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Thread Statistics | Show CCP posts - 11 post(s) |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
125
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Posted - 2014.02.08 02:54:00 -
[1] - Quote
That caldari reload bonus seems to me much less significant as an in-combat skill than every other bonus. The gallente suit is likely to be flavor of the month as you basically just doubled the operation and sharpshooter skill for the assault rifle. A maxed gallente suit with max operation and sharpshooter is going to have 50% reduction to both kick and dispersion. That is huge but still pretty reasonable with the other skills while the caldari bonus just seems really lackluster. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
128
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Posted - 2014.02.08 19:04:00 -
[2] - Quote
Bonuses should not cover a weapons weakness, that leads to homogenization. The bonuses should emphasize weapon strength. For Caldari it should be either range, spool reduction, or kick reduction. For Gallente it should be a very minor damage boost. For Minmatar it should be blast radius on explosives and ammo capacity, not clip size. For Amarr it should be charge up reduction and damage ramp-up increase.
The last thing, weapons and tanks shouldn't be as closely linked. For instance Caldari and Gallente should get their respective bonus to all hybrid weapons. This way if you are focused on shields you can still go any hybrid weapon but they'll perform differently than a Gallente suit using a hybrid.
Explosives are viable on either armor or shields as Minmatar traditionally can go with either. In the current state you are restricted to weapons based on what tank you want or vice versa and that's a shame as it's not the case in eve and it's one of the huge draws of fittings in Eve.
Increasing viable build variety is important for enjoyable gameplay and the current bonuses do the opposite. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
130
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Posted - 2014.02.10 22:03:00 -
[3] - Quote
DPS should be more tied to suit type than it currently is, I'd be in support of all light weapons having their dps dropped by 25% with an assault bonus being 5% additional damage to light weapons per level.
For commando's I would then make the bonus 7.5% per level or 10% per level to make them similar to what they are going to be currently. This shifts the focus per suit to being more role based and less slot based which in turns reduces the issue of Flavor of the Month off-role builds.
Making all the HP/recovery modules cost more fitting wise and be more effective would also be a good move as you attain similar health to current with fewer modules and the leftover slots cannot be used for additional health/recovery due to fitting constraints. Then for those slots you reduce fitting cost of utility items and bam, suit variety with viable different builds.
You take the style of tank you want with as many modules as you can fit and then you either take utility or damage to fill out the slots based on your decisions. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
134
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Posted - 2014.02.17 20:24:00 -
[4] - Quote
Caldari and Gallente are both hybrid weapon races. Traditionally Caldari are range hybrids and missiles leaning them to a very consistent damage playstyle where they have large engagement windows and suffer in damage a bit or they can take blasters and push them into a more versatile platform. Gallente get tracking and damage bonuses along with drone bonuses making them very dangerous to be close to as blasters on them do great damage. They also can make some really strong rail fits too where they get respectable damage out of rails and have decent range but they don't have the huge range of Caldari. Minmatar gets projectiles and missiles, projectiles in short range have high damage, lower than blasters but with a wider range of effective ranges. The rate of fire is also very high. Long range projectiles have shorter range than rails but again have a wider band in which they are effective, they also have lower ROF but higher damage per shot. With missiles they tend to get bonuses to ROF making them shorter range than caldari but still effective with missiles. Amarr gets a very powerful weapon platform, lasers. Lasers have very narrow effective bands but with the right ammo does well at a variety of different ranges. Amarr also nearly exclusively armor tanks. Amarr has a small number of ships with missile bonuses and also gets bonuses to drones in the form of more of them so their performance is not improved but they are capable of sticking around longer.
Lets see this carry over to eve. Caldari: Give them a reduction to all hybrid kick. Give them a slight range bonus. Make two commandos, one with explosive range bonus and one with hybrid bonus.
Gallente: Damage bonus to all hybrids. Reload bonus. Commando gets reload in addition to the hybrid damage bonus. (Plasma Cannon spam)
Minmatar: ROF bonus to projectiles Damage falloff bonus. Two commandos, one with projectile bonus, one with explosive damage and splash damage bonus.
Amarr: Heat build up reduction Two suits, one with cooldown, one with damage to all lasers. Commando gets heat management bonus, laser damage bonus. Second commando does similar things to whatever second gallente commando does (some sort of deployable mini turret?)
It also wouldn't hurt to nerf all light weapon damage by 20% in addition to whatever is planned and give assaults a 5% per level bonus to light weapon damage of that race. For sentinels the bonus can be 7.5% or 10% to keep them as the even higher dps setup. That last change allows logi to be kept in the more beefy sturdy suit position while also making them less effective slayers, coupled with their bonuses to equipment they will still have a very valuable role but no longer be better assaults. |
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