Original typhoon; in one of it's best set ups...
Typhoon X, stability, magazine capacity
Warp ammo IV, AR amp III, destroyer soldier
(55.5*2) * 1 + (0.575 + 0.3) = 208.125 damage on ramped up shots.
Expected damage versus protections:
274.725 /
312 /
425 /
352.5375---------------------------------------------------
Nerfed typhoon, with it's best set up:
Typhoon X, magazine capacity, extended barrel
Armour piercing ammo IV, AR amp III, destroyer soldier
(55.5*1.5) * 1 + (0.575 + 0.3 + 0.25) = 176.9 on ramped up shots.
Expected damage versus protections:
218.5 /
265 /
265 /
299.45Another example of just brainless balance decisions.
Take the reetard crutchbine for example:
66*8 = 528
So a single shot from the reetard crutchbine deals almost double the damage versus health that the pre-nerf typhoon did... and that's without factoring in any ammo power.
Quite why bioware decided to nerf the typhoon, and not the reetard crutchbine, I will never, ever know.
Reegar as it stands, even at low frame rates is an "iWin" weapon. And at low frame rates you have the advantage of stupid AI, so the argument that the limited range balances the weapon is wrong.
Nerf the decent, unique weapons which had interesting mechanics; and leave a generic death lazer "iWin" gun which weighs less, is easier to use, requires no aiming and doesn't require headshots to melt things....
I can only hope Bioware's perception of "balance" is better in future mass effect games.
Modifié par Annomander, 30 novembre 2013 - 10:59 .