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Thread Statistics | Show CCP posts - 2 post(s) |
Lea Silencio
0uter.Heaven
1018
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Posted - 2014.01.08 13:00:00 -
[31] - Quote
^ This tbh.
PurificationGäó
It's what I do.
Amarr Victor
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Cat Merc
Ahrendee Mercenaries EoN.
5411
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Posted - 2014.01.08 13:13:00 -
[32] - Quote
Why are we limited to two skills per suit for fucks sake?
Pretty much all of the ships in EVE have multiple skills, and they're BIG one's, like 100% damage increase on blasters.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Aero Yassavi
Paladin Survey Force Amarr Empire
4468
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Posted - 2014.01.08 17:26:00 -
[33] - Quote
pagl1u M wrote:+25% rof for Gallente, are You high or something? Why not give them a 100 % dmg bonus on all weapon and 100% dmg reduction? The bonuses and numbers are only example to get my point across: The class bonus should be weapons fitting reduction and the racial bonuses should be improvements to your races weapons. The Gallente ROF bonus could easily be replaced with a number of things and still fit the mold of what would be better assault bonuses. Do you have any suggestions?
It's a bird!
It's a plane!
No, it's Super Amarr!
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Zekain K
Expert Intervention Caldari State
993
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Posted - 2014.01.08 17:31:00 -
[34] - Quote
The extra zoom is useless for the rail rifle, that bonus would probably only affect snipers.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7919
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Posted - 2014.01.08 17:35:00 -
[35] - Quote
They really really really should have. I'm not a fan of your proposed Caldari assault bonus, seems kind of useless.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Bethhy
Ancient Exiles. Renegade Alliance
741
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Posted - 2014.01.08 17:37:00 -
[36] - Quote
fitting bonus to easily abuses fitting a brick tanked out assault with proto weapons.
Better to leave the balance with brick tank = adv/basic weapons. easier to control
And just give us a blanket DPS bonus... after all Assault's are DPS based not tanky, jack of all trades or weapons(Thats a comando)based. |
Zekain K
Expert Intervention Caldari State
993
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Posted - 2014.01.08 17:38:00 -
[37] - Quote
Jebus McKing wrote:Aero Yassavi wrote:Vicious Minotaur wrote:The proposed bonuses seem better... Except the Caldari.
Charge time on the Rail Rifle is negligible. Zoom is already fine, as I can constantly kill at ranges that exceed 90m.
Honestly, I'd prefer the bonus to shields. The tentative 'crystal ball' shield bonus would make a purely shield tanked Caldari Assault viable/competative again (possibly). But to match all the Assault bonuses, it'd have to be some sort of bonus to Caldari weaponry. Do you have any idea? Perhaps extra range? Again, I'm not a primary Caldari user so I'm not too sure what the best bonus would be. To all Caldari users, what bonus would you want to make Caldari weapons better besides a straight up increased damage? Not a Caldari but maybe a kick-reduction would work? Kick-reduction for Rail Rifle, zoom for Snipers. Nope, still useless. The kick for the isn't great enough to war rent a bonus.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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Aero Yassavi
Paladin Survey Force Amarr Empire
4475
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Posted - 2014.01.08 17:43:00 -
[38] - Quote
Zekain K wrote:The extra zoom is useless for the rail rifle, that bonus would probably only affect snipers. Well that's why I was thinking also remove a good portion of the RR charge up time, but again these were only ideas and really anything that will increase rail weaponry efficiency besides straight up extra bullet damage would work and be better fitted than the currently planned bonus. Do you have any suggestions?
It's a bird!
It's a plane!
No, it's Super Amarr!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7919
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Posted - 2014.01.08 17:56:00 -
[39] - Quote
They could nerf the base effective range of rail weapons, but make the Caldari assault bonus increase the effective range of rail weapons.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Vrain Matari
ZionTCD Public Disorder.
1453
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Posted - 2014.01.08 17:57:00 -
[40] - Quote
Cat Merc wrote:Why are we limited to two skills per suit for fucks sake?
Pretty much all of the ships in EVE have multiple skills, and they're BIG one's, like 100% damage increase on blasters. I'm thinking the same way - really like Aero's take on things, maybe with modifications to Caldar Assault bonuses.
But what i'd really like to see is three or four synergistic bonuses per suit, but smaller bonuses, so that by the time a merc had made it to level 5 the combined effects resulted in a significant role/race based advantage on the battlefield, but not neccesarily a flat-out dps advantage.
