Bolo Xia wrote...
Rebel_Raven wrote...
Eric Fagnan wrote...
Granted, these mods aren't for every kit. The kits that care a lot about power recharge speed will probably have a hard time finding a use for them.
In my experience, the classes that care about recharge have a harder time with armored targets, so would benefit from the mods more.
Other, more weapon oriented classes can melt bosses efficiently as it is.
in these situations, set at least one power up to deal with armor ( most power based class's have an armor damage option.)
if you do this the gun damage is just a little extra melting, with no need for the HVB.
otherwise it basically forces people to choose what they want for example:
1. high weapon damage(ok power damage)
2. high power damage (ok gun damage)
3. or a balance of both.
so make your choice
I'unno, you wanna kill a brute with QFE?

Even with incinerate+cryo it's going to take an uncomfortably long time. Even hoising with SMG bullets with a HVB in between. And I'd say she's capable.
Yeah, I commonly have the anti-armor builds. Still, looking at the way some weapons oriented classes that can freely use heavy weapons melt bosses? I kinda see performance diffirnces.
And there's a flaw in your choices.
Some classes are far far less effected by weight than others which allows them to carry heavy weapons in the first place. They get to have their cake and eat it, too.
Meanwhile weight conscious classes get the kick in butt over these mods, nevermind a plethora od currently underperforming light weapons.
I can't imagine denying the fact that every character needs weapons to do it's job, and damage things, and be decently light.
Yes, some classes are less reliant on weapons, but how many classes can you honestly say are 100% completely not weapon dependant in all situations?
And when you need to depend on that weapon, the weapon needs to be dependable, yes?