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Oswald Rehnquist
502
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Posted - 2013.11.10 18:21:00 -
[1] - Quote
Essentially how Amarr light weapons have an overheat mechanic, the Caldari weapons need to be consistent with the spool up time. The Amarr make great assaults because their bonus indirectly effects their weapons utility.
So for Caldari
Make the Rail Rifle take .50 seconds before firing
And make all Caldari sniper rifles have a charge time like the charge sniper rifle (Faster and slower for different variants)
The Cal Assault bonus could be like a 10% reduction to charge/spool up time. Any other light weapons of Caldari nature that are introduced should also have the same mechanic for the assault to add to its collection of weapons.
I know there is going to be resistance to this one, but the reason why the Amarr assault is able to fly high is due to the same mechanic implementation, making it a superior fighter to the Amarr Logi (which the other logis don't have), so by this nature the Cal Assault would become superior to the Cal Logi is the Assault is better able to use his weapons better.
The spool up time and % bonus is subject to change, but what are your thoughts on this?
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
261
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Posted - 2013.11.10 18:38:00 -
[2] - Quote
Initially, i didn't like the spool up time on all rail tech. But, half way through writing a reply it made sense to me.
So I give you a +1.
'Insert witty signature here'
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Nocturnal Soul
Immortal Retribution
1051
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Posted - 2013.11.10 18:39:00 -
[3] - Quote
The charge time for the RR should be 1-2 seconds and the Cal assault bonus should be -5% to charge time.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Cody Sietz
Bullet Cluster Legacy Rising
1383
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Posted - 2013.11.10 18:40:00 -
[4] - Quote
I can see this. |
Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
261
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Posted - 2013.11.10 18:46:00 -
[5] - Quote
Nocturnal Soul wrote:The charge time for the RR should be 1-2 seconds and the Cal assault bonus should be -5% to charge time. 1-2 seconds is way too high. I think 0.4 seconds would be fine. This shows how long 0.4 seconds is.
'Insert witty signature here'
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1736
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Posted - 2013.11.10 19:13:00 -
[6] - Quote
+1.
I don't think that the spool up time needs to be upped for the RR either. dropping .2 secs to .1 secs would be pretty good for a bonus. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
243
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Posted - 2013.11.10 19:58:00 -
[7] - Quote
Spot on, + 1.
I run Caldari assault suits and the ASCR ...I intend to pick up the rail rifle immediately when released and having a similar racial bonus that the Amarr have would be a really nice perk.
The big thing is that you don't make it so strong that it prohibits non-racial suit & weapon setups like the one I mentioned above that I run. It should be a noticeable but not game changing effect...a perk not a handicap. |
Chunky Munkey
Amarr Templars Amarr Empire
2069
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Posted - 2013.11.10 20:06:00 -
[8] - Quote
This just turns all the assaults into generic footsoldiers. There's no variety to fittings if the best we can get out of our suits forces us to build them in a certain way.
A bonus should compliment certain weapons/playstyles not apply exclusively to them.
No.
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ReGnYuM
Imperfects Negative-Feedback
1287
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Posted - 2013.11.10 20:06:00 -
[9] - Quote
Oswald Rehnquist wrote:Essentially how Amarr light weapons have an overheat mechanic, the Caldari weapons need to be consistent with the spool up time. The Amarr make great assaults because their bonus indirectly effects their weapons utility.
So for Caldari
Make the Rail Rifle take .50 seconds before firing
And make all Caldari sniper rifles have a charge time like the charge sniper rifle (Faster and slower for different variants)
The Cal Assault bonus could be like a 10% reduction to charge/spool up time. Any other light weapons of Caldari nature that are introduced should also have the same mechanic for the assault to add to its collection of weapons.
I know there is going to be resistance to this one, but the reason why the Amarr assault is able to fly high is due to the same mechanic implementation, making it a superior fighter to the Amarr Logi (which the other logis don't have), so by this nature the Cal Assault would become superior to the Cal Logi if the Assault is better able to use his weapons better.
