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Thread Statistics | Show CCP posts - 43 post(s) |
Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.29 21:24:00 -
[1] - Quote
SponkSponkSponk wrote:CCP Rattati wrote:SponkSponkSponk wrote:Any news on when the Minmatar bonus to explosive weapons will be returned? I don't know what that means. Assault suit bonuses were changed to: - Amarr: heat buildup bonus - Caldari: reload bonus for rails - Gallente: less hip fire dispersion for blasters - Minmatar: 5% extra magazine size for projectile weapons per level (.........) Minmatar were also slated to get +1 magazine size/level for explosive weapons, since they have two racial types, but it was cut because lol 11-clip-mass-drivers. Could we have some sort of bonus to explosive weapons instead please? (fyi: Minmatar commandos get bonuses to both projectile and explosive light weapon damage)
My ideas for the Minmatar Assault explosive bonus:
1. Increase to splash radius 2. Rate of fire increase 3. Explosive projectile/missile speed increase
No ammo capacity increase... just no.
I also think that the Gallente and Caldari assault bonuses should also be revisited... they're just... meh. I do not understand the logic of a long range weapon needing to reload quickly, nor the hipefire reduction when the sharpshooter skills for the respective weapons already reduce the dispersion to nearly nothing. So, if you already had points in the sharpshooter skill before investing in Gallente Assault, you wasted a bunch of sp.
A reload bonus for a close range weapon for the Gallente makes more sense in my opinion, but I still don't think a reload bonus is worth anything in comparison to the Amarr and Minmatar bonuses. Every racial bonus has to compare with one another at an equal footing, otherwise it just make individual suits not as worthwhile or effective. The racial bonuses (not the suit type bonus, Assault, Scout, Logi, etc.) also have to be unique to the suit (the weapon types should not have the same kind of skill, such as reload speed, hipfire reduction, ammo capacity, etc.)
Perhaps a 10-15% range increase for blaster weapons would be worthy of the Gallente, and would work well for every blaster weapon, especially the Ion pistol. For the Caldari... a reduction to charge up time could work for the Rail rifle, Magsec smg, and Charge Sniper rifle, and the Bolt pistol's 0.25 second charge-up time inbetween shots could also be reduced (about a 33-40% reduction for the skill). I honestly can't think of anything else for the Caldari that would be non-game breaking yet good enough for a bonus...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
136
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Posted - 2014.07.30 06:37:00 -
[2] - Quote
SponkSponkSponk wrote:Temias Mercurial wrote:[quote=SponkSponkSponk] My ideas for the Minmatar Assault explosive bonus:
1. Increase to splash radius 2. Rate of fire increase 3. Explosive projectile/missile speed increase I'm fine with any of these, but probably would prefer the ROF or splash damage bonus. (the splash bonus is most likely to get the nod from CCP since assault suits don't seem to change DPS but other characteristics of the weapons) Quote: I also think that the Gallente and Caldari assault bonuses should also be revisited... they're just... meh. I do not understand the logic of a long range weapon needing to reload quickly, nor the hipefire reduction when the sharpshooter skills for the respective weapons already reduce the dispersion to nearly nothing. So, if you already had points in the sharpshooter skill before investing in Gallente Assault, you wasted a bunch of sp.
Yes and no. Dispersion shoots through the roof when strafing, so having double-sharpshooter keeps it manageable in all situations. What if caldari suits got increased zoom on hybrid rail weapons?Just a thought.
Zoom is nice, but not everyone would like having that as a non-optional effect when using the Caldari Assault, but it also doesn't effect the performance of the weapon either (that would only effect the user), which it needs to in order to be comparable to the other bonuses.
It really is difficult to figure out a bonus for the Caldari Assault, as the Rail Rifle is especially powerful (and is still a tad too much in my opinion... if it's still outputing 40dmg slugs, I'd prefer if it fired a bit slower), and works flawlessly at all ranges when used properly. So, finding a bonus that doesn't make the Rail Rifle overpowered yet better than normal is... difficult.
The other issue I have with the hipfire bonus for the Gallente Assault is that a non-tight hipefire is a property that some players actually prefer to have, especially if they're not the greatest with their aim and not pinpoint accurate (in most cases that I know of) , but that's not the only reason why some prefer it that way. Yet again, dispersion is still not quite a weapon performance effecting bonus in comparison to the Amarr and Minmatar Assault bonuses, which effect their respective weapons immensely by increasing the total dps of their magazines.
