Talk:Kohm/@comment-108.248.145.234-20150324091415

Yeah, so, I've had 6 polarity slots on a potato'd Kohm since just after the patch that reduced it to five pellets at max spool. With half ranked Tainted Shell and Shotgun Spazz, this thing could land a fully spooled clump at 50m in a 1.5m group (for over 40 seconds firing consistently) at OVER 70k DPS. So it was strong. You had to work with projectiles, spool time, and ricochet on a shotgun so it was interesting and unique.

Compared to what it could do before, the new Kohm is a joke and not worth using. Most players don't see the nuanced effects of all the stat changes, but... Since 'firing rate' was increased to compensate for reduced damage, it not only has worse spread (as accuracy is the same), but the ammo consumption is worse as a result. This is also funtionally reducing the damage that you can do AND that you can put on target. This ON TOP of the fact that you have to use twice the pellets to do the damage you did before (and the ammo that consumes). Add fall-off on top of that and you end up with a gun that can no longer be used at longer ranges, is no longer efficient, and is no longer interesting. If it was still strong, many players wouldn't be angry. However I'm starting to regret the time I put into this weapon, which means I'm starting to regret the time I put into this game.

What irks me the most is that none of the changes are in the *!#*%n patch notes, and the numbers in the weapon description in-game are ridiculously ineffective in describing how the weapon actually works. If DE wants to sate the community's ire, remove damage fall-off (which seems to be happening.  How the hell would I know, they didn't say). The spread hinders shotguns enough. Damage fall-off is a stupid mechanic, and an unwelcome bit of poorly implemented realism in a displaced far-future sci-fi setting.