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Jack 3enimble
Vengeance Unbound Dark Taboo
438
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Posted - 2014.10.20 12:59:00 -
[1] - Quote
Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&t=171650
I made a thing.
LOL I've sent Cross a message ingame to look at this. He did, hence this thread. |
Jack 3enimble
Vengeance Unbound Dark Taboo
439
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Posted - 2014.10.20 16:02:00 -
[2] - Quote
Gabriella Grey wrote:Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&t=171650
I made a thing. The amarr weapons are suppose to be much older, the suit is suppose to be made to use this weapon the best. The gun has a -20 to armor, which their suit is about armor. Currently Gallente suits have passive armor repair, the Minmitar still have a primary assault weapon that needs balancing. People that just want a buff in range are not looking at how will it effect the other weapons and their relation. The gallente assault rifles do not suffer from drawbacks in using it like the amarr weaponry. The rail rifle has a bit of a charge but it doesn't have a mechanic that gives this weapon some type of hang up. If anything its current stats need to be reduced for those who use that weapon making those particular assault suits the best. If people would take the time to understand how this will effect the other weapons, and CCP takes into account how this effects their balancing issue the counter to working backwards just may stop.
You must use Amarr. Ever tried to pin people in from range with sustained fire while using a rail rifle and staying on target.
Drawback of the RR is the kick over time and the charge up time, yet people only seem to see the charge up as a drawback on a weapon that has the highest kick of all the rifles. |
Jack 3enimble
Vengeance Unbound Dark Taboo
442
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Posted - 2014.10.20 19:01:00 -
[3] - Quote
Cross Atu wrote:Brain Storming wrote:Gal Assault +5% per level to OPTIMAL weapon range with Gal LWs (this would not alter any absolute range values only increase the portion of the weapons current range profile which is considered within its optimal range).
Cal 10% per level reduction to charge time of Caldari weapons - This would include value for the MagSec - This would be a substantial buff to the charged sniper, but only applies to the assault suit so would create another sub-set of possible sniper play (numbers/degrees would need some evaluation)
Alternate Cal suggestion X% improvement to hipfire per level - This would make tac sniping more viable - This is intended to happen hand in hand with INCREASED hipfire kick (or dispersion) on the RR to reduce its general CQC application (this is a change that is already being looked into as RR is not supposed to be a strong CQC weapon) - This would allow another method to touch up the Bolt Pistol by increasing its base spread while still allowing for high levels of function at max assault skills Current roughed out idea(s) from conversations so far (I'm still catching up on the thread since I posted it right before I left for work yesterday). I am interesting in perceptions on this (and of course feel free to continue to put forth other ideas). Cheers, Cross
This would make the Charge Sniper so OP it renders all sniper rifles useless. Besides the real drawback of rail weaponry is kick and its inability to sustain fire in a accurate manner. Not charge up time imho
EDIT
All caldari suits proto. First proto suit was assault |
Jack 3enimble
Vengeance Unbound Dark Taboo
444
|
Posted - 2014.10.20 23:34:00 -
[4] - Quote
Cross Atu wrote:Jack 3enimble wrote:Cross Atu wrote:Brain Storming wrote:Gal Assault +5% per level to OPTