Yes.
Seriously though, I’m not sure, but I do think it’s worth mentioning when discussing the topic of his Melee Weapons.
Not sure why I chose Kerillian’s SnD as an example, when simply trying Kruber and Bardin with 2H Mace Heavy Attacks would have proved the point.
If you’re too close to the front enemies as Bardin, the headshot angle makes you miss the ones further back.
Also causes issues for Armour Piercing Slugs.
It just is objectively easier to get more damage on taller Careers with the same Weapons. I’d even use Ogryn as an example of how OP being taller than enemies can be.
Should anything be changed? shrug I’d honestly imagine this is more effort than it’s worth to change, but it’s still just something that should be considered.
Should this be considered? Yayeh.
Lets just put out some possible changes for if they do change anything:
- Removal of the need for headshots while buffing other things?
- Possible extra Stagger multiplier, doubling down on not going for heads (for the sake of argument Mainstay as a Passive)
- Single target headshots get a higher multiplier (GAxe Lights, Great Hammer Lights, 1H Hammer Heavy, CogHammer Heavy, etc)
- On-Kill mechanics
That’s fine. I understand the need for uniqueness, I’ll just simply say I find his Ranged/Melee weaker on OE, and Cranking the Crank Gun isn’t very fun for me. I’ve talked more about this here (obvs disregard calling for bomb nerfs as it’s already done): Outcast Engineer buffs are overkill
Don’t want to derail.