Draco Cerberus wrote:Talos Alomar wrote:This might be a problem we're approaching in the wrong fashion. Direct nerfs/buffs to any weapon might just make the problem worse.
Every weapon needs a militia variant. This is a bigger problem than most people realize, as who the hell is going to dump 50k sp just to try out a new weapon when they're first starting? they're going to use weapons they can try for free, and due to inertia they'll likely stick with that weapon for quite some time.
It might also be a good idea to raise the AR's fitting costs. It might not seem like much but it would make Ar users have to use lower level mods making them weaker as a whole instead of the juggernauts they are. It seems odd to me that the weapon with the highest DPS also has some of the lowest fitting costs.
better all around performance should mean higher all around fitting costs.
The fitting cost for a Duvolle is already absurdly high making it tough to fit on any proto suit other than the Assault variants. This is already in place. The problem is still a damage type issue. We have no built in resistance to any type of weapons and the ones that do more to a certain type of tank (shield or armor) cannot be tanked for other than with more buffer. Please check out this thread which provides an excellent way to protect yourself on the battlefield.
Resistance Thread I don't think many know how to take advantage of the damage profiles in the game.
I don't remotely see assault rifles as a problem generally.
Generally, I am fighting Caldari assaults with ARs. So I play the natural counter to them which is a Gallente suit with a scrambler rifle. Not only are they doing less than optimal damage to me, but with proficiency and damage mods on my scrambler, I am doing nearly DOUBLE damage to them. I can take a STD scrambler and drop a proto Caldari with a Duvolle in an instant because of this. Literally 3-5 hits.
I've gotten mail asking me "how did you vaporize 600 ehp instantly like that?"
The answer is simple. The fit is a Caldari Killer.
I like your thread, but what's to stop everyone from simply tanking out an Amarr suit, and say.... making shields resistant to hybrid and laser weapons, and making their armor resistant to projectile and explosives? If people hate the concept of dual tanking, that would only perpetuate the problem. As theoretically, that system can nearly eliminate almost all weaknesses.
I do like the efficiency indicator concept from EVE as well though. At the same time we have similar systems already in game right now. Right now, you ARE able to tell what suit someone has on when you aim at them, and you CAN see how effective the weapon you're using is.
What I would like is for damage mod percentage to be visibly added to the damage profile indicator when you aim at someone. So you can see, EXACTLY what your final damage tally is going to be when you shoot.
It's good to bear in mind, that we will be getting additional weapons in 1.5. These will come with their own profiles as well.
What I think would be good is a general hardener function for both shields and armor. Shields harden but don't recharge. Armor hardens, but slows you down.