We arrived at these figures after a LOT of internal testing. Parsing using different weapon types, comparing to multiple different firing modes, in many various different weapon configurations.
In all of the tests we performed, even after the above changes, Surgical Strikes reliably outperformed every combination of Weapon Type and Firing Mode we tried, once the player had a reasonable amount of +CritH and +CritD.
Those "reasonable amounts" by the way were 15% Crit Chance, and +200 Crit Severity. Values reasonably obtained by many players, and hilarious outstripped by our high-end performers.
So, despite the reductions contained in these Patch Notes, we feel the ability is still desirable by players properly geared to get the most out of it. We encourage anyone interested in how this affects their performance to copy over to Redshirt and try it out for themselves. Your feedback is welcome. (Parses of before/after performance would be even better!)
To all: stop whining about Surgical Strikes if you ever feel the need of doing that.
You have to stop moving when you start closing a portal/gate. Then you close it every time even if the enemies are shooting you. Enemies seem to be weak in normal and advanced, so you should survive. At least I do.
Stop moving? Really?
Ok, will give it a try. Glad I didn't buy up Pilot specialization yet as they've now made moving == bad.
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To all: stop whining about Surgical Strikes if you ever feel the need of doing that.
Stop moving? Really?
Ok, will give it a try. Glad I didn't buy up Pilot specialization yet as they've now made moving == bad.