I support SP rollover.
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Aero Yassavi
Paladin Survey Force Amarr Empire
4480
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Posted - 2014.01.08 18:00:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:They could nerf the base effective range of rail weapons, but make the Caldari assault bonus increase the effective range of rail weapons. My original suggestion was going to be +2% effective range of rail weaponry per level, but I had a feeling that wouldn't go over well with the community. If you nerf the range, and then let the assault gain it back, maybe it'd work.
It's a bird!
It's a plane!
No, it's Super Amarr!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1320
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Posted - 2014.01.08 18:03:00 -
[42] - Quote
I understand what you're getting at but I don't exactly agree on all fronts. The proposed 10% increase to rate of fire boosts the DPS by the same amount. Because the difference between weapon tiers is generally 5% DPS, the assault skill takes a STD weapon and pushes it to PRO damage output levels. Now obviously I know there are some additional benefits to Proto such as longer effective range, but there is also the higher cost involved. In addition, I dont have the game with me right now so I cant check, but Im fairly certain the difference in PG/CPU of Proto weapon is more than 25% more than Standard. With that said, you're actually better off with a skill giving the flat dps bonus and using a lower weapon, than using a proto weapon with PG/CPU reduction.
As for secondary support skills, they really should work to counter the weaknesses of that weapon class...unfortunately weaknesses are not very high, so skills would have little effect. Regardless, I outline many of these in my ADS Report Chapter 2.
Caldari - Reduction to Recoil (Kick) per level Gallente - Reduction to Dispursion Amarr - Increased Cooldown Rate or Decreased Heat Buildup Minmatar - Increase Magazine Size
We are kinda on the same page with Minmatar/Amarr
ADS Reports - Defining Racial Themes
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Aero Yassavi
Paladin Survey Force Amarr Empire
4484
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Posted - 2014.01.08 18:09:00 -
[43] - Quote
Pokey Dravon wrote:I understand what you're getting at but I don't exactly agree on all fronts. The proposed 10% increase to rate of fire boosts the DPS by the same amount. Because the difference between weapon tiers is generally 5% DPS, the assault skill takes a STD weapon and pushes it to PRO damage output levels. Now obviously I know there are some additional benefits to Proto such as longer effective range, but there is also the higher cost involved. In addition, I dont have the game with me right now so I cant check, but Im fairly certain the difference in PG/CPU of Proto weapon is more than 25% more than Standard. With that said, you're actually better off with a skill giving the flat dps bonus and using a lower weapon, than using a proto weapon with PG/CPU reduction.
As for secondary support skills, they really should work to counter the weaknesses of that weapon class...unfortunately weaknesses are not very high, so skills would have little effect. Regardless, I outline many of these in my ADS Report Chapter 2.
Caldari - Reduction to Recoil (Kick) per level Gallente - Reduction to Dispursion Amarr - Increased Cooldown Rate or Decreased Heat Buildup Minmatar - Increase Magazine Size
We are kinda on the same page with Minmatar/Amarr But the ROF bonus doesn't effect all weapons typically used by assault players. Examples include the Scrambler Rifle, Tactical Assault Rifle, and Laser Rifle.
By giving the assault class a CPU/PG reduction, it guarantees that it will affect all weaponry to roughly the same degree and allows Assaults to carry top end weapons while still being able to fit good modules for better survivability or more damage from damage mods.
It's a bird!
It's a plane!
No, it's Super Amarr!
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Ryder Azorria
Amarr Templars Amarr Empire
797
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Posted - 2014.01.08 18:10:00 -
[44] - Quote
Cat Merc wrote:Why are we limited to two skills per suit for fucks sake?
Pretty much all of the ships in EVE have multiple skills, and they're BIG one's, like 100% damage increase on blasters. Nope, EVE ships have only have (or in the case of T2 and Faction, two) skills that uniquely affect any specific ship - the rest is much like Dust with skills that improve all ships, specific module classes or specific weapon classes.
However it now occurs to me that you probably meant more bonuses per skill, in which case Malcanis's Law applies - if skilling a suit up to proto gave you even more of an advantage, it would totally screw over the lower SP guys |
zibathy numbertwo
Nox Aeterna Security
331
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Posted - 2014.01.08 18:36:00 -
[45] - Quote
Aero Yassavi wrote: Gallente Logistics bonus: +10% to active scanner visibility duration and +5% to active scanner precision per level. Gallente Assault bonus: +5% rate of fire on all hybrid-plasma weapons per level
B-but what about the plasma cannon that only has one shot per clip? :(
Long Live Freedom; Long Live the Federation.
