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Arkena Wyrnspire
Fatal Absolution
16809
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Posted - 2014.08.12 22:55:00 -
[1] - Quote
In Hotfix Charlie the problems with the base assault suits are being addressed quite thoroughly. However, a major part of the assault role is the bonus provided by the suit. Historically, the Amarr assault has remained useful despite the subpar suit because of its useful bonus. The Minmatar also received an equally solid bonus in 1.8.
The Caldari and Gallente assaults are a different story, I feel.
I feel that the recoil and dispersion bonuses are negligible on the Galassault, and the reload bonus is minor at best on the Calassault.
Both the Amarr and Minmatar assaults have unique bonuses which provide a solid incentive to spec those suits and a significant power boost for the relevant weapon. Neither the Caldari nor the Gallente get bonuses quite on par with those. Neither bonus is unique (both can be provided through speccing through the skill tree for that weapon) and both of them have comparatively little effect.
Recoil in the plasma class is nonexistent unless you look at the TAR, in which case the reduction is almost unnoticeable. Hipfire reduction is likewise difficult to notice and not particularly useful as most plasma weapons either have strong hipfire or it unerring accuracy (plasma cannon).
Look at it this way:
Assault rifles - Do not benefit with the exception of the TAR, which receives a minor benefit Shotguns - Do not benefit. Despite the reticule, shots are centred anyway. Plasma cannon - Zero effect.
The Caldari bonus is likewise pretty useless. It's basically a sub-par version of the commando bonus on the class that needs to reload the least (longest firing times per clip).
There are a few possible bonuses I would suggest.
For the Caldari, one bonus might be charge time reduction. This would certainly be unique and potentially useful - but it'd have to be quite a strong effect (perhaps even 50-75%) to really be worth using. Unfortunately that might have the side-effect of the suit massively buffing the charge sniper rifle, so I'd suggest the bonus not effect that.
Much like the Amarr/Minmatar bonuses, this provides a strong compensation for the race's main weakness. The Amarr assault provides a reduction to overheat, the main weakness of the laser weaponry. The Minmatar assault provides an increase in clip size, the main weakness of projectile weaponry.
Under this model, the Caldari assault would provide a reduction in charge time, the main weakness of rail weaponry.
The Gallente assault bonus is a little more difficult. Other than a flat damage bonus or something marginal, there's not really anything that would affect all three plasma weapons, mostly because the plasma cannon is so different in function. I think it's easier to consider bonuses for it if the plasma cannon is ignored.
I have two suggestions for the Galassault bonus.
Suggestion 1: A RoF increase. A popular idea on the forums is a 2% per level increase in RoF. This translates to a decent increase in DPS, which would augment the function of the AR, it being a CQC rifle designed to do a large amount of damage at short range.
The benefits are most obvious for the assault rifle (perhaps excluding the TAR) but the shotgun also benefits. The shotgun proficiency skill was previously (unusually) a rate of fire bonus. Shotgun users felt this was a useful proficiency.
Suggestion 2: A range increase. This sounds a little more unorthodox. Let me explain where I'm coming from. The reasoning behind this is for it to be much the same as the other bonuses.
The Amarr weakness is overheat. The Minmatar weakness is a short clip. The Caldari weakness is charge time.
All of these would be compensated for by the assault bonuses, if this change were to go through.
The Gallente weakness is range. Hence, a range bonus on the assault would offset that. Do note that the bonused AR wouldn't disrupt the normal range distribution much even if the bonus was 25%. With a ~40m optimal, a 25% bonus would still not allow it to exceed the ~55m optimal of the combat rifle, but it would be a useful aid.
The shotgun is never going to outrange anything, but would benefit, especially the breach shotgun. The breach is a variant which has really fallen by the wayside lately, but having it be useful at perhaps even a 9m range would give it a little life support.
Suggestion 2 is probably likely to prove unpopular, but failing that I would like to see suggestion 1.
The Calassault bonus is really just terrible, unfortunately, and something really ought to be done about it.
Thoughts? Other suggestions?
