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Cat Merc
Ahrendee Mercenaries EoN.
6214
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Posted - 2014.02.08 08:14:00 -
[1] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Lorhak Gannarsein
Science For Death
1537
|
Posted - 2014.02.08 08:22:00 -
[2] - Quote
Link?
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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Cat Merc
Ahrendee Mercenaries EoN.
6218
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Posted - 2014.02.08 08:28:00 -
[3] - Quote
Lorhak Gannarsein wrote:Link? https://forums.dust514.com/default.aspx?g=posts&m=1813024#post1813024
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1995
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Posted - 2014.02.08 08:29:00 -
[4] - Quote
You really ought to provide a link when making claims such as these...
Edit: Ah. There it is.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Cat Merc
Ahrendee Mercenaries EoN.
6218
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Posted - 2014.02.08 08:30:00 -
[5] - Quote
Fizzer94 wrote:You really ought to provide a link when making claims such as these...
Edit: Ah. There it is. Thought it was already common knowledge. I just woke up an hour ago.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Shiruba Ryou
205
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Posted - 2014.02.08 08:41:00 -
[6] - Quote
I've really got to see who weapons and damage is getting changed to make any final assumptions.
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2785
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Posted - 2014.02.08 08:41:00 -
[7] - Quote
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).
Amarr
Yeah. 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.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Callidus Vanus
Nova Corps Marines Ishuk-Raata Enforcement Directive
225
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Posted - 2014.02.08 08:44:00 -
[8] - Quote
Soooooo Caldari is just back to its original uprising 1.0 bonus? A bonus so useless I hope CCP are trolling. What happened to our shield extender bonus? You know the only one making the suit even remotely viable?
Closed beta bunny, Veteran of Caldari Prime.
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Cat Merc
Ahrendee Mercenaries EoN.
6218
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Posted - 2014.02.08 08:46:00 -
[9] - Quote
Callidus Vanus wrote:Soooooo Caldari is just back to its original uprising 1.0 bonus? A bonus so useless I hope CCP are trolling. What happened to our shield extender bonus? You know the only one making the suit even remotely viable? A. The suit is viable right now, my Caldari assault build is perfectly viable.
B. The bonus isn't as low as it was. Uprising 1.0 was 2% per level.
Uprising 1.8 is 5% per level.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6218
|
Posted - 2014.02.08 08:47:00 -
[10] - Quote
Ghost Kaisar wrote: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. I already explained it. AR doesn't need this bonus, it's perfectly accurate if you just tap R1 from once in a while. Do it fast enough and you won't lose a single point of DPS.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
183
|
Posted - 2014.02.08 08:48:00 -
[11] - Quote
--.-- yo CCP **** dat reload bonus, give me something worthwhile or give me my damn points back.
What's not to love about the scrambler rifle, the thing is a precision weapon and at the same time a shotgun.
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Callidus Vanus
Nova Corps Marines Ishuk-Raata Enforcement Directive
225
|
Posted - 2014.02.08 08:50:00 -
[12] - Quote
Cat Merc wrote:Callidus Vanus wrote:Soooooo Caldari is just back to its original uprising 1.0 bonus? A bonus so useless I hope CCP are trolling. What happened to our shield extender bonus? You know the only one making the suit even remotely viable? A. The suit is viable right now, my Caldari assault build is perfectly viable. B. The bonus isn't as low as it was. Uprising 1.0 was 2% per level. Uprising 1.8 is 5% per level.
Its viable now because it has a shield extender bonus, if we lose that our tank is reduced even more then it already is. If we stack more extenders on it to compensate we lose damage output due to not being able to use damage mods and the shield recharge delay is increase due to the stacking penalty of extenders. We shouldn't be forced to armor tank our suits even more then we already are forced to.
Closed beta bunny, Veteran of Caldari Prime.
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Cat Merc
Ahrendee Mercenaries EoN.
