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- Feb 10, 2006
- Posts
- 16,059
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- Avatar Name
- Formerly "Foeburner Nighthawk Delta"
Please help me make a list of pros and cons of different weapon types and different heal tools, so that I can have a list to refer newbies asking me about it to
I filled out some for MindForce and Melee to show how I mean, please post more so I can add to the first post! Will try to keep as updated as possible with new issues or fixes over time as well.
The List:
+ Lower dmg/hit but higher attack speed, reducing risk of overkill.
- Low range compared to rifles.
Laser:
+ Can use Omegaton Axxx amps that gives a really good economy boost.
- Fewer eco high-damage amps than BLP.
BLP:
+ BLP amps has higher damage added than laser amps.
+ Can use Dante amp that has high TT value and therefore allows longer hunts.
- BLP amps are not as eco as lasers Omegaton Axxx amps.
Plasma:
+
- Very few different weapons.
+ Good range on average.
- Often high dmg/hit and slow, meaning increased risk of overkill (uneco).
Laser:
+ Can use Omegaton Axxx amps that gives a really good economy boost.
- Fewer eco high-damage amps than BLP.
BLP:
+ BLP amps has higher damage added than laser amps.
+ Can use Dante amp that has high TT value and therefore allows longer hunts.
- BLP amps are not as eco as lasers Omegaton Axxx amps.
Plasma:
+ High range.
- Very few different weapons.
+
- Hard to do full damage as you have to hit exactly on the target.
Rocket:
+
-
Grenade:
+
- Bad to use in hills as the grenade will roll downhill.
+ Gives a lot of health (and defensive skills?) compared to other weapon types.
+ Does not decay if swinging at the air.
- Higher heal/armor costs than other weapons due to being hit more often.
- Bigger risk of getting swamped with mobs due to having to get so close (can be solved by using a tagger).
- High TT value on higher level swords forces you to tie up a lot of PED.
- Lack of availability of certain melee weapons (anyone have details to add to this?).
+ Skilling seems to be quicker (no actual test done).
+ Some chips are decent for PvP as most PK armors do not protect against cold and electric damage.
- Economy of MindForce is generally lower than other weapon/heal types (loot may be balanced accordingly though).
- Requires implant to work, higher implant makes lower chips have worse eco.
- There are no high level chips.
- No tiering.
- No attachments.
- No MindForce is crafted, leading many chips being nearly impossible to find.
Attack Chips:
+ Available repairable weapons that max at a low level and has up to 13.1 dps for low prices (under 100PED for a chip).
- Barely gives any health compared to other weapon types, especially melee.
- Highest average DPS of any chip is only 42.4, while for example guns have many that have much higher.
- Only chips with over 75 meter range is First Gen Electric/Combustive V+ which are expensive. No (L) chips exists that has this range.
Strike Chips (Area Effect):
+
- Disrupts if hit (synchronisation chip gives a very small adjustment to the risk, not enough).
- Extremely slow, no high DPS.
Heal Chips:
+ Has range.
+ Better heal/sec for lower level than with regular heal kits.
+ Can be used to heal groups (Field chip).
- No bigger (L) heal chip available than III, which is fairly equal to SK-20 (L).
- Requires ammo that is also the same as attack ammo.
+ Generally high eco.
+ Has (L) options with high heal/sec.
- Low use speed (uses/minute).
FAP:
+ Good use speed (uses/minute).
-
MindForce:
+ Has more range.
+ Better heal/sec for lower level than with regular heal kits.
+ Can be used to heal groups (Field chip).
- No bigger (L) heal chip available than III, which is fairly equal to SK-20 (L).
- Requires ammo that is also the same as attack ammo.
I filled out some for MindForce and Melee to show how I mean, please post more so I can add to the first post! Will try to keep as updated as possible with new issues or fixes over time as well.
The List:
Pistol:
General:+ Lower dmg/hit but higher attack speed, reducing risk of overkill.
- Low range compared to rifles.
Laser:
+ Can use Omegaton Axxx amps that gives a really good economy boost.
- Fewer eco high-damage amps than BLP.
BLP:
+ BLP amps has higher damage added than laser amps.
+ Can use Dante amp that has high TT value and therefore allows longer hunts.
- BLP amps are not as eco as lasers Omegaton Axxx amps.
Plasma:
+
- Very few different weapons.
Rifle/Carbine:
General:+ Good range on average.
- Often high dmg/hit and slow, meaning increased risk of overkill (uneco).
Laser:
+ Can use Omegaton Axxx amps that gives a really good economy boost.
- Fewer eco high-damage amps than BLP.
BLP:
+ BLP amps has higher damage added than laser amps.
+ Can use Dante amp that has high TT value and therefore allows longer hunts.
- BLP amps are not as eco as lasers Omegaton Axxx amps.
Plasma:
+ High range.
- Very few different weapons.
Support:
General:+
- Hard to do full damage as you have to hit exactly on the target.
Rocket:
+
-
Grenade:
+
- Bad to use in hills as the grenade will roll downhill.
Melee:
General:+ Gives a lot of health (and defensive skills?) compared to other weapon types.
+ Does not decay if swinging at the air.
- Higher heal/armor costs than other weapons due to being hit more often.
- Bigger risk of getting swamped with mobs due to having to get so close (can be solved by using a tagger).
- High TT value on higher level swords forces you to tie up a lot of PED.
- Lack of availability of certain melee weapons (anyone have details to add to this?).
MindForce:
General:+ Skilling seems to be quicker (no actual test done).
+ Some chips are decent for PvP as most PK armors do not protect against cold and electric damage.
- Economy of MindForce is generally lower than other weapon/heal types (loot may be balanced accordingly though).
- Requires implant to work, higher implant makes lower chips have worse eco.
- There are no high level chips.
- No tiering.
- No attachments.
- No MindForce is crafted, leading many chips being nearly impossible to find.
Attack Chips:
+ Available repairable weapons that max at a low level and has up to 13.1 dps for low prices (under 100PED for a chip).
- Barely gives any health compared to other weapon types, especially melee.
- Highest average DPS of any chip is only 42.4, while for example guns have many that have much higher.
- Only chips with over 75 meter range is First Gen Electric/Combustive V+ which are expensive. No (L) chips exists that has this range.
Strike Chips (Area Effect):
+
- Disrupts if hit (synchronisation chip gives a very small adjustment to the risk, not enough).
- Extremely slow, no high DPS.
Heal Chips:
+ Has range.
+ Better heal/sec for lower level than with regular heal kits.
+ Can be used to heal groups (Field chip).
- No bigger (L) heal chip available than III, which is fairly equal to SK-20 (L).
- Requires ammo that is also the same as attack ammo.
Heal Tools:
Vivo:+ Generally high eco.
+ Has (L) options with high heal/sec.
- Low use speed (uses/minute).
FAP:
+ Good use speed (uses/minute).
-
MindForce:
+ Has more range.
+ Better heal/sec for lower level than with regular heal kits.
+ Can be used to heal groups (Field chip).
- No bigger (L) heal chip available than III, which is fairly equal to SK-20 (L).
- Requires ammo that is also the same as attack ammo.
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