|
Post by gazoo on Jul 20, 2017 11:07:13 GMT -5
With the new beam weapon changes (to hit, possible to crit, slight bump to dmg) I've found the AB to be about the same as a melee weapon (with respective bonuses for each).
However, the main advantage of the [modded] melee weapon is the additional number of attacks per round at higher levels.
I suggest allowing the beam attacks to do a number of attacks = charges available (usually 2). And in the case of gadgeteer getting to >34%, an extra. This would deplete the current charge.
This could be at AB 0/-5/-10 or w/e. It might need to be restricted to a max number of discharges at certain skill levels, to avoid lower level imbalance. And the other tricky part would be how it interacts with stealth.
|
|
|
Post by Kitsunenotsume on Jul 21, 2017 5:16:50 GMT -5
As someone who uses 'Beam weapons' as a primary single-target damage source, while I appreciate the intent of the idea, I don't think extra attacks are necessary.
Using Discharge Coil as the example, I have seen it's damage increase with the recent changes, and between the guaranteed anti-armor capacity and much higher hit and crit reliability, I am and willing to trade out FRAs for the ability to almost certainly hurt or kill in a round instead of plink a bunch, particularly from the safety of being away from AoOs.
Secondly, as a ranged attack, it should not get increasing iterative attacks, as it would break with paradigm. Rifles, shotguns, pistols, crossbows, etc. all have fixed attack profiles from 1 to 100. Discharge Coil, and the other Beam mods, are not melee-attack replacers; they are mods that turn the weapon into a ranged demo-based hybrid weapon. The concept of being able to install a mod and receive a single FRA that ignores armor from 30 meters does not seem well thought out.
|
|