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Nerf enhanced force gloves brute_modifier to 1.5x (down from 2.5x)


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Posted

See title just for an understanding of what current brute modifier damage is for enhanced force gloves, aka the ones you can get via uplink.


Originally, during the conception of force gloves, basic ones were to have 1.5x to 2.0x brute modifier and the armory would spawn with multiple pairs of f-gloves. No one agreed to this. Duck was sad. I digress. Basic f-gloves were made RnD production only. This is the current state of basic f-gloves. I do not care about this, however.


What is notable, however, is that brute_modifier for enhanced f-gloves multiplies any melee damage inflicted, whether unarmed, empowered by way of species advantage in terms of claws, or when added to a wielded weapon. In such cases, an energy sword, which inflicts a total of 30 force, will be amplified to a total of 80 force.


80 damage is the max damage threshold the head can suffer before breaking. It may be 5 pts lower, but that's just a minor detail no one cares about, as it leads into my next point.


This means without armor, you can cut off heads in a single empowered swipe and cauterize the wound.


Hilarious. But quite unnecessary. It should be toned down for balance purposes.

Posted

I propose an alternative - have a cap at which the brute_modifier scales downwards.

I like the idea of force gloves having the capacity to make any commonplace object a deadly weapon - that's what it's good for. But if we decrease it down to 1.5x, they will become practically useless.

But if there's a flat brute_modifier cap which only activates past a certain default damage (eg. 20), the force gloves will still keep their innate value while losing the more ridiculous side of things.

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