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Tectonic Fusion
1965
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Posted - 2014.08.12 20:15:00 -
[1] - Quote
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...
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Tectonic Fusion
1965
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Posted - 2014.08.12 20:26:00 -
[2] - Quote
THE-PIMP-NAMED-SLICKBACK wrote: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. Honestly I think that shuld be a third bonus so it's: Role bonus Weapon bonus Type of tank bonus
In this case: Amarr bonus = 3-5% more armor per level, Caldari bonus = 3-5% more shield per level, minmatar bonus = 3-5% to shield recharge rate per level, and Gallente bonus = bonus to armor repair rate per level.
EDIT: I don't think a bonus to RoF would be...a Caldari bonus...it would be good for the Gallente though.
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Tectonic Fusion
1965
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Posted - 2014.08.12 20:47:00 -
[3] - Quote
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.
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Tectonic Fusion
1967
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Posted - 2014.08.12 21:17:00 -
[4] - 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. The Amarr Assault's bonus and the Minmatar Assault's bonus eliminate their weakness's, so why not the caldari assault? Or the Gal assault...
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Tectonic Fusion
1969
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Posted - 2014.08.12 21:21:00 -
[5] - 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 which 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. Look dude...even if all rail rifle shots connected, it doesn't have enough DPS for competitive play.
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Tectonic Fusion
1969
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Posted - 2014.08.12 21:23:00 -
[6] - Quote
Jathniel wrote:Honestly, the Cal assault should have the Calmando's bonus.
It is an assault suit.
As it stands, I can take a Calmando put on a sniper rifle with mods, and a swarm launcher, have a nanohive, and practically own a battlefield. Go up high, snipe to my hearts content, easily tank any counter-snipers, AND shoot down any incoming dropships.
Point is, it doesnt need the damage bonus. Give that damage bonus to the Cal assault on the ground that need to try and counter snipe. That's a no no.
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Tectonic Fusion
1969
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Posted - 2014.08.12 21:33:00 -
[7] - Quote
Tectonic Fusion wrote: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 which 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. Look dude...even if all rail rifle shots connected, it doesn't have enough DPS for competitive play.
DPS = competitive play.
Don't start with that, no one lands every single shot on an automatic weapon, hell no one lands every shot on any weapon. Anyone who says they do is a lier. You can land every shot but that is highly dependant on circumstances and can always have outside interference like lag.
DPS is a hypothetical comparison that does not account for engagement range or player error. It's a good stat to follow but it in no way determines if a weapon is competitive. If anything, ease of use, would have the number one impact of competitive play. And reducing recoil on the Rail Rifle would improve its ease of use by leaps and bounds.[/quote] I'm just assuming two players of equal skill hit at least 90% of their shots. The reality of no matter how good you are, the other rifles will beat you unless they suck at aiming. Nuff said. EDIT: Flanking is a different story.
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Tectonic Fusion
1973
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Posted - 2014.08.12 21:50:00 -
[8] - Quote
TYCHUS MAXWELL wrote:Pokey Dravon wrote: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. 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. The Gallente's only weakness right now is sucking.
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