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700m/s Debilitators

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700m/s Debilitators
Offline =Hellfire=
11-18-2016, 02:00 PM,
#1
Borneo Combat Patrol
Posts: 352
Threads: 43
Joined: Jun 2016

We have a few 700m/s guns out there, so why do we only have 2 different types of debilitators like 650 and 750m/s?

Wouldn't it be logical if we also had Debs with 700m/s?
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Offline Shelco
11-18-2016, 02:04 PM,
#2
Rheinland Damage Control
Posts: 2,186
Threads: 219
Joined: Nov 2015

Yeah but we have bad debs because we have bad devs.

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Offline Inferno
11-18-2016, 02:40 PM,
#3
[LN]
Posts: 949
Threads: 97
Joined: Apr 2016

The only 700m/s Debs are Gallic ones(because thier civilian guns are 750m/s)
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Offline Operator
11-18-2016, 02:46 PM,
#4
Member
Posts: 1,068
Threads: 60
Joined: Apr 2015

but is there a point in using 650 debs? 'cus everything that has more than 4.00 refire rate doesn't needs debs, they'd just waste your weapon slots and firepower
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Offline Inferno
11-18-2016, 02:57 PM,
#5
[LN]
Posts: 949
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Joined: Apr 2016

(11-18-2016, 02:46 PM)Operator Wrote: but is there a point in using 650 debs? 'cus everything that has more than 4.00 refire rate doesn't needs debs, they'd just waste your weapon slots and firepower

Incorrect. Anything BELOW 4.00 refire don't need Debils (because at that point you are shotgunning)
The fact is that you need Debilitators is as clear as the fact that you need UAU8.

And when did refire get into this conversation? This is about weapon speed.
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Offline Inferno
11-18-2016, 04:01 PM,
#6
[LN]
Posts: 949
Threads: 97
Joined: Apr 2016

Well, lets analyze like this:

The majority of House Civilian guns(Garands, Flamewerfer(whatever), whatever Kusari has, Bluebells) are 700m/s. Logicly, the Debilitator series(whoever made these is rich. I want to RP that.) is 'military formatted' but 'civilian made.'
I would think the reasoning behind this is more of a gameplay balance instead of just lazy devwork(lookin' at you John. :p) because if we had 700m/s debils, every pirate-bounty hunter-Cyberlancer(Misfit :pp) would be running around with the mix of high refire-medium speed loadouts(and the Civilian weapons do considerable DPS for some reason)

Regardless, it would be better if you trained your aim for desync'd shield-and-hullbusters. It makes the enemies angry when they cant dodge all the shots.
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Offline Traxit
11-18-2016, 05:09 PM,
#7
Sourdough
Posts: 1,186
Threads: 50
Joined: Dec 2012

I have never noticed any significant difference in my hit-ratio when using 750ms debs with 700ms hullbusters (or vice-versa with 650ms debs). 700ms aren't a necessity in my opinion.

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Offline Haste
11-18-2016, 09:01 PM,
#8
Lead Developer
Posts: 3,659
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

I think it adds a nice bit of flavor and decision-making to not have perfectly synced debs for every refire, honestly. Plus 50ms is a negligible difference for "desync" anyways.

[Image: cdSeFev.png]
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Offline Yeggito
11-18-2016, 09:08 PM,
#9
Member
Posts: 130
Threads: 10
Joined: Jan 2014

Uh....I thought that you just use one weapon group for shieldbusters; once the shields are down, one then switches to weapon group two, which has hullbusters.

Therefore, syncing of refire rates isn't an issue, and you use energy for the job at hand. I mapped these to Q and E, so the WASD can be used for strafing.

Yes, 600 m/s - 750 m/s will make a difference, on how the projectile tracks in relationship to your ship while moving, but it's a slight difference. Perhaps I'm not "elite" enough, or tuned into correctly, to notice.

Am I just waaaaaay out of touch to what the norm is? I feel like I'm missing something.

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Offline Haste
11-18-2016, 09:40 PM,
#10
Lead Developer
Posts: 3,659
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Joined: May 2012
Staff roles:
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You use hullbusters+debs on shields. You lose out on far too much DPS otherwise. Although anyone half-decent will likely use a deb-only group for deshielding in groupfights when low on core.

[Image: cdSeFev.png]
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