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Gavr1lo Pr1nc1p
TRA1LBLAZERS
484
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Posted - 2014.02.09 01:40:00 -
[1] - Quote
KING CHECKMATE wrote:I personally thank you for all the effort CCP is doing in getting the Dropsuits right. Now it seems every time you ''redo'' something you leave some players not convinced.
LEt me make your JOB EASIER and give you the formula for ASSAULT Success.
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% effectiveness on Shield Extenders and Regulators - Gallente Assault: +5% effectiveness to Armor plates and Repairers - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
These are bonuses EVERYONE will be happy to have in their assault and will give these med frames offensive/defensive advantages over their opponents.
Either the ones i proposed or GIVE all of them Weapon specific bonuses like the Amarr and Minmatar ones.
TY for reading Again checkmate, agree with you 100% +13463452352355345.7
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
484
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Posted - 2014.02.09 01:41:00 -
[2] - Quote
Iron Wolf Saber wrote:KING CHECKMATE wrote:Iron Wolf Saber wrote:KING CHECKMATE wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. Mr IWS, have you ever heard the saying: ''the best offense is a good defense'' ?The more HP you have , the longer you can fight........ The quicker the enemy dies the less you have to tank in the first place. Reload speed does not help at all at killing the enemy faster since its not a DPS bonus,nor Rof,nor clip size,etc... Better hipfire is relative and situational, more HP is not. More HP is always situational though even in the old TTK environments more HP was rather situational because there are so many times that extra 120 hp was not going to save your posterior.
HP being always situational is like saying having the ability to fire your gun is always situational
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
485
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Posted - 2014.02.09 01:53:00 -
[3] - Quote
BL4CKST4R wrote: These bonuses to indeed increase the DPS of the respective weapons by minimizing the time spent not firing, but this is not the case for the AR. A reduction in dispersion and kick can actually hinder it's ability to apply DPS by making the gun more laser accurate and thus more aiming required. I personally refuse to increase sharpshooter on my AR because that dispersion is essential to how I use the weapon.
The Minmatar bonus is by far the best bonus when it comes to continuous dps, the ACR alone can maintain 164 rounds every 10 seconds. While the Caldari bonus gives the Rail rifle the best reload speed of all the guns.
But the Gallente is by far the worst bonus because it doesn't build upon a weakness or a strength of the gun. The best bonuses for the AR would be a rof/reload/damage/clip. Dispersion and kick are definitely NOT good bonuses, like I said previously dispersion is necessary for a CQC weapon, while kick is easily managed on any weapon. Also I don't know what you mean by the Gallente can go "full strafe" it's tanking style is very detrimental to that form of gameplay, in fact that gameplay style is best suited to the Minmatar Assault.
The gallente bonus is the best bonus of them all.....
Kills- Archduke Ferdinand
Balance!
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