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
49
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Posted - 2014.08.12 23:11:00 -
[2] - Quote
I think the current Gal assault bonus is wonderful, if the suit itself wasn't so bad for so long people wouldn't be trying to 'fix it' (by making it overpowered) and that all assault bonuses should stay as bonuses that aren't just flat dps increases. I'm all about *performance* related weapon bonuses on assault, mag size, heat reduction, accuracy improvements, kick reductions, reload speeds etc, these are all things that make your guns better without simply going "Nah dude, I get to kill you because my dps is 33% higher than yours and there's nothing you can do about it aside from skill into the same suit I'm in".
I think a lot of people are pre-emptively trying to 'fix' something that isn't actually broken. The bonus is and always has been good on the gal assault, but the suit the bonus was placed on was terrible (like all assaults for a while in comparison to the huge passive suit benefits that scouts had), it's like "what's the point in having +9001% rifle damage on a suit that only has 1hp, moves at 1m a second and has the hitbox of a heavy". If you address the suit itself being bad, the bonus starts to stand on its own.
If we get to a point where all other things being roughly equal, I want people to look at the assault and go "This is the suit I want, because it makes my weapon function *better*" without just looking at damage, that has more or less always been the case for the amarr assault - where the SCR/Laser can be used on other suits but if you want to be the murderking you really want the assault.
My proposal is add kick reduction to the cal assault. That's really all that needs to be done, anything else should either be addressed on the suit stats, or on the weapons. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6550
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Posted - 2014.08.12 23:11:00 -
[3] - Quote
I'd be down for a range bonus. Might give the Gallente Assault the fighting edge it needs to stay relevant outside of a purely CQC role but then again I'd imagine all the "AR is OP" hound-dogs will come rearing their heads again. Even still, a 3% increase per level only equates to a 6m range buff - which puts it about on par with the ACR in terms of range capabilities but doesn't necessarily over-power it due to fitting costs, damage profile, etc.
Caldari Assault, imo, could probably do well with a recoil/dispersion reduction allowing them to hit more accurately at range. The charge-up time isn't nearly as appealing, imo, because even with a 5% reduction you're talking about a 0.07 second difference on the Rail Rifle. It would only really benefit the Charge Sniper Rifle, in my eyes. It'd give the Cal Assault an interesting perk for long-range combat as well as make them a bit more effective at close range combat; but it's exclusive to the suit.
Just my two ISK.
No More Excuses
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6550
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Posted - 2014.08.12 23:15:00 -
[4] - Quote
Malleus Malificorum wrote:I think the current Gal assault bonus is wonderful, if the suit itself wasn't so bad for so long people wouldn't be trying to 'fix it' (by making it overpowered) and that all assault bonuses should stay as bonuses that aren't just flat dps increases. I'm all about *performance* related weapon bonuses on assault, mag size, heat reduction, accuracy improvements, kick reductions, reload speeds etc, these are all things that make your guns better without simply going "Nah dude, I get to kill you because my dps is 33% higher than yours and there's nothing you can do about it aside from skill into the same suit I'm in".
I think a lot of people are pre-emptively trying to 'fix' something that isn't actually broken. The bonus is and always has been good on the gal assault, but the suit the bonus was placed on was terrible (like all assaults for a while in comparison to the huge passive suit benefits that scouts had), it's like "what's the point in having +9001% rifle damage on a suit that only has 1hp, moves at 1m a second and has the hitbox of a heavy". If you address the suit itself being bad, the bonus starts to stand on its own.
If we get to a point where all other things being roughly equal, I want people to look at the assault and go "This is the suit I want, because it makes my weapon function *better*" without just looking at damage, that has more or less always been the case for the amarr assault - where the SCR/Laser can be used on other suits but if you want to be the murderking you really want the assault.
My proposal is add kick reduction to the cal assault. That's really all that needs to be done, anything else should either be addressed on the suit stats, or on the weapons.
Other then the fact that, as he mentions in the first post, the Gal Assault's bonus only really applies to the Assault Rifles? Which already have a dispersion reduction from AR Sharpshooter? It -is- a useless bonus. I don't recall seeing constant threads and complaints about people "not being able to hit their target with the AR because the dispersion is terrible".
Even if that were the case, why isn't any other role that uses the weapon (Commando, for instance) experiencing a dramatic shift in gameplay? Personally, I don't see any difference at all in the performance of my assault rifle between the Gallente Commando and the Gallente Assault.
