Yeah, nail on head, pxtl. Stiletto dishes out whooping amounts of para, often massively over-paralyzing a single target (I mean, it can do almost enough to 1-shot a dante, imagine this much damage done to every single thug in a pack!). It then has the lowest para time of any of the non-repeating EMP weapons, and no way of following up (unless you have two) before the target is unstunned.
I bet you tick also does the least because it only stuns its targets once. Unlike a Faraday, venom or gnat, it cant just keep hitting a stunned target over and over to rack up extra damage (which isn't really helping you all that much, just resetting the para timer).
I would like to change the emp decay rate but it is hardcoded into the engine. Currently it takes 40s to decay from 100% emp to 0%. This means that unit paralysed for 40s has taken 2x it's health in emp damage. In effect there is little distinction between the emp damage to reach various paralysis times.
If, for example, 100% decay took 20s it would require 3x a units health in emp damage to paralyse it for 40s. There would be a lot more situations where the full paralysis time for a given weapon is not reached which I think would make the system more interesting.
Honestly, I'm not really fond of different stun weapons having different paratimes. I mean, I get there are important gameplay reasons for it, but it makes it difficult to figure how powerful each weapon is... and look how that screws up shields when you have weapons that are meant to be "stuns everything for short time"... it means *obliterates shields*.
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