Baal Omniscient
Onslaught Inc RISE of LEGION
2065
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Posted - 2014.10.21 00:51:00 -
[1] - Quote
Hello there Cross, been a while. I'm not actively playing Dust right now, I can't stomach all of the ewar shenanigans with my current abominable internet speeds, but I have ever been for balancing Dust so I feel the need to toss out a couple of suggestions that may not be apparent to others.
Suggestion for Gallente the Assault:Reduce AR Mass
Basically you increase the strafe speed of the Gallente Assault by a fraction per level while you are ADS. The Gallente weapons are mainly CQC brawler weapons, it is true, but their ability to perform at a medium range is still valid. Given that all of the other rifles have better range, giving the Gallente Assault the ability to strafe better when fighting them back seems an obvious choice to me. They are ADS in order to hit you accurately, you are ADS in order to hit them accurately (albeit for reduced damage most likely depending on the exact range of the clash), so in order to reduce the AR's weakness of having a damage reduction due to it's range restrictions in such firefights, increase the Gallente Assault's ability to find cover and dodge incoming fire during such engagements. With this bonus the Gallente Assault can properly compete when dealing with ranged targets, and I feel that is the best bonus you can possibly give to the Gallente Assault. Especially considering their main EHP source is in their low slots and if if they tank speed reducing mods they will need better strafe, and if they tank speed saving mods they need to conserve EHP. This helps them do both when dealing with ranged enemies, their nemesis.
Suggestion for the Caldari Assault:Stationary Recoil Reduction
The RR is balanced (supposedly, but I'll leave that debate for those still playing) by it's recoil and small clip size. Reducing it's recoil is a terrible idea in general because it takes away the one balancing factor that makes a real difference in 1v1 fights (a single clip is sufficient to kill pretty much anyone at longer ranges than any hand held weapon short of a sniper). But think about it for a minute. The only things you can really do to truly improve a RR in an area that it doesn't already surpass other weapons are:
a) increase it's DPS (big no-no) b) increase it's clip size (another big no-no since that would marginalize the Minmatar's bonus) c) reduce it's charge time (which barely exists as it is) d) reduce it's recoil (which is half of what makes it "balanced")
"But wait, didn't you just suggest a recoil reduction?" Yes. Yes I did. A stationary recoil reduction. You see, the rail rifle is a range weapon that should be used at a range as much as possible. And when possible, outside the optimal of other rifles. Which means by giving a buff that supports that play style, you are encouraging the Caldari Assault to become a specialized assault class, as we want it to be to fall in line with the other classes. When crouched and stationary and ADS the Caldari Assault with a RR should be extremely accurate. Of course this makes the suit highly vulnerable to anyone near or behind it, but an ungodly terror to anyone in it's sights. When standing and ADS it should still be fairly accurate, as long as it is not moving. This makes the Caldari Assault a long-range DPS/accuracy monster and gives it it's own niche' on the battlefield alongside the other assaults without giving it an ability that is either unnecessarily OP or useless.
Just some original ideas I thought I'd throw your way, take them as you will. As for what I play, you know I am a jack of all trades and play as everything. But my main playstyle can be seen in my sig. Best of luck my friend, and to all of the Devs and CPM. And to all of you Dustbunnies out there still playing, godspeed. o7
And kittens.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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