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originally posted in: Pulse Rifles and PvE damage
10/6/2022 1:39:50 AM
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Pulse Rifles serve a mechanical role not really concerning dmg. The precision of controlled RoF of Scouts, with the stream of dps leaning toward an AR. One false move, too many points on impact, and Pulse would be the strongest kinetic archetype in the game. It's very tricky to balance.
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  • Is it too hard to balance? They were op now they're useless. Just make the stats higher than they are now, bit not as high as before. Adjust; don't swing wildly and make something great useless. It essentially comes down to math.

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  • The reason pulse swings from OP to feather tickling is because of its function. A rapid fire pulse is an AR with a stutter. A high impact pulse is a scout with more to say. It's function is preferential, rather than fitting a static role like other archetypes. This makes it similar to bows; another preferential option where turning the knob just slightly could make it s tier. It's tough.

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  • Fairs. But ultimately doable right?

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  • The best I got: Pulse vs Scout (Adaptive/Balanced Frames as base comparison): - Simplifying the scenario, we could make a single Pulse burst equal to one Scout shot. - Like burst fire in every other shooter, you have to land the whole burst. This is the meta challenge of burst fire rifles. - So we can adjust the impact of each bullet to equalize an adaptive frame burst to a Scout of the same frame. Pulse vs AR (same frame for base): - This is a tricky one. It's similar to balancing between ARs and SMGs. In that case we want ARs to have greater range (or rather damage fall off to be further out). But what about archetypes that are used at essentially the same range? Who's supposed to win? - That's why I believe it comes down to preference. But like vs Scouts, I think matching dps and ttk as close as possible makes sense in theory. The Catch 22: - Pulse Rifles balanced against ARs will dominate Scouts at range. - Pulse Rifles balanced against Scouts could in turn best ARs in dps. An aside; this is what games deal with when they have too many weapons with redundant occupations in roles. Early Halo games and Titanfall 1 avoided this by having relatively small amount of weapons. Less weapons means every weapon can fully occupy its role without overpowering another weapon in its role. Splatoon, of all series, does a great job avoiding this problem.

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