1: Its basically cut+paste melta gun with a slow. 2: Its range and its ease of use is ridiculous. 3: Its uninspired, uninteresting and generally boring.
weapons or abilities that stun, tether, slow or otherwise impede or shut-down a player (ESPECIALLY one whose build relies on mobility) are always annoying to play against, it's like how people hate concussion grenades and flashbangs in games because they greatly impede your ability to act and respond.
I... I would take a flat damage increase mod for 100lp if I had the option that could negate an entire faction average and base armour.
I don't understand how you exclusively play ranged classes and you haven't figured out how to counter them yet. D bash, roll back. That's assuming you don't get the slip on them. If you have sight with a grav on a ground assault he shouldn't get near you. The damage is sufficient to kill them outright and a backwards strafe is sufficient to outpace them.
Cool. I would take a ez mode kiting ability over any damage increase. Loving the MoS. Nope. Shoot & scoot > shoot and stand still.
I love chain games I wish I had an easy mode jump pack that gave me a combat edge apposed to flying in a line really really fast
You don't understand a lot it seems. Especially considering I said in my first post that the damage should be reduced significantly but the snare should stay the same. But hey, since you just seem to want to vent, go for it.
The problem I saw with specialist ammo was that the general intent was to lower TTK or negate defensive builds, rather than add elements to LSM to cope. Hellfire (poison), Kraken (armour piercing long range), Vengeance (mini plasma, but where's the risk?) don't create gameplay elements, they just force a new balance on the game. Dragonfire (ignore cover) would have been interesting as an airburst round with some form of distance control to help LSM push enemies out of cover into fire. It's the same problem I see with making Bladestorm an ammo mod, because it just invalidates toughness builds rather than creating a new meta element. Chapter tactics suggested didn't seem to go far from that either, running the gamut of "harder to kill" or "better shooting." Something I want to say about uniques, I think Quicksilver is a great unique, and more uniques should be like it. Yes it has a scope (which we hate), and yes it's burst fire only (which sucks). But it takes those aspects and increases RoF (which offsets the burst fire), and the recoil is closer to an ASC than a boltgun (which everyone misses). It handles in a unique way, and offers a gameplay style that isn't obtainable otherwise. Extra 6 rounds is just a bonus. I use it on the apothecary (who can't take stalker for reasons) to be a better fighter from the back line. But all of this is about grav weapons, and I'm actually someone who supported getting grav weapons in as a balance for LSM. I didn't know this was the form they would take, but for what they do I think they balance LSM's lack of speed for tankhunting and increase the merit of turtling range behind stormshields against more aggressive factions. They add a meta element that isn't TTK related, and I like that a lot. Can they use tweaks? For sure, but so can everything else. And I know you @BaronXIII know all the specialist ammo, I put them in for those less familiar to see what we were talking about.
If there's no possible way to counter melee without grav snare, why don't other factions have grav snare.