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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
379
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Posted - 2013.09.09 15:06:00 -
[1] - Quote
Beren Hurin wrote:If they release new rifles, they need to make sure that each rifle skill tree is balanced. They should all hopefully get a specialization skill, like AR has sharpshooter, while the scrambler rifle has none. Also they need to weigh in a bit more on what they intend with the various weapon designs. If they plan on keeping the scrambler rifle around while it can be outranged by a PLASMA TAC-AR that doesn't make sense, but there should be some additional scrambler rifle variants as well.
-A hybrid side-arm will help the gallente assault with more fitting happiness. -A longer range side-arm, especially a magsec SMG with some range, could effectively become a second AR. Having a side-arm that can compete with the AR, could FINALLY force caldaris into the longer range roles that they were made for. -Also, rifles should be designed with new player experience (NPE) in mind. If players choose Gallente, only then shoudl they get AR. Amarr players should start out with amarr weapons, but also, new players should be shown how to use them and their damage/range profiles. It's going to be the Combat rifle, Rail rifle and Magsec SMG, as datamined from the 1.1/1.4 data dump and talked about in this post here. The Combat rifle is going to have the sharpshooting skill.
I agree somewhat with the idea that the trees should be balanced, considering that Combat and Assault rifles will use the Sharpshooting skill (and the "regular" SMG as well), but then again I don't think that skills should be added (or removed) for skills' sake. Take the sharpshooting skill, for example: in the context of the AR (close-to-medium range, high damage full auto) and the Combat rifle (CR) (medium-to-medium-long range 3 shot burst), having less dispersion on your weapons makes a lot of sense. It makes them more powerful at various ranges. The AR gets better at ranges outside its optimal, and the Combat rifle gets better, stronger hits, but is still limited by its 3 shot burst. Yet, a SCR (high single-shot damage rounds at medium ranges) and a Rail rifle (RR?) (low rof, high damage long range) already have and likely will have low dispersion/high accuracy anyway, with the drawbacks being single shot and low rof. Their assault variants, while fully automatic, aren't capable of being made any more accurate with a sharpshooting skill, which keeps both their single-shot/low rof versions, as well as their assault full auto versions, balanced. So, taking this into account, adding a sharpshooting skill doesn't really make sense to these two rifles, as it would unbalance their power at their intended ranges and their intended play styles.
Would, then, adding two "fluff" skills make sense just so their users have to train the same amount? Does that make sense? Having drawbacks to certain weapon systems is part of the game. I don't necessarily know, however, if an sp-sink should be one of those drawbacks.
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As a side comment, though: the militia fits really, REALLY ought to get their racial weapon variant when the new rifles are introduced, or at the most, when all racial rifles and pistols are introduced. Mercs should play their racial playstyle from the get-go, with the other weapons and suits being "test-able" via limited-quantity militia fits provided to new players (hopefully part of a revamped NPE).
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
382
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Posted - 2013.09.09 16:13:00 -
[2] - Quote
The Robot Devil wrote:Shadow Of-Chaos wrote:saving SP to unlock the proto assault swarm masslock on day 1. You're supposed to ask for a respec because the game changed. Noob. SoonGäó. Just wait for the new weapons to actually get released. Post after post will be demanding a respec....and even worse if the militia fits are changed to actually reflect racial playstyles. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
384
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Posted - 2013.09.09 16:49:00 -
[3] - Quote
Killar-12 wrote:KingBlade82 wrote:hope u guys r testing it and isn't gonna be OP like a flaylock or UP like the PLC I think given all its drawbacks of charge up time, low rate of fire, one-round-per-clip, etc., turning the PLC into an actual "rocket launcher"-style projectile wouldn't make the weapon overpowered, and it'd probably breathe some life into the weapon.
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
384
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Posted - 2013.09.09 18:18:00 -
[4] - Quote
Vin Mora wrote:George Moros wrote:Vespasian Andendare wrote:It's going to be the Combat rifle, Rail rifle and Magsec SMG, as datamined from the 1.1/1.4 data dump and talked about in this post here. The Combat rifle is going to have the sharpshooting skill. If this is indeed correct, I wonder why is CCP adding new weapons to the light/sidearm lineup which is already pretty decently filled up. Why not add new heavy weapons? And dropsuits for that matter? Because every suit can use Light weapons. Well, this AND the fact that all racial play styles should be reflected. Namely, Caldari and Minmatar, with their emphasis on shield and speed, don't work as well as brawlers (given that shield HP typically is lower than armor and is balanced around being outside of combat), and their game play is centered around medium-range engagements using longer range burst- and breach-style weapons. Once these fundamental rifles are added, rounding out the various styles of play and increasing racial identities, then I think there's plenty of room for improvement across other weapon lines (ion and bolt pistols, amarr and minmatar heavy weapons) and racial drop suits (Caldari light/heavy, Amarr light, etc.).
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
392
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Posted - 2013.09.10 19:03:00 -
[5] - Quote
Arx Ardashir wrote:But as others have said, it's the vehicle update, so new weapons will be small turret versions of the laser rifle and massdriver. New weapons are going to be Rail and Combat rifle, Magsec SMG.
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