No More Excuses
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Arkena Wyrnspire
Fatal Absolution
16815
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Posted - 2014.08.12 23:17:00 -
[5] - Quote
Malleus Malificorum wrote:I think the current Gal assault bonus is wonderful, if the suit itself wasn't so bad for so long people wouldn't be trying to 'fix it' (by making it overpowered) and that all assault bonuses should stay as bonuses that aren't just flat dps increases. I'm all about *performance* related weapon bonuses on assault, mag size, heat reduction, accuracy improvements, kick reductions, reload speeds etc, these are all things that make your guns better without simply going "Nah dude, I get to kill you because my dps is 33% higher than yours and there's nothing you can do about it aside from skill into the same suit I'm in".
I think a lot of people are pre-emptively trying to 'fix' something that isn't actually broken. The bonus is and always has been good on the gal assault, but the suit the bonus was placed on was terrible (like all assaults for a while in comparison to the huge passive suit benefits that scouts had), it's like "what's the point in having +9001% rifle damage on a suit that only has 1hp, moves at 1m a second and has the hitbox of a heavy". If you address the suit itself being bad, the bonus starts to stand on its own.
If we get to a point where all other things being roughly equal, I want people to look at the assault and go "This is the suit I want, because it makes my weapon function *better*" without just looking at damage, that has more or less always been the case for the amarr assault - where the SCR/Laser can be used on other suits but if you want to be the murderking you really want the assault.
My proposal is add kick reduction to the cal assault. That's really all that needs to be done, anything else should either be addressed on the suit stats, or on the weapons.
The Gallente bonus isn't good though, especially in comparison to the Amarr and Minmatar bonuses. It doesn't even approach the strength that those bonuses have. The Amarr and Min bonuses have hugely powerful and unique effects on their racial rifle. The recoil reduction is negligible, especially as recoil on most ARs is practically nonexistent. The hipfire reduction is minor, enough so that you can barely see the difference switching between a Galassault and a non-Galassault at a supply depot while you're looking for the crosshair change.
Unlike the Amarr and Minmatar suits, the bonus is not something that would make you gravitate specifically towards that suit, nor is it as unique, as the effect is provided by training the operations skills. If you want a suit specifically to make the AR function better, you go Galmando. The damage and reload bonuses it gets are much more significant than the Galassault bonuses.
The other assaults give a real reason to want to specialise in them to augment the relevant weapon. The Gallente assault doesn't.
The suggestion of a recoil reduction for the Calassault might be decent, though. Rail weaponry tends to have high recoil, so it might be useful to see a reduction in that recoil.
I don't think it'd have quite the same power as the Amarr/Minmatar bonuses, though.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12807
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Posted - 2014.08.12 23:19:00 -
[6] - Quote
I could see range working force actually. (I say this thinking of the Catalyst and how nasty its blasters can be out to scram range).
I am not against either really. It suits just fine, the way I see it as long as it indirectly affects the suits capacity to apply damage it works.
Amarr- Sustained DPS Caldari (proposed)- eliminates/ reduces the intial loss of DPS during charge up. Minmatar- Cannot speak for it Gallente (proposed)- aids in the application of damage
"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
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Posted - 2014.08.12 23:38:00 -
[7] - Quote
Quote:The hipfire reduction is minor, enough so that you can barely see the difference switching between a Galassault and a non-Galassault at a supply depot while you're looking for the crosshair change.
That's because nothing aside from movement/crouching changes crosshair size, I don't believe the game is currently coded in a manner that allows for sliding crosshair adjustments based on accuracy values. I think this has to do with the fact that initially nothing *did* affect accuracy, the sharpshooter skill affected range and when it was repurposed to affect accuracy there was no coding in the game to allow for sliding values to accuracy and CCP didn't want to expend the effort. Either that or weapons haven't been flagged to have their crosshairs adjust size based on accuracy.
So while you may 'feel' that the bonus is negligible, the affects of gal assault 5 + sharpshooter 5 on say an ion pistol (because its the only weapon I can remember the accuracy values of offhand) change it from 46.65, to 46.65 * 1.25 = 58.3125 * 1.25 = 72.890625. The first improvement is about 11.8 points of improvement (making the Ion Pistol comparable to a breach SCP in terms of accuracy IIRC) and the second improvement is a whopping 14.5 points of accuracy.