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Zimander
Tickle My Null-Sac
24
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Posted - 2014.01.08 18:56:00 -
[46] - Quote
Aero Yassavi wrote:CLARIFICATION: The exact bonuses listed are only to give you the general idea for what I'm talking about, which is making the assault class bonus a fitting reduction for weaponry and the assault racial bonuses improvements to specific types of weaponry. If you don't like one of them, how about make a suggestions for something else that will improve the weapon for assaults in a more balanced way?
I mean, it really just makes sense.
Logistics class bonus: 5% reduction of CPU/PG of all equipment per level Assault class bonus: 5% reduction of CPU/PG of all light weapons and sidearms per level
So the Logistics class is able to fit prototype equipment without sacrificing its module usage, and the Assault class is able to fit prototype weapons without needing to sacrifice its module usage.
Amarr Logistics bonus: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. Amarr Assault bonus: 5% reduction of laser weaponry heat build up per level
So the Amarr Logi gets more efficient Amarr equipment, and the Amarr Assault gets more efficient Amarr weapons.
Caldari Logistics bonus: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. Caldari Assault bonus: 5% reduction in rail charge up time and 2% more zoom on rail weapons per level
So the Caldari Logi gets more efficient Caldari equipment, and the Caldari Assault gets more efficient Caldari weapons.
Gallente Logistics bonus: +10% to active scanner visibility duration and +5% to active scanner precision per level. Gallente Assault bonus: +5% rate of fire on all hybrid-plasma weapons per level
So the Gallente Logi gets more efficient Gallente equipment, and the Gallente Assault gets more efficient Gallente equipment.
Minmatar Logistics bonus: +10% to repair tool range and 5% to repair amount per level. Minmatar Assault bonus: +2% explosive blast radius and 5% projectile weaponry clip size per level
So the Minmatar Logi gets more efficient equipment, and the Minmatar Assault gets more efficient Minmatar weapons.
This message was brought to you by Common Sense and the letter "A."
That is a good idea but for logi I would left the rep bonus why u ask I running true logi in game Uplink Nano Rep Injector witch is most Pro and I cant put much armor plates and shield to survive long
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
99
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Posted - 2014.01.08 19:01:00 -
[47] - Quote
Caldari Assault/Rail Rifle user here. As others have mentioned, increasing the zoom doesn't really help us. I actually kind of like your idea of reducing charge up time, as it would make the Rail rifle much more viable in close quarters, but it would need to be significant enough to make a difference.
I think the RR's kick and recoil are pretty minimized once the weapon has been fully skilled into, so overlapping with the weapon's skills isn't really needed. Proficiency also makes it hit like a freight train even without damage mods, so a damage increase isn't needed either.
Personally, I would like an increased magazine size over anything else; even with the slower rate of fire, I feel like I spend more time reloading than I did with an Assault rifle. Combining this with an increased RoF (by way of a shorter charge time) would help Caldari assaults with Caldari weapons actually assault instead of just trading shots at range. |
Aero Yassavi
Paladin Survey Force Amarr Empire
4642
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Posted - 2014.01.10 05:25:00 -
[48] - Quote
Hobo on Fire wrote:Caldari Assault/Rail Rifle user here. As others have mentioned, increasing the zoom doesn't really help us. I actually kind of like your idea of reducing charge up time, as it would make the Rail rifle much more viable in close quarters, but it would need to be significant enough to make a difference.
I think the RR's kick and recoil are pretty minimized once the weapon has been fully skilled into, so overlapping with the weapon's skills isn't really needed. Proficiency also makes it hit like a freight train even without damage mods, so a damage increase isn't needed either.
Personally, I would like an increased magazine size over anything else; even with the slower rate of fire, I feel like I spend more time reloading than I did with an Assault rifle. Combining this with an increased RoF (by way of a shorter charge time) would help Caldari assaults with Caldari weapons actually assault instead of just trading shots at range.
Edit: For the record, I actually like current idea of Cal Assaults increasing shield extender HP, but giving assaults bonuses to their racial weapons across the board really does make more sense. I agree that it would be bad to overlap skills. Rail rifles already have a kick bonus, no need to give it a further one.
