This is a crosspost from the fixerboard. I thought I might have a better chance to get an official reply here so that's why.
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As you all know there are some new SMGs in the database, some of these are dual wieldable.
MTI Russian good day
Summer fling SMP (hybrid)
Summer shells (hybrid)
All of these have what I think is a very high Multi Ranged requirement.
We also have some old ones:
The Severus' fusion sprayer and void spinner, does not work well as single guns at the level when you can use them (lvl 71), and by the time a fixer is able to push multi ranged up to 600, s/he has high enough SMG skill to equip a QL 200 Mausser, given the right circumstances.
The Duke Lugger SMP, a B'n'B-gun, does not work well as single gun at higher levels afaik (I've only tested the lowest QL). The multi ranged for a QL 200 is 1477. Right up there with the other SMGs.
Using 2 guns does NOT double your RoF. Depending on what gun (atk+recharge) you use it gives you an performance boost of 30-60%, if the formula (R atk+ L atk + both recharge) calculated by the players is correct. As usual there is absolutly no official information from Funcom to be found anywhere. That performace boost will only be there if you use a weapon with the same QL in your left hand as in your right hand. If you are using a lower QL weapon in your left hand the boost (damage that is, speed will be the same) will be less.
There is also the problem with FC not telling us how Ranged initiative (or any initiative) works. Check out Crin's thread here and Hextorr's thread here.
That's the background, these are my questions:
1. Funcom (Cosmik, Cz, any dev that by accident could have stumbled on this post), why is the Multi ranged skill requirement set so high that we are forced to use a lower QL weapon in our left hand, when the damage output clearly isn't worth the IP spent?
2. (This is a question for the players). Is there any medium-high level fixer out there that have extremely good multi ranged implants (we're talking full medsuit and stepping here, not QL 125 at level 100), that also has the ability to max out multi ranged? I'm not asking you to hit Accept. Just to see how high it can go with maxed skill and very good implants. Your INT makes a difference too, so don't forget to include that one.
Or, if anyone knows a foolproof way to calculate max skill at any given level. Strand's doesn't work for this, or atleast my version doesn't.
The things that got me thinking was when people said that a fixer never will be able to equip a QL 200 MCS without help from a trader. The SMG skill requirement for that gun is 1061, according to AG, yet again an unofficial source of information.
(The SMG it takes to equip a Hand Made Duke Lugger SMP would be 1083, a weapon that lasts for 2 hrs and you cant even equip it by yourself.)
If a fixer should change from dual-wielding gamma ejectors to Russian Good Days s/he would have to use 2 QL 150ish RGDs for it to be worth it (again, player experience and other unofficial sources). That's right, 2 of the same QL, not one QL 150 and one QL 100. And even then, I'm not sure it would be worth it. It would depend on things like crit-chance and initiative.
It seems to me that the only reason there is for a fixer to dual-wield is for style, not counting the 30-40 levels you can dual gamma ejectors.
/G13