This makes plasma weapons absolutely *insanely* accurate when hipfired. Your proposed bonus of increased range isn't nearly as good as the dispersion / kick reduction when it comes to long range as without the reduction of dispersion even though you may have longer range less of your shots will land on target. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3193
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Posted - 2014.08.12 23:46:00 -
[8] - Quote
As I commented in the other thread, as an avid user of the rail rifle I don't believe the charge time is long enough for it to really be a true weakness.
However, kick is a problem with it. The charge time makes you unable to feather the trigger like other weapons making kick during ADS at range a real factor. For this reason, I don't think a charge time reduction would help caldari unless it was 20% per level which would make the RR overpowered. Instead a kick reduction would be a more appropriate bonus, at least imo.
B C R U are letters, not words - Wierd Al Yankovich
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Arkena Wyrnspire
Fatal Absolution
16822
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Posted - 2014.08.12 23:51:00 -
[9] - Quote
Malleus Malificorum wrote:
This makes plasma weapons absolutely *insanely* accurate when hipfired. Your proposed bonus of increased range isn't nearly as good as the dispersion / kick reduction when it comes to long range as without the reduction of dispersion even though you may have longer range less of your shots will land on target.
I think your conjecture as to how the accuracy works isn't correct - Although you can't see -much- of a change when you swap at the supply depot, there -is- a change. I'll take a few pictures with a capture card when I get on tomorrow and show you a superposition. I also don't think the accuracy values work that way either - While a standard assault rifle has an accuracy rating of 55.51 and a breach assault rifle has an accuracy rating of 56.92, the difference in spread is immediately apparent. That makes me believe that the scale isn't linear. I can bring more evidence on that front if you wish. If the accuracy rating was boosted 5% by a dispersion bonus then immediately on training sharpshooter the weapon becomes so insanely accurate at hipfire that you couldn't possibly need more hipfire accuracy. Obviously, that isn't the case.
So putting the theories about how accuracy works aside for a moment, let's look at this quoted part of your post.
Dispersion and kick is utterly meaningless at range. Why? Because you ADS. There is practically zero dispersion in ADS. Recoil is also irrelevant - unless you fire an entire clip at once, it has very little effect. Unless you're hipfiring at long range, then, it doesn't benefit you.
You have long since made your choice. What you make now is a mistake.
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Arkena Wyrnspire
Fatal Absolution
16822
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Posted - 2014.08.12 23:53:00 -
[10] - Quote
ZDub 303 wrote:As I commented in the other thread, as an avid user of the rail rifle I don't believe the charge time is long enough for it to really be a true weakness.
However, kick is a problem with it. The charge time makes you unable to feather the trigger like other weapons making kick during ADS at range a real factor. For this reason, I don't think a charge time reduction would help caldari unless it was 20% per level which would make the RR overpowered. Instead a kick reduction would be a more appropriate bonus, at least imo.
Yeah, I think kick is increasingly becoming a very good suggestion. It's a real problem with a lot of rail weaponry. What strength do you think it should be at, though? I don't think 5% is as good as the Amarr and Minmatar bonuses.
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3196
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Posted - 2014.08.13 00:10:00 -
[11] - Quote
Arkena Wyrnspire wrote:ZDub 303 wrote:As I commented in the other thread, as an avid user of the rail rifle I don't believe the charge time is long enough for it to really be a true weakness.
However, kick is a problem with it. The charge time makes you unable to feather the trigger like other weapons making kick during ADS at range a real factor. For this reason, I don't think a charge time reduction would help caldari unless it was 20% per level which would make the RR overpowered. Instead a kick reduction would be a more appropriate bonus, at least imo. Yeah, I think kick is increasingly becoming a very good suggestion. It's a real problem with a lot of rail weaponry. What strength do you think it should be at, though? I don't think 5% is as good as the Amarr and Minmatar bonuses. EDIT: Edited in kick as a suggestion for the Caldari bonus.
I think you start at 5% and if it turns out its not enough you bump it up from there. Always better to start off underpowered than to create OP FOTM fits right?
