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[quote]
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[quote]
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Why is the Damage Booster Module considered so bad? Is the DPS lower than if you added movement speed or weapon range?
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Why is the Damage Booster Module considered so bad? Is the DPS lower than if you added movement speed or weapon range?
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[/quote]
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[/quote]
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- because there's a cap on how much speed you can get from speed modules, so morphers generally avoid stuff that reduces movement speed
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- because there's a cap on how much speed you can get from speed modules, so morphers generally avoid stuff that reduces movement speed
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- because ZK is full of 300ish range high dps riots. It's best to grab a bit of range and speed and be able to kite them while taking no damage than to try and trade hits and die quickly
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- because ZK is full of 300ish range high dps riots. It's best to grab a bit of range and speed and be able to kite them while taking no damage than to try and trade hits and die quickly
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-
because
stacked
movement
speed
scales
the
unit
value
multiplicatively
with
everything
else
the
commander
does
(
build+scout+weapon)
,
while
damage
only
improves
the
weapons
by
10%.
Also
other
modules
like
HP
or
build
speed
give
equivalent
%
bonuses
that
are
much
higher
than
10%,
especially
at
low
levels
(
BP
module
gives
+40%,
HP
module
gives
+20-25%,
regen
module
gives
you
the
benefit
of
being
repaired
by
a
5BP
construction
unit
at
no
energy
cost)
|
8 |
-
because
stacked
movement
speed
or
HP
scales
the
unit
value
multiplicatively
with
everything
else
the
commander
does
(
build+scout+weapon)
,
while
damage
only
improves
the
weapons
by
10%.
Also
other
modules
like
HP
or
build
speed
give
equivalent
%
bonuses
that
are
much
higher
than
10%,
especially
at
low
levels
(
BP
module
gives
+40%,
HP
module
gives
+20-25%,
regen
module
gives
you
the
benefit
of
being
repaired
by
a
5BP
construction
unit
at
no
energy
cost)
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- because the anti-skirmisher paranoia also led to some issues where it's better to choose a shorter range high dps weapon and range mod it than a longer range weapon with damage mods, for example:
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- because the anti-skirmisher paranoia also led to some issues where it's better to choose a shorter range high dps weapon and range mod it than a longer range weapon with damage mods, for example:
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2x beamlaser + 8 range mods : 300 dps, 560 range
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2x beamlaser + 8 range mods : 300 dps, 560 range
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2x missile launcher + 8 dmg mods : 288 dps, 415 range
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2x missile launcher + 8 dmg mods : 288 dps, 415 range
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(yes, the range ceiling is greater, but still...)
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(yes, the range ceiling is greater, but still...)
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That said, it may be worth it to get few dmg mods after getting "enough" range.
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That said, it may be worth it to get few dmg mods after getting "enough" range.
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