Alena Ventrallis
The Neutral Zone
505
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Posted - 2014.01.25 02:08:00 -
[1] - Quote
HAve Rail Rifles charge between each shot. You shouldn't need to release the trigger, but there should be a charge up between each shot. Have the skill reduce spool up time as opposed to kick. Now increase per shot damage. The strength of rails is in there alpha strikes, there weakness in their slow ROF. Caldari use these plus shields in order to outrun and outrange their opponents, whittling them from far away and relying on powerful shields to hold them through.
Plasma rifles (I'm done calling it the Assault Rifle) are about wrecking anything it can reach. They push the sustained dps envelope hard, meaning if you're inside its optimal, it's going to win. Its weakness is how small of a range it can wreck you in. Decrease optimal to 25m, effective to 50m. Buff ROF and magazine capacity. This is in keeping with Gallente warfare, which is to use a combination of speed and armor to charge at the enemy and melt face with their blasters, then rep quickly to move on to the next engagement.
Amarr are all about stand and deliver. They use lots and lots and LOTS of armor in order to stand there, soak up the hits, and use lasers to bring the light of God to their enemies. There weapons can't reach quite as far as railgun tech can, but they are the second longest range in New Eden. As such, the Laser Rifle should represent Beam turrets, which act as the artillery of laser tech. It should hit hard and slow, but not quite as hard, and not near as slow as the RR should. The scrambler rifle I think is in a pretty decent place. Perhaps reduce per shot damage, and increase the damage multiplier of charging, to make charged shots more valuable than spamming the trigger. As far as the laser rifle... no idea what to do with that.
Minmatar are about outmaneuvering the enemy (mainly the Amarr) and using hard hitting weapons to eat through the armor of the Amarr, and also utilize explosives to blow their armor off. As such, they are the fastest in New Eden, and also have the most variety when it comes to tanking, but this comes at a cost. They haven't spent as much time working on shield tech like Caldari have, and so their shields will never compare to Caldari. Thy also haven't studied armor as much as the Amarr have, and so the Amarr will always have better armor, and more of it, than they can. Thus, they rely on hit and run tactics. Get in, deal damage, get out. Their weaponry should emphasize burst dps, able to put out a lot of damage in one big push, then a long "cooldown" of sorts, where they must retreat and reload and rearm, before hitting their opponents again. To this end, the combat rifle should spew bullets out like rain (it does) but have a long reload time (it doesn't) as well as a range between the plasma rifle and the scrambler rifle.
In order of range, from greatest to least, it should go like this:
1. Rail Rifle 2. Scrambler Rifle 3.Combat Rifle 4.Plasma Rifle
In order of DPS from greatest to least, it should be:
1.Plasma Rifle 2.Combat Rifle 3. Scrambler Rifle 4. Rail Rifle
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