I am thinking the best alternative for the Caldari Assault bonus would be similar to the Minmatar bonus but altered for rail weaponry.
+5% rail weaponry clip size per level.
Amarr Victor!
CPM Info and Q&A - Status: Open
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Alena Ventrallis
The Neutral Zone
470
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Posted - 2014.01.10 05:34:00 -
[49] - Quote
...
I LIKE IT!! |
straya fox
Sad Panda Solutions
160
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Posted - 2014.01.10 05:38:00 -
[50] - Quote
My only concern is it forces you into a particular weapon. I run exclusively Caldari suits but use the combat rifle. If i run a FW with all Caldari bro's and the inevitable CQC nerf for the RR comes along, then we are all stuck with long rang weapons that are relatively ineffective in closer range.
I like the idea in principle but believe the bonus to weaponry should be more vanilla to allow varied weapons to be used.
That's why i guess I'm more in favour of defensive based bonuses i.e. Caldari shield etc...
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Oswald Rehnquist
1050
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Posted - 2014.01.10 05:42:00 -
[51] - Quote
Theoretically,
If you increase the RR spool up to say .5 and give it a + 30 M to effective and optimal, then all you would need is the spool up time. IT's a buff and a nerf at the same time enforcing its range role.
Below 28 dB
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Aero Yassavi
Paladin Survey Force Amarr Empire
4646
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Posted - 2014.01.10 05:48:00 -
[52] - Quote
straya fox wrote:My only concern is it forces you into a particular weapon. I run exclusively Caldari suits but use the combat rifle. If i run a FW with all Caldari bro's and the inevitable CQC nerf for the RR comes along, then we are all stuck with long rang weapons that are relatively ineffective in closer range.
I like the idea in principle but believe the bonus to weaponry should be more vanilla to allow varied weapons to be used.
That's why i guess I'm more in favour of defensive based bonuses i.e. Caldari shield etc...
Is it not the same thing with the Logistics then? With their racial bonuses being for specific equipment? Or the Commandos' racial bonuses?
I don't see this as forcing you to do anything, as no matter what weapon you choose you are going to get up to a 25% reduction in CPU/PG making it the ideal suit to carry strong firearms either way. However, the racial bonus applying to a playstyle a little more specific to that race just makes sense to me. Each suit will be ideal for a certain set of weapons if you really want to specialize, but even if you don't and want to mix and match you are still getting a strong bonus for those weapons.
Amarr Victor!
CPM Info and Q&A - Status: Open
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echo47
Minmatar Republic
166
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Posted - 2014.01.10 05:51:00 -
[53] - Quote
Amarr Assault bonus: 5% reduction of laser weaponry heat build up per level. NO.
I would rather see a range bonus than this.
This bonus along with the rate of fire bonus for Gal give too much of an edge to proto users with modded controllers.
I would rather look bad and win, than look good and lose.
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Aero Yassavi
Paladin Survey Force Amarr Empire
4647
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Posted - 2014.01.10 05:54:00 -
[54] - Quote
echo47 wrote:Amarr Assault bonus: 5% reduction of laser weaponry heat build up per level. NO.
I would rather see a range bonus than this.
This bonus along with the rate of fire bonus for Gal give too much of an edge to proto users with modded controllers.
Do you have any evidence to this? I mean, this is the current Amarr Assault bonus and from my experience there is no problem with modded controllers among the player base (though I have been accused of using one myself).
Amarr Victor!
CPM Info and Q&A - Status: Open
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echo47
Minmatar Republic
166
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Posted - 2014.01.10 06:02:00 -
[55] - Quote
Aero Yassavi wrote:echo47 wrote:Amarr Assault bonus: 5% reduction of laser weaponry heat build up per level. NO.
I would rather see a range bonus than this.
This bonus along with the rate of fire bonus for Gal give too much of an edge to proto users with modded controllers.
Do you have any evidence to this? I mean, this is the current Amarr Assault bonus and from my experience there is no problem with modded controllers among the player base (though I have been accused of using one myself).
I never liked this bonus for that reason. I tried a friends without an Amarr suit no bonus. The SR basically shot like a like laser 4 to 5 burst with one tap. If CCP can't or will not code to negate modded controllers they should at least not have bonuses that benefit them.
I would rather look bad and win, than look good and lose.
