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For snipers, maybe you can do something with mark target. It already increases damage dealt from precision shots by 100%, maybe change that to an increased critical multiplier while increasing the chance of bonus effects from Precision shots for the entire squadron, kind of like the sniper perk.
Honestly individual weapon-type critical multipliers is probably a better pick than a universal multiplier, it's much easier to balance, so I think you are right.
Mega-Crits still have to go though. Especially for rapid-fire weapons.
How did you get that, as only max INT provides one as close to your value?
I have a helmet equipped that gives +12% crit chance (spectrum assautl helmet) + 3% with my Rabbits paw.
So effectively with my INT at level 6 i have 12 + 12 + 3 = 27%
And to my experience mostly single shot weapons or melee + brawling have high crit values, makes sense as to the problem you were stating!
And actually all luck values are rolled before any other values are determined at least according to the post on reddit here:
https://www.reddit.com/r/Wasteland/comments/iztxzk/crit_resistance_mega_crits_armor_and_armor/
By the way the official WL3 wiki is wrong about the tables and all:
https://wasteland.gamepedia.com/Critical_Chance
there is no base crit chance related to skills, i don't know how that ended up there ???
And actually i've experienced/felt there were more crit hits from that character in combat, compared to my other chars.
yep thats true.
you forget that with small arms ( pistol + shotgun ) and luck, kill the whole encounter. just do trickshot, swap to auto shotgun make ulti + crit and win. xD.
unbalance i guess.
the problem is, speed is unrelevant in W3. if u shoot first your WHOLE squad has first strike and then the enermy has a turn.
In W2 it depens on speed of every char on the field and turns are mixed.
So u have to preset ur tanks in front, cuz mostly in W2 they had less speed and they was last pick in the firts turn.
they remove the mixed turn / rounds and i have no idea why. feels bad man. less tactic in my opinion.
Shotgun with nice muzzle and scope can tear through any encounter and snipers are one tapping almost everything.
But your enemies are one shooting you too so you are forced to rush everything to end in 1-2 turns. I wonder whats the point of giving as skill synergies when there is no need in using them.
The only thing that matters is just who starts the fighting. Why even put initiative as stat when it has almost no meaning.
Though when I tried out a Circus Freak and a Mime it turns out that all their armor and trinket slots are disabled. Or so I thought, but then suddenly both of them were able to equip the DLC hat and trinket. Weird.
Even so, maybe it's better to have a Ranger team full of Varangian Blood? As soon as one of them goes down, the rest of them get 100% Critical Chance and 3 AP. Surely that ought to put down anyone within range?