Aeon Amadi
Fatal Absolution General Tso's Alliance
6752
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Posted - 2014.10.21 01:10:00 -
[1] - Quote
While the concepts of increased range for the Caldari and increased damage for the Gallente are obvious choices (and rightfully so, given their general nature) I would much rather see something unique and out-of-the-box.
IMO, you could potentially 'soft-bonus' the damage output of the Gallente by - rather than directly increasing damage of hybrid weapons - give a fitting reduction or efficiency increase on Damage Mods. There's really not that much useful in the high-slots for Gallente so it's sort of a go-to choice anyway for Gallente Assault players anyway.
Now, the Caldari Assault on the other hand, is a tough one. Mostly because there genuinely is -nothing- that you can give to the Caldari's weaponry which would honestly benefit their style other than range. I do, however, feel that this would be a golden opportunity to reduce the Rail Rifle's effectiveness in close range and at the same time make it a ****in' power house in the Caldari Assault's hands (more-so then it already is).
How I would personally do that is by applying the same mechanisms that are applied to the Laser Rifle in that it has reduced damage efficiency up to a certain range (say 30m or something) and then revert that effect with the Caldari Assault's bonus in both directions. (NOTE: I can't remember the RR's range by heart so, just throwing out numbers here) So, if it's optimal range is 30 - 70 meters, and one level of the Cal Assault gave a 5% bonus... It'd be 22.5 - 87.5 meters optimal range at level 5.
But then again there does seem to be some aversion to changing the mechanics on the weapon solely to compliment a future change on the assault, so I dunno. Just spit-balling here.
EDIT: In my fantasy world though, I'd just modify the code on the damage mods to make a 'range increase' module for the low-slots and just apply an efficiency bonus to them for the Caldari Assault.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6752
|
Posted - 2014.10.21 01:12:00 -
[2] - Quote
True Adamance wrote:Boot Booter wrote:
This right here.
Caldari - 5% bonus to rail reload and 5% rail kick reduction per level.
Allows cal to be very efficient and sustain damage from long range
Gallente - 5% blaster dispersion reduction and 5% reload speed bonus to blasters per level
Fits into CQC brawling. Accurate hip fire, pop behind cover with high armor reps and quick reloads.
These bonuses don't affect the damage vs range balancing that Rattati worked hard for and make just too much sense. Rail charge time is also not favorable for cal because it affects dps of bolt and charge sniper.
Literally no reason Cal or Gal Should receive buffs to two weapons statistics at a 5% modifier.
Let alone contend with the Commando's reload speed bonus
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