Aeon Amadi
Ancient Exiles. Renegade Alliance
4819
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Posted - 2014.02.08 11:21:00 -
[1] - Quote
Ghost Kaisar wrote:I disagree. These bonuses seem good to me. Those Minmatar and Amarr bonuses ARE mouthwatering (I'm looking forward to my 8 round flaylock , but the Gallente Bonus and Caldari bonus will both be strong in their own rights. Gallente:Dispersion and Kick 5% per level. Okay, if the weapon skills stay the same, this would mean that a Fully Specced out Gal Assault will have a 50% reduction to kick and Dispersion. So what will this do? It will turn every Gallente Assault rifle into a hipfire MONSTER. Think about it, you could go through an entire clip of AR from the hip with AMAZING accuracy. This thing will CHEW through a squad of targets if you damage mod the sucker. I have a feeling that this class (when combined with it's regen tanking) will become the go to class for CQC combat, able to quickly engage targets, drop them with a firestorm of plasma, and regen fast enough to take on multiple waves of targets or to quickly and relentlessly assault a command post.
Speaking as a Prototype Gallente Assault who has predominantly used the Assault Rifle since Uprising was first deployed, I absolutely hate the bonus given and I think it's quite terrifying how many people are lulled into this ideal that it is a good bonus.
Consider the armament of Blaster Weaponry and you'll realize that only two weapons benefit from this bonus in the entire load-out (the shotgun and the assault rifle). Then consider that the Caldari bonus applies to all rail weaponry and the Minmatar bonus applies to all projectile/explosive weaponry, regardless of which one it is. Apart from the bonus being very very specific to only a select amount of weapons in the Gallente armament, it's also a pretty terrible idea when put into application.
Question: Why would the weapons with the lowest range need the greatest amount of accuracy? In a CQC fight, survival is dependent on movement. If you stand still, you are going to die. It's just that simple. Accuracy is less of an important factor and much in the case of the CQC veteran, you're not relying on accuracy you're relying on dispersion. The aspect of "spray and pray" dies out completely with a weapon that has high accuracy. Of course you then have the Breach Assault Rifle which is already weak in other areas but has, arguably, the highest hipfire accuracy in the game by it's design. Why, then, is it not as particularly effective in CQC?
Beyond anecdotal evidence of close quarters engagements being focused on movement and dispersion, there's then the factor of the Shotgun. Why is it necessary to have a weapon with the second lowest range in the game (just 4m optimal) have any degree of accuracy? When the enemy can simply strafe off of your screen then accuracy is, at best, a detriment. I'd argue that the shotgun's spread actually needs to be -increased- as to better perform at it's designed range, or that the range itself needs to increase.
To sum it up, this bonus only applies to weapons that don't need dispersion/kick reduction. But beyond that, it's not something that is inherently available to all of their weaponry as the Plasma Cannon has no dispersion. IMO, it's a terrible bonus.
Fizzer94 wrote:MINA Longstrike wrote:Fizzer94 wrote:MINA Longstrike wrote:Honestly I'd love to see gallente get +10% armor repairer efficacy per level - basic reps will fiction like adv with proto assault skill, adv will function like proto, and proto is "don't let this guy out of your sight ever", it really fits the races close quarters doctrine and would potentially let an assault run around with 2 reppers, 3 plates and a shotgun and have it be really viable.
I mean ideally the dropsuit skill should make every suit you wear in that category do what it does better - the current s outs and future scouts are like this, the future logis are very much like this as are the future heavies... Some of the assaults just seem a little left behind.
I love the minmatar bonuses, I love the amarr bonuses, the caldari and gallente need a bit of work. How about 5% instead? That's what the current Amarr Logi gets, I don't know why you think it should be doubled just because its an assault suit. Current logi also gets +1hp/sec on top of that, without that it amounts to about 2.5hp/sec if you're running 2 proto reps The Gallente Assault is probably getting +3hp/s, not quite 5, but still respectable. +50% efficacy for a module, any module, is a bit much.
Doubt it. The only one that will probably get the +3hp/s is the Gallente Scout.
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