Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
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Posted - 2014.01.17 20:01:00 -
[1] - Quote
NEW SIDEARM WEAPON RELATED POST
Awesome job with the suits, CCP...I like the overal theme that you are going for. Lots of great comments about the suits and role bonus concepts so i didn't want to touch on that.
I would like to make a couple comments on the new sidearms (which is very nice way to fill out the racial armories).
1) Awesome that you've added these; gives some great flavor and racial playstyle options.
2) Holy ****! at the charge up times for sidearms! The MagSec has a LONGER charge up time than the Rail Rifle (.3 vs .25) and it's intended as the shorter range / CQC offering for the Caldari? I absolutely don't see the point of this; I would think the sidearm of a given race would try to fill gaps or provide options that would work in concert with the primary or special weapons fo the given race. I'm all about the long range but I have ZERO incentive to use this or the bolt pistol with the Caldari primary rifle.
3) The Bolt pistol is also listed as a "full- auto" weapon with a .25sec charge time and it has very similar ranges with the MagSec...what's the difference in the weapons? It does 140+ dmg per shot and its full-auto...typo? By nomenclature and manufacturer the both appear to be Caldari....are they both Caldari?
4) Ion pistol... 1.45sec charge up time...WTF!? It also has by far the shortest range of any of the new sidearms. My guess is that the alpha dmg from the Bolt pistol should go with this weapon, correct?
Overall, really glad these offerings are on the table but i'm not really sure how they are intended to mix with the existing weapons. Sidearms when laid next to light weapons and special weapons (shotgun, sniper, MD, Laser) should give a race a full suit of options for the battlefield.
Example, with the long range power of my RR and how the disadvantages of the weapons come into play in shorter engagements the sidearm should be optimized to help out there...you could maintain the low ROF, high dmg model but why the charge up time and particularly the charge up time longer than the RR? Is the intent to nerf the RR with a higher charge up time? Right now the SMG is my goto for shortrange or CQC engagements instead of the RR...seems like that's kind of the design theory and I am confused by how these weapons complement or give tactical options to the racial armories.
"Third star to the right...straight ahead 'till morning."
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
732
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Posted - 2014.02.08 03:40:00 -
[2] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
Saberwing - again thanks do the info!
Feedback as follows: 1) the gal, mini, Amarr assault bonus lay down is spot on - directly contributes to an assaulters effectiveness and lethality
2) Caldari assault bonus needs SERIOUS reconsideration. It's out of line with the other bonuses; doesn't fit with racial style and is marginal perk, particularly when compared to the others. Recommend you have a 7% reduction in rail tech spool time per level (I bumped this from 5% after calculating the actual reduction in time).
3) Solid logi bonuses laydown. I like the CPU / PG reduction perk across the board. Slight increase to equipment resource cost and you are really onto something.
4) who gets the bonus for needles and REs? Should be Cal and Mini respectively; I would like a second bonus for each racial logi even if we had to double up on equipment. Perhaps Amarr also gets the scanner and Gal get the rep tool?
"Endless money forms the sinews of War." - Cicero
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