Pokey Dravon
OSG Planetary Operations Covert Intervention
2862
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Posted - 2014.08.17 17:37:00 -
[31] - 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. |
JARREL THOMAS
Dead Man's Game
343
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Posted - 2014.08.17 17:42:00 -
[32] - Quote
Arkena Wyrnspire wrote:Monty Mole Clone wrote:
10 rounds is almost a full second longer than what you can currently hold down r1, not to be sniffed at if you ask me. then you have 28 clip duvolle tac, 46 clip breach and 70 clip burst
Yes, and meanwhile there's another bonus doing exactly the same thing which gives 25% - a larger bonus. Why is it a problem here and not on the CR? You've also just highlighted a problem with this scenario. You've got almost a 100% increase on the TAR while you've got a less than 20% increase on the Duvolle. That's not exactly balanced. Vell0cet wrote:Echo 1991 wrote:Gal bonus should be a range or RoF increase. Caldari bonus should be maybe a kick reduction or Something else. If they did get a range bonus (which is a dubious bonus) it should be an increase to falloff only and not to optimal. Optimal would be way OP. How would it be OP? Even with a 25% optimal bonus, it wouldn't beat the range of a CR. JARREL THOMAS wrote: 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.
Giving them a range bonus wouldn't work because there short range kings (cr aren't supposed to kings of cqc) giving ar's range isn't good. Giving them rof or dps would be sufficient.
Laser weaponry is meant to overheat and CRs are meant to have short clips. Those are their drawbacks. But they're reduced by the assault's bonus. Why is it a problem if the Gallente weakness, range, is reduced? Again, even with a 25% optimal increase the AR wouldn't beat the optimal of a CR. It'd still be the shortest rifle in the game - but a little more able to defend itself apart from in extreme CQC where its performance is decidedly mediocre anyway.[/quote]------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Because its making something it's not. But I would be fine with it if it was the cqc king adding a range bonus ATM. You stated it's range would be less than a cr then why give it a bonus that would still be demolished by other riffles at range and still not be a cqc king.
Caldari Loyalist
I speak for the rabbits
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