The spool up time and % bonus is subject to change, but what are your thoughts on this?
I am very very against the idea of racial weapons be tied to racil suits. Decreases Suit diversity and turns this game into a rock paper scissor match.
If you never heard of ReGnYuM, you're neither Good or Relevant in Dust 514.
KDR > EVERYTHING
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Iron Wolf Saber
Den of Swords
10083
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Posted - 2013.11.10 20:07:00 -
[10] - Quote
The Railgun Sniper was supposed to be charge variant by default but with no other sniper rifles in the game.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Laser Rifle =// Unlocked
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4037
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Posted - 2013.11.10 20:07:00 -
[11] - Quote
Chunky Munkey wrote:This just turns all the assaults into generic footsoldiers. There's no variety to fittings if the best we can get out of our suits forces us to build them in a certain way.
A bonus should compliment certain weapons/playstyles not apply exclusively to them. YUS because assaults are the generic ground pounding shock infantry. I like this cheap disposable ideal!
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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DeathwindRising
ROGUE SPADES EoN.
126
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Posted - 2013.11.10 20:18:00 -
[12] - Quote
Melchiah ARANeAE wrote:Nocturnal Soul wrote:The charge time for the RR should be 1-2 seconds and the Cal assault bonus should be -5% to charge time. 1-2 seconds is way too high. I think 0.4 seconds would be fine. This shows how long 0.4 seconds is.
the charge is .2 seconds. the charge on a small rail gun is .2 seconds.
if you think .2 seconds is too short... think about this, the new minmatar combat rifle has a rof of .05 seconds.
thats 4 rounds fired before you can take you first shot. thats about 80hps of damage.
you think increasing it is a good idead? at .4 second thats 8 rounds and about 160hp of damge before you take your first shot.
does anybody in this thread want to fight with a rail rifle like that? you like those odds? |
Oswald Rehnquist
509
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Posted - 2013.11.10 20:18:00 -
[13] - Quote
Chunky Munkey wrote:This just turns all the assaults into generic footsoldiers. There's no variety to fittings if the best we can get out of our suits forces us to build them in a certain way.
A bonus should compliment certain weapons/playstyles not apply exclusively to them.
Lets not pretend that is not limited already to brick tanking auto fire variants
ReGnYuM wrote:
I am very very against the idea of racial weapons be tied to racil suits. Decreases Suit diversity and turns this game into a rock paper scissor match.
First it would apply to multiple weapons, meaning there are multiple play styles. Second a bonus to shields extenders has the same effect to play limitations defensively, you are going to use extenders. Under the new bonuses you could still use the shield base unit with mass drivers to reduce the explosion damage and still make it a very viable alternative.
Also the bonuses are small perks, not overarching make it or break it bonuses. The SCR are used on more than just Amarr Assaults. I've also seen Amarr assaults use other weapons just fine.
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Eris Ernaga
State Patriots
685
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Posted - 2013.11.10 20:26:00 -
[14] - Quote
Oswald Rehnquist wrote:Essentially how Amarr light weapons have an overheat mechanic, the Caldari weapons need to be consistent with the spool up time. The Amarr make great assaults because their bonus indirectly effects their weapons utility.
So for Caldari
Make the Rail Rifle take .50 seconds before firing
And make all Caldari sniper rifles have a charge time like the charge sniper rifle (Faster and slower for different variants)
The Cal Assault bonus could be like a 10% reduction to charge/spool up time. Any other light weapons of Caldari nature that are introduced should also have the same mechanic for the assault to add to its collection of weapons.
I know there is going to be resistance to this one, but the reason why the Amarr assault is able to fly high is due to the same mechanic implementation, making it a superior fighter to the Amarr Logi (which the other logis don't have), so by this nature the Cal Assault would become superior to the Cal Logi if the Assault is better able to use his weapons better.
The spool up time and % bonus is subject to change, but what are your thoughts on this?
