Pokey Dravon
OSG Planetary Operations Covert Intervention
2859
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Posted - 2014.08.17 06:57:00 -
[1] - Quote
I think giving a particular race a DPS bonus for its weapons but not the other 3 suits isn't a good idea, especially since Gallente weapons typically have a higher base DPS than equivalent counterparts anyways. And typically it doesn't take an entire magazine to kill someone, so the point that it doesn't increase damage per magazine isn't really relevant.
Im reluctant to give it a range bonus, but I think that may be the better option over what we currently have, or a RoF bonus. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2860
|
Posted - 2014.08.17 07:19:00 -
[2] - Quote
Daddrobit wrote:Pokey Dravon wrote:I think giving a particular race a DPS bonus for its weapons but not the other 3 suits isn't a good idea, especially since Gallente weapons typically have a higher base DPS than equivalent counterparts anyways. And typically it doesn't take an entire magazine to kill someone, so the point that it doesn't increase damage per magazine isn't really relevant.
Im reluctant to give it a range bonus, but I think that may be the better option over what we currently have, or a RoF bonus. Lorewise yea they are supposed to be the kings of DPS, but in the game pretty much all of the automatic weapons have nearly identical DPS stats, especially when you account for accuracy which puts the GAR on the lower end of the spectrum honestly just barely above the Assault RR. And then on top of that every other weapon has 14-37% more range. I'd say it's not too much of a stretch to offer a 5% raise in DPS for 2.4 million SP and help it towards the direction of actually being a DPS king.
I guess it's just a matter of preference at that point. Id find range more useful than additional DPS, but to each his own. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2862
|
Posted - 2014.08.17 17:37:00 -
[3] - Quote
Daddrobit wrote:But if I wanted range, I'd pick up literally any other assault gun as they all have better range. Even with the 5% buff to range, it still wouldn't match the ACR which also gets a natural bonus of 5% damage due to its damage profile on top of its better range, accuracy, and with the Minmatar bonus, a better mag size as well.
Well let's take a look at the two Assault bonuses that are actually good.
Amarr: Amarr weapons are most definitly hindered by quick heat buildup, making them difficult to use for long periods of time without having a need to wait to cool down. That being said, the rate at which heat builds up is the the biggest weakness of the Amarr weapons, and the Amarr Assault bonus offsets this weakness.
Minmatar: Minmatar weapons have and extremely high rate of fire, but the size of their magazines is not proportionally larger. This means that Minmatar weapons will empty their magazines far faster than any other equivalent weapon. That being said, the size of Minmatar weapon magazines is the biggest limiting factor of Minmatar weapons, and the Minmatar Assault bonus offsets this weakness.
So the two good Assault bonuses both work to offset the primary weakness of the weapons from that race, and I'm a big fan of remaining consistent in the purpose of bonuses within a role, so let's see what kind of bonuses for Gallente and Caldari offset the natural weakness of their weapons.
Gallente: I don't think anyone would think that the rate of fire on Gallente Weapons is too low, in fact its really quite high and performs exceptionally well in CQC because of that. Therefor it's hardly a weakness of the weapon, which is part of why I don't like it as a bonus. I would call out the two biggest weakness of Gallente weapons as Dispersion and Range. Now Dispersion is honestly....not that bad, most weapons in Dust are pretty consistent, and while the Dispersion bonus helps, it feels a bit like the Caldari reload bonus in that its a pretty weak bonus.
So that leaves us with range. And like I said, I'm always a little reluctant with a range bonus given the fiasco we had back in the day with the Sharpshooter skill, but as someone pointed out, even with a range bonus to say the AR, it doesn't trump the second in line. So while I'm still warming up to the idea, Range is probably gonna get my vote.
Caldari: The reload speed is a nice bonus for the Commando, but it falls short of being useful for the Caldari. I think we can all agree that the Caldari bonus is BS. So what are the weaknesses of the Caldari weapons? I'd have to say Charge Time and Recoil. Now charge time does make a lot of sense, as it is certainly a mechanic of Caldari weapons that hinders them in many situations, but we also need to ask ourselves....how much will they benefit? Aside from the Charge Sniper rifle (which I don't really consider an 'Assault' weapon anyways) even a 25% reduction to charge time would be fractions of a second, and which this WOULD help, is that as valuable as a bonus as say the heat reduction or magazine capacity for Amarr/Minmatar? I'd say probably not.
So then you've got recoil. Caldari weapons kick like a mule and make some of those long range kills a real pain in the ass, particularly with weapons like the Magsec. I'm not saying the gun needs perfect stability, but I think a recoil reduction would go a long way in helping players deal with the nasty recoil attached to Caldari weapons. |