6218
|
Posted - 2014.02.08 08:56:00 -
[13] - Quote
Callidus Vanus wrote:Cat Merc wrote:Callidus Vanus wrote:Soooooo Caldari is just back to its original uprising 1.0 bonus? A bonus so useless I hope CCP are trolling. What happened to our shield extender bonus? You know the only one making the suit even remotely viable? A. The suit is viable right now, my Caldari assault build is perfectly viable. B. The bonus isn't as low as it was. Uprising 1.0 was 2% per level. Uprising 1.8 is 5% per level. Its viable now because it has a shield extender bonus, if we lose that our tank is reduced even more then it already is. If we stack more extenders on it to compensate we lose damage output due to not being able to use damage mods and the shield recharge delay is increase due to the stacking penalty of extenders. We shouldn't be forced to armor tank our suits even more then we already are forced to. You aren't forced to armor tank your suit. My Caldari assault doesn't have ONE armor module on it. It just focuses on having insane shields.
The Caldari assault bonus won't change much if removed, I will lose like 20HP out of 500 shields.
You should also note that shields got a general buff in 1.8, recharge speeds and delays have been reduced.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jackof All-Trades
The Black Renaissance
449
|
Posted - 2014.02.08 09:02:00 -
[14] - Quote
This is bullshit. Gallente should get damage bonus, as they're supposed to fight in CQC, and should die at any other range. It makes sense for them to get the damage no other race can access (though I'm just saying this because I wanted an inherent damage mod for my plasma cannon ))):
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Lynn Beck
Granite Mercenary Division Top Men.
697
|
Posted - 2014.02.08 09:09:00 -
[15] - Quote
I like muc of it, naturally though ez mode caldari players can't stop whining.
Give them a bonus to offset their weakness, what do you get? "Give meh bonus of 10% for extender!"
I guarantee you the minmatar assault is getting nerfed, especially if anything remotely useful for CR'a and/or 'da noob toobs' comes out. Amarr i don't even know. Currently i'm running un-bonused midframe with CRW, i don't really wish "wow, wanna spam up to 20 shots, instead of 16!" Gallente's AR has the worst dispersion, this is good in a way, as its' hit ratio is improved- for bad users. Tightening that hipfire means my Gk-13 i've been trying out would fire like a rail rifle. My gek would fire like its' own breach. How that effects plasmas and shotties... I don't know, are assaults supposed to run PLC's? Or is that a commando only thing? Shotguns i almost find the spread reduction as an insult for shotties, turns them into 4m optimal sniper rifles.
I can't advocate for the other races, but Minmatar assaults' bonus might bring me back to the role, previously i was thinking entirely scout/commando.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
Selling SP: 10k SP per 100k ISK.
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Vitharr Foebane
Living Like Larry Schwag
578
|
Posted - 2014.02.08 09:33:00 -
[16] - Quote
Lorhak Gannarsein wrote:Link?
EDIT: Thanks for link. I'm agreed with your take on the bonuses. I actually think Amarr Assault could have its bonus reduced to 4%, tbh... Heathen, we ARE the Laz0r masters of course we should be superior in the usage of our preferred weapon.
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
183
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Posted - 2014.02.08 09:43:00 -
[17] - Quote
Lynn Beck wrote:I like muc of it, naturally though ez mode caldari players can't stop whining.
Give them a bonus to offset their weakness, what do you get? "Give meh bonus of 10% for extender!"
I guarantee you the minmatar assault is getting nerfed, especially if anything remotely useful for CR'a and/or 'da noob toobs' comes out. Amarr i don't even know. Currently i'm running un-bonused midframe with CRW, i don't really wish "wow, wanna spam up to 20 shots, instead of 16!" Gallente's AR has the worst dispersion, this is good in a way, as its' hit ratio is improved- for bad users. Tightening that hipfire means my Gk-13 i've been trying out would fire like a rail rifle. My gek would fire like its' own breach. How that effects plasmas and shotties... I don't know, are assaults supposed to run PLC's? Or is that a commando only thing? Shotguns i almost find the spread reduction as an insult for shotties, turns them into 4m optimal sniper rifles.
I can't advocate for the other races, but Minmatar assaults' bonus might bring me back to the role, previously i was thinking entirely scout/commando. Until they fix the reload glitch it is a worthless bonus. When you go from getting the worthless bonus you have being buffed by 15% to a respectable level back to this even more worthless bonus why would we be happy?
