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ZDub 303
Escrow Removal and Acquisition
3207
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Posted - 2014.08.15 19:10:00 -
[61] - Quote
Arkena Wyrnspire wrote: So essentially:
Amarr bonus - compensates for overheat, the weakness of laser weaponry Minmatar bonus - compensates for short clips, the weakness of projectile weaponry Gallente bonus (if changed to range) - compensates for short range, the weakness of plasma weaponry Caldari bonus (if changed to recoil) - compensates for high recoil, the weakness of rail weaponry.
Sound reasonable?
I think it sounds very reasonable myself.
I'm all for consistency between races for each class. Something Dust has struggled with for a long while...
B C R U are letters, not words - Wierd Al Yankovich
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Killer's Coys
Prima Gallicus
125
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Posted - 2014.08.15 19:19:00 -
[62] - Quote
Arkena Wyrnspire wrote:
I would honestly prefer to see the range bonus, but I had thought the RoF bonus a popular idea so I included that. Before this thread was created I hadn't seen much talk about range bonuses, but I'd seen a fair few posts about a RoF bonus.
I feel that a range bonus is in line with the other bonuses because it compensates for the main weakness of the weapon - just like the Amarr bonus compensates for overheat and the Minmatar bonus compensates for short clips. The Caldari bonus also kind of compensates for the slow reload of rail weaponry but it's just a lackluster bonus. Recoil probably suits the Caldari better because their weaponry actually does suffer from recoil.
So essentially:
Amarr bonus - compensates for overheat, the weakness of laser weaponry Minmatar bonus - compensates for short clips, the weakness of projectile weaponry Gallente bonus (if changed to range) - compensates for short range, the weakness of plasma weaponry Caldari bonus (if changed to recoil) - compensates for high recoil, the weakness of rail weaponry.
Sound reasonable?
Finally, I agree with you. I thought it was impossible Great, so can I make it ?
- Caldari : 5% kick reduction to hybrid/rail weapon per level - Gallente : +5% range to hybrid/blaster weapon per level
Is it ok for you ?
Logibro, you're my boy
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Jack 3enimble
Vengeance Unbound Dark Taboo
179
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Posted - 2014.08.15 20:24:00 -
[63] - Quote
Arkena Wyrnspire wrote:Killer's Coys wrote:Jack 3enimble wrote:NextDark Knight wrote:Caldari Assault bonus is fine.. Only thing needed is more ammo capacity. I find myself having to go find more ammo at least half the game. I could nerf my fit to do a better nano hive cause I can only fit a compact hive. Which if I use a grenade I used all my ammo refill. Nerf your fit a bit to accept adv hives. It's what I did and works fine. The Cal need a bonus like the Amarr and Min that affects overall weapon performance. Kick reduction would be the best imho Yes, I agree, but a charge time reduction would be fine too. That's difficult to choose :p But I personaly prefer the kick reduction But, I've thought, if Caldassault get a kick reduction to Rail weapon, It would be fine more range for the AR so With it, all weapon (with each good racial suit) could be fine for short and long range. Thought ? I would honestly prefer to see the range bonus, but I had thought the RoF bonus a popular idea so I included that. Before this thread was created I hadn't seen much talk about range bonuses, but I'd seen a fair few posts about a RoF bonus. I feel that a range bonus is in line with the other bonuses because it compensates for the main weakness of the weapon - just like the Amarr bonus compensates for overheat and the Minmatar bonus compensates for short clips. The Caldari bonus also kind of compensates for the slow reload of rail weaponry but it's just a lackluster bonus. Recoil probably suits the Caldari better because their weaponry actually does suffer from recoil. So essentially: Amarr bonus - compensates for overheat, the weakness of laser weaponry Minmatar bonus - compensates for short clips, the weakness of projectile weaponry Gallente bonus (if changed to range) - compensates for short range, the weakness of plasma weaponry Caldari bonus (if changed to recoil) - compensates for high recoil, the weakness of rail weaponry. Sound reasonable?
Yes. Now I would like a CPM or DEV to comment on this |
ZDub 303
Escrow Removal and Acquisition
3208
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Posted - 2014.08.15 20:25:00 -
[64] - Quote
Killer's Coys wrote:Arkena Wyrnspire wrote:
I would honestly prefer to see the range bonus, but I had thought the RoF bonus a popular idea so I included that. Before this thread was created I hadn't seen much talk about range bonuses, but I'd seen a fair few posts about a RoF bonus.
