#More Consistent Upgrades / Better Power Curve

11 messages · Page 1 of 1 (latest)

hollow meadow
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Weapon upgrades are so random. There should be a proper upgrade format to follow. Each weapon has a major upgrade at levels 3, 5, 9, and 13, but that's the only consistency across all weapons. There's no order to what is upgraded and by how much. Examples:

  1. Incinerator gains 50% more ammo when going from level 1 to level 13, but Punisher only gains 16%?
  2. Lighter gains 6% armor damage and no shield damage, yet Gozer gains 35% armor damage and 17% shield damage.
  3. Shredder gains 10% rate of fire, Rampart gains 16%, and Quantum gains 45%???
  4. Orkan gains only 4% damage going from level 1 to level 13.
    I would prefer all weapons to upgrade their stats not just more evenly, but also the same amount as other weapons. It bothers me that some weapons have a huge increase and others barely change.

Here's a format I came up with:

  1. Take the stats of every weapon at level 13.
  2. Reduce damage by 9% and increase reload time by 9%
  3. Give each weapon two of the following nerfs: remove 17.5% of ammo, reduce rate of fire by 17.5%, further increase reload time by 12.5%, further reduce damage by 12.5%.
  4. You now have the stats for level 1 items. Take these nerfs, reverse them, and distribute them as buffs for each level.

(upgrades in bold require intel)
Level 2: +1.5% damage
Level 3: +7% ammo / +7% RoF / -5% reload / +5% damage
Level 4: -1.5% reload
Level 5: +7% ammo / +7% RoF / -5% reload / +5% damage (cannot be the same as level 3)
Level 6: +2% damage
Level 7: -2% reload
Level 8: +2.5% damage
Level 9: +10.5% ammo / +10.5% RoF / -7.5% reload / +7.5% damage
Level 10: -2.5% reload
Level 11: +3% damage
Level 12: -3% reload
Level 13: +10.5%ammo / +10.5% RoF / -7.5% reload / +7.5% damage (cannot be the same as level 9)

The values I chose should result in a power gap between levels 1 and 13 that is similar to how it is currently.

rugged flower
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Well, I like how it is now. Not every weapon functions the same, so why should they upgrade the same? As long as their balances between levels it shouldn’t really matter. (which could be worked on, I just don’t think they need same across the board)

wild lichen
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i like how you dont need to ubgrade in this game and it should honestly stay that way otherwise it will be war robots all over again

wind night
hollow meadow
coarse terrace
# hollow meadow That’s fair. It seems like we can at least agree that some weapons’ upgrades nee...

I think they are still making tweaks here and there as we play

but also gozers has the lowest armor and shield burst dps at level 1 in the game with 3,199.2 armor dps and 3,056.6 shield dps, and even with the decent upgrade sequences, they still end up with one of the lowest dps in the game at maxed level.

on the other hand, orkans has the highest armor burst dps at level 1 in the game with 25,537.8 MAX splash armor DPS for first 16 projectiles (1.8s) if you can land all of your projectiles and get through shields (that's why people combine it with Siren torso).

near perch
wild lichen
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however i understand what you mean

near perch
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cooldowns for torsos yea, DPS in the form of damage mag size and firerate for weapons though

#

and arguably torso upgrades are much more value