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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
48
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Posted - 2014.08.12 21:01:00 -
[1] - Quote
Commandos should be the go-to for damage, Assaults should be the go to for improved weapon performance. With the coming HP improvements to assaults in Charlie we don't really need shield mod efficacy.... so that leaves us with RoF, Range, Kick or extended magazine size.
RoF - No, just no. This is flat out a DPS inflating number and it completely messes with balance. Amarr assault bonus doesn't affect dps (except on laser, where damage is backended), just number of shots down range, Gal assault bonus (which I quite like) improves theoretical dps at range but also allows you to do stuff like hipfire tac ars, min bonus once again only affects shots down range.
Range - This is also a bad option, as it throws away the range standardizations we just received. It would either need to be so small that it doesn't matter, or it's way too powerful of a bonus, even a 2% range bonus per level adds almost another 10m of base range to rail.
Extended magazines - This is okay, but I don't feel it would really have that much of an impact on the railrifle.
Kick - This is what I feel would be the best option, mitigating a lot of the jump that rail weapons have while aimed down sight and actually greatly improving their performance when doing stuff like hip-firing.
Spool-time - Honestly would probably have to small of an impact to matter unless the bonus was something insane.
Damage - Puts the cal assault in direct competition with cal commando for bonus value. Commandos should be the go to for damage and versatility, Assault should be the suit you choose when you go "I want this weapon to perform be the best it ever possibly could outside of damage". |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
48
|
Posted - 2014.08.12 21:18:00 -
[2] - Quote
^doesn't fit with improved weapon performance. I'd rather have defensive modules stand on their own, rather than have the underwhelming modules propped up by bonuses, that said I think 2 regs drop shield recharge numbers to really acceptable numbers. Kick reduction is probably the best possible bonus for Cal assault as it affects their weapons more or less evenly, and it even has some positive benefits to the sniper rifle. |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
49
|
Posted - 2014.08.12 21:39:00 -
[3] - Quote
TYCHUS MAXWELL wrote:Pokey Dravon wrote:TYCHUS MAXWELL wrote:I-Shayz-I wrote:Reduced recoil would make the most sense, and it would definitely help the magsec out a bunch (since the bonus applies to both light and sidearm weapons). Recoil all the way, it shouldn't be anything else.
Commandos already have reload speed...don't understand why Caldari assault is also to reload. I'd rather us not make Caldari Assaults with RR the next FOTM. Superior at range and in CQC, this is why we can never have a balanced game that people don't consider these things. Since you feel so strongly, why don't you list out the bonuses you would give each suit if you had complete control? Alright well considering assaults are the medium suit slayer types: Gallente: Armor rep efficiency. Downtime is the Gallente's greatest enemy with abysmal shields and high armor. Caldari: Increased shield recharge. The Caldari are the shield tankers and as such, the assault should have large shield recharge per tick. Minmitar: Reduced shield recharge delay. The Minmitar are speed tankers primarily and are designed to bounce in and out of combat. Amarr: Increased armor plating efficiency. The Amarr are the slow but heavy tankers, they are designed to have the most amount of e/hp buffer and there is where they accelerate in killing. You want weapon affinities, role a commando.
These are things that can more or less be addressed in suit base stats, there's no need for actual bonuses related to them. |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
49
|
Posted - 2014.08.12 21:55:00 -
[4] - Quote
True Adamance wrote:THE-PIMP-NAMED-SLICKBACK wrote:True Adamance wrote:Tectonic Fusion wrote:What would benefit rail tech weapons on a caldari assault bonus without it becoming OP? The old sharpshooter bonus would be nice, but it would cause rage among the nooblets. What do you think it should be? I don't think a copy and paste of the commando bonus is really worth it... Reduce the RR's optimal range by between 15-20% and then have an Assault bonus that increase optimal range by 5% per level. I don't like the idea of nerfing a weapon so it can then be buffed for a specific suit, not to mention that would bring it down to scrambler rifle range for anything not a cal assault. Unless your planning to nerf the range of that weapon too so it can actually maintain a noticeable difference between optimal ranges. How about a 5% reduction to optimal range with a 2.5-3% per level increase? It's not a significant nerf, provides a direct boost over other RR users and extends optimal range out by a couple of metres towards its effective range.
That's nerfing a weapon just to 'fix' it by really making it only viable on one suit true. While I've been quite verbal about my dislike of the rail rifles extreme range on the pie forums (especially after my try at the officer event) this isn't the way to go about it, it's too arbitrary. It should be able to function and function reasonably well on any suit that it's placed on, but if you put it in the hands of an assault it should be *better* simply by mitigating whatever weaknesses it has, Range isn't a weakness on a rail rifle - Kick is. |
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