Talk:True Steel/@comment-69.242.89.46-20130627083703

The crit system works well for rifles. Because of the nature of mods scaling off of a base value, they can give the same mod the ability to give meaningful but balanced impacts on weapons that range from a rate of a fire of .83 to a rate of fire of 20. The mods scale give a small difference in base value a large impact on late game.

The devs screwed the pooch much harder on the melee weapons. Because mods scale of base values, no weapon should have a base value that skyrockets as high as 30%. Basically, every category of weapon has a range of base stats and that range is determined by the weapons strengths and weaknesses of the weapons in that category. Some are going to be more suited for crits than others, but when you have a weapon category that ranges from 2.5% to 30% where the rate of fire only ranges from .5 to 2. When we look at the rifles, the crit chance ranges from 2.5% to 20%, and the rate of fires frange from .83 to 20. On the shotguns, the crit ranges only from 2.5% to 7.5% per pellet and the rate of fire (in pellets) is quite a bit bigger than the melee weapons. The difference in the ratio the devs took with rate of fire and crit chance don't match up at all and it's hard to tell they were even designed by the same team.

There are only 2 things the devs need to do to fix this despairity. For one, correct the range of crit chances according to the ranges of rate of fire (because crit is an on-hit effect, it is more heavily effected by rate of fire than any other stat). If something has a high rate of fire, lower the crit chance. If it has a low rate of fire, raise the crit chance. And add base range by default to actually make the weapons different. Obviously some weapons will be better for crits than others, but making one have a 10X greater base crit than the others and then nerfing its mod into the dirt is not the way to do it.

Secondly, equalize the crit mods. if the shotgun crit mods are weaker, than their base crit stats should be stronger. When a weaopn category has weak crit stats AND weak crit mods, it makes building them for crits completely obselete. The problem is not the way the mods scale, the issue is the base stats of the weapons.

Shorten the crit chance range on the melees (make it between 7.5% and 22.5%), widen it for the shotguns(2.5%-12.5%), equalize the mod values ( at least a little bit. I understand the difference in weapon mechanics but when the rifle mod is literally 5X stronger than the melee version of the same mod, there is a big problem).