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Seigfried Warheit
Caught Me With My Pants Down
186
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Posted - 2014.02.09 01:29:00 -
[1] - Quote
Currently the reload reduction bonus is rather lacking for a long ranged assault role. There is already a skill for reload speed if the reload speed is being tampered with next patch then we can skill into that to reduce the time. Sure it can save me some sp but I really think the reload reduction isn't the bonus for us.( Haven't seen one person like this bonus yet)
Point of this thread is to come up with ideas of what kind of bonus to give to the Caldari Assault. Not sure if many Cal Assaults agree but I would like a bonus that makes Caldari tech more effective in our hands compared to a non-Caldari user just like the other racial assault bonuses. Sure it works good but to use it to its best potential you have to use the racial suit for the weapon. That just my 2 cents but I believe the bonus should be weapon related since it is a Assault suit but feel free to throw in any suit bonus suggestions.
Ill make a list of all the suggestion in the thread here and maybe we can reach even ground and pick one bonus will suit the Caldari Assault and hopefully push for it enough to get CCP's attention so they might consider it.
So let it rip!
List of Ideas :
- 7% spool time reduction
- 5% to effective range of rail weapons while ADSing
- 5% to shield recharge modules
- 5% to ADS Disruption and Kick |
Oswald Rehnquist
1227
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Posted - 2014.02.09 01:32:00 -
[2] - Quote
I like this thread because its a suggestion thread, and not a whinning thread
Suggestions
- 5% to effective range of rail weapons while ADSing
- 5% to shield recharge modules
- 5% to ADS Disruption and Kick
Below 28 dB
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Killar-12
The Corporate Raiders Top Men.
2274
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Posted - 2014.02.09 01:42:00 -
[3] - Quote
Recharge and ADS recoil would be the two I'd think about ADS would help Snipers and RR users both.
Listen
I'll change the song every week
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
484
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Posted - 2014.02.09 01:45:00 -
[4] - Quote
10% to spool up/lock on time per level. Lock on time is for the swarm launcher
Kills- Archduke Ferdinand
Balance!
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Michael Arck
Onuoto Uakan Huogaatsu
3131
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Posted - 2014.02.09 01:50:00 -
[5] - Quote
I like the 5% boost to effective range while ADSing. The spool time reduction could make the weapon OP.
Hnolai ki tuul, ti sei oni a tiu.
For the State!!
[email protected]
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Ekrano Fergus
Molon Labe.
23
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Posted - 2014.02.09 01:51:00 -
[6] - Quote
Range would be nice, although it probably doesn't matter if you have it for hipfire or not because after a certain point hipfiring is just wasting bullets.
Once you get used to the spool it doesn't really become that noticable.
Caldari tend to go max shields and leave quick regen to the minmitar.
Dispersion and kick would be nice.
/)_/)
( . .)
C(") (")
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PO0KY
Virtual Syndicate
58
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Posted - 2014.02.09 02:05:00 -
[7] - Quote
5000% shield extender efficiacy per level |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8965
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Posted - 2014.02.09 02:10:00 -
[8] - Quote
I would prefer if they stayed with offensive bonuses instead of defensive bonuses, since that is what assaults are about.
Bundle the reload bonus with (kind of like how Minmatar scout is getting hacking speed and knife damage bundled in one bonus) it with an ammo reserves bonus, and a kick reduction bonus to make it more useful. I guess I would also be fine with the reload bonus being bundled with a 3% shield module efficacy or recharge bonus, as long as they also keep a weapon related bonus for hybrid-railgun weapons.
