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Pokey Dravon
OSG Planetary Operations Covert Intervention
2780
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Posted - 2014.08.12 20:54:00 -
[1] - Quote
Reload speed in the case of Caldari Assault is just....lame. However it needs to follow the "Weapon Support" theme that the other 3 have, so increasing DPS or defenses isn't gonna fly. Couple thoughts to kick around
~Reduced Charge & Lock Time for Caldari Weapons ~Reduced Recoil for Caldari Weapons |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
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Posted - 2014.08.12 21:20:00 -
[2] - Quote
TYCHUS MAXWELL wrote:Pokey Dravon wrote:Reload speed in the case of Caldari Assault is just....lame. However it needs to follow the "Weapon Support" theme that the other 3 have, so increasing DPS or defenses isn't gonna fly. Couple thoughts to kick around
~Reduced Charge & Lock Time for Caldari Weapons ~Reduced Recoil for Caldari Weapons What Caldari weapon locks? Inb4 the swarm launcher, then why does my calmmando not get a bonus to swarms? Because it isn't hybrid rail? Well why don't minmmandos get bonus to remote explosives and grenades if it's solely based on damage type? ****'s ********. Charge make a .2 second charge a .18 charge. It's useless, and reducing recoil on rail rifles would break them and make them OP. There isn't anything that can really be done with rail tech that won't break the weapons. They just need to stop it with these weapon specific buffs to assaults. That's why they gave us reload, because even though that's also pretty garbage nothing can be done nominally to rail weapons that won't make them OP. You reduce the kick and it will melt targets it has nearly twice the damage of the combat rifle with far more range. Its real disadvantage at the moment is that the kick + spool up makes hipfire luck based. If you reduce the kick it will become absurd and lead to a nerf in delta that was wasted time they could of spent on other things. The stubbornness of using disproportionate suits and bonuses will just keep perpetuating the buff/ner cycles.
Such rage lol.
And weapon skills should be tied to the race of the weapon, not the damage profile. I've said that many times before.
Charge does make a rather large impact on Charge snipers, and it does help the rail weapons, but it is as you said, not ideal. And I do firmly believe that some suit should get a bonus to swarm lock, and another to swarm damage, and they should both be Caldari Suits. Calmmando should get the damage, and the CalAssault the lock speed.
As for recoil, I think it's an obvious choice. If the general consensus is that the Rail Rifle is OP without a recoil reduction, then perhaps rebalance of the RR is in order. But again, that bonus makes sense, as it is a weakness of weapon type, just as the other Assault bonuses help to counter the weakness of their weapons.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
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Posted - 2014.08.12 21:23:00 -
[3] - Quote
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? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
Posted - 2014.08.12 21:38:00 -
[4] - Quote
TYCHUS MAXWELL wrote:
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 efficiency. 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.
I'd be ok with this idea in general. I'd probably move away from the bonus to shield extender/plates for Caldari/Amarr and push for perhaps recharge rate and reduced speed penalty or something of that nature. You need to be particularly careful with defensive bonuses, as bonuses that add eHP are quite powerful, and can cause issues when some suits get it and others in the same role do not. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
Posted - 2014.08.12 21:55:00 -
[5] - Quote
TYCHUS MAXWELL wrote: For Caldari I mean that they will recharge more per tick like the shield energizers, not that they will get higher e/hp like extenders. For Amarr the speed penalty reduction would probably be better as you say since this will counteract their major drawback. To me the assault bonuses should either play to the strengths of the suit or compensate its weaknesses. So the Caldari and Minmitar bonus would play to its strengths while the Gallente and Amarr Bonuses would counter act their weakness.
Id stress that it's important to tie these to modules and not base stats. Giving base bonuses like a passive armor recharge per second, it actually discourages using reps since you have one already built in. Bonuses should encourage a certain fitting philosophies. I'd personally go with
Gallente: Bonus to Armor Repairers
Caldari: Bonus to Shield Rechargers/Energizers
Minmatar: Bonus to Shield Regulators
Amarr is kind of a goofball since its not really a repping sort of race but I want to avoid boosting eHP since the Amarr Assault will already have terrifying amounts of HP if it stacks a lot of Complex Plates. I'd probably go with one of the following. ~Reduction to Armor Plate Speed Penalty ~Bonus to Ferroscale Plate HP (similar effect, less slowdown, but brings the ferroscale to be more like normal plate HP) ~Bonus to Reactive Plates (A nice mix of HP and reps, without it getting out of hand)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
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Posted - 2014.08.12 21:58:00 -
[6] - Quote
TYCHUS MAXWELL wrote:Pokey Dravon wrote:TYCHUS MAXWELL wrote: For Caldari I mean that they will recharge more per tick like the shield energizers, not that they will get higher e/hp like extenders. For Amarr the speed penalty reduction would probably be better as you say since this will counteract their major drawback. To me the assault bonuses should either play to the strengths of the suit or compensate its weaknesses. So the Caldari and Minmitar bonus would play to its strengths while the Gallente and Amarr Bonuses would counter act their weakness.
Id stress that it's important to tie these to modules and not base stats. Giving base bonuses like a passive armor recharge per second, it actually discourages using reps since you have one already built in. Bonuses should encourage a certain fitting philosophies. I'd personally go with Gallente: Bonus to Armor Repairers Caldari: Bonus to Shield Rechargers/Energizers Minmatar: Bonus to Shield Regulators Amarr is kind of a goofball since its not really a repping sort of race but I want to avoid boosting eHP since the Amarr Assault will already have terrifying amounts of HP if it stacks a lot of Complex Plates. I'd probably go with one of the following. ~Reduction to Armor Plate Speed Penalty ~Bonus to Ferroscale Plate HP (similar effect, less slowdown, but brings the ferroscale to be more like normal plate HP) ~Bonus to Reactive Plates (A nice mix of HP and reps, without it getting out of hand) Sounds good to me, though I doubt Rattatai and Logibro will do this.
Honestly I wish we could see this for both Logi's and Assaults, though Logi's to a lesser bonus.
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