I feel that a range bonus is in line with the other bonuses because it compensates for the main weakness of the weapon - just like the Amarr bonus compensates for overheat and the Minmatar bonus compensates for short clips. The Caldari bonus also kind of compensates for the slow reload of rail weaponry but it's just a lackluster bonus. Recoil probably suits the Caldari better because their weaponry actually does suffer from recoil.
So essentially:
Amarr bonus - compensates for overheat, the weakness of laser weaponry Minmatar bonus - compensates for short clips, the weakness of projectile weaponry Gallente bonus (if changed to range) - compensates for short range, the weakness of plasma weaponry Caldari bonus (if changed to recoil) - compensates for high recoil, the weakness of rail weaponry.
Sound reasonable?
Finally, I agree with you. I thought it was impossible Great, so can I make it ? - Caldari : 5% kick reduction to hybrid/rail weapon per level - Gallente : +5% range to hybrid/blaster weapon per level Is it ok for you ?
That is what I recommended as well, but I think Arkena has a good point in that 5% maybe not be enough to matter. Considering how useful laser heat buildup and clip capacity can be for Amarr and Minmatar, those values may need to be bumped to 7-8% before they can be considered an equivalent contribution as the Am and Min bonuses. However, whatever we come up with is largely irrelevant and is more up Rattati/Logibro to determine which numbers will great enough of an impact to make those values an actual contribution to the assault playstyle.
Just throwing your hat in the ring for kick redux and range bonus is what really matters imo.
B C R U are letters, not words - Wierd Al Yankovich
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Killer's Coys
Prima Gallicus
126
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Posted - 2014.08.15 20:32:00 -
[65] - Quote
ZDub 303 wrote:
That is what I recommended as well, but I think Arkena has a good point in that 5% maybe not be enough to matter. Considering how useful laser heat buildup and clip capacity can be for Amarr and Minmatar, those values may need to be bumped to 7-8% before they can be considered an equivalent contribution as the Am and Min bonuses. However, whatever we come up with is largely irrelevant and is more up Rattati/Logibro to determine which numbers will great enough of an impact to make those values an actual contribution to the assault playstyle.
Just throwing your hat in the ring for kick redux and range bonus is what really matters imo.
I don't know Actually, the AR has 45m range ? with bonus, it would become 56.25m, I think that's enough With 7% = 60.75m It's maybe a bit so much... But ...
If a DEV wants more than 5%, 7% is the maximum I think, otherwise, AR could become a long range weapon. The objective is to increase the range, but not make it a long range weapon
For me 5% is good 7% is the maximum available
Logibro, you're my boy
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Arkena Wyrnspire
Fatal Absolution
17010
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Posted - 2014.08.15 20:36:00 -
[66] - Quote
I think he was referring to the recoil bonus. 5% is fine for the range, IMO.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
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Killer's Coys
Prima Gallicus
126
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Posted - 2014.08.15 20:39:00 -
[67] - Quote
Arkena Wyrnspire wrote:I think he was referring to the recoil bonus. 5% is fine for the range, IMO.
Ho... recoil bonus for Caldassault ?
And yeah, 5% is fine. Good.
A CCP DEV come here ! Look at our proposal ! You have our futur assault bonus lol !
Logibro, you're my boy
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Jack 3enimble
Vengeance Unbound Dark Taboo
181
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Posted - 2014.08.15 21:06:00 -
[68] - Quote
I think it's great that people who play different styles are constructively sparring with each other about the suit bonus without any sort of QQ and BS about it. You know the regular: Git gud, Fix your gameplay etc. LOL |
zzZaXxx
The Hundred Acre Hood
424
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Posted - 2014.08.15 21:44:00 -
[69] - Quote
Amarr: bonus is golden Minmater: extend clip size bonus to explosive weapons Caldari: add a kick reduction bonus for rail weapons Gallente: change the kick reduction bonus to a range bonus (which, for the plasma cannon, translates as a velocity bonus, allowing it to shoot farther, faster)
That is all.
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Killer's Coys
Prima Gallicus
126
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Posted - 2014.08.15 21:46:00 -
[70] - Quote
zzZaXxx wrote:Amarr: bonus is golden Minmater: extend clip size bonus to explosive weapons Caldari: add a kick reduction bonus for rail weapons Gallente: change the kick reduction bonus to a range bonus (which, for the plasma cannon, translates as a velocity bonus, allowing it to shoot farther, faster)
That is all.