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Arkena Wyrnspire
Fatal Absolution
16830
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Posted - 2014.08.13 00:11:00 -
[12] - Quote
ZDub 303 wrote: I think you start at 5% and if it turns out its not enough you bump it up from there. Always better to start off underpowered than to create OP FOTM fits right?
True enough. Although I have difficulty seeing things become FotM because of a lack of recoil, especially as we already have plenty of weapons that already do greater levels of damage than most rail weaponry without the recoil, although at a lower range.
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3196
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Posted - 2014.08.13 00:19:00 -
[13] - Quote
Arkena Wyrnspire wrote:ZDub 303 wrote: I think you start at 5% and if it turns out its not enough you bump it up from there. Always better to start off underpowered than to create OP FOTM fits right?
True enough. Although I have difficulty seeing things become FotM because of a lack of recoil, especially as we already have plenty of weapons that already do greater levels of damage than most rail weaponry without the recoil, although at a lower range.
Maybe, but the rail rifle is quite powerful in the right hands. I could easily see a recoil reduction bonus making them too powerful. The SB-39 version is nasty at range ... and 25% is fairly noticeable (from what I remember of the AR Operation bonus in Chromosome). I might not be enough though, we could also explore differing numbers for light and sidearm weapons too. Something along the lines of 5-7% for light and 6-9% for sidearms perhaps?
B C R U are letters, not words - Wierd Al Yankovich
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Arkena Wyrnspire
Fatal Absolution
16830
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Posted - 2014.08.13 00:24:00 -
[14] - Quote
ZDub 303 wrote: Maybe, but the rail rifle is quite powerful in the right hands. I could easily see a recoil reduction bonus making them too powerful. The SB-39 version is nasty at range ... and 25% is fairly noticeable (from what I remember of the AR Operation bonus in Chromosome). I might not be enough though, we could also explore differing numbers for light and sidearm weapons too. Something along the lines of 5-7% for light and 6-9% for sidearms perhaps?
Starting to get a little convoluted there. I suggested a 7.5%, cumulative 37.5% bonus (as the middle ground between 5 and 10%). I don't think separate light/sidearm rail weapons categories is a necessary complexity, and I'm not sure if it's actually possible given the weapon tagging system and what can be done in a hotfix.
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3196
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Posted - 2014.08.13 00:30:00 -
[15] - Quote
Arkena Wyrnspire wrote:ZDub 303 wrote: Maybe, but the rail rifle is quite powerful in the right hands. I could easily see a recoil reduction bonus making them too powerful. The SB-39 version is nasty at range ... and 25% is fairly noticeable (from what I remember of the AR Operation bonus in Chromosome). I might not be enough though, we could also explore differing numbers for light and sidearm weapons too. Something along the lines of 5-7% for light and 6-9% for sidearms perhaps?
Starting to get a little convoluted there. I suggested a 7.5%, cumulative 37.5% bonus (as the middle ground between 5 and 10%). I don't think separate light/sidearm rail weapons categories is a necessary complexity, and I'm not sure if it's actually possible given the weapon tagging system and what can be done in a hotfix.
I could see 7% working possibly. I would still suggest starting at 5% and if its not enough bump it to 7% in the next hotfix. I would stay away from decimals myself... only cause I don't trust the UI to handle it properly...
Back to Gal for a sec... I worry about an optimal range bonus on the Gallente assault too. I think it will create the perception that the weapon is only good if its on a Gal Assault suit... which, I believe, is a level of balancing that would hurt the 'create your own fit' style of play this game tries so hard to preserve. Going from 40m to 53m (rounded) optimal is pretty substantial. A buff to effective range gives a similar effect without making it feel like the weapon is unviable otherwise. You still get increased damage at range.
Actually... maybe say a balance between our two suggestions would be best. 3% to Optimal and Effective Range per level perhaps?
That would put it at...
Optimal: 46m Effective: 81m (rounded)
I like the sound of that a lot myself.
