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Smooth Assassin
Stardust Incorporation
1464
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Posted - 2014.08.30 10:42:00 -
[1] - Quote
I'm not sure if this has been posted before or not, but if it did, it just proves my point.
Back to the topic... So I've been talking to some guys the other night, and couldn't stop thinking about how useless these two suits are. Look at the Gallente assaults for example, that suit gives bonuses to hip fire and dispersion
Well it would've been great, if guns in this game had any recoil or hard to control-ness at all, let alone a duvolle ar. The caldari suit gets a slightly better bonus, but thats not to say that it is any good, imagine amarr assaults getting the reload speed instead, yeah, thats pretty bad.
Minmatar, while not as good as Amarr assaults, are still okay in their bonuses, I think clip size helps greatly when using smgs and combat ARs, so I'm not complaining about them.
So anyways, I propose that:
Gallente gets 5% rof to gallente weps per level (I'd imagine ammo would deplete faster, so hopefully no "oh god! 25% moar dps")
Caldari gets 2% to caldari wep dmg per level in addition to 20% spool up decrease per level
This is coming from a scout only user, these assaults need something good, if my propositions are bad, think of better options and change the numbers a bit.
Assassination is my thing.
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Nitrobeacon
Freek Coalition Freek Alliance
299
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Posted - 2014.08.30 11:33:00 -
[2] - Quote
Hey you made two of this, one is in feedback section! Anyways like I said, amarr assaults make scr powerful, why don't others offer the same. I agree! |
Tech De Ra
Electronic Sports League
584
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Posted - 2014.08.30 11:49:00 -
[3] - Quote
Smooth Assassin wrote: Gallente gets 5% rof to gallente weps per level (I'd imagine ammo would deplete faster, so hopefully no "oh god! 25% moar dps")
except it is 25% more dps, most people seem to have this "aiming" thing down so it would easily be a 25% increase in dps
So what if they have to reload earlier, they have nanohives and the people they are fighting will be dead much earlier than that
if it was like 2% rof per level, then thats becoming a better suggestion
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2415
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Posted - 2014.08.30 11:55:00 -
[4] - Quote
This is such a bad idea.
First if you spike gallente damage by 25% they will pretty much be the only suits to play. You are.proposing giving a 25%dps boost while leaving caldari with a 10%?
This is a terrible idea given that ttk is a critical issue |
Daddrobit
You Can Call Me Daddy
828
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Posted - 2014.08.30 11:59:00 -
[5] - Quote
Personally I'd prefer for Gallente to have a 3% dispersion bonus and a 1% ROF bonus per level netting only a 20% total bonus compared to everyone elses 25%, but gaining an effective 5% DPS increase as part of it which the other suits don't get.
O.G. Pink Fluffy Bunny
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BL4CKST4R
La Muerte Eterna Dark Taboo
2966
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Posted - 2014.08.30 12:31:00 -
[6] - Quote
For the Gallente I would much rather have 1% clip / 1% rof or just 2% rof; although I do believe the dispersion bonus should be kept because most weapons, including long range weapons, have way better dispersion than the AR, for example the combat rifle and rail rifle has no dispersion even while moving ALL shots go in the center. So unless this is fixed the dispersion bonus should remain.
For the Caldari a 2%-3% kick reduction would be the best, it allows for more accurate long range shots and with the dispersion nerf it is getting it will allow for more effective long range combat.
supercalifragilisticexpialidocious
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Scar Scrilla
369
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Posted - 2014.08.30 12:45:00 -
[7] - Quote
Give the gallente assault suit a +2 % bonus to armor damage for blaster/hybrid weapons ( like the AR if my mind serves me right is a "shield damage weapon"). This way the AR (which some -not me- have stated is the weakest rifle out of them all in terms of range) gets a little buff in CQC against the omnipresent heavies and the GallAssault gets a useful bonus to it's racial rifle, much like the other assaults get a (useful) bonus to their racial weapons.
"Si tacuisses, philosophus mansisses"
" ... or grab a shotgun and REs." - UN1TE
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Groz'zar Kazoku
Sacred Initiative of Combat Killers IMMORTAL REGIME
85
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Posted - 2014.08.30 13:50:00 -
[8] - Quote
Uhhh no if you want a damage boost on your suit. use the commando. The commando is the one with damage boosts. The assault has always been about shoring up the weakenss of weapons not giving them more damage. |
Cody Sietz
Evzones Public.Disorder.
