It doesn't matter for the Stingray, it's plagued by heavy Damage and Heal charge costs.
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I don't think BMGs are in danger of getting nerfed.
Yeah, makes me wish I hadn't vendored all of the BMGs I've received since I started. I know I have had several Stingrays in the 4%-6% range. My current vendor bought Ray is pathetic at 21% but since I only need it for a relatively short time it's not really a big deal.
Just tested my personal BMGs at Zhena (slicer Protector and Shield Spanner) and the numbers are not nearly as consistent as the greens I picked up.
I was in a Co-op with the thread starter yesterday, guess what 2 weapons he used? Bmg and a Crimefighter.
I think I dented my desk hitting it with my head.
Please please please give us private coop in addition to private WM's.
I need to puzzle in it a bit. Based on Fire Rate 10, my Shield Spanner (8000 DPS) should have been ticking at 800, but it never got there, seeming to peak around 740 with the occasional built-up tick in the 900s. The PS Protector was consistently above the expected tick damage. Both of these number lines were really squiggly though.
Crimefighter and BMG is not a bad combination if used properly (at least on PC, I know the game boxes have problems with the physics crimefighters use). The downside of the loadout is that while it is good for short to medium ranges it is weak at long range where the crimefighter is hard to hit fast moving targets with and HTH range where the crimefighter is more dangerous to the user than the target and the BMG does not have the punch to take out mobs quickly. The main advantage of the BMG in that loadout is for self-healing, the crimefighter would be doing almost all of the work with the BMG only putting in short appearances as needed.
Except for a few co-ops needed for contracts they are almost dead already. Over the weekend on EU-PC I cued up a normal level one and waited for three hours for it to fill before giving up on it for example. Further dividing to make private instances would only make it worse.
Private co-ops are not needed anyway, all that one needs to do is make a group of four and then cue up the co-op which does not leave any room for independents unless someone drops for too long or is kicked. Why waste time adding redundant features when there are so many bugs that need fixing?