Edit: Option 4 on the Spreadsheet
B C R U are letters, not words - Wierd Al Yankovich
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Zindorak
1.U.P
597
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Posted - 2014.08.13 00:31:00 -
[16] - Quote
Gal: More range Cal: Less Spool time or Increased Clip size Your welcome
Pokemon master
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Atiim
Onslaught Inc RISE of LEGION
11357
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Posted - 2014.08.13 00:37:00 -
[17] - Quote
I don't use Gallente Assaults enough to comment on them, but if I had to suggest a bonus it would be:
- +2% to Hybrid - Blaster weapon RoF and + 3% Hybrid - Blaster Projectile Speed per level.
The RoF bonus affects both the Ion Pistol and Plasma Rifle, and the Projectile Speed would make Gallente Assault will bring it on-par with the Gallente Commando in terms of how effective it is with the Plasma Cannon.
Though those numbers are only examples and will most likely need adjustments.
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Ace Starburst
is well hung
111
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Posted - 2014.08.13 00:37:00 -
[18] - Quote
Dumb question, if there was a kick reduction for rail weaponry would or could that translate into a shorter pause between sniper rifle shots?
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Arkena Wyrnspire
Fatal Absolution
16831
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Posted - 2014.08.13 00:38:00 -
[19] - Quote
ZDub 303 wrote: I could see 7% working possibly. I would still suggest starting at 5% and if its not enough bump it to 7% in the next hotfix. I would stay away from decimals myself... only cause I don't trust the UI to handle it properly...
Back to Gal for a sec... I worry about an optimal range bonus on the Gallente assault too. I think it will create the perception that the weapon is only good if its on a Gal Assault suit... which, I believe, is a level of balancing that would hurt the 'create your own fit' style of play this game tries so hard to preserve. Going from 40m to 53m (rounded) optimal is pretty substantial. A buff to effective range gives a similar effect without making it feel like the weapon is unviable otherwise. You still get increased damage at range.
Actually... maybe say a balance between our two suggestions would be best. 3% to Optimal and Effective Range per level perhaps?
That would put it at...
Optimal: 46m Effective: 81m (rounded)
I like the sound of that a lot myself.
I think you're overestimating the strength of these things.
Firstly, on the 'perception that a weapon is only good if it's on x assault suit' - This may already exist. The Amarr assault bonus has long remained the go-to suit for serious SCR users and the sheer strength of the bonus is almost unrivalled as bonuses go. I don't think either the recoil or the range bonuses would create that perception around rail or plasma weaponry. The Minmatar bonus to the CR is also very significant - 85 round ACR clips are hugely useful, but they haven't quite become 'use this if you want to use a CR'.
There are already quite strong bonuses for specific weapons in existence. There's a 10% damage bonus (a pretty solid one, as they go) on the commando in addition to a fairly solid reload bonus. The commandos, despite all the advantages they have to specific light weapons, haven't become ubiquitous with them.
As for the bonuses being too strong: Cutting the bonus down to a 15% range bonus equates to a 6m range increase. Is that seriously worth it? Compared to the strength of the Amarr/Minmatar bonuses, that's trivial.
A cumulative 10% difference between a 25% and a 35% bonus in recoil is going to be unnoticeable by a human user. You won't notice the difference in use. It's already iffy noticing the recoil reduction on the TAR when used with a current Galassault, which has a 25% reduction in recoil. So I think the difference between 5 and 7% per level is really just semantics.
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3197
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Posted - 2014.08.13 00:50:00 -
[20] - Quote
Arkena Wyrnspire wrote: I think you're overestimating the strength of these things.
Firstly, on the 'perception that a weapon is only good if it's on x assault suit' - This may already exist. The Amarr assault bonus has long remained the go-to suit for serious SCR users and the sheer strength of the bonus is almost unrivalled as bonuses go. I don't think either the recoil or the range bonuses would create that perception around rail or plasma weaponry. The Minmatar bonus to the CR is also very significant - 85 round ACR clips are hugely useful, but they haven't quite become 'use this if you want to use a CR'.
There are already quite strong bonuses for specific weapons in existence. There's a 10% damage bonus (a pretty solid one, as they go) on the commando in addition to a fairly solid reload bonus. The commandos, despite all the advantages they have to specific light weapons, haven't become ubiquitous with them.
As for the bonuses being too strong: Cutting the bonus down to a 15% range bonus equates to a 6m range increase. Is that seriously worth it? Compared to the strength of the Amarr/Minmatar bonuses, that's trivial.
