Exploding Penguin -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/5/2013 0:32:03)
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Bunker can be dealt with easily because of EP removal and the fact that mercs have a hard time of regenerating energy, particularly given the fact that it scales with tech and generator only gives good energy with resistance. Bunker also got a large damage nerf at higher levels so it can really only be effectively used up to level 5, unless you want a max bunker 2v2 build. Plasma cannon has -4 damage on all its levels given the buff during infernal war back in delta, and the damage is really random too. The move is an overall unpredictable move and should be used in last resort moments or against tank builds, as they cost a large portion of energy to use. I have to have 30-36 (which was previously 36-44 resistance before the tech nerf) to get 56-62 damage on bunker at level 5. 56-62 is pretty good; I can hit around 25-35 without a crit against tank builds, and when it rage crits I can easily hit within the 50s-60s. However, if I get malfed bunker loses a lot of killing potential, and, like stated before, it's an unpredictable move in terms of damage and I'm wary of using it in case the energy consumed on it prevents me from healing later. Also, 30-36 is a massive amount of tech (over 100) and thus I would lack killing potential from other basic moves such as strike and aux. Basically stated, EP removal works well against these skills.
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