3922
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Posted - 2014.08.30 13:55:00 -
[9] - Quote
Losing that charge up wnd boosting the RR up to old damage values would be a bad idea.
I'd say give them a optimal range increase.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Groz'zar Kazoku
Sacred Initiative of Combat Killers IMMORTAL REGIME
85
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Posted - 2014.08.30 13:58:00 -
[10] - Quote
I said weaknesses not strengths. So they most likely won't do the range increase for the RR. |
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Scheneighnay McBob
Cult of Gasai
5892
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Posted - 2014.08.30 15:15:00 -
[11] - Quote
Breakin Stuff wrote:This is such a bad idea.
First if you spike gallente damage by 25% they will pretty much be the only suits to play. You are.proposing giving a 25%dps boost while leaving caldari with a 10%?
This is a terrible idea given that ttk is a critical issue Meanwhile, allowing caldari to operate out of their niche even better than before.
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Joel II X
Dah Gods O Bacon
3222
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Posted - 2014.08.30 15:44:00 -
[12] - Quote
Only reason to skill into Gallente Assaults is for their slot load out... and even then... |
Jack 3enimble
Vengeance Unbound Dark Taboo
263
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Posted - 2014.08.30 15:49:00 -
[13] - Quote
Cal assault needs a kick reduction bonus allowing them to be more accurate over range with sustained fire. the kick is the drawback of the Cal rifles and sidearms. As for Gal it needs a optimal range increase as the AR rips CQC but is outperformed over range |
Joel II X
Dah Gods O Bacon
3222
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Posted - 2014.08.30 15:50:00 -
[14] - Quote
Gallente Assault bonus:
+2% RoF to Hybrid-Plasma Light/Sidearms per level.
Caldari Assault Bonus:
-2% Hybrid-Rail Light/Sidearm kick per level. |
Zindorak
1.U.P
733
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Posted - 2014.08.30 15:56:00 -
[15] - Quote
No thanks you don't need it anyway
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Jack 3enimble
Vengeance Unbound Dark Taboo
263
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Posted - 2014.08.30 16:47:00 -
[16] - Quote
Joel II X wrote:Gallente Assault bonus:
+2% RoF to Hybrid-Plasma Light/Sidearms per level.
Caldari Assault Bonus:
-2% Hybrid-Rail Light/Sidearm kick per level.
Since the armor suits are able to stack damage mods in the highs without affecting their main tank (read shield users need high and lows for their set up to be effective) I think the rof bonus will make it too strong. U guys need optimal range increase since the range of the AR is low and outperformed by other rifles. That way you have a CQC beast and weapon that performs better at range. Just my 2 isk. |
Jack 3enimble
Vengeance Unbound Dark Taboo
263
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Posted - 2014.08.30 16:48:00 -
[17] - Quote
double post |
Smooth Assassin
Stardust Incorporation
1464
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Posted - 2014.08.30 17:12:00 -
[18] - Quote
Okay I just edited the thread, hope we get CCP's attention on this, as I trully believe that these guys need some viable bonuses.
Assassination is my thing.
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Joel II X
Crux Special Tasks Group Gallente Federation
3225
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Posted - 2014.08.30 21:01:00 -
[19] - Quote
Jack 3enimble wrote:Joel II X wrote:Gallente Assault bonus:
+2% RoF to Hybrid-Plasma Light/Sidearms per level.
Caldari Assault Bonus:
-2% Hybrid-Rail Light/Sidearm kick per level. Since the armor suits are able to stack damage mods in the highs without affecting their main tank (read shield users need high and lows for their set up to be effective) I think the rof bonus will make it too strong. U guys need optimal range increase since the range of the AR is low and outperformed by other rifles. That way you have a CQC beast and weapon that performs better at range. Just my 2 isk. I completely understand your reasoning, but I disagree with your proposal.
The bonus is solid, but the damage mod locations and purposes should be the things that get fixed.
I still stabs by my opinion is splitting the damage mods by shield and armor types and placing them in different slots. |
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