Aimed Shot Recycle Time is Insane
Been doing a lot of research on choosing a PvP weapon. Then I learned how Aimed Shot recycles:
Recharge Time x 40 - Aimed Shot Skill x 3 / 100
Take a Caterwaul with a 1.1s recharge and 1100 Aimed Shot skill (achievable with Agents with Green AS or Ithaca users with Shining AS clusters.)
That is 44 sec - 33 sec for an 11 second recharge. An Ithaca would take 16 seconds longer. Now couple that with the fact that Aimed Shot is armor piercing, crittable, the long range on almost all AS capable weapons, and subject the hit to multiples (1100 AS almost guarantees a 2x+ multiple) and we know why AS is the must have special in PvP.
The only comparable non AS weapon I can think of is a MCS with its Burst which can get down to 8 seconds but the weapon is so short ranged, non crittable, and subject to Chemical AC that it doesn't come close to Aimed Shot.
Aimed Shot in PvM isn't overpowered since you (usually) can only land one per mob. But in PvP it rules. No wonder Agents are unhappy to see almost every class using Rifles.
I don't like nerfing anything but to bring Burst, Flingshot and Full Auto up means reducing the recycle times or increasing their damage. Then the game is all specials which automatically hit (maybe not Full Auto), refresh at a rate regardless of agg/def setting, and then who cares about Offensive rating except to calculate the damage. Dark Blue skills will be meaningless.
I think high Aimed Shot skill gives too many benefits to the user. Not only do you get faster refresh but also higher chances of a 2x, 3x up to 5x bonus.
My suggestion is either:
1) that Aimed Shot not give multiples in PvP. Keep the crittability, keep the fast refresh rate but lose the multiples.
2) Keep the current state but double PvP refresh time.
Right now I don't see any good reasons why I would keep my SMG and not go Ithaca or Caterwaul. I'd rather not go cookie-cutter but there's isn't an alternative (not even Manex, Kick Pistol or PoP).
P.S. I think this only became apparent after 14.6 "fixed" recharge time. Before only IP spent counted and I guess it affected specials refresh. Now with all Ability dribble down, implants and items affecting your AS, Burst, Flingshot skills and being used in the recycle calculation FC has totally changed the PvP landscape.
Re: Aimed Shot Recycle Time is Insane
Quote:
Originally posted by Autocrat/Seraph
Been doing a lot of research on choosing a PvP weapon. Then I learned how Aimed Shot recycles:
Recharge Time x 40 - Aimed Shot Skill x 3 / 100
Take a Caterwaul with a 1.1s recharge and 1100 Aimed Shot skill (achievable with Agents with Green AS or Ithaca users with Shining AS clusters.)
That is 44 sec - 33 sec for an 11 second recharge. An Ithaca would take 16 seconds longer. Now couple that with the fact that Aimed Shot is armor piercing, crittable, the long range on almost all AS capable weapons, and subject the hit to multiples (1100 AS almost guarantees a 2x+ multiple) and we know why AS is the must have special in PvP.
The only comparable non AS weapon I can think of is a MCS with its Burst which can get down to 8 seconds but the weapon is so short ranged, non crittable, and subject to Chemical AC that it doesn't come close to Aimed Shot.
Aimed Shot in PvM isn't overpowered since you (usually) can only land one per mob. But in PvP it rules. No wonder Agents are unhappy to see almost every class using Rifles.
I don't like nerfing anything but to bring Burst, Flingshot and Full Auto up means reducing the recycle times or increasing their damage. Then the game is all specials which automatically hit (maybe not Full Auto), refresh at a rate regardless of agg/def setting, and then who cares about Offensive rating except to calculate the damage. Dark Blue skills will be meaningless.
I think high Aimed Shot skill gives too many benefits to the user. Not only do you get faster refresh but also higher chances of a 2x, 3x up to 5x bonus.
My suggestion is either:
1) that Aimed Shot not give multiples in PvP. Keep the crittability, keep the fast refresh rate but lose the multiples.
2) Keep the current state but double PvP refresh time.
Right now I don't see any good reasons why I would keep my SMG and not go Ithaca or Caterwaul. I'd rather not go cookie-cutter but there's isn't an alternative (not even Manex, Kick Pistol or PoP).
P.S. I think this only became apparent after 14.6 "fixed" recharge time. Before only IP spent counted and I guess it affected specials refresh. Now with all Ability dribble down, implants and items affecting your AS, Burst, Flingshot skills and being used in the recycle calculation FC has totally changed the PvP landscape.
I laugh at you. I really do. And your kind, the nerfers. You say you have been doing research? What did you do, level up a agent to what? Level 150, 160?
No? Then you do not know what you are talking about. At all.
Just this weekend I was at a tower battle in CAV, where I hit someone for UBER AS damage, 846 points! Then someone else for 642 points of AS! Or last week 'you did 0 points AS damage' on a Fixer.
Against a person that is prepared, AS can be reduced to a pin prick. Or, nothing at all.
Uber damage was done pre 12.6. Today it is a joke when people can have 12k+ health and you hit them for 300-800 points of AS damage.