That's what we have said previously, with numbers
But that's cool to see other people agree with us. Thank you for your opinion old bro
Logibro, you're my boy
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
744
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Posted - 2014.08.15 22:53:00 -
[71] - Quote
i like your ideas on the caldari suit but i kinda like my gallente assault suit how it currently is. |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
74
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Posted - 2014.08.15 23:22:00 -
[72] - Quote
Arkena Wyrnspire wrote:Malleus Malificorum wrote:If you make the gallente assault bonus something like RoF or even optimal range, it makes it so that the only 'viable' option for using the weapon becomes the assault - which should *never* be the case, those are things that should be addressed on the gun themselves.
Should we remove the commando bonuses? All of them increase DPS. Does that mean they're the only viable option for using that weapon? No, it doesn't. There is no problem with the equivalent of 10% more damage. And if there's a problem with the bonus making weapons much more useful on the suit, perhaps we should remove the Amarr bonus? The bonus is so powerful that almost any serious SCR user goes to that suit. Quote: Assault bonuses should always be about *performance*, and while you can argue for days about min + amarr assault bonuses neither of them actually alter the DPS of a weapon all they do is allow you to shoot for longer.
And yet they remain massively strong performance enhancers. If you're so dead set against DPS because somehow on the Galassault, unlike all other damage bonuses, it would make it 'the only viable option', optimal range doesn't increase DPS. It increases performance. Quote: If you were to add a kick reduction to the caldari, you still have a weapon with the same DPS, but improved performance. If you keep the current bonuses on the gallente, you have a weapon with the same dps, but improved performance.
Except the current bonuses on the Gallente are so pathetic that it doesn't enhance performance. When has kick ever been a serious concern with the AR or shotgun? The hipfire difference is unnoticeable. Meanwhile, the Amarr and Minmatar bonuses are immediately noticeable as incredibly strong 'performance enhancers'. Quote: If the AR itself needs to be tweaked to bring it slightly more in line with other guns that's just fine, If SCR/RR/CR's need to be nerfed, that is also fine, but let's not shoehorn any one suit into outright being the best with them for any reason other than 'performance' or 'handling'.
There are so many suits with strong bonuses to weapons that I genuinely can't understand how you can possibly think a 10% DPS increase would make it 'the only viable option' because it's blatantly not. The Amarr commando has a 10% damage bonus. Does that mean it's the only suit you see laser weaponry used on? No, it doesn't. Why would this one specific instance of a bonus break everything?
Well to address the largest error in your thinking here, for a brief point of time the commando was the only 'viable' AR user, but it still wasn't common due to the obscene passive benefits afforded by the scout suits. Assuming all other things being equal, the vast majority of people will opt to take more dps which means that the commando was *the* choice. Amarr bonus at this point is kind of apples and oranges, yes the SCR is powerful (and even more so in the hands of an assault) I don't think that's a function of the assault suit being too good, but more the case of the SCR being too good.
Optimal range is so touchy of an issue that I'm not even sure how to handle it as a bonus, I don't think there should ever be a suit that gives a bonus to optimal range as I feel it would become the *mandatory* choice for being competitive - we all saw what happened when the rail rifle was introduced, everyone used until it was nerfed it because range is king. I will agree that the optimal on AR's is probably too low, and the optimal on RR's is probably too high, but if changes need to be made they should be done directly to the weapons.
If you're using a variant weapon like the TAC AR, kick and dispersion are serious issues and I find that the gallente assault bonus is perfect for them. I will agree that it can be of slightly less use on standard AR variants, however I know that one of the things that I love about lasers and SCR's is that they *don't* kick, even a transition from 'negligible' to 'none' can be a rather big but subtle difference.
This 'one specific instance' would break things, because both of the bonuses that you want are incredibly frighteningly powerful, and while the amarr/min bonus are both powerful they don't reduce time to kill, but increase the duration that one is able to fight for. |
Sgt Kirk
Fatal Absolution
7250
|
Posted - 2014.08.16 00:53:00 -
[73] - Quote
Alabastor 'TheBlaster' Alcar wrote:i like your ideas on the caldari suit but i kinda like my gallente assault suit how it currently is. The Gallente Assault bonus is a placebo effect, unless it's the Ion Pistol the bonus doesn't mean jack.
Not even the Jove can stop me!
Come at me you sleeping cowards!
You're all the same to me, dead.
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The True Inferno
Myrmidon Syndicate
50
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Posted - 2014.08.16 02:15:00 -
[74] - Quote
Personally, I really dislike the current bonuses for Assault, not because they aren't very useful, mainly because they lock you in using 1 weapon/weapon class. And yes I know "You can freaken fit a different weapon" but the skill act like a mental barrier, say I use the AR, but I skill into Caldari for the shields and went full proto, there would be the sink of over 2 million sp into the bonus of RR reload, which however crap it is, I would still want to make the most of my sp, so would start using the RR so I get the bonus. Though I would not be using my preferred weapon.
Bonuses should not to an area of weapon or type of equipment, they should give a bonus to a range of things.
Say for Caldari Assault, they would get a bonus to range(possible better effecting shorter ranges better than longer ranges or being a set bonus, say 10m maxed skill, not percentage) and a slight bonus to accuracy for all weapons, or Minimatar Assault, they would get a bonus to clip size and weapon reload for all weapons, this would make them quite powerful not just with a CR but with a Shotgun and Mass driver as well. New skills like this would provide dust with more freedom and stuff to do, and make the game overall, quite a bit more fun.
ScP = GÖÑ
Recent fat scout (sentinel w/shotty and cin-cats)
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Chit Hoppened
The Exemplars Top Men.
349
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Posted - 2014.08.16 02:28:00 -
[75] - Quote
Cal - x% Reduction to Kick/lvl Gal - Something to make the Plasma Cannon ******* useful.
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1731
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Posted - 2014.08.16 03:16:00 -
[76] - Quote
I feel like at this point, with the vast majority of us agreeing on the bonuses for Cal and Gal assaults the Min Assault needs some more looking at. Its bonus is a good one but the suit still seems lackluster. Is this because of the HP and fittings or is it its bonus? Discuss.
Fun > Realism
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Jack 3enimble
Vengeance Unbound Dark Taboo
187
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Posted - 2014.08.16 03:23:00 -
[77] - Quote
Mobius Kaethis wrote:I feel like at this point, with the vast majority of us agreeing on the bonuses for Cal and Gal assaults the Min Assault needs some more looking at. Its bonus is a good one but the suit still seems lackluster. Is this because of the HP and fittings or is it its bonus? Discuss.
You're kidding right? Now with charlie everybody and their mothers are skilling into it. Neither the HP, fitting or bonus are a problem on that suit. Beast of a suit |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
50
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Posted - 2014.08.16 13:34:00 -
[78] - Quote
You have a point.
SPAWN.KILL.DIE.RESPAWN.
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Jack 3enimble
Vengeance Unbound Dark Taboo
202
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Posted - 2014.08.16 20:59:00 -
[79] - Quote
Still no reaction from a DEV or CPM. I'll keep bumping this till it happens. It's rediculous, Features and Ideas is here for a reason. I don't think a thread like this should be ignored. |
Arkena Wyrnspire
Fatal Absolution
17068
|
Posted - 2014.08.16 21:15:00 -
[80] - Quote
Jack 3enimble wrote:Still no reaction from a DEV or CPM. I'll keep bumping this till it happens. It's rediculous, Features and Ideas is here for a reason. I don't think a thread like this should be ignored.
I believe the devs go through a quiet period after each patch.
Still, I'm no stranger to having my threads ignored and there's nothing we can do about it.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
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taxi bastard
uptown456 Dark Taboo
209
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Posted - 2014.08.16 21:23:00 -
[81] - Quote
meh,
if you want a range bonus for the gal suit, start it at 3% per level.
i know it does not sound much but 15% can really make a big difference. 25% is too big IMO and as has been stated in this thread its better to start low and see how it goes, rather than high and nerf. little numbers often determine the affect of a engagement.
with the caldari again
5% less kick ..... i still feel this could be too much and the combo would come OP. that 25% less kick could mean 50% more hits because of the easier use which is alot more DPS. i would prefer to see a 10% reduction per level in charge time of the RR as kick is the balancing factor of the RR. |
General12912
Gallente Marine Corps
216
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Posted - 2014.08.16 21:40:00 -
[82] - Quote
no matter how much you appease a group, they will always find something else to complain about
im a Lv 5 Gallente Assault, and i think the current bonus the suit has is wonderful. there relly isnt a reason to change it.
the OP said something about the reduced spread not effecting anything but the assault rifle (assault variant, if you will). i have to say WRONG. it effects the Ion Pistol as well, and i actually enjoy using it as my sidearm.
the Caldari assault bonus if fine too. it allows faster reload speed so you can re-engage your target before they take cover. the only thing this that the Caldari Commando has the same ability along with rail-weapon damage bonus too, so there is a minute reason to change it. if the Caldari Assault bonus is to be changed, i'd say give it the same bonus the Gallente have, only with railgun weapons. weapons such as the Rail Rifle suffer alot from inaccuracy.
Every suit Gk.0 <3
Gallente Federation Patriot
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Jack 3enimble
Vengeance Unbound Dark Taboo
205
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Posted - 2014.08.16 22:40:00 -
[83] - Quote
General12912 wrote:no matter how much you appease a group, they will always find something else to complain about
im a Lv 5 Gallente Assault, and i think the current bonus the suit has is wonderful. there relly isnt a reason to change it.
the OP said something about the reduced spread not effecting anything but the assault rifle (assault variant, if you will). i have to say WRONG. it effects the Ion Pistol as well, and i actually enjoy using it as my sidearm.
the Caldari assault bonus if fine too. it allows faster reload speed so you can re-engage your target before they take cover. the only thing this that the Caldari Commando has the same ability along with rail-weapon damage bonus too, so there is a minute reason to change it. if the Caldari Assault bonus is to be changed, i'd say give it the same bonus the Gallente have, only with railgun weapons. weapons such as the Rail Rifle suffer alot from inaccuracy.
Do you play with the Cal assault on a daily basis? I say the inaccuracy of the RR is due to the heavy kick that no other rifle in this game has. I think a reduction in kick as a suit bonus makes it more accurate in sustained and precise fire.
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Alam Storm
S.A.S 22nd Regiment
69
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Posted - 2014.08.17 01:59:00 -
[84] - Quote
i think the change to both caldari and gallente assault suit bonuses is a great idea
i like the idea that caldari gets the recoil reduction
but i specially love the idea of the gallente getting a small range buff. i have been a gallente assault since closed beta and i have always used the assault rifle. range has always been an issue but i always thought putting a red dot sight on the auto AR would defo improve the rifle but having a range buff defo is a better idea |
Jack 3enimble
Vengeance Unbound Dark Taboo
207
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Posted - 2014.08.17 15:35:00 -
[85] - Quote
Alam Storm wrote:i think the change to both caldari and gallente assault suit bonuses is a great idea
i like the idea that caldari gets the recoil reduction
but i specially love the idea of the gallente getting a small range buff. i have been a gallente assault since closed beta and i have always used the assault rifle. range has always been an issue but i always thought putting a red dot sight on the auto AR would defo improve the rifle but having a range buff defo is a better idea
Range is what the AR needs on the Gal assault to compete with the other racial weapons. |
Alam Storm
S.A.S 22nd Regiment
69
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Posted - 2014.08.17 17:17:00 -
[86] - Quote
Jack 3enimble wrote:Alam Storm wrote:i think the change to both caldari and gallente assault suit bonuses is a great idea
i like the idea that caldari gets the recoil reduction
but i specially love the idea of the gallente getting a small range buff. i have been a gallente assault since closed beta and i have always used the assault rifle. range has always been an issue but i always thought putting a red dot sight on the auto AR would defo improve the rifle but having a range buff defo is a better idea Range is what the AR needs on the Gal assault to compete with the other racial weapons.
thats what im saying having a range buff even a small one for a bonus will defo make a huge difference |
Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
2
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Posted - 2014.08.17 19:56:00 -
[87] - Quote
Arkena Wyrnspire wrote:
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/recoil.
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.
So I would suggest a 5% per level bonus to optimal range for plasma weaponry.
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.
I would recomend a reload speed bonus for the galassault and more bullets (not on the clip size of course).
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Jack 3enimble
Vengeance Unbound Dark Taboo
208
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Posted - 2014.08.17 22:10:00 -
[88] - Quote
Still no DEV or CPM reaction. I posted a link to this thread maybe we can get a reaction that way.. |
Bradric Banewolf
D3ATH CARD
205
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Posted - 2014.08.17 22:32:00 -
[89] - Quote
CCP hates gallente?!
"Anybody order chaos?"
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Temias Mercurial
Knights Of Ender RISE of LEGION
165
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Posted - 2014.08.18 03:44:00 -
[90] - Quote
This post is along the exact same lines of what I suggested in another thread (5th post down and continues), and similar numbers as well, along with the same suggestions of skill changes...
https://forums.dust514.com/default.aspx?g=posts&m=2285192#post2285192
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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