Effective range bonus, but give rail weapons an effective range reduction to compensate.
pew pew pew
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Oswald Rehnquist
1229
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Posted - 2014.02.09 02:16:00 -
[9] - Quote
5% per level to effective range is something I can agree upon
Below 28 dB
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Seigfried Warheit
Caught Me With My Pants Down
187
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Posted - 2014.02.09 02:38:00 -
[10] - Quote
Oswald Rehnquist wrote:I like this thread because its a suggestion thread, and not a whinning thread Suggestions
- 5% to effective range of rail weapons while ADSing
- 5% to shield recharge modules
- 5% to ADS Disruption and Kick
Mind if I add to hybrid rail gun light/sidearm weaponry to your suggestion? |
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Squagga
The State Protectorate
188
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Posted - 2014.02.09 02:47:00 -
[11] - Quote
I know everybody is gonna hate this but here goes. Since the scrambler rifle, which is pretty powerful, gets an overheat and jams, to make it so that you can't get all that damage out at one time. I've skilled into this rifle and it kills me! Literally in battle. But the Amarr get a bonus to the overheat so it doesn't kill them as quickly.They get to use more of the rifles damage. So what I actually propose is that they nerf the RR ( I call her Rosie) and give us Cal assaults what the damage is now. Seems pretty fair to me
Reloading, the silent killer.
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Seigfried Warheit
Caught Me With My Pants Down
188
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Posted - 2014.02.09 03:07:00 -
[12] - Quote
Squagga wrote:I know everybody is gonna hate this but here goes. Since the scrambler rifle, which is pretty powerful, gets an overheat and jams, to make it so that you can't get all that damage out at one time. I've skilled into this rifle and it kills me! Literally in battle. But the Amarr get a bonus to the overheat so it doesn't kill them as quickly.They get to use more of the rifles damage. So what I actually propose is that they nerf the RR ( I call her Rosie) and give us Cal assaults what the damage is now. Seems pretty fair to me
Did I get your idea right? |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
736
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Posted - 2014.02.09 03:07:00 -
[13] - Quote
Excellent thread. +1
Recommendations as follows (some noted previously) and in order of preference:
1) Rail tech and missile spool time and lock on time reduction percentage per level. This would be pretty legit and actually address the only weapon drawback (rail tech spool time) that doesn't currently have an SP sink to offset it.
This is my number one idea and as a dedicated rail user pretty keen on. I actually think they can increase the spool time on RRs fairly significantly as along as there is an SP based offset to get it down to perhaps as low as .15sec for the MagSec and .2sec for the RR. For folks beefing about the trigger tap method of cutting the spool time - fix it so when you balk the trigger it has a serious recharge penalty like the rail turrets have now.
2) significantly decreased dispersion and recoil while ADS....say 10% per level. That pretty much dials right in not long range striking power playstyle and gives minimal advantages in dynamic gunfights, I.e. CQC.
3) 10% per level to CalAssault dropsuits shield recharge and regulation. I don't like any perks dependent on a module and would prefer the bonus applied directly to the suit instead.
"Endless money forms the sinews of War." - Cicero
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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
1888
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Posted - 2014.02.09 03:07:00 -
[14] - Quote
Oswald Rehnquist wrote:I like this thread because its a suggestion thread, and not a whinning thread Suggestions
- 5% to effective range of rail weapons while ADSing
- 5% to shield recharge modules
- 5% to ADS Disruption and Kick
i like these
Charlotte O'Dell is the highest level unicorn!
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
1906
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Posted - 2014.02.09 03:11:00 -
[15] - Quote
derpina
Charlotte O'Dell is a liar, that's only a piece of corn & I'm the one and only majestic unicorn.
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Squagga
The State Protectorate
188
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Posted - 2014.02.09 03:14:00 -
[16] - Quote
OK so it sounds like you guys are pretty set on those three thing. They're not bad I'll admit and I don't know how much the RR is gonna get nerf'd. But if the SCR is going to stay at it's current value in the hands of Amarr Assault those values won't add up to much
Reloading, the silent killer.
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Squagga
The State Protectorate
188
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Posted - 2014.02.09 03:16:00 -
[17] - Quote
Seigfried Warheit wrote:Squagga wrote:I know everybody is gonna hate this but here goes. Since the scrambler rifle, which is pretty powerful, gets an overheat and jams, to make it so that you can't get all that damage out at one time. I've skilled into this rifle and it kills me! Literally in battle. But the Amarr get a bonus to the overheat so it doesn't kill them as quickly.They get to use more of the rifles damage. So what I actually propose is that they nerf the RR ( I call her Rosie) and give us Cal assaults what the damage is now. Seems pretty fair to me Did I get your idea right?
