Originally Posted by
Dribble Joy
30 points in TC (most people probably have more) means 6 more PC or RC, which does make a difference.
As for HC/MC weapons, yes the TC factor is minimal. Either those weapon classes should not get a benefit for high tech, or something like agl could be made more important to them.
As to gig's initial question; This is what I was reffering to when I rubbed my hands with glee at the fact we will be getting a skill discussion.
Personally, the solution would be something of a return to NC1 skill effects, though with a slight alteration.
In NC1 the skill effects on weapons was more or less open ended. It was very hard to cap a weapon (freq in the case of pistols, rifles, cannons and maybe melee).
This meant that a hightech user, with low tech resists and a cirtain combat skilling would get pretty much the same dmg/time as a low tech user with the same skilling.
For example, you could just about cap a libby with moveon/ppr, about 174 pc afaik (wep didn't affect freq)), with the same pc, you got 160 rpm on a judge (cap is 185). This meant you were reasonably equal and all was good. A judge user could pop his ppr or moveon for a target 3, more offence, less defence and again things would be good.
The problem now is that with equal or even less skilling as before you can cap a judge, so that the low tl weapons were essentially pushed out of viability and 'had' to use DB. With wep affecting freq it became easier to get high stats on high level weapons. So with setups that would resemble and old 'middle' judge setup, you would get near-capped or capped stats on weapons 13 tls higher.
What I would propose is - as said - a reversal to something akin to the NC1 system.
Due to 'realism' and game mechanics issues, I'd make the dmg stat open ended instead of freq. Remove the wep affect on dmg, so it's purely the PC/RC/HC/MC/APU value that affects the real dmg/time (freq would be easy to cap, as though there's nothing wrong in having freq vaguely open ended, it's messy). Then, either remove the dmg cap entirely or (if not possible) move it completely out of reach.
Your offencive power would then be directly influenced by the setup and the direction you want to take you char.
Thus a judge, libby and slasher PE/spy with the same PC would have equal offencive powers (though clearly to reach the dex required, more offencive imps would have to be taken, meaning that having to the same skilling would be detrimental, just making a point).
You would then get a massive range of setups, not just one or two per weapon, that would be equal to one another.
Hope that made vague sense.
Re: PA.
Make PA akin to an offencive type implant. Lower defence bonus than the middle armours (viper, titan) but with offence boosts. Then you could also have defence imp type PAs, with offence malii and higher defence benefits.