Gabriella Grey
Onslaught Inc RISE of LEGION
115
|
Posted - 2014.07.11 21:34:00 -
[1] - Quote
Hotfix Charlie is on its way, but what concerns me is that it will be further nerfing the rail rifle, with nothing done to the combat rifle again. From a big picture, the game is set-up from your story that Amarr and Caldari are aligned, and the Gallente and Minmitar are aligned, which is fine! The problem is light weapons are very unbalanced to make factional warfare mean nothing, or really a worth preference for Dust to have many weapons to use and invest time in making better. Below I will voice my concerns about how things are balanced between different weapons, from light weapons, side arms, and weapon damage output.
Weapon damage Percentages: With most weapons, be it Caldari, Gallente, or Minmitar it does +10 -10%, with the exception of explosives. Laser weaponry is in trouble because of this. Like the explosive weapons category. it does +20 -20%, only in reverse from explosives, which Is great but there is a overlooked problem. Laser weapons do not put out as much raw damage wise as explosive weapons. I feel this is something that is a minor tweek in balancing the whole light weapons for those who use laser weapons to not fall behind all the other weapons available. These weapons need some sort of boost to their raw damage outpout, or the other weapons need some kind of reduction, either way will give more of a better experience for all.
Combat Rifle: There are always complaints about the rail rifle and how strong it is when compared to other weapons, but the combat rifle is just as bad. In hotfix charlie CCP is looking to push this weapons damage output similar to how the amarr laser weapons work but in a reverse manner. The same should happen to the combat rifle range and damge. Also the combat rifle performance really pushes the Gallente Assault rifles aside. How? Damage and RPM. To start, the burst combat rifle, needs more of a delay between burst. It's damage is fine but without an increased pause between 3 round burst it gives little to no difference between the assault auto variant. The Rounds Per Minute for the Minmitar I feel is fine for the combat assault variants, but if it works in this manner, the amount of raw damage per bullet needs to be reduced. If not the damage being reduced, then the RPM needs to be reduced in order to allow players to choose a racial weapon type by preference, not advantage over others not using the same weapon in their set-ups. If that is done along with the changes to rail rifles, then all the weapons used by assault, logistics, and commandos will give more of an entertaining experience towards the direction all players and CCP can be happy.
Always Grey Skies
|
Gabriella Grey
Onslaught Inc RISE of LEGION
116
|
Posted - 2014.07.11 22:04:00 -
[2] - Quote
One Eyed King wrote:CommanderBolt wrote:Bojo The Mighty wrote:Projectile damage is +10% Armor -5% shields That is a huge problem
Also DPS versus CPU/PG etc.
Combat Rifle is one of the most accurate rifles (close to 59 point something) Yea it is one of the easiest weapons to fit, that makes a big difference by itself. Its Minmatar. Minmatar have harder to fit suits, so it is supposed to allow those suits the ability to have a CR without totally gimping itself like when I run an ScR. The problem is, this is also an indirect advantage to other suits.
I am not sure on this exactly, but I do see proto gallente scouts running about most of the time with proto combat rifles a bit. I will do some studying on it and thanks for bringing this up! Perhaps at some point CCP can add some fitting penalties a lot similar as how they did with the cloak for the scout across the different suits, within a reasonable level.
Always Grey Skies
|