Cat Merc wrote:And the only good bonuses are the Amarr and Minmatar.
Gallente - Shotgun is the only one who can benefit from this bonus. AR is already pretty damn accurate, plasmacannonlol.
Caldari - I've said it before and I'll say it again, reloading at long range is a non issue.
You have all the time in the world.
These two bonuses are so insubstantive that I'm considering moving to Gallente scouts.
And before anyone says anything, do the math, scouts are going to be amazing combat units.
Amarr weapons are mostly held back by heat issues, if they have that removed, they're god like and nothing can stop their weaponry.
Minmatar weapons are mostly held back by small clips. The bonuses fix that. (AND explosive spam is going to happen)
Gallente weapons are far from being held back by dispersion.
Caldari weapons have no need for fast reloads at the distances they operate at. 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.
Lets start with the Caldari bonus:You reload 25% faster. Since Rail weapons typically have the longest reload times, this is actually a great buff to them. Never underplay the ability to put more rounds downrange. This could turn the Caldari into a suppression machine. Have a Cal Assault sit on top of a Proto Hive from about 80m back and just let loose. Peg anybody who DARES to step out of cover.
Reload speeds without putting points into them (just the class bonus)?
Proto Rail Rifle: 2.4s. You now reload faster than a Combat Rifle. Reload V = 1.92s
Magsec: 2.4s. Again, faster than the SMG. By a wide margin. Reload V = 1.92s
Sniper Rifle: 3s. If the Reload speeds have no penalty, then you can get this down to 2.4s reload on a sniper rifle. DAMN.
In short, the Caldari will be an amazing long range suppression unit, capable of holding objectives from a distance, and being an excellent roadblock for advancing troops. You will be in his optimal first, remember that.
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.
Minmatar: My baby. Minmatar 4 Life. This is what I will spec into on the side (I main a Minmatar Scout, but I'm a really aggressive scout)
Anyways. 25% extra clip size for the SMG and CR (ACR as well). Mass Drivers will get 11 shots (Assault will get 13, prepare for area denial champs). My beloved Flaylock will get an 8 round clip (this will patch it's notorious problem of being unable to kill in a clip, but it really needs a damage buff anyways. Separate discussion though.)
So, what does this mean? It eliminates a major drawback of the Projectile weapons. The CR will get 68 round clip (22 Bursts and a 2 round burst). The ACR will get an amazing 85 round clip (4.25s to empty the clip. DPC goes up to 1972 unmodified).
Explosive weapons will be a major force for a Minmatar. Expect to see some Area Denial Specialists in 1.8, as they will be able to shut down areas for an extended period of time. I love it, more tactics. So long as they don't buff the damage on MD's, this should be fine, as it won't kill you before you can react, but it will for SURE make you move (lest you become a statistic).
AmarrYeah. Same as usual. SPAM SPAM SPAM SPAM SPAM.
You have nothing to hold you back. Probably the strongest bonus of them all (in conjunction with the CPU/PG reduction they get, Amarr's will be tough cookies to crack in 1.8. Expect them to be armor tanked to heck with damage mods as usual.)
I imagine Aero is jumping for joy somewhere. Anyways, scramblers aren't my area of expertise, so I'll let someone else go on about the buffs here.
So yeah, that's my take on this. I don't think the bonuses will be useless, it will just change the role of the assault that we know.
Not better or worse. Just Different.