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RuckingFetard
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701
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Posted - 2014.02.08 13:19:00 -
[1] - Quote
straya fox wrote: 10% reduction to heat build-up per lvl.
I know pretty cool right? fixed.
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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701
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Posted - 2014.02.08 13:28:00 -
[2] - Quote
Fizzer94 wrote:straya fox wrote:RuckingFetard wrote:straya fox wrote: 10% reduction to heat build-up per lvl.
I know pretty cool right? fixed. That's the point man, the bonus for Amarr makes sense, wtf do we need a reload bonus for on a long range weapon. What I'd the Rail Rifle nerf ends up being a magazine size nerf? You'd feel mighty foolish for complaining then wouldn't you? ATM, the rail rifle has a dmg. nerf
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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701
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Posted - 2014.02.08 13:28:00 -
[3] - Quote
straya fox wrote:RuckingFetard wrote:straya fox wrote: 10% reduction to heat build-up per lvl.
I know pretty cool right? fixed. That's the point man, the bonus for Amarr makes sense, wtf do we need a reload bonus for on a long range weapon. Ok, so 50% reduction to reload speed per level.
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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704
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Posted - 2014.02.08 13:47:00 -
[4] - Quote
straya fox wrote:Arkena Wyrnspire wrote:It'd be nice if we had, say, a charge time reduction. Just to be clear, i think the Amarr bonus makes sense, the Caldari bonus on the other hand i believe is not very worthwhile. Caldari should either get a % reduction to spool time or % increase to hybrid rail range. This will complement their ranged fighter play style. Of course, the second option will require some further adjustments to the rail and sniper
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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Posted - 2014.02.08 13:55:00 -
[5] - Quote
Lea Silencio wrote:RuckingFetard wrote:straya fox wrote:Arkena Wyrnspire wrote:It'd be nice if we had, say, a charge time reduction. Just to be clear, i think the Amarr bonus makes sense, the Caldari bonus on the other hand i believe is not very worthwhile. Caldari should either get a % reduction to spool time or % increase to hybrid rail range. This will complement their ranged fighter play style. Of course, the second option will require some further adjustments to the rail and sniper Not sure if that would work. Isn't the proto spool up time like about 1/10th of a second? The % would have to be like 1%. And the second one? I personally prefer this one as it affects both light weapons, like the other races' assaults do
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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705
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Posted - 2014.02.08 14:00:00 -
[6] - Quote
Joseph Ridgeson wrote:The charge time is 250 milliseconds, about the blink of an eye. Reducing it is about as worthwhile as reducing reload speed. Even if it reduced it down to 125 milliseconds, I doubt it would help in anyway. It is also completely worthless for most sniper rifles. Increased range is not a great idea. Ye olde Sharpshooter was removed because it gave a huge bonus. Being able to use the same weapon but flat out hit farther than your enemy just because "you haz more sp lulz" is not a good idea.
What should it be? I haven't the slightest idea. Like I mentioned, this would require further changes to the rail and sniper
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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Posted - 2014.02.08 14:14:00 -
[7] - Quote
Lea Silencio wrote:[quote=RuckingFetard][quote=Lea Silencio] I don't agree with the second one. That would put it dangerously close to being on par with the sniper rifle as far as range goes.
I would prefer that all bonuses go the way of the Amarr assault and give bonuses to each racial weapon's weaknessess.
For example, Minmatar get a 5% increase to ammo capacity, since they run out the fastest. Caldari would get a 5% reduction to recoil. Galente would get either a 5% ROF bonus or 5% sharpshooter (distance) bonus. Amarr stays as is.
Edit: The percentages I gave are disputable. I merely used it to make a point. Bonuses should cater to the weapon's weakness, thus giving you a reason to improve upon it. Ummm, the SR would benefit from the bonus too. If you mean the RR having comparable range to an unmodded SR, then again, adjustments to the weapon as required
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
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706
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Posted - 2014.02.08 14:30:00 -
[8] - Quote
Melchiah ARANeAE wrote:How would you like a 5% bonus to Rail weapon range? That'll change the range of the Kaalakiota Rail Rifle from 78m to 97.5m. That'll make the weapon really excel at what it's supposed to; attacking from long range.
Oh, and buff the range of the LR to make it not completely over-shadowed by this. I'd increase the range on the LR to about 160m. The LR needs a better optimal, not more range
Running pure shield tanked Caldari 'cuz me a hippy
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