Yes. I just think that asking for one or two things is more likely. Gun damage and shields. It's in our very nature
Reloading, the silent killer.
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Jackof All-Trades
The Black Renaissance
462
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Posted - 2014.02.09 04:11:00 -
[18] - Quote
The trouble with finding Caldari Assault bonuses is that the Rail Rifle is so godly already you're really only interested in shield bonuses.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
433
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Posted - 2014.02.09 04:19:00 -
[19] - Quote
caldari assult needs a bonus to shield regulaters, Caldari have always been more about tank than gank. |
straya fox
Sad Panda Solutions
195
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Posted - 2014.02.09 04:25:00 -
[20] - Quote
I like 2% ROF bonus per lvl for rail and hybrid, shield extender bonus is nice to. |
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Jadek Menaheim
Xer Cloud Consortium
1964
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Posted - 2014.02.09 04:37:00 -
[21] - Quote
Killar-12 wrote:Recharge and ADS recoil would be the two I'd think about ADS would help Snipers and RR users both. At least in the hands of the PS Move, those changes would make sniper riffles quite godly. I approve.
I Am The Danger*
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Seigfried Warheit
Caught Me With My Pants Down
193
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Posted - 2014.02.09 07:07:00 -
[22] - Quote
Jaysyn Larrisen wrote:Excellent thread. +1
Recommendations as follows (some noted previously) and in order of preference:
1) Rail tech and missile spool time and lock on time reduction percentage per level. This would be pretty legit and actually address the only weapon drawback (rail tech spool time) that doesn't currently have an SP sink to offset it.
This is my number one idea and as a dedicated rail user pretty keen on. I actually think they can increase the spool time on RRs fairly significantly as along as there is an SP based offset to get it down to perhaps as low as .15sec for the MagSec and .2sec for the RR. For folks beefing about the trigger tap method of cutting the spool time - fix it so when you balk the trigger it has a serious recharge penalty like the rail turrets have now.
2) significantly decreased dispersion and recoil while ADS....say 10% per level. That pretty much dials right in not long range striking power playstyle and gives minimal advantages in dynamic gunfights, I.e. CQC.
3) 10% per level to CalAssault dropsuits shield recharge and regulation. I don't like any perks dependent on a module and would prefer the bonus applied directly to the suit instead.
I didn't know how to shorten that lol. I didn't know the mag sec was gonna have spool time interesting.
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zibathy numbertwo
Nox Aeterna Security
473
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Posted - 2014.02.09 08:34:00 -
[23] - Quote
4.
Anybody who disagrees is H i t l e r's best friend.
All the other ones are imbalanced as ****.
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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Spectral Clone
Dust2Dust. Top Men.
1190
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Posted - 2014.02.09 08:38:00 -
[24] - Quote
Range bonus please. Caldari should be the range BEAST.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
186
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Posted - 2014.02.09 10:33:00 -
[25] - Quote
Jaysyn Larrisen wrote:
3) 10% per level to CalAssault dropsuits shield recharge and regulation. I don't like any perks dependent on a module and would prefer the bonus applied directly to the suit instead.
I like this one, but its too strong. 5% reduction per level to recharge and depleted recharge delay.
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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Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
5
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Posted - 2014.02.09 10:59:00 -
[26] - Quote
Seigfried Warheit wrote: List of Ideas :
1. - 7% spool time reduction
2. +5% to effective range of rail weapons while ADSing
3. +5% to shield recharge modules
4. -5% to ADS Disruption and Kick
5. - 10% to spool up/lock on time per level. Lock on time is for the swarm launcher
6. - 5% reload speed of hybrid railgun light/sidearm weapons per level w/ +?% to ammo reserve
7 . - 5% reload speed of hybrid railgun light/sidearm weapons per level w/ 3% Shield module efficacy or recharge
8. +?% to effective range but RR needs effective range reduced to compensate
9. Nerf the damage on the RR but give it the same damage before nerf for the Assault through +?% to damage
10. Rail tech and missile spool time and lock on time reduction percentage per level. This would be pretty legit and actually address the only weapon drawback (rail tech spool time) that doesn't currently have an SP sink to offset it.
