Using a set of 3 as the devs intended because they do no damage with anything less you are at 9000 ps before even thinking about modules and cabin
Add on these and armour and you are at 17,500-19000 ps minimal
Whats at 17,500 19,000 ps and above? HOVERS
whats 100% immune to the ripper’s current perk? HOVERS
Why are these things called a RIPPER when they get stuck in the 1st layer of armour and do nothing after?
Against spaced armour the most common damage numbers to be seen is 18 and under
Why is a RELIC costing 5 energy per gun doing less than 18 damage per hit
Give these guns a perk like the vulture, you hit somebody and you do damage over time for 3-5 seconds from the moment the saw makes contact with another build, but make it RELIC worthy if a part dies while the saw is still active have the saw move onto the next part under it and damage over time on that and repeat until the saw goes away or it falls through the build and hits dirt
Relics should be scary they only cost 32,000 gold to make
The porcupine can at least be an effective mine layer, a good porc player will use this weapon as any area denial weapon then change to DPS when the enemy is within range.
The Ripper does not really have that option. You can try, but it is just bad at the roll of a minelayer - which it is suppose to be.
But that’s only my two cents
It needs some change for sure - anything would be better then what we have.
what if they increased the duration of the blades when you shoot them into the ground to something more effective such as permanent or 2 minutes or 1 minute?
Increase the damage box so it 's high enough to catch hovers?
It would help them be area of denial.
I like that idea. They should have a lot more impulse as well, consider the size of the projectile.
As far as the minelayer aspect, if they had melee resistance and did lethal damage to frames they could be interesting. Maybe they should do extra damage to movement parts?
i mean it currently does work like a mine layer, shoot the ground and it leaves traps behind
except they do 10 damage
and due to their energy cost and weapon grade their powerscore is only against hovers which can ignore them like they dont exist so even if hitting them was buffed to do 250-500 damage they would still not be viable due to hovers floating perk
The sad thing is when this was first announced I think many people thought it was going to be a relic version of the Fortune. Which in my opinion it should have been.
I think that Fortunes are currently better then Rippers.
i really think they are usable the way they are.
for dogs you can shoot the ground and delay their head on attacks, damaging wheels and even framing them.
for hovers you shoot them directly.
the only thing that really sets them back is spaced armor. yes hovers are immune to their ability, and directly hitting a spaced armor build is not a good thing. but how to fix this.
well lets think about it for a minute. what exactly are rippers? they are spinning saw blades. so what would happen in real life if you spun a saw blade at a fast speed and let it go to slam into a vehicle or even a hover?
the answer is alot of recoil (or rather alot of impact upon being hit). not to mention they are a literal giant circular blade, they should have more oomf then normal.
so how id solve this is give them more impact towards hovers. the more you have the greater the impact (much like the spike or the toadfish.) and the harder it hits to turn them.
another solution is to give the sawblades piercing. like the blades have a certain amount of damage and will go through parts until that damage threshold is upheld, only then will it get stuck in the parts. the only exception being the cabin where itll come to a complete halt.
this problem has really impacted cannons as they have the same problem as well. spaced armor is really a big issue for anything that reloads or has a single shot within a few seconds. machine guns dont really have this issue as they can just keep firing with constant damage.