, but in actual practice, the changes gut this weapon.
Then do it without the fire resist armor that negates 75% of the damage. It's not so much fun when it takes out 35% of your health just for firing it to the normal 7 seconds a sickle does now is it?
The weapon should be balanced for both fire resist armor users and non armor users.
Right now it's just balanced around fire resist users to the extend that it is just a marginally better sickle but otherwise outside of that armor it is useless.
I dare you to use it without the armor.