I think they can increase the spool time on RRs fairly significantly as along as there is an SP based offset to get it down to perhaps as low as .15sec for the MagSec and .2sec for the RR. For folks beefing about the trigger tap method of cutting the spool time - fix it so when you balk the trigger it has a serious recharge penalty like the rail turrets have now.
11. -10% decreased dispersion and recoil while ADS per level. Note : That pretty much dials right in not long range striking power playstyle and gives minimal advantages in dynamic gunfights, I.e. CQC.
i could get behind most of these, but i would say 3(recharge and regulators), 4(make gallente bonus only affect hipfire and give them reload bonus on top?) and 5(maybe 7% instead?) would be the most useful. maybe combine 3 and 4(other races get 2 bonuses from race |
THEAMAZING POTHEAD
Nyain San Renegade Alliance
899
|
Posted - 2014.02.09 11:12:00 -
[27] - Quote
Agree with others and always thought it should be a range or accuracy bonus, i'd say range so it helps the SR & SL. But accuracy(recoil/hipfire reduction[hipfire will probably be nerfed too]) would still be appreciated.
How to get likes: post QQ reply to every thread where a PC corps players post claiming they only win cus "FOTM"
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Cavani1EE7
KILL-EM-QUICK RISE of LEGION
1
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Posted - 2014.02.09 11:18:00 -
[28] - Quote
Just buff the AR...
1337
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Ekrano Fergus
Molon Labe. General Tso's Alliance
29
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Posted - 2014.02.09 11:19:00 -
[29] - Quote
More range would be nice, especially if they applied it to the swarm launchers lock on range as well.
But if they do give the caldari a shield bonus it should be for more HP, not faster regen.
/)_/)
( . .)
C(") (")
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Neo Rinzler
Commando Perkone Caldari State
12
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Posted - 2014.02.09 11:32:00 -
[30] - Quote
KAGEHOSHI Horned Wolf wrote:I would prefer if they stayed with offensive bonuses instead of defensive bonuses, since that is what assaults are about.
Bundle the reload bonus with (kind of like how Minmatar scout is getting hacking speed and knife damage bundled in one bonus) it with an ammo reserves bonus, and a kick reduction bonus to make it more useful. I guess I would also be fine with the reload bonus being bundled with a 3% shield module efficacy or recharge bonus, as long as they also keep a weapon related bonus for hybrid-railgun weapons.
Effective range bonus, but give rail weapons an effective range reduction to compensate.
pew pew pew
NO
Stop trying to give us a crappy reload/ammo reserve bonus !!!!!!!!!!!!!!!!!!!!
Any bonus with either of them included is an instant NO
There are already Reload and ammo reserve skills in the weapon trees if we want to skill into them and tbh they are afterthought skills when you have sp spare with nothing really to skill into.
If we get a bonus with either of those as the focal point then personally I wont be skilling back into Cal Assault as it will be extremely UP compared to the other Assault Suits
A ROF/Spool Up time reduction bonus would buff ALL Caldari Weaponry from Swarms to Sniper Rifles and the bonuses you keep proposing seem to only focus on the soon to be overnerfed RR ...
Range bonus doesn't help Sniper Rifles
Kick and Dispersion reduction doesn't help Swarm Launchers OR Sniper Rifles
Spool up time reduction alone would only benefit the Charge Sniper Rifle and the RR and not SL or any of the other sniper rifles
Seriously The only weapon related bonus that would be beneficial to all Caldari Tech is the ROF/Spool up time reduction combo
You see this is the problem with the Caldari and Gallente Bonuses unlike the Amarr and Mini bonuses which affect all the weapons the Caldari and Gallente keep having bonuses that only apply to a certain group of weaponry and is why you;ll keep getting blocked from any of your ideas being accepted
If only a bonus that affects weaponry is allowed then there is no other option than to give the ROF/Spool up time bonus as it is the only one that would be beneficial to all Caldari Weaponry
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Squagga
The State Protectorate
195
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Posted - 2014.02.09 18:50:00 -
[31] - Quote
Ok this whole thing is gettin WAAAAY more complicated that it should be. We shouldn't need an assault bonus for or shields. But after CCP has nerf'd the Caldari so many times, I blame myself for punking you people so many times that's pretty much how it happened, since we're at the point we're at. The Caldari assault bonus should be for shields. We are shield users. I don't know how to say it more simple for you. we should get our assault bonus for shields. The racial bonus should be for weapons, We shoudl get stronger guns for using our own guns
Reloading, the silent killer.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1915
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Posted - 2014.02.09 18:59:00 -
[32] - Quote
Squagga wrote:Ok this whole thing is gettin WAAAAY more complicated that it should be. We shouldn't need an assault bonus for or shields. But after CCP has nerf'd the Caldari so many times, I blame myself for punking you people so many times that's pretty much how it happened, since we're at the point we're at. The Caldari assault bonus should be for shields. We are shield users. I don't know how to say it more simple for you. we should get our assault bonus for shields. The racial bonus should be for weapons, We shoudl get stronger guns for using our own guns
No, the assault bonus should be an offensive bonus across the board. One thing we don't want to do is give all these widely ranged random bonuses to different suits. We need some damn consistency in Dust for once!
I'm cool with reduced spool time IF there's a commensurate nerf to the RR so that only a lvl 5 cal assault can get back to where it is now. This would also help the charge sniper and the Caldari sidearm who's name I am blanking out on...
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Scheneighnay McBob
Learning Coalition College
3958
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Posted - 2014.02.09 19:03:00 -
[33] - Quote
here's my opinion on everything:
spool time reduction- only applies to a few caldari weapons
effective range- might work since caldari are the longest range, but I believe CCP wanted to stay away from skills that improve range. Can't remember specifics, but I think it was to keep consistency for map design and stuff.
shield recharge modules- works, but doesn't fit with the assault theme of weapon stats
ADS Disruption and Kick- caldari weapons don't have much for dispersion (if any), but I think reducing recoil on rail weapons is a good way to go for the skill.
spool up/lock on time- better, but still doesn't cover everything
reload an ammo- not much different than what you're denying
reload and shields- maybe?
effective range- you already said that
Damage- I don't think CCP is big on that. either
Rail tech and missile spool time and lock on time reduction percentage per level- already listed
So, I guess recoil reduction is the best idea.
I am your scan error.
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Squagga
The State Protectorate
195
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Posted - 2014.02.09 19:06:00 -
[34] - Quote
John Demonsbane wrote:Squagga wrote:Ok this whole thing is gettin WAAAAY more complicated that it should be. We shouldn't need an assault bonus for or shields. But after CCP has nerf'd the Caldari so many times, I blame myself for punking you people so many times that's pretty much how it happened, since we're at the point we're at. The Caldari assault bonus should be for shields. We are shield users. I don't know how to say it more simple for you. we should get our assault bonus for shields. The racial bonus should be for weapons, We shoudl get stronger guns for using our own guns No, the assault bonus should be an offensive bonus across the board for each race. One thing we don't want to do is keep giving all these widely ranged random bonuses to different suits. We need some damn consistency in Dust for once! I'm cool with reduced spool time IF there's a commensurate nerf to the RR so that only a lvl 5 cal assault can get back to where it is now. This would also help the charge sniper and the Caldari sidearm who's name I am blanking out on...
I have no problem with getting Rosie where she is now by skilling to prof LVL5. I think this is a good compromise. I think the gun you're reffering to is the bolt pistol?
Reloading, the silent killer.
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
338
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Posted - 2014.02.09 20:18:00 -
[35] - Quote
I honestly want to keep the current bonus.
Alternatively, reduction to spool up time.
The not Logic Bomb!
-->We need better comms!<--
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Galvan Nized
Deep Space Republic
647
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Posted - 2014.02.09 20:29:00 -
[36] - Quote
I'm not a fan of any bonus that only applies to the Rail Rifle, please no reduction in spool of time. There are several other Caldari weapons, not just the Rail Rifle.
Also dislike any bonus to damage. That is the commando bonus, we have no reason to steal their bonus. It's why the reload bonus is dumb, it's already a commando bonus
Anything else seems to be fair game. |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
338
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Posted - 2014.02.09 20:31:00 -
[37] - Quote
Galvan Nized wrote:I'm not a fan of any bonus that only applies to the Rail Rifle, please no reduction in spool of time. There are several other Caldari weapons, not just the Rail Rifle.
The Magsec SMG and the bolt pistol and going to have spool up times.
The not Logic Bomb!
-->We need better comms!<--
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Deranged Disaster
The Rainbow Effect Negative-Feedback
578
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Posted - 2014.02.09 21:06:00 -
[38] - Quote
Buff it's shield extended efficiency so we can maybe get some viable shield tanking suits sometime around.
We chew nyan cats and spit rainbows.
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Funkmaster Whale
0uter.Heaven
1346
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Posted - 2014.02.09 21:14:00 -
[39] - Quote
Pretty much anything other than the reload bonus would be better.
The biggest slap in the face is that it only applies to "Hybrid - Railgun" weapons, meaning the Rail Rifle or Sniper Rifle.
Since when did either of these weapons need a reload bonus? The RR has a clip of 42 which is way more than enough to get a kill or several kills, and a reload bonus to Sniper Rifles is the least of their concerns.
CCP really failed hard with that decision. Hell, I'd much rather keep the pathetic 2% to shield extender efficacy over the crap reload bonus. At least that bonus has a more widespread effect and doesn't force me to spec into a particular weapon to take advantage of it.
Why are they giving weapon-specific bonuses anyway? Shouldn't we as players decide what role we decide to take with our suits instead of being funneled into predetermined suit/weapon roles?
Let me play you the song of my people!
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Seigfried Warheit
Caught Me With My Pants Down
196
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Posted - 2014.02.09 22:31:00 -
[40] - Quote
[quote=Neo Rinzler
You see this is the problem with the Caldari and Gallente Bonuses unlike the Amarr and Mini bonuses which affect all the weapons.....
[/quote]
Actually the Amarr bonus only affects amarr weaponry..they are the only ones with laser weaponry to my knowledge and the Minnie bonus Im not too sure about but "projectile" is its own category I believe which minnie weapons fall under....... there was a document that showed the weapons and categories they fell in just cant find it atm under the mountain of forums threads.... so don't quote me on the Minnie part |
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
342
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Posted - 2014.02.09 22:36:00 -
[41] - Quote
Seigfried Warheit wrote:[quote=Neo Rinzler
You see this is the problem with the Caldari and Gallente Bonuses unlike the Amarr and Mini bonuses which affect all the weapons.....
Actually the Amarr bonus only affects amarr weaponry..they are the only ones with laser weaponry to my knowledge and the Minnie bonus Im not too sure about but "projectile" is its own category I believe which minnie weapons fall under....... there was a document that showed the weapons and categories they fell in just cant find it atm under the mountain of forums threads.... so don't quote me on the Minnie part[/quote]
http://web.ccpgamescdn.com/dust/news.control/65468/1/damageprofiles.png
The not Logic Bomb!
-->We need better comms!<--
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Seigfried Warheit
Caught Me With My Pants Down
196
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Posted - 2014.02.09 22:41:00 -
[42] - Quote
Marlin Kirby wrote:Seigfried Warheit wrote:[quote=Neo Rinzler
You see this is the problem with the Caldari and Gallente Bonuses unlike the Amarr and Mini bonuses which affect all the weapons.....
Actually the Amarr bonus only affects amarr weaponry..they are the only ones with laser weaponry to my knowledge and the Minnie bonus Im not too sure about but "projectile" is its own category I believe which minnie weapons fall under....... there was a document that showed the weapons and categories they fell in just cant find it atm under the mountain of forums threads.... so don't quote me on the Minnie part
http://web.ccpgamescdn.com/dust/news.control/65468/1/damageprofiles.png[/quote]
Ty for that |
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