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Alena Ventrallis
Vengeance Unbound Dark Taboo
1969
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Posted - 2014.10.20 01:31:00 -
[1] - Quote
Caldari assault: 5% recoil reduction to hybrid - rail weaponry per level.
I don't want it
I just need it
To breath, to feel, to know I'm alive
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1970
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Posted - 2014.10.20 04:42:00 -
[2] - Quote
Sgt Kirk wrote:Gallente Assault (duh :p )
I feel that a Range bonus to Hybrid Plasma would be the best way to solve this issue. I've been debating between the RoF bonus and Range bonus for quite some time but I finally decided to go with the Range.
We could increase range in three ways:
A). Give a slight bonus to both Falloff range and Optimal Range
B). Give a nice bonus to Falloff Range
C). Give a nice bonus to Optimal Range (My personal Favorite)
Any of those three I'd be happy with.
No matter how much you hear random blueberries saying the bonus is useful they are falling victim to the placebo effect and a majority of the time they are in NPC corps. Do not listen to these guys, I've never met another primary Gallente Assault (that's actually good) that said the bonus was good like the Amarr and Minmatar. Caldari Assault user.
But increasing optimal range, like the old sharpshooter skill, was removed for being OP, was it not? Not that I'm against it, but we do need to avoid making the next FOTM if possible.
I think option A you suggested would be a good balance. Say 3% per level. Gives a healthy boost to both. The weakness is range and assaults are all about shoring up the weaknesses of their rifles, but again, wasn't range increases through skills removed for a reason?
I don't want it
I just need it
To breath, to feel, to know I'm alive
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1972
|
Posted - 2014.10.20 19:36:00 -
[3] - Quote
Sgt Kirk wrote:Alena Ventrallis wrote:Sgt Kirk wrote:Gallente Assault (duh :p )
I feel that a Range bonus to Hybrid Plasma would be the best way to solve this issue. I've been debating between the RoF bonus and Range bonus for quite some time but I finally decided to go with the Range.
We could increase range in three ways:
A). Give a slight bonus to both Falloff range and Optimal Range
B). Give a nice bonus to Falloff Range
C). Give a nice bonus to Optimal Range (My personal Favorite)
Any of those three I'd be happy with.
No matter how much you hear random blueberries saying the bonus is useful they are falling victim to the placebo effect and a majority of the time they are in NPC corps. Do not listen to these guys, I've never met another primary Gallente Assault (that's actually good) that said the bonus was good like the Amarr and Minmatar. Caldari Assault user. But increasing optimal range, like the old sharpshooter skill, was removed for being OP, was it not? Not that I'm against it, but we do need to avoid making the next FOTM if possible. I think option A you suggested would be a good balance. Say 3% per level. Gives a healthy boost to both. The weakness is range and assaults are all about shoring up the weaknesses of their rifles, but again, wasn't range increases through skills removed for a reason? You are right and we should not get too crazy with the range if it were to happen but remember that the Game was very different to what we have now. Just to put things in perspective; The Duvolle Tactical has less range than the Rail Rifle and the Duvolle Assault Rifle has less range than the Duvolle Tactical. In my ideal world the Gallente Assault bonus would bounce the Duvolle Assault Rifle to Duvolle Tactical Ranges and put the Duvolle Tactical around the same range as the Rail Rifle. This may sound like it may be OP but the lower Alpha damage will not make it seem like the Rail Rifle at longer Ranges. The Rail has the benefit of higher Alpha so the Falloff doesn't hurt it as much as it would the Plasma Rifles. An interesting point. I am for it, as long as it doesn't encroach onto other rifles' territory. I think the PR should be lacking at range compared to the RR, but I'm definitely in favor of closing the gap some.
I don't want it
I just need it
To breath, to feel, to know I'm alive
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1972
|
Posted - 2014.10.20 19:53:00 -
[4] - Quote
I think Caldari Assault needs a recoil reduction. This is the disadvantage of all rail weapons (BP, RR, SR, Magsec) and helps the weapon apply more DPS, which is what the Amarr and MinAssault suits do.
I don't want it
I just need it
To breath, to feel, to know I'm alive
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2175
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Posted - 2014.11.16 22:12:00 -
[5] - Quote
Charge time and recoil reduction on Caldari Assault.
Gallente has always been difficult, because other than range, they really don't have an area they struggle in. DPS is the highest, They carry plenty of ammo, reload is moderately fast kick is almost non-existent. What really can be buffed?
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2187
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Posted - 2014.11.17 22:07:00 -
[6] - Quote
Monkey MAC wrote:Well both the Amarr and Minmatar bonuses improves their respective race's uptime. A minmatar with an ACR lasts about an extra 0.8 seconds before reloadjng compared to anotjer race weilding the same weapon.
An amarr lasts another 4-5 shots before overheating compared to another race holding the same weapon. Because of this I think Assault bonuses should be geared towards persistency/ sustaining in combat.
Bonuses that would allow a player to continue firing for longer periods of time. Charge time reduction (Caldari only) Reload time reduction Magazine increase Reduced ROF + Increased damage Partial Reloading (reloading during firing - shotgun style - gallante only) Faster movement to ADS Faster weapon switching Heat Sink (chance to not expend ammo from firing) 1 in the chamber (reloading with 0< rounds results in shorter reload - caldari only)
Pick your poison. Personally I rather like the following.
-5% to gallante partial reload speed per level (would require changing AR mechanics to permit partial reloads) +3% to gallante heat sink probability per level (@ Lvl 5 produces a 15% chance to not expend ammunition on a shot)
-5% to caldari charge time per level -5% to caldari intial reload time per level (reduces time to reload before the weapon is cocked, @Lvl 5 produces a 25% bonus to 1 in the chamber reload and a 15% bonus to full reloads) Rather, the assault bonus helps with the weapons weakness.
Scramblers overheat, Amarr assault mitigates it with a heat reduction. Projectile weapons have small clips relative to their ROF and empty very fast, Minmatar assault mitigates that by expanding magazine size. Therefore, since the RR has very high kick and charge time, the Caldari assault should mitigate these. The AR really doesn't have a weakness other than range, and since range bonuses are likely off the table...
Proof that Rattati/CCP do listen to the playerbase.
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