So, this is a suggestion that I'm sure a few people won't like, but in terms of balance, a few people on discord seemed to agree- The Telsa Coil rail mod should be an active-use mod, rather than the passive it is at the moment. The reason being that there is currently very little reason to not run a Tesla coil on a gun since it's so helpful with armoured enemies. Making it an activatable item, fueled by batteries, would at least make it so one may, at the very least, consider a different mod for the rail.
I'm actually going to disagree - there are plenty of times where I don't want to use one because the gun performs reliably against foes without a coil - I actually keep different weapons set for just that occasion. If I'm worried about getting through heavy DR I'll lean on a revolver with coil and iron sights rather than my ranged critting from distance.
I'm fine with where it stands.
Last Edit: Nov 21, 2018 22:32:54 GMT -5 by modular
Post by Kitsunenotsume on Nov 21, 2018 22:41:10 GMT -5
It is my understanding that the argument is that for most adventurers, who carry only a single ranged weapon, the Tesla coil provides effective reliable damage against all target types, particularly when pared with a high rate-of-fire.
Em is a ranged-crit build who carries multiple ranged weapon types, and as such relies on raw physical damage probably more than the average player to get reliable damage through DR.
I would support making the Tesla Coil a fueled mod, assuming it toggles on and off the full effect, as it would make the mod more of a "Activate in case of DR" button, and allow everyone a bit more flexibility, while reducing the dungeon-mulching capabilities of a Tesla SMG.
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