[quote]Precision damage multiplier decreased from 1.8x to 1.6x[/quote]
Old damage:
~50 body ~91 crit
New damage:
~50 body ~ 80 crit
New optimal ttk:
2 crit 1 body
50 + 50 + 80 = 180 = no kill
80 + 80 + 50 = 210 = kill
Rampage x1:
88 + 55 + 55 = 198 = kill
Kill clip:
104 + 65 + 65 = 234 kill
104 + 104 = kill
Damage being lower also means lower base range has a much greater effect on damage fall off so they can't extend out of their range nearly as easily.
Opinion:
This change, although it hits the target issues I've believed them to have, it may be too great of a nerf.
I think reducing the precision multiplier to about 1.7x would have been the more proper tuning for the weapon archetype.
1.7x makes crits do ~85 damage and still prevents the 2 tap with rampage, while making damage fall off a little more impactful.
It also completely prevents 1 crit and 2 body against all resilience levels except for 0 without a damage buff.
Reasoning:
Needing 2 crits and 1 body for a weapon with a 1.00 ttk and potentially only like 38 meters of range, which is not much more than 140s...we are looking at an overlapping in weapon archetypes.
Why bother using a weapon that not only kills slower, but is barely more forgiving than it's far more stable and reliable cousin?
Maybe it's more consistent at killing targets further away due to it's higher damage, but the decrease makes mistakes far more punishing than it may end up being worth it.
Yes 85 damage doesn't give them the same level of consistency, but it plays more into how these weapons are designed to hit hard and reward crits when the weapon type handles poorly.
5 damage doesnt sound like much, but when factoring in damage fall off it makes a substantial difference, because instead of hitting 65 per crit at 40 meters, you'd be hitting 70 which results in a more consistent 3 tap kill which can make or break an engagement...and with a 1.00 ttk, you need all the consistency you can get.
I was one of the oldest advocates for 110s being changed into 120s and most of what was wrong with how they tuned them specifically was that their damage went unchanged and they decided to crank up their range.
Dialing back both is exactly what I've been saying they should do, but damage to a much lesser extent because of HOW it plays into every aspect of the game.
Consistency for ttk, range, scaling with damage perks, damage fall off and more.
By hitting literally ever aspect of what gave them value...you are pretty much just left with a slow killing weapon that handles like crap.
I think overall this nerf will mean 120s will be dethroned and likely left to rot in the sun...kinda like how 140s were just a crappy 150 back in ye olde times.
I am potentially wrong about this and 120s can still be a power house weapon type, but seeing how strong 340 and 540 pulses are now...yeah I dont know how 120s are gonna be doing anymore.
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Editado por Unbreakable Patches: 7/4/2021 2:05:11 AMIf this hits PvE too my beautiful, gorgeous Sturm/Drang will literally get bent over a table and I’m pissed.