Perhaps a RoF bonus for the Gallente could also work, but it should be very slight. Maybe even a RoF and range bonus could be worthwhile. For RoF, a max of a 5% bonus should be applied, which sounds pathetic, but that increases Assault Rifle RoF from 800 to 840 (close to a Balac's of 856.14, and with that bonus, the Balac's would have a 898.947 RoF).
The Caldari Assault... I really can't think of anything other than a decrease to charge-up time, which is the unique property of all Caldari Weapons (other than the swarm launcher and missile turrets). We could keep the reload bonus and just include it with the charge-up decrease I suppose... I know others thought of recoil reduction, but in actuality there is no recoil for the Rail rifle whatsoever. The sight is bouncing everywhere, but the center dot never moves... ever. It's 100% accurate. The Magsec has a little, but it's easily controllable.
Sorry, that was lengthy, but thanks for the feedback and response.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
137
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Posted - 2014.07.30 10:03:00 -
[3] - Quote
Killer's Coys wrote:Temias Mercurial wrote:Perhaps a RoF bonus for the Gallente could also work, but it should be very slight. Maybe even a RoF and range bonus could be worthwhile. For RoF, a max of a 5% bonus should be applied, which sounds pathetic, but that increases Assault Rifle RoF from 800 to 840 (close to a Balac's of 856.14, and with that bonus, the Balac's would have a 898.947 RoF ). The Caldari Assault... I really can't think of anything other than a decrease to charge-up time, which is the unique property of all Caldari Weapons (other than the swarm launcher and missile turrets). We could keep the reload bonus and just include it with the charge-up decrease I suppose... I know others thought of recoil reduction, but in actuality there is no recoil for the Rail rifle whatsoever. The sight is bouncing everywhere, but the center dot never moves... ever. It's 100% accurate. The Magsec has a little, but it's easily controllable. Sorry, that was lengthy, but thanks for the feedback and response. For Gallente : A RoF buff would become a bit OP I think... 5% a level ?! Are you crazy ? 2% is enought, with 2% you can have 880RoF that's amazing For the Caldari : Charge up time ? That's not the only bonus which can be very interresting fir the caldari... A kick reduction bonus should be very very good for the Caldari. The RR has a big kick, and it should be improve...for the assault
Clarification: Not 5% per level, a maximum of 5% for the total bonus (1% per level).
The Rail Rifle really doesn't have any kick whatsoever, it's just what some fps developers refer to as 'visual kick' or 'illusionary', as the Rail Rifle sight jumps everywhere, yet the actual center dot hardly moves at all (if at all).
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
137
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Posted - 2014.07.30 10:06:00 -
[4] - Quote
FabryX10 wrote:Hotfix Charlie will be released today?
I would expect a conformation at least two weeks from now revealing the notes and information of it. A release I would expect a week after that.
I wouldn't expect a release anytime soon when numbers are clearly still being crunched...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
137
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Posted - 2014.07.30 10:39:00 -
[5] - Quote
JRleo jr wrote:Temias Mercurial wrote:Killer's Coys wrote:Temias Mercurial wrote:Perhaps a RoF bonus for the Gallente could also work, but it should be very slight. Maybe even a RoF and range bonus could be worthwhile. For RoF, a max of a 5% bonus should be applied, which sounds pathetic, but that increases Assault Rifle RoF from 800 to 840 (close to a Balac's of 856.14, and with that bonus, the Balac's would have a 898.947 RoF ). The Caldari Assault... I really can't think of anything other than a decrease to charge-up time, which is the unique property of all Caldari Weapons (other than the swarm launcher and missile turrets). We could keep the reload bonus and just include it with the charge-up decrease I suppose... I know others thought of recoil reduction, but in actuality there is no recoil for the Rail rifle whatsoever. The sight is bouncing everywhere, but the center dot never moves... ever. It's 100% accurate. The Magsec has a little, but it's easily controllable. Sorry, that was lengthy, but thanks for the feedback and response. For Gallente : A RoF buff would become a bit OP I think... 5% a level ?! Are you crazy ? 2% is enought, with 2% you can have 880RoF that's amazing For the Caldari : Charge up time ? That's not the only bonus which can be very interresting fir the caldari... A kick reduction bonus should be very very good for the Caldari. The RR has a big kick, and it should be improve...for the assault Clarification: Not 5% per level, a maximum of 5% for the total bonus (1% per level). The Rail Rifle really doesn't have any kick whatsoever, it's just what some fps developers refer to as 'visual kick' or 'illusionary', as the Rail Rifle sight jumps everywhere, yet the actual center dot hardly moves at all (if at all). 1% per level=completely useless and waste of sp. Like biotic upgrades. Wouldn't spec it no matter what.
Well, I don't exactly consider hipefire reduction to be entirely worth it either...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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