What's not to love about the scrambler rifle, the thing is a precision weapon and at the same time a shotgun.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1998
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Posted - 2014.02.08 09:44:00 -
[18] - Quote
Kal Kronos wrote:Lynn Beck wrote:I like muc of it, naturally though ez mode caldari players can't stop whining.
Give them a bonus to offset their weakness, what do you get? "Give meh bonus of 10% for extender!"
I guarantee you the minmatar assault is getting nerfed, especially if anything remotely useful for CR'a and/or 'da noob toobs' comes out. Amarr i don't even know. Currently i'm running un-bonused midframe with CRW, i don't really wish "wow, wanna spam up to 20 shots, instead of 16!" Gallente's AR has the worst dispersion, this is good in a way, as its' hit ratio is improved- for bad users. Tightening that hipfire means my Gk-13 i've been trying out would fire like a rail rifle. My gek would fire like its' own breach. How that effects plasmas and shotties... I don't know, are assaults supposed to run PLC's? Or is that a commando only thing? Shotguns i almost find the spread reduction as an insult for shotties, turns them into 4m optimal sniper rifles.
I can't advocate for the other races, but Minmatar assaults' bonus might bring me back to the role, previously i was thinking entirely scout/commando. Until they fix the reload glitch it is a worthless bonus. When you go from getting the worthless bonus you have being buffed by 15% to a respectable level back to this even more worthless bonus why would we be happy? What reload glitch?
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
183
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Posted - 2014.02.08 09:47:00 -
[19] - Quote
Two clicks(mag in>smack mag), then sprint.
What's not to love about the scrambler rifle, the thing is a precision weapon and at the same time a shotgun.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1998
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Posted - 2014.02.08 09:51:00 -
[20] - Quote
Kal Kronos wrote:Two clicks(mag in>smack mag), then sprint. That isn't a glitch. That's a feature. Most shooters do this because it feels fake and ingenuine to put a new magazine in, then have to pull it out and put another one in just because you didn't let the animation finish completely.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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KGB Sleep
710
|
Posted - 2014.02.08 10:00:00 -
[21] - Quote
Assault ck.0 here! o/
These bonuses are utter crap.
Have a nice day.
"Because beer, that's why."
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Vitharr Foebane
Living Like Larry Schwag
578
|
Posted - 2014.02.08 10:04:00 -
[22] - Quote
KGB Sleep wrote:Assault ck.0 here! o/
These bonuses are utter crap.
Have a nice day. im pretty sure the amarr bonus is perfect o/
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Neo Rinzler
Commando Perkone Caldari State
2
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Posted - 2014.02.08 10:16:00 -
[23] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=140962&find=unread
Sign the petition to make sure we don't actually have this bonus stand for the Caldari Assault .. |
MINA Longstrike
2Shitz 1Giggle
267
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Posted - 2014.02.08 10:17:00 -
[24] - Quote
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. |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1999
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Posted - 2014.02.08 10:24:00 -
[25] - Quote
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.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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MINA Longstrike
2Shitz 1Giggle
267
|
Posted - 2014.02.08 10:38:00 -
[26] - Quote
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 |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2000
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Posted - 2014.02.08 10:49:00 -
[27] - Quote
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.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Horizen Kenpachi
Kenpachi's Castle
155
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Posted - 2014.02.08 11:01:00 -
[28] - Quote
Kal Kronos wrote:--.-- yo CCP **** dat reload bonus, give me something worthwhile or give me my damn points back. I agree reload is pointless for a gun that is akin to a marksmen if i wanted faster reloads id skill the gun tree sounds pants to me
Hit me with your nerf bat.
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Oswald Rehnquist
1225
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Posted - 2014.02.08 11:03:00 -
[29] - Quote
how come nobody was up in arms or suggetions when ccp just borrowed from this thread
https://forums.dust514.com/default.aspx?g=posts&t=136301&find=unread
been out for a while too
Below 28 dB
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4819
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Posted - 2014.02.08 11:21:00 -
[30] - 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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