A cumulative 10% difference between a 25% and a 35% bonus in recoil is going to be unnoticeable by a human user. You won't notice the difference in use. It's already iffy noticing the recoil reduction on the TAR when used with a current Galassault, which has a 25% reduction in recoil. So I think the difference between 5 and 7% per level is really just semantics.
Maybe... its hard for me to comment without a playtest. For recoil you might be right, absolutely... Its hard to know.
For sharpshooter, all I can draw on was the Chromosome Sharpshooter at 3% per level and SS Prof at 2% per level. It was so powerful they removed it because it was gamebreaking. However... in the context of multiple light weapons, all of which out range the AR now, it might be a different story.
However, we're nitpicking over numbers, which doesn't matter in the grand scheme of things. Optimal/Effective range for the Gallente Assault and Kick Reduction for the Caldari Assault would be my suggestion for actually useful racial bonuses. Rattati and Logibro can figure out the numbers that make sense.
B C R U are letters, not words - Wierd Al Yankovich
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Jack 3enimble
Vengeance Unbound Dark Taboo
165
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Posted - 2014.08.13 01:45:00 -
[21] - Quote
Optimal/Effective range for the Gallente Assault and Kick Reduction for the Caldari Assault.
That would be the best options I've seen. Spool up time reduction is too small of a bonus for the Cal to compete with the other suits, bonus wise. The added plus will be that the rail rifle on the Cal assault with the proposed bonus will outclass the players that use the the rail rifle on other suits. Again this is the case with the Amarr and Min so that would be more than fair for the Cal too.
As for the Gal the AR with that bonus can compete better with the other rifles and will outclass players that use the AR on other suits. That way all the Assaults suits benefit from their respective weapons in comparison to other players using the racial weapons but not the suit. Not much to ask for if you put roughly 2.5 ml SP in your suit to make your weapon better. |
Indy Strizer
Like A Moth To A Flame
153
|
Posted - 2014.08.13 03:38:00 -
[22] - 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. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12825
|
Posted - 2014.08.13 03:54:00 -
[23] - Quote
Indy Strizer wrote: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.
In regards to the proposed Gallente bonus it make total sense within the game as part of the Gallentean racial combat philosophy.
A particular ship the Catalyst is a prime example of this, with bonuses to the range of Blaster weapons......... 400DPS destroyer hull that is terrifying.
"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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Mobius Kaethis
Molon Labe. General Tso's Alliance
1724
|
Posted - 2014.08.13 05:59:00 -
[24] - Quote
I like the direction the consensus is leading to at this point:
Amarr bonus stays the same
Gallente bonus switches to range (not a bad idea since it would make the weapon much more competitive)
Min stays the same
Cal Recoil/dispersion reduction.
All great bonuses that would really give flavor and a buff to the needed assault suits.
Anyone who says the Gal bonus is good as it stands, you know who you are, clearly have not spent enough time playing with the Gal assault. As many others have said the bonus makes absolutely no difference especially when you have sharpshooter 5.
Fun > Realism
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
54
|
Posted - 2014.08.13 06:14:00 -
[25] - Quote
Mobius Kaethis wrote:I like the direction the consensus is leading to at this point:
Amarr bonus stays the same
Gallente bonus switches to range (not a bad idea since it would make the weapon much more competitive)
Min stays the same
Cal Recoil/dispersion reduction.
All great bonuses that would really give flavor and a buff to the needed assault suits.
Anyone who says the Gal bonus is good as it stands, you know who you are, clearly have not spent enough time playing with the Gal assault. As many others have said the bonus makes absolutely no difference especially when you have sharpshooter 5.
Lets not be petty simply because you disagreed with me (and other informed individuals) when you didn't know what you were talking about and were on a kneejerk weaboo witchhunt. The gallente assault bonus as it is is fine. If the AR's range needs to be adjusted I'd prefer it be adjusted on the rifle itself rather than making it so only one suit is 'viable' with it.
