Zero Harpuia
Turalyon 514 Turalyon Alliance
1418
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Posted - 2014.01.14 01:02:00 -
[1] - Quote
The Gallente and Caldari ones are pretty bad. The Minmatar one is also kinda iffy on a racial standpoint.
The Gallente one is a direct increase to Damage Per Second, and also makes the recoil checks happen faster. If the Gallente weapons ever GET a decent recoil, that would make skilling into them detrimental as your sustained accuracy would decrease.
The Caldari one is a tiny, tiny buff to the already miniscule charge period on RR, or a iffy buff on the balanced-to-it's-charge Charge Rifle. The only Rail weapons with charge times big enough to really feel are on the Heavy and vehicles, so it feels like a bit of a waste. The zoom is also iffy, because if you cannot manually adjust the zoom then getting a more powerful scope can screw over as often as help. It would force Caldari players to battle from farther and farther away, or to adjust their ADS sensitivity whenever they switched to Caldari.
As for the Minmatar, explosives are NOT the Minmatar's thing, or not JUST their thing. Rockets and Missiles are more of a Caldari weapon, as evidenced by the Swarm Launcher. They manifest as a Minmatar weapon here because it was the only way to make a man-portable Artillery Turret was to make it a mortar/grenade launcher. As for the grenades and remote explosives, they are not only not 'weapons' on a slot-minded sense, but they are more of a racial checklist, handing out the initial equipment in a cycle to keep each race 'equal.'
Also, the main point of the thread has a glaring issue. If you make the Assault suit equal to the Logistics suit, you make them equal. It sounds mental that way, but let me explain. If the suits are the same sans bonuses, with the only difference being an equipment slot or a sidearm slot, what's the difference? A 5% reduction to the fitting of a gun is about equal to the 5% reduction from equipment, so the two suits would be almost identical. Unlike EVE there isn't a huge role distinction because of huge competition for slots. I can't fire my sidearm and main weapon at the same time, so having two guns being able to fit on me isn't nearly as important as it would be on a Hurricane. Also, I don't have to chose 'weapon OR repair' for my high slots because of the differentiation of Weapon and Equip slots. Also, you can't really have a noncombat role in an FPS like you can in EVE, everyone is going to have as big a gun as they can get.
So in short, why would you go Logi if a squad of Assaults can carry the equipment between themselves and have combat bonuses? Logi would need HUGE bonuses to the OUTPUT of their tools, as would Assaults. Maybe compensate by weakening the weapons or upping HP so that Assaults kill noticeably faster, and that other classes have a lower output with the same weaponry. Scouts compensate with their speed and closing power, so they can use more powerful weapons like Shotty or knives. Heavies have tons of HP and the strictly more powerful Heavy class of weapons. The Logi would end up being the weakest in combat because it would then share the same weapons as an Assault, but without any bonuses. This would make Logi players either use their tools to their fullest, with the huge role bonuses, or swap to Assault because it is the best Light weapon user.
Anyway, I ramble.
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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