Why? Please explain. I thought 'crappy accuracy' was the problem.
My posts currently ask for nerfs after nerfs. Guess I'll just "git gud" instead and "deal with it" as a basic mindset.
One problem I see with HWP's in earlier stages are the deploy-cost of 4 slots in comparision to the limit vessel space.
A "light-tank" design is currently not available. It might be too complex to tell the game-engine to take 2 slots for a light tank (2x2 unit) instead of 4.
Besides that and many ways of ignoring/melting armor, HWP's got thier place to draw attention and soak up 1-3 hits before running back to the craft.
Considering the mentioned gauss-ownage of mercs. Mercs currently are the hardest opposition to face (besides cydonia), got the best mixture of vision-denial and camo/smoke-denial, have the best acc. and the most powerful piercing weaponry. Going for guessing games using aye-phones quickly drains through your supply of grenades, mortar-shells and rockets. All those destroy loot and bodies rather easily and the recommented usage of laser/plasma/chem is currently flawed.
Lasers lack the power to punch through the large HP-Pool or fail to do any dmg. Plasma-dmg weaponry is tight and barely available the time you fight mercs for the 1st-3rd time.
Chem. dmg get's no additional damage-amp and the best solutions available (like Toxiguns) are rather close-quarter solutions and getting close to mercs isn't adviced without proper gear.
I don't thing voodoo is much of a help here either (considering the conditions for unlock and training needed) and with the latest seductress nerf and the huge HP pool of mercs this strategy isn't too viable considering the LOS needed to do the attack, the RNG for the stun-success and the RNG for the stun-value role.
The player can deploy the most piercing resist armors (80% in best case) yet the high damage value of those precise snapshots punches through in many situations and gauss hits incredible hard.
I have no clue or suggestion for those mutons, I'm glad we can just milk Megapol pigmen to get a "less-suicide" way for valuable synthmuscle mesh.
Is it intended that a kustom handcannon uses 50-150% dmg formular while XG-Gauss weaponry uses 0-200% ?
Is it worth a thought to give weapons with 1-shot-per-turn (all firemodes) the TFTD formula?
My thought behind that is the sole reason to make things like super-slow sniper rifles and the portable lascannon feel satisfying and reliable for the high TU usage.
Nothing more frustrating to shot a humanist stormtrooper in the back with a lascannon (nuclear ammo) for 0 damage.