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Flint Beastgood III
GunFall Mobilization Covert Intervention
440
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Posted - 2014.01.10 12:37:00 -
[56] - Quote
Great idea Aero! The best alternative I've seen so far!
+1
Gÿó +¦ +¦ Gÿó
Trained Skills
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1327
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Posted - 2014.01.10 13:38:00 -
[57] - Quote
The Racial Logi bonuses are bad. It's the equivalent of this.
Assault bonus: -5% PG/CPU useage for weapons... Great, this is actually quite fitting. Then the fun starts... Amarr Assault: -5% heat buildup for Scrambler Rifles per level Caldari Assault: +5% range for Rail Rifles Rifles per level Gallente Assault: +5% Blaster Rifle damage per level Minmatar Assault: +5% magazine size for Combat Rifles per level
They create 2 problems. 1. Some of these weapons would be downright OP with bonuses like these (Some of the Equipment(Scanners for Gallogi, and Hives for Callogi) would be too damn strong)
2. They force roles upon a player, and if a player wants to make use of their bonus, they are forced to use a specific weapon (Not every Gallogi signed up to be a walking radar dish, not every Amarr Logi signed up tobe an uplink carrier, ect. )
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Ripley Riley
319
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Posted - 2014.01.10 13:48:00 -
[58] - Quote
Aero Yassavi wrote:Caldari Assault bonus: 5% reduction in rail charge up time and 2% more zoom on rail weapons per level[/b]
I think the rail spool-up time is intentionally meant to be a set amount of time. That is the trade-off for using rails. I'm not sure if decreasing it is something CCP ever plans on doing.
The zoom bonus is pretty nice. At V that would be a 10% increase in zoom, so that would take a x3 zoom to x3.3. Not sure most players would notice that. 4% more zoom might be more appropriate, but we'll start with 2% and see how it goes.
Good post.
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4667
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Posted - 2014.01.10 17:36:00 -
[59] - Quote
Fizzer94 wrote: 2. They force roles upon a player, and if a player wants to make use of their bonus, they are forced to use a specific weapon (Not every Gallogi signed up to be a walking radar dish, not every Amarr Logi signed up tobe an uplink carrier, ect. )
That is why they call them SPECIALIZATIONS. They are for people who want to specialize into a more defined playstyle. You aren't forced to specialize.
Ripley Riley wrote:Aero Yassavi wrote:Caldari Assault bonus: 5% reduction in rail charge up time and 2% more zoom on rail weapons per level[/b] I think the rail spool-up time is intentionally meant to be a set amount of time. That is the trade-off for using rails. I'm not sure if decreasing it is something CCP ever plans on doing. The zoom bonus is pretty nice. At V that would be a 10% increase in zoom, so that would take a x3 zoom to x3.3. Not sure most players would notice that. 4% more zoom might be more appropriate, but we'll start with 2% and see how it goes. Good post. Well again, the actual bonus I listed doesn't necessarily be the one to go with, but anything related to improving rail weaponry.
Amarr Victor!
CPM Info and Q&A - Status: Open
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
100
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Posted - 2014.01.10 17:55:00 -
[60] - Quote
Ripley Riley wrote: ...The zoom bonus is pretty nice. At V that would be a 10% increase in zoom, so that would take a x3 zoom to x3.3. Not sure most players would notice that. 4% more zoom might be more appropriate, but we'll start with 2% and see how it goes.
This statement contradicts itself. I agree that most players probably wouldn't even notice 10% increase in zoom, and even if they did, why would they want it?
Sniper rifles are poor weapons inside of 100m because of the zoom on their scopes; your vision is so narrowed when aiming through the scope you can't maintain view of a target strafing off of your line of sight. You can't use the scope if you want to keep track of your target, and if you are close enough to get hits with a sniper rifle without using the scope, your close enough for a sidearm weapon to be a better choice.
Drastically increasing the zoom of the rail rifle would make it even less usable in close quarters then it already is; slightly increasing the zoom is won't have any benefit to the user, if they even notice the difference.
A zoom bonus for rail weapons would at best be worthless and at worst be an actual detriment to the user.
As for the spool up time, a racial bonus to help counter a specific handicap makes perfect sense. As of right now, Amarr assaults have a bonus to keep scrambler and rail rifles from overheating. The weapons have a very specific weakness and the suits help mitigate that fact. Caldari suits reducing the spool time for Caldari weapons follows the same logic. |
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