You know rails are actually Gallente tech all hybrid tech is, Caldari just use hybrids some times like blasters and rails they are mainly missiles
Ba bang baby
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Avallo Kantor
Paladin Survey Force Amarr Empire
218
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Posted - 2013.11.10 20:34:00 -
[15] - Quote
First off, don't forget that they can always add more variants to suits. So having the Assault suits built around the Racial Assault Weapons makes sense. They can always add more specialist suits to focus upon other weapons, and even give those suits more niche bonuses (in terms of both play styles, weapons, and roles)
Furthermore, Caldari are known to use both Missiles and Rails. Gallente are more blaster and drone focused. |
Oswald Rehnquist
509
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Posted - 2013.11.10 20:35:00 -
[16] - Quote
Eris Ernaga wrote:You know rails are actually Gallente tech all hybrid tech is, Caldari just use hybrids some times like blasters and rails they are mainly missiles
In Eve, Cal ships mainly support missile/rail, Gal is blaster/drone, and everybody has at least one missile boat. Rails are heavily apart of the Caldari arsenal, you don't have to invent it for the military to specialize in it. Dust has even solidified this more cal owning all the rail tech weapons.
Edit:
and someone beat me too it
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Cat Merc
Ahrendee Mercenaries EoN.
4267
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Posted - 2013.11.10 20:39:00 -
[17] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1479447#post1479447
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Oswald Rehnquist
513
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Posted - 2013.11.11 02:38:00 -
[18] - Quote
Cat Merc wrote:https://forums.dust514.com/default.aspx?g=posts&m=1479447#post1479447
so I take it your in agreement then?
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Vyzion Eyri
The Southern Legion The Umbra Combine
1959
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Posted - 2013.11.11 02:47:00 -
[19] - Quote
Bonuses should be more diverse for assault suits only.
For each race, it should be "X bonus to the weapons that work with this race, but if another weapon is equipped, Y bonus".
The Y bonus will be a generic bonus to some stat like reload speed, clip size, ads speed, damage resistances, etc.
The X bonus will be specific to racial weapons like the current Amarr Assault. So heat buildup, spool time, more bullets per burst or less delay between bursts, etc.
Encourages sticking to racial weapons but still provides a unique bonus to all other weapons, allowing a mercenary to pick a suit he or she likes based on other stats but still be proficient at a weapon that is not of that suits race.
Logistics and Heavy bonuses shouldn't have this dual bonus, since their bonuses should apply to their niche of supporting/combat engineering and point defence/unstoppable brick wall. So essentially the assault suits are more geared to assault, because their bonuses focus on weaponry on all types. Makes sense I'd say.
"..things that some people frankly don't even get the chance to do in real life, because it's poorly designed."
-Veigar
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Jackof All-Trades
The Southern Legion The Umbra Combine
226
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Posted - 2013.11.11 03:05:00 -
[20] - Quote
Oswald Rehnquist wrote:Essentially how Amarr light weapons have an overheat mechanic, the Caldari weapons need to be consistent with the spool up time. The Amarr make great assaults because their bonus indirectly effects their weapons utility.
So for Caldari
Make the Rail Rifle take .50 seconds before firing
And make all Caldari sniper rifles have a charge time like the charge sniper rifle (Faster and slower for different variants)
The Cal Assault bonus could be like a 10% reduction to charge/spool up time. Any other light weapons of Caldari nature that are introduced should also have the same mechanic for the assault to add to its collection of weapons.
I know there is going to be resistance to this one, but the reason why the Amarr assault is able to fly high is due to the same mechanic implementation, making it a superior fighter to the Amarr Logi (which the other logis don't have), so by this nature the Cal Assault would become superior to the Cal Logi if the Assault is better able to use his weapons better.
