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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
181
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Posted - 2014.08.12 20:22:00 -
[1] - Quote
I'm still swaying towards their previous shield mod efficency bonus, maybe 3 - 4% per level instead of 2? I mean there aren't too many options for them without making them too "OP". Rail rifle ROF increase would knock its dps up a fair amount, range increase would only cause more rail rifle QQ, and reload speed is worthless for that suit really.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
183
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Posted - 2014.08.12 20:42:00 -
[2] - Quote
Joel II X wrote:How about adding more spool to the rail weapons and having the bonus decreasing said spool time?
Maybe along with a secondary bonus, I mean all that does is nerf everyone who isn't a cal assault.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
184
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Posted - 2014.08.12 20:53:00 -
[3] - Quote
Tectonic Fusion wrote:Joel II X wrote:How about adding more spool to the rail weapons and having the bonus decreasing said spool time? I'm a caldari assault (currently skilling up into one) and I only have one fit with the rail rifle. It's just a garbage weapon unless you use it for harassing people at a range.
Far from it man that thing eats people regardless of the range, and rips through armor like its nothing. Had a cal assault since the beta and skilled into the rail rifle the second it dropped.
Ydubbs you may remember me from way back, tanked for you in hella long time ago in some of your PCs on my main char Hired Pinp.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
184
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Posted - 2014.08.12 21:06:00 -
[4] - Quote
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.
What kind of recoil bonus are you talking about? In terms of percentage.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
184
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Posted - 2014.08.12 21:10:00 -
[5] - 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.
There are still superior CQC guns over the rail rifle, and the amarr assault is far more likely to become to next FOTM if anything with that kind of EHP, scrambler rifle, and damage mod stacking. They'll see to it that caldari assaults burn lol.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
185
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Posted - 2014.08.12 21:29:00 -
[6] - Quote
TYCHUS MAXWELL wrote:THE-PIMP-NAMED-SLICKBACK 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. There are still superior CQC guns over the rail rifle, and the amarr assault is far more likely to become to next FOTM if anything with that kind of EHP, scrambler rifle, and damage mod stacking. They'll see to it that caldari assaults burn lol. Well yeah just like the shotgun is better in CQC then the assault rifle or the mass driver has better AOE then a combat rifle.... but last I checked when a gun is too good it's based on how well it performs in various situations and not that it performs the best in all situations. There are better CQC guns over the rail rifle even if it had less kick, but how many of those weapons have the rail rifles range? Last I checked rifle wise, the sniper rifle has no reticle at the hip and cerebral palsy when quick scoped. The laser rifle is pretty much the worst gun in CQC. You reduce the recoil and the rail rifle will be pretty amazing in CQC (right now the spread makes it luck based as to whether or not the AR or CR will kill you in close range assuming you both can keep the reticle on one another.) Then compound that with the fact that the Rail Rifle will be amazing in long range engagements and you have the making of an OP combination. Like I said, the failure of CCP to recognize these facts or give in to absurd demands from the community is what keeps us constantly in nerf/buff cycles.
Reduce the recoil increase the hip fire spread, simple tweaks have simple fixes. Give it a larger hip fire spread than the Tac AR and suddenly it's too inaccurate to be a dependable CQC weapon, and yet now the magsec with a smaller recoil has its turn to shine in CQC. You act as though the rail rifle is not on their list of things to adjust/change. The combat rifle for one is far more OP than the rail rifle, and excels at just about every form of combat besides the extreme ranges the rail rifle resides in. Then there's the AR which will still destroy a CQC caldari assault considering its efficiency against shield based suits. The combat rifle fits your description a lot better than the rail rifle does.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
185
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Posted - 2014.08.12 21:34:00 -
[7] - Quote
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.
Planetside 2
Eventually
Eh
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