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Clockwork Weapons Tweak #19714
Clockwork Weapons Tweak #19714
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that's not how the changelog works
Moltijoe
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Please update the changelog
Moltijoe
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don't mention something in the changelog if it's being left alone
(hammer wound bonus)
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changelog still not correct, hammer is going from 15 to 23, not 18 to 23
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Balance Council:
for your reference #19365 is the PR in question |
Battlehammer damage set to original values.
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Didn't think there was a PR for that |
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Ok twohanded component is merged |
Clockies are in need of some love, this love is something I've been antagonizing over for weeks to do.
All clockie weapons received some form of a buff, these buffs are relatively minor but they should put them on parity with other weapons that the crew can obtain as many clockie weapons simply did not deal the same amount of damage nor wound fairly.
Spear
Sharp pointy stick but it doesn't wound people? Already has decent damage and is defacto Clockie mainweapon
Longsword:
Extra damage for some added punch, EMP reduced down to 10 seconds so the weapon can be used in fights in a more reliable manner. It's one of it not their own defense against mechs.
Clockwork Bow
I wasn't gonna really touch this but it was asked to be beefed up. It now on parity with other bow weapons including the 40 damage infinite ammo hardlight bows
🆑
tweak: Clockwork longsword has 3 more force and emp cooldown is cut in half
tweak: Clockwork bow Arrows now do 20 damage instead of 18
tweak: Clockwork spear has 10 more wound bonus
/:cl: