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Tectonic Fusion
1969
|
Posted - 2014.08.12 21:21:00 -
[31] - 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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Jathniel
G I A N T
1135
|
Posted - 2014.08.12 21:21:00 -
[32] - Quote
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.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Tectonic Fusion
1969
|
Posted - 2014.08.12 21:23:00 -
[33] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
Posted - 2014.08.12 21:23:00 -
[34] - 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? |
TYCHUS MAXWELL
The Fun Police
358
|
Posted - 2014.08.12 21:29:00 -
[35] - 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. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
185
|
Posted - 2014.08.12 21:29:00 -
[36] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12807
|
Posted - 2014.08.12 21:31:00 -
[37] - Quote
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.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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TYCHUS MAXWELL
The Fun Police
358
|
Posted - 2014.08.12 21:33:00 -
[38] - Quote
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. |
Tectonic Fusion
1969
|
Posted - 2014.08.12 21:33:00 -
[39] - 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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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
185
|
Posted - 2014.08.12 21:34:00 -
[40] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
Posted - 2014.08.12 21:38:00 -
[41] - 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. |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
49
|
Posted - 2014.08.12 21:39:00 -
[42] - 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. |
TYCHUS MAXWELL
The Fun Police
358
|
Posted - 2014.08.12 21:44:00 -
[43] - Quote
Malleus Malificorum wrote: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.
There already are differences in suits and the base suits get those bonuses. These bonuses are specifically for assaults. |
TYCHUS MAXWELL
The Fun Police
358
|
Posted - 2014.08.12 21:47:00 -
[44] - Quote
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. |
Tectonic Fusion
1973
|
Posted - 2014.08.12 21:50:00 -
[45] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12807
|
Posted - 2014.08.12 21:51:00 -
[46] - Quote
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.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
49
|
Posted - 2014.08.12 21:55:00 -
[47] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
Posted - 2014.08.12 21:55:00 -
[48] - 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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TYCHUS MAXWELL
The Fun Police
358
|
Posted - 2014.08.12 21:56:00 -
[49] - Quote
Tectonic Fusion wrote: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.
Are you using Gallente weapons while armor tanking? If so I wouldn't. It's one reason I don't want rail tech on Caldari. Although the Minmitar weaponry works well in CQC and dps for making quick strikes and the Amarr have good weapons for sitting still and tanking damage while aiming it doesn't work so well for Gallente and Caldari.
They are actually better reversed. Rail Tech with its focus on range works better for the high buffer and low mobility that Gallente have. While the short range plasma weaponry work better for Caldari as they are more mobile. |
TYCHUS MAXWELL
The Fun Police
358
|
Posted - 2014.08.12 21:57:00 -
[50] - Quote
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. |
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Monty Mole Clone
Shiv M
164
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Posted - 2014.08.12 21:58:00 -
[51] - Quote
the cattle are clueless
deader than A line flares with pockets in the knees
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
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Posted - 2014.08.12 21:58:00 -
[52] - 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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TYCHUS MAXWELL
The Fun Police
358
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Posted - 2014.08.12 22:01:00 -
[53] - Quote
Pokey Dravon wrote: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.
And reset the whole equipment nerfs thing? Me too... me too... Logi's should be slightly weaker assaults with no sidearm and lots of equipment. Personally I don't even think scouts should have 2 equipment slots. I don't buy into the whole "Scouts should be able to fit a cloak and one other equipment" thing. Cloaks aren't mandatory to run a scout. I run some with cloaks and some without. It mostly serves right now as an excuse to make light logi suits, which cuts into the logis role. At least, if scouts can fit 2 equipment, it should be like logis where they can fit 2 at adv/proto. Since logis fit 2 at standard and 3 at adv/proto. |
Ydubbs81 RND
Ahrendee Mercenaries
3322
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Posted - 2014.08.16 16:17:00 -
[54] - Quote
Nocturnal Soul wrote:Ydubbs81 RND wrote:I don't really like bonuses to racial weapons because what if you don't like that particular weapon... it limits you Nothing but PG/CPU is stopping you from using any other rifle
It's like the min assault bonus. Only projectile weapons apply.... what if you spec min assault and assault rifle? You don't benefit from the bonus.
> Check RND out here
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Apothecary Za'ki
Biomass Positive
519
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Posted - 2014.08.16 18:14:00 -
[55] - Quote
Tectonic Fusion wrote:And distracting...discuss political issues.
Meep.
the forum shenanigans are half the fun!
[[LogiBro in Training]]
Level 1 Forum Pariah
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