Indy Strizer
Like A Moth To A Flame
153
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Posted - 2014.08.13 03:38:00 -
[1] - Quote
I don't like the idea of the bonuses mitigating the weaknesses of each race's rifle, I think such weaknesses should be inherent in each race's weapons, we should focus a bit more on bonuses that reflect each race's combat philosphies and lets players get immersed in that playstyle a bit more.
I have Rapid Reload 5 and Caldari Assault 5, I like the bonus, although it IS outshined by Commando bonuses.
I often reload my rail rifle while I'm regenerating shields or when people get behind cover to hide and I'm pretty much ready to put more rounds into enemies. Perhaps people would appreciate it more if it were just a bit faster or made more of a difference?
In my caldari commando, which is skilled to 3 at the moment, I LOVE and praise my rapid reload privately very, very, very often because I have enough HP to survive and regenerate. I have enough survivability for it to make a difference.
On a side note, I also think commandos should only get damage bonuses, or weapon handling bonuses, one or the other- not both, but that's a topic for another day.
In comparison to armor tanked suits, shield suits are fragile. I think the issue is that caldari assault players die before they use rapid reload in a straight up confrontation, it's a bit more passive and it's not something that most players utilize DURING an engagement, but with Charlie around the corner... Let's wait and see.
As for the proposed changes... I think doing enough may be too much.
As somebody already pointed out, spool times on rail rifles are negligible- especially if you're using them as intended. Personally, if you do anything less than eliminate spool time, it'll feel a bit pointless to me and even if you do eliminate spool time, people will just start using them in CQC, which is something people are already complaining about...
As for recoil, which I think is much better than a reduction in spool time, I hardly ever find myself struggling with recoil unless I'm in a situation that I feel I shouldn't be in anyways. I find myself strugging with recoil in CQC against heavies or heavily tanked suits in CQC situations or trying to put rounds non-stop into hoardes of enemies.
Do you really want a Caldari Assault on the field that can negate the tactic of popping in and out of cover to pop shots back? Do you want a Caldari Assault that can engage in CQC? Do you want a Caldari Asssalt that can hold R1 and put rounds into people continuously?
Do Caldari Assaults even want reduced spool time and all those things? Should they? Should they be stuck inside a box of "conventional caldari warfare dogma" and strive to be the best at that or do they want to run up to enemies and assault with the rail rifle in CQC? Even if they do, will it work out as well for a shield tanked suit which are weaker anyways? Will the new assault CQC oriented bonuses be pointless if Ratatti makes the rail rifle do less damage at smaller ranges like the laser rifle? If I remember correctly, he is considering it...
These aren't rhetorical questions, I really don't know. I'd like to hear others' thoughts. I don't have numbers, but this is all just "gut feeling" so I wouldn't be surprised if my ideas where ignored and faded into obscurity like usual.
Anyways... I figure that if any race is to get a bonus to rate of fire, it should be minmatar since they're the hit and run types. I'd love to see an assault mass driver even more... assaulty.
Let Amarr keep their bonus, they're "brawlers" as some have said, so they need a bonus for sustaining fire combat in intense combat.
Same for Gallente, many also refer to them as brawlers, who would get bigger magazines, since they're also brawlers, I also think it'd be a nice touch since Gallenteans are more humanitarian-esque and are resultingly better supplied.
Caldari? I have no clue. Rapid reload is nice, but recoil reduction could also work. |
Indy Strizer
Like A Moth To A Flame
157
|
Posted - 2014.10.08 05:00:00 -
[2] - Quote
Bump.
After letting my thoughts on this ferment, the hotfixes and balance passes for assaults were implemented have passed, I'm leaning more towards the idea of making the bonuses compensate for each racial rifle's weakness. My previous ideas were basically modeled around my perception of the Amarr bonus, that is, it enables you to spam that laser goodness a bit more.
I think my ideas would get too powerful and we'd end up at square one all over again, but even more importantly, it would not necessarily make the assault any better at... Assaulting... That is... Aggressively taking on people on such.
The bonus for Amarr enables the Amarr to use the scrambler a bit more aggressively and confrontationally without having to worry about overheating.
I really like the idea of range extension for Gallente and I'm personally leaning more towards reduced spool time for the Caldari than reduced recoil. I would miss the rapid reload honestly. I'm curious what others think of possibly getting two bonuses?
I know it sounds selfish, but hey, it only applies to one weapon after all. |