Zeylon Rho
Subdreddit Test Alliance Please Ignore
3158
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Posted - 2014.01.17 05:13:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:
EDIT: I do feel the scrambler rifle overheats a bit too fast without the assault bonus (just my personal opinion), but others have claimed that it becomes OP with a 25% heat reduction bonus. If you remove the Amarr assault heat bonus, I would suggest making the scrambler rifle's operation bonus 3% heat reduction per level so they will be at a good middle ground between 0% and full 25% heat bonus, or just edit the base stats for heat buildup. I think this would be pretty fair.
I sometimes find the semi-auto/regular scrambler seems to overheat rather quickly without the bonus if you're trying to put someone down, but the full-auto scrambler requires effort to overheat. It may be that the assault should generate more heat, and the semiauto marginally less - than their current levels anyway.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3309
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Posted - 2014.01.27 22:26:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Kingseeker Kobra wrote:How does any of this make assaults better killers than logis I don't understand how that isn't clear. Less heat buildup = can fire more shots, and thus kill more people than a logi with the same weapon before overheating. Faster reload = Get back to killing faster than a logi with the same weapon. Faster ROF = Fire more shots, do more damage, and kill faster than a logi with the same weapon. Bigger magazine = Keep shooting and killing when a logi with the same weapon would have to stop and reload.
I do enjoy the laser heat buildup bonus, though I think a large part of that is because I use the semi-auto Scrambler.
As a practical matter though, heat buildup benefits two weapon types in the Amarr Arsenal: the Laser Rifle (due for a fix, has issues), and the Semi-auto Scrambler Rifle. The Assault Scrambler doesn't generate enough heat for it to be an issue on any suit, and Scrambler Pistols don't generate heat.
Other races have more weapons, generally speaking, especially post 1.8: Caldari: Rail Rifle, Sniper Rifle, Bolt Pistol, Magsec (all Rail-based and would benefit from proposed bonuses - only leaves out Swarm Launcher) Gallente: Plasma Rifle, Ion Pistol, Shotgun, Plasma Cannon (Hybrid blaster types) Minmatar: Combat Rifle, Flaylock, Mass Driver, SMG (projectile and explosive)
So, three races get bonuses that are good for all four of their racial weapons.
The Amarr only have three racial weapons, and the bonus is good for 1.5 of them. That seems problematic, especially given the lack of any announced Amarr weaponry outside the "Heavy" option. The Minmatar will add a Precision Rifle to their list at some point as well.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3369
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Posted - 2014.02.07 20:36:00 -
[4] - Quote
Lynn Beck wrote:
Amarr i could see keeping the heat buildup, but 25% is seriously. TOO. *******. HIGH. When an amarr can spew bullets in CQC and out murder anything, there's a problem.
From the previous comments, I think the Assault Scrambler could probably use a tweak so that heat is actually a factor for it (and adjust RoF/Dam accordingly) so that the Amarr has to take it to account heat while firing either version of the weapon. The Assault Scram is hard to overheat even without a bonus.
Heat bonus makes sense only if most of the Amarr weapons are centered around heat management.
Dren and Templar equipment stats, wrong since release.
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