I had to dig far to hard to find my little JEPP rant, so here's an updated repost.
It totally negates our profession advantage of high multi ranged skill, and thus our damage progression is totally skewed. Ideally, we should be leveling and upping the quality of both of our pistols, achieving our peak when we can dual wield QL300 Ofab Peregrine Mk 6 pistols.Originally Posted by greldik
Instead our damage takes a huge leap forward as soon as a JSPP/JEPP is placed into our hands, and then the progression largely levels off as the MBS (Maximum Beneficial Skill) cap of 1000 on the JEPP is very limiting. The only thing keeping us using this thing is that the more full Auto Skill we have, the faster that Full Auto cycles, and the better our damage is.
The JEPP's regular shot damage sucks compared to a QL300 Ofab Peregrine Mk 6, but the Full Autos make up for that short coming fairly easily. Pistol Adventurer damage is now completely dependent on Full Auto. This is the specialty of Soldier territory, and while it works most of the time for Adventurers it breaks down horribly in encounters we just don’t have enough Full Auto skill to land a full auto. PvP, Peter and Ris Lee, and lots of L300 Alien Generals are great examples of this.
It’s also a great hindrance in moving the Adventurer profession forward weapon wise. Who in their right mind is going to drop the power of the JEPP in favor of the latest and greatest weapon that only starts to out perform a Ql160 pistol when you get into weapon qualities of 260-300. A JEPP landing Full Autos will still do better damage than an QL300 Ofab Peregrine Mk 6 in your offhand.