|  Obodiah Garro
 Tech Guard
 RISE of LEGION
 
 411
 
 
      | Posted - 2013.10.13 14:54:00 -
          [1] - Quote 
 
 Alldin Kan wrote:ReGnYuM wrote:Now before everybody starts foaming at the mouth and chanting: Elitist, Elitist, burn the Elitist. Take a second to hear me out.
 As we all know, the current public match finder is plagued with unbalanced variables. Team sizes, Gear, Lack of roles...etc. Therefore, why would anyone try to use data from such a broken system to balance anything. It would be like trying to build a skyscraper on a sandy foundation.
 
 Now no one is saying PC is perfect, but it is definitely more consistent than public matches. CCP I highly suggest that for weapon balance, you use PC statistics.
 
 Anyways, I wish people just tired PC before commenting how awesome the AR is every situation, because it really is not.
 LOL I'm still waiting on CCP to apply these changes:New Breach AR/SMG stats: New Logistics changes:
  Breach AR Damage - 63.7 HP (STD), 66.8 HP (ADV), 70.1 HP (PRO)
 Breach AR RoF - 450
 High Kick for Breach AR
 Breach SMG RoF - 882.8
 Breach SMG clip size - 62
 Slightly Higher Kick for Breach SMG
 New Grenade Stats:
  Slot layout has low count on all dropsuits to prevent high HP (it's a medic class not an Officer Assault suit)
 CPU/PG would be lowered to accommodate above change
 New stats for Ammar Commando:
  All Grenade types except Fused will have Max. Ammo of 2
 Grenades cannot be resupplied from Nanohives, this is to prevent spam and use it tactically.
 Fused Locus Grenade - 350 dmg, 2.5 splash radius, 9 CPU and 2 PG
 M2 Contact Locus Grenade - 400 dmg, 2.8 splash Radius, 18 CPU and 3 PG
Thukker Contact Locus Grenade - 450 dmg, 3.0 splash radius, 48 CPU and 6 PG
[Changes to contact grenades must be made together with "No resupply" change.
 New Sentinel bonus:
  Shield - 320 HP
 Armor - 320 HP
 Shield Recharge Rate - 17.0 HP/s
 CPU/PG would receive a slight increase
 Ammar Commando Bonus - 10% to efficacy of Shield/Armor Modules per level
 Plasma Cannon Assault Variant:
  3% to handheld weapon damage resistance per level
 Plasma Cannon Normal Variant:
  Same Splash Damage stats as the current PLC
 Base Splash Radius is 3.8 m
 Max. Ammo at 12
 Charge time is .6 s
 
  20% higher Splash damage than the Assault Variant
 Base Splash Radius is 3.5 m
 Charge time is 1 s
 The operation skill for the Plasma Cannon weapon is to be replaced with 5% Splash Radius increase per level. 
 Did that hurt when you pulled this list out of your ass? God damn.
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