High Explosive Skill Nodes : Why?
#1
Posted 02 August 2017 - 11:40 AM
#2
Posted 02 August 2017 - 11:42 AM
Would be better if both the spread and HE nodes had higher values though. -5% missile spread is useless.
Edited by FupDup, 02 August 2017 - 11:54 AM.
#3
Posted 02 August 2017 - 11:43 AM
Jun Watarase, on 02 August 2017 - 11:40 AM, said:
I made that point months ago, when it first came out... Let the good Admiral Ackbar use his own words:
#4
Posted 02 August 2017 - 12:28 PM
Artemis should also increase the crit chance of SRMs and LRMs and ATMs (which have built-in artemis) by 5%-10%, because artemis doesnt do enough to justify its tonnage. Targeting computer increases crit chance on energy and ballistics so artemis should increase crit chance on missiles.
Then maybe HE would actually matter.
Edited by Khobai, 02 August 2017 - 12:29 PM.
#5
Posted 02 August 2017 - 12:33 PM
Jun Watarase, on 02 August 2017 - 11:40 AM, said:
Because PGI could not think of another beneficial Missile node after Ammo and Spread?
#6
Posted 02 August 2017 - 12:41 PM
Quote
its still better than the node that increases how long you can hold your gauss charge for
#7
Posted 02 August 2017 - 12:43 PM
#8
Posted 02 August 2017 - 12:43 PM
Khobai, on 02 August 2017 - 12:41 PM, said:
its still better than the node that increases how long you can hold your gauss charge for
That was removed functionality, ofc itll be horrible...
This is just filler node because missiles had to have some unique bonuses.
Athom83, on 02 August 2017 - 12:43 PM, said:
yes but so are 2 structure/armor nodes or even range nodes...
Edited by davoodoo, 02 August 2017 - 01:12 PM.
#13
Posted 02 August 2017 - 02:09 PM
Khobai, on 02 August 2017 - 12:41 PM, said:
its still better than the node that increases how long you can hold your gauss charge for
Disagree. I actually feel the Gauss Charge Hold is vital if your using Gauss Rifles. I can't count the times where I have started charging my Gauss on had the target move or a friendly walk in front of me at the wrong time or I needed just a bit more time to line up the killing CT shot, etc and ended up holding my charge too long and losing the shot all together. An extra second of hold time often means the difference of being able to make your shot or not, at least for me.
As for the Missile damage nodes, yeah I am not sure what they hell they do either. I guess I always assumed there was some hidden stat that PGI doesn't tell us about that effects the amount of damage an item takes when it is critically hit. I mean we know that something like a Large Laser has a health amount so it just stands to reason that this health amount has to mean something. My assumption is that when a crit is rolled, there is another role for damage to determine how much health damage is transferred to the weapon, Heat Sink, Etc, Etc and if the damage value of the hit is higher than the health of the component then and only then is that component destroyed. My guess is that these nodes actually increase that damage number which would translate into missiles using those nodes having a higher change of destroying a component outright. This is only a guess though.
#14
Posted 02 August 2017 - 02:24 PM
#15
Posted 02 August 2017 - 02:32 PM
davoodoo, on 02 August 2017 - 02:24 PM, said:
Lolwut, I noticed no difference between before and after the skill tree and the skill tree definitely gives you much more than you EVER had. That said you will probably find most avoiding it because it impacts your muscle memory pretty hard.
#16
Posted 02 August 2017 - 02:59 PM
Quicksilver Kalasa, on 02 August 2017 - 02:32 PM, said:
Yeah, I did use one node on the heavy Gauss so I wouldn't have to adapt to such a short window, but not on anything else.
#17
Posted 02 August 2017 - 04:06 PM
Quicksilver Kalasa, on 02 August 2017 - 02:32 PM, said:
I agree, standard gauss charge without skills is still what it was previously. I did try standard gauss with the longer charge hold and didn't like it. I'm so accustomed to the charging sound that it just seems wrong to me with the extended charging sound. And if my target goes away while charging I have to be conscientious about not letting go of the fire button too quick. It's just not what I'm used to and so I don't use it except for the heavy version.
Gas Guzzler, on 02 August 2017 - 02:59 PM, said:
Yeah, I did use one node on the heavy Gauss so I wouldn't have to adapt to such a short window, but not on anything else.
Exactly what I did.
#18
Posted 02 August 2017 - 04:08 PM
#20
Posted 02 August 2017 - 04:39 PM
Athom83, on 02 August 2017 - 04:33 PM, said:
extra rangein firepower, cooling and heat management in operations.
My cplt a1 with mrm80 runs 20 operations 22 survival and 49 firepower and im missing 5 range nodes, 1 armor hardening and 6 skeletal density.
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