The spool up time and % bonus is subject to change, but what are your thoughts on this? Agreed. Gallente Assault makes an attempt at this with the PG/CPU reduction, but the Amarr Assault has always been the suit that best fit its racial weapon. |
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Jackof All-Trades
The Southern Legion The Umbra Combine
227
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Posted - 2013.11.11 03:10:00 -
[21] - Quote
I wouldn't worry about diversity. You find plenty of bonuses to tracking speed, range and damage to hybrid turrets in EVE, but people still put auto cannons on their ship because it uses less CPU/PG. Seems alright to me that it uses racial weapons along with a racial suit, you can always switch it around, but the suit was built by the same manufacturer as the weapon - of course they will work better together!
"Pulvis et umbra sumus."
We are but dust and shadow
GÇò Horace, The Odes of Horace
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4059
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Posted - 2013.11.11 03:27:00 -
[22] - Quote
Jackof All-Trades wrote:I wouldn't worry about diversity. You find plenty of bonuses to tracking speed, range and damage to hybrid turrets in EVE, but people still put auto cannons on their ship because it uses less CPU/PG. Seems alright to me that it uses racial weapons along with a racial suit, you can always switch it around, but the suit was built by the same manufacturer as the weapon - of course they will work better together! This is what I would have said. People still use Non Racial gear on different races hulls and its still often the better type of fit despite the bonuses.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1744
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Posted - 2013.11.11 04:11:00 -
[23] - Quote
Going along with what the previous posters have said I'd have to agree that you wouldn't need to worry about race specific assault suits having race specific weapon bonuses killing diversity.
If someone is going assault spec you can be pretty well assured that they want to use that races weapons.
I've got all racial medium frames up to 3 so I can play around with the different suits for less SP. If I wanted to get the most out of Hybrid rifles I'd go gallente assault, so if we carry that logic to the other suits the assault bonus would have to change.
I'd say CCP should move the Caldari and minmatar assault specs to be a basic frame bonus and add a more rail/kinetic weapon bonus to those suits for assault. Amarr and Gallente suits should get a basic frame bonus too, but their ass. spec bonuses are decent as is. |
Oswald Rehnquist
524
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Posted - 2013.11.11 06:58:00 -
[24] - Quote
Talos Alomar wrote:Going along with what the previous posters have said I'd have to agree that you wouldn't need to worry about race specific assault suits having race specific weapon bonuses killing diversity.
If someone is going assault spec you can be pretty well assured that they want to use that races weapons.
I've got all racial medium frames up to 3 so I can play around with the different suits for less SP. If I wanted to get the most out of Hybrid rifles I'd go gallente assault, so if we carry that logic to the other suits the assault bonus would have to change.
I'd say CCP should move the Caldari and minmatar assault specs to be a basic frame bonus and add a more rail/kinetic weapon bonus to those suits for assault. Amarr and Gallente suits should get a basic frame bonus too, but their ass. spec bonuses are decent as is.
That is more what I was thinking, generic bonuses for the T1 suits, more specialized bonuses for the t2 suits
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
278
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Posted - 2013.11.11 07:51:00 -
[25] - Quote
DeathwindRising wrote:Melchiah ARANeAE wrote:Nocturnal Soul wrote:The charge time for the RR should be 1-2 seconds and the Cal assault bonus should be -5% to charge time. 1-2 seconds is way too high. I think 0.4 seconds would be fine. This shows how long 0.4 seconds is. the charge is .2 seconds. the charge on a small rail gun is .2 seconds. if you think .2 seconds is too short... think about this, the new minmatar combat rifle has a rof of .05 seconds. thats 4 rounds fired before you can take you first shot. thats about 80hps of damage. you think increasing it is a good idead? at .4 second thats 8 rounds and about 160hp of damge before you take your first shot. does anybody in this thread want to fight with a rail rifle like that? you like those odds?
1. 0.4 seconds really isn't that great a deal and the cal assault bonus would reduce this even further.
2. The combat rifle is burst, so the damage won't be that high.
3. The rail rifle will have amazing range and DPS, so the charge up is a trade off.
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