Reduce arc winder and high-voltage arc winder damage output to bring them more in line with linear cannons

Issue #5373 new
DraikNova created an issue

By my understanding, the reason why linear cannons were made Heavy Weapons (despite their inability to use Sweep due to a lack of ammo capacity) is because they’re supposed to be powerful specialty weapons for dealing with high-AV targets, and so giving them access to Bow & Rifle utility skills was considered too powerful.

However, arc winders and their variant now do similarly AV-ignoring damage without the weight of linear cannons or the need for the niche Heavy Weapons tree to negate a movement penalty, and with the accuracy bonus and extremely strong utility disarming capacity of the Pistol tree. Moreover, they also have much higher effective damage output: without cybernetics, a single high-voltage arc winder deals 15 damage per shot on average, while a linear cannon does about 20, but arc winders can fire four times in three turns with the appropriate skill and linear cannons need to be reloaded frequently and so even if drum-loaded fire only twice in three: this means a HVAW outputs 20 damage per turn compared to even a drum-loaded linear cannon’s 13.5 (and, without cybernetics, linear cannons can’t be dual-wielded). Empty the Clips can further double the damage output for the duration of most encounters. Additionally, they can benefit from beamsplitters at no real cost.

I suggest either a: reducing arc winder damage dice/requiring them to use PV in some fashion or b: giving linear cannons some utility (potentially moving them back to the Bow and Rifle tree), because right now the only situation where linear cannons are better than high-voltage arc winders is the lack of potential arc-back in melee range, where you’re more likely to be either running away or using melee skills anyway. In all other situations, arc winders outperform linear cannons and don’t require the busywork of reloading them either.

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