Zeylon Rho
Subdreddit Test Alliance Please Ignore
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Posted - 2013.08.27 20:39:00 -
[1] - Quote
Vespasian Andendare wrote:Princeps Marcellus wrote:I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too? Ben Hur (:P) has been doing a good job in this thread, but CCP has already sort of revealed the weapon strategy to us with Assault, Breach, Burst and Tactical. Assault is about higher rate of fire, higher damage close range. Breach is going to be a slower round but high damage at long range. Burst is going to be high accuracy, extremely high burst rof, and tactical will be high single damage shots and medium to medium-long ranges. We can already see these strategies reflected if we take the AR and its 4 variants together. The "regular" Assault Rifle is high damage, good rof at close-to-medium ranges, while the Burst variant fires a quick three-shots to one spot. The Tactical AR is great at delivering a high damage single round at medium to medium-long range and the Breach variant fires slower rof but higher damage individual rounds. Similarly, the Scrambler Rifle (Tactical theme for Amarr base) fires high damage, relatively accurate rounds at medium to medium long ranges, with of course there being the very-high-damage charged round. The Assault SCR is accurate and fully auto, mimicking the AR but firing at longer ranges. If you haven't had a chance to check this weapon out, you should. It feels very futuristic and awesome.
The comparison is broken in various places as per their stated intent.
The "Plasma Blaster Rifle" version of the Tactical rifle (the TAR) has longer range than the Scrambler Rifle (the default Tactical version of the Pulse laser), which is a longer range tech. So, they SAY the techs/variants will work a certain way, and then they make the shortest range tech (blaster) have a longer range version of the long-range rifle than the people that came up with the rifle and using a tech with superior range.
So... that's messed up. I already posted about it feedback, but here's the short version:
Quote:Duvolle-TAR: 65 optimal, 100 max range. Imperial-Scr: 50 optimal, 87 max range.
You gave the blaster trying to mimic the superior technology/gun-type a 30% range advantage on optimal and 15% range advantage on max.
So, they can "say" whatever they like about how the tech and variants work, but what they've actually done with the numbers is say "Gallente Plasma AR 4-EVA!! LULZ".
The suit differences also haven't seem to have been considered during various changes.
Why is an Amarr suit slower than a Gallente/Caldari/etc. (true of Assault, Logistics)? The idea seems to be that Amarr are more "heavily armored", and the is armor bonus is paid for with a hit to speed... or something.
So, CCP just updated armor plates, right? A "Basic" Armor plate is 85 HP with a speed penalty of 2%, a Basic Ferroscale (no speed hit) is 35, Basic Reactive is 25 hp, no speed hit, 1 hp/s regen to armor. Those are the weakest armor plates.
An Amarr Assault takes a 4% hit to their speed for 30 HP, so just comparing their bonus to the lowest level plates... they get the worst possible deal with very very little hp, no hp regen, and twice the speed hit. And they have one less module slot... so that's cool. |