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That’s because you don’t seem to understand the point of the upgrade system.
The point of upgrading isn't to make your weaker weapons more powerful than your powerful weapons, that would stupid... as it would literally make all non-tier 1 weapons worthless. It is designed to allow you to make lower tier weapons more in line with their higher counterparts so that a player can use perk weapons with different abilities and effects to suit their playstyle as they go deeper into the waves.
Look at HM weapons, the faster syringes are useful for all classes (nearly every class has an HM cross class weapon), the emp from static strikers or shield from bone crusher for zerk, there are plenty of cases in which a lesser tiered weapon might have more pen, RoF, or an effect that gives them utility over a higher tiered weapon.
It costs obscene amount of money AND adding weigth to alredy restricted loadouts of some classes. It's not viable,
You can pay 3500 (+150) Dosh to turn 9mm into poor man Mkb, or you can pay same amount to buy both Mkb and SCAR and fill them with ammunition.
Spend 1100 to upgrade SG 500 damage to M4 level - M4 still have better RoF, reload speed and stumble power, while being lighter (6 against 7).
Unless player have obscene amounts of Dosh, free space in the inventory and no needy allies in sight, this feature stay useless.
That's just why I've written most of my guides from a perspective where they don't rely on stats. So I don't have to update them that often lol
- Added per-second syringe recharge rate for Hemoclobber
- Updated damage values for Hemoclobber to match v1081
- Updated Freezethrower alt-fire damage values to match v1081
- Updated Husk Cannon damage values to match v1081
Still no footnote about the radial damage on the clobber, but I ran out of space. Should be apparent enough anyway since it's a sliding scale value