Also, if we're still operating on past grievances, I'd suggest you read the thread again, Ceej Mantis has summarized it fairly well despite you and other 'entitled' individuals sucking the joy out of the idea. |
Nocturnal Soul
Immortal Retribution
3943
|
Posted - 2014.08.13 06:26:00 -
[26] - Quote
2% increase in Rof for the gallente (and I'm sticking to that opinion)
But I am really sad to see not many ppl want the charge time reduction on the Cal assault, I guess my dream of useful follow up shots using the CSR is a no go :(
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Racro 01 Arifistan
501st Knights of Leanbox
403
|
Posted - 2014.08.13 06:51:00 -
[27] - Quote
i have been using my ar for a very long time and have both operation5 and sharpshooter 5 on the AR.
when I use any suit with an AR the difference in the dispersion/kick IS very noticible.
sure at operation/sharpshhoter 5 for AR 25% bonus is good...but the gall assault increase that to 50% which is a VERY large increase
on top of that the ion pistol is devastating when on the gall assault. and due to the suits fitting/layout I can purpose it fro what ever I want it to do.
but mostly I perform best with a breach assault rifle. so all I have to say is......LEAVE MY GALL ASSAULT ALONE AND GIVE ME MY CHARLIE BUFF'S.
thank you.
Elite Gallenten Soldier
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
56
|
Posted - 2014.08.13 07:03:00 -
[28] - Quote
Racro 01 Arifistan wrote:i have been using my ar for a very long time and have both operation5 and sharpshooter 5 on the AR.
when I use any suit with an AR the difference in the dispersion/kick IS very noticible.
sure at operation/sharpshhoter 5 for AR 25% bonus is good...but the gall assault increase that to 50% which is a VERY large increase
on top of that the ion pistol is devastating when on the gall assault. and due to the suits fitting/layout I can purpose it fro what ever I want it to do.
but mostly I perform best with a breach assault rifle. so all I have to say is......LEAVE MY GALL ASSAULT ALONE AND GIVE ME MY CHARLIE BUFF'S.
thank you.
It's a multiplicative bonus, not an additive bonus. [value1] * [skill1] = [value1] * [skill2] = [final value]. It amounts to being a 56.25% bonus. |
Cody Sietz
Evzones
3832
|
Posted - 2014.08.13 15:46:00 -
[29] - Quote
+1
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1728
|
Posted - 2014.08.14 04:34:00 -
[30] - Quote
Malleus Malificorum wrote:Mobius Kaethis wrote:I like the direction the consensus is leading to at this point:
Amarr bonus stays the same
Gallente bonus switches to range (not a bad idea since it would make the weapon much more competitive)
Min stays the same
Cal Recoil/dispersion reduction.
All great bonuses that would really give flavor and a buff to the needed assault suits.
Anyone who says the Gal bonus is good as it stands, you know who you are, clearly have not spent enough time playing with the Gal assault. As many others have said the bonus makes absolutely no difference especially when you have sharpshooter 5. Lets not be petty simply because you disagreed with me (and other informed individuals) when you didn't know what you were talking about and were on a kneejerk weaboo witchhunt. The gallente assault bonus as it is is fine. If the AR's range needs to be adjusted I'd prefer it be adjusted on the rifle itself rather than making it so only one suit is 'viable' with it. Also, if we're still operating on past grievances, I'd suggest you read the thread again, Ceej Mantis has summarized it fairly well despite you and other 'entitled' individuals sucking the joy out of the idea.
Where in my post do I make any reference to any other thread or disagreement we have had. Where do I even refer to you directly? While my statements did reference you they also touched upon the ideas of others with whom I disagreed. I think you really need to take a step back and realize that very little of what is said on these forums is in regards to you or your opinions. There are frankly other, more interesting, people with which to discuss Dust.
As to the content of my statement I was from trying to be petty. I was actually making a statement based upon playing primarily as a Gal Assault since Uprising was released. The other 'entitled' individuals and I are all devoted Gal Assault players and really do know what we are talking about. Since you ADS when you are shooting at range (which is not affected by the bonus and is pin-point accurate anyway) having a tighter hip fire grouping doesn't really matter. If your firing from the hip outside of CQC your doing it wrong. Additionally, when firing from the hip, I do not notice any discernible difference between the AR's dispersion when in a Gal Assault or any of my other suits. If there is a difference it is far too minor to make any meaningful difference in the weapon's operation.
Fun > Realism
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