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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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Heimdallr69
Nyain San
3155
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Posted - 2014.08.12 20:21:00 -
[2] - 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... I use all assaults and all light weapons (other than shotguns). My primary is cal with a RR. A potential bonus could be ROF, kick, range, extended clips, 1% DMG per lvl unless that's to similar to commando. I'll update if I get any better ideas.
Removed inappropriate content - CCP Logibro
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
181
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Posted - 2014.08.12 20:22:00 -
[3] - 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
|
JRleo jr
Xer Cloud Consortium
635
|
Posted - 2014.08.12 20:25:00 -
[4] - 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... 1.5% damage per level, fire rate or range, and not 2% rof per level, like total 20% more rof.
Or a shield module bonus say, 10% or 8% per level to shield regs (it would go from 35 to 55% for complex if it was 10% per level.) And other shield mods.
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Tectonic Fusion
1965
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Posted - 2014.08.12 20:26:00 -
[5] - 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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Nocturnal Soul
Immortal Retribution
3930
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Posted - 2014.08.12 20:28:00 -
[6] - 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. Yeah it's looking like that is the most favorite bonus but then CCP wouldn't like the Cal assault to be the black sheep in the group. I like the idea of a reduction to charge time but then I'd be so miniscule for all weapons but the charge sniper rifles, which would help it with follow up shots.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Ydubbs81 RND
Ahrendee Mercenaries
3312
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Posted - 2014.08.12 20:32:00 -
[7] - Quote
I don't really like bonuses to racial weapons because what if you don't like that particular weapon... it limits you
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3312
|
Posted - 2014.08.12 20:33:00 -
[8] - 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.
Shield mod bonus makes more sense
> Check RND out here
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Nocturnal Soul
Immortal Retribution
3931
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Posted - 2014.08.12 20:35:00 -
[9] - Quote
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
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Joel II X
Dah Gods O Bacon
2975
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Posted - 2014.08.12 20:38:00 -
[10] - Quote
How about adding more spool to the rail weapons and having the bonus decreasing said spool time? |
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Joel II X
Dah Gods O Bacon
2975
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Posted - 2014.08.12 20:40:00 -
[11] - Quote
Tectonic Fusion wrote: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. I agree with your edit. At least it works for every weapon in their arsenal (and bringing back the old SG prof, in a way). |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
183
|
Posted - 2014.08.12 20:42:00 -
[12] - 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
|
JRleo jr
Xer Cloud Consortium
636
|
Posted - 2014.08.12 20:43:00 -
[13] - Quote
Joel II X wrote:How about adding more spool to the rail weapons and having the bonus decreasing said spool time? Then the bonus would be crap....
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Pink fluffy unicorns
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Best song ever.
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Tectonic Fusion
1965
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Posted - 2014.08.12 20:47:00 -
[14] - 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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TYCHUS MAXWELL
The Fun Police
354
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Posted - 2014.08.12 20:51:00 -
[15] - Quote
Amarr should of sucked it up and taken an inferior bonus like the rest of us. That is the only reason racial weapon bonuses are being talked about and not all suit philosophies have good synergy with weapon philosophies.
ADS weapons on shield tanks? Why? Mobility and low ehp is the hallmark of shield suits.
Short range blasters on armor tanks? Why? And don't tell me the gallente assaults can run kincats. They can, but why the hell would they sack all the e/hp? They would be inferior to the shield tanked suits then.
I just wish the cpm or CCP or whoever the hell keeps batting 1000 for Amarr would stop this ****. The assaults didn't need the heat reduction when the rest of the assaults had **** bonuses. They still don't need it, all assaults should be oriented towards slaying bonus wise not being good at a certain weapon, that's the commando. Rattatai was also going to remove the sidearm from the Amarr logi which was pretty absurd but nope... they get to have more equipment then an assault and carry a sidearm still. They should just give Amarr logi's one more equipment and have their uplinks take effect as long as the equipment exists. A combat logi, why? Why does CCP keep confusing the roles of suits. |
TYCHUS MAXWELL
The Fun Police
354
|
Posted - 2014.08.12 20:52:00 -
[16] - 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.
That's because our suits aren't all that great for rail tech. Like I said in my other post, the suit philosophy and weapon philosophy do not fit together. It's all copy pasted from space warfare which isn't the same as infantry warfare.
Having high e/hp works better with rail tech, hence all the rail heavies/sentinels that people loathe. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
184
|
Posted - 2014.08.12 20:53:00 -
[17] - 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
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
2780
|
Posted - 2014.08.12 20:54:00 -
[18] - 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 |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3190
|
Posted - 2014.08.12 20:57:00 -
[19] - Quote
I still believe kick reduction would be pretty solid. You can't feather the rail rifle to avoid kick like you can with the AR, which means after a few seconds of sustained fire you're kick is actually meaningful. A 5% per level kick reduction would also work really well on the ARR and on the rail-based sidearms from what I hear on here (i've not skilled into them but I hear the kick is pretty significant on the MSMG and Bolt Pistol).
B C R U are letters, not words - Wierd Al Yankovich
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TYCHUS MAXWELL
The Fun Police
354
|
Posted - 2014.08.12 20:58:00 -
[20] - Quote
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. |
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
48
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Posted - 2014.08.12 21:01:00 -
[21] - 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". |
I-Shayz-I
I----------I
4552
|
Posted - 2014.08.12 21:03:00 -
[22] - Quote
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.
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
184
|
Posted - 2014.08.12 21:06:00 -
[23] - 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
|
TYCHUS MAXWELL
The Fun Police
354
|
Posted - 2014.08.12 21:06:00 -
[24] - 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.
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. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
184
|
Posted - 2014.08.12 21:10:00 -
[25] - 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
|
JRleo jr
Xer Cloud Consortium
637
|
Posted - 2014.08.12 21:11:00 -
[26] - Quote
Malleus Malificorum wrote: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". Shield regulator efficiency?
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Tectonic Fusion
1967
|
Posted - 2014.08.12 21:17:00 -
[27] - 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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TYCHUS MAXWELL
The Fun Police
354
|
Posted - 2014.08.12 21:18:00 -
[28] - Quote
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 its 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. |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
48
|
Posted - 2014.08.12 21:18:00 -
[29] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
Posted - 2014.08.12 21:20:00 -
[30] - 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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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
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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
|
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
|
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.
|
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
|
|
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.
|
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
|
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)
|
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
|
Posted - 2014.08.12 21:58:00 -
[51] - Quote
the cattle are clueless
deader than A line flares with pockets in the knees
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
2784
|
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
|
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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