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Fox Gaden
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Posted - 2014.02.12 11:22:00 -
[1] - Quote
With a longer TTK the Shield suit play style of ducking behind cover for a moment to allow your shields to regenerate will be a lot more viable, and the bonus will also allow you to reload every time you do so without as much fear of getting caught out in the middle of a reload cycle by an enemy flanking you.
You need to look at all the changes together.
Essentially a Caldari Assault suit with a Rail Rifle, played the way the Caldari Assault suit was designed to be played, will always have ammo in the magazine.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.02.12 17:09:00 -
[2] - Quote
With Caldari Assault to 5 and Reload to 5:
The Bolt Pistol will reload in 1.35 seconds. That is only about 3 times the normal delay between shots (ROF is 0.4) Damage per shot ranges from 135 to 148.5.
Not to mention what it will do to the Tactical Sniper Rifle.
The Magsec SMG will reload in 1.6 seconds, which is not half bad either.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.02.13 13:57:00 -
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Canari Elphus wrote: Stuff You make a strong argument Canari Elphus. There are a few details I might dispute, but the overall argument is solid. So were you thinking a 2% per level damage bonus for Assault suits?
I like the flavour of the current racial assault suit bonuses, but I agree they are probably not significant enough for someone to pick an Assault suit over a logi suit. I mean when Minmitar Assault had the bonus to sidearm clip size there were some of us using SMG as primary weapon on those suits, but most did not bother. It added flavour, but was not an important enough bonus to make you feel like you had to take advantage of it. These bonuses feel the same way.
But your suggested damage bonus for Assault suits is different. People who want to do max damage will go for the assault suit. Normally I donGÇÖt like straight damage bonuses, but in this case, to define Assault as GÇ£the Damage classGÇ¥, I think the simple and obvious approach might be best. I think 2% per level, essentially a built in Complex Damage mod at max level, would be the way to go.
Even if they kept all the currently proposed bonuses and just added a second class bonus of 1% damage per level, that might be enough. It would only be the equivalent of an Enhanced Damage mod, but without a stacking penalty.
Of course Weapon damage would have to be reduced as you say, and the effect this would have on Scout suits would have to be looked at as well.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.02.13 14:00:00 -
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Jaysyn Larrisen wrote:Again...the reload time reduction is significant but I can get the exact same stats plus damage buff with the CalCommando. Can you think of a bonus that could be applied to Rail weapons that would be equivalent to the other bonuses other than reload speed? I mean without changed all the bonuses to something completely different?
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.02.13 16:37:00 -
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Quote:Minmatar Bonus - 2% bonus to dropsuit sprint speed Caldari Bonus - 5% bonus to shield recharge delay Gallente Bonus - 2% bonus to armor plating Amarr Bonus - 5% bonus to laser weapon heat build up I like these bonuses because they play to the strengths of the suits.
I think the 1% damage bonus should be a class bonus rather than a racial bonus, and apply to all weapons so as not to pigeonhole people into one weapon. The currently proposed racial bonuses I am ok with because they are a situational bonus rather than a straight DPS bonus. Meaning, that you don't get penalized too much for choosing not to use the bonus.
While I am sympathetic to KevallGÇÖs point about the effect on TTK, CCP are making adjustments to TTK to make it less of an issue. I am sure the Infantry Rifle nerf and other changes can be adjusted to accommodate a 5% damage buff to Assualt suits. After all, it would essentially be balancing Assautl Suits against Slayer Logi, which can fit more damage mods.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.02.14 13:14:00 -
[6] - Quote
Jaysyn Larrisen wrote:Fox Gaden wrote:Jaysyn Larrisen wrote:Again...the reload time reduction is significant but I can get the exact same stats plus damage buff with the CalCommando. Can you think of a bonus that could be applied to Rail weapons that would be equivalent to the other bonuses other than reload speed? I mean without changed all the bonuses to something completely different? Good question...i've seen several possible solutions and here are a few: 1) decreased spool time for rail tech weapons. Roughly, I think CCP will probably increase spool time by X % and my proposal would be to have rail tech (light and sidearm) have a reduction of spool time per level so that it's roughly, perhaps a sliver more, than it is now. This is very much inline with the Amarr and Minmatar bonuses that are proposed and spool reduction is the only weapon drawback i'm aware of that currently doesn't have an SP sink to offset it somewhere. I like this solution, if the charge time on the Rail Rifle is increased slightly. The bonus would make it so that Caldari Assault could use the Rail Rifle effectively in CQC, but other suits would have to pair it with a CQC sidearm. I assume this bonus would effect the Charged Sniper Rifle as well.
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Fox Gaden
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Posted - 2014.02.21 20:20:00 -
[7] - Quote
Interesting....
The Assault (Blaster) Rifle is supposed to have the highest DPS but the shortest effective range.
If they nerf the damage on the Rail Rifle and Combat Rifle, but leave it the same on the Assault Rifle, it would bring their damage more in line with how those weapons should be. But to keep the Assault Rifle from staying OP, they can increase the dispersion to reduce the range at which it is effective, and increase kick which again will make it harder to apply full damage to the target at longer ranges. This would make the Assault Rifle more of a CQC weapon except on Gellente Assauls which get less dispersion and kick.
Fox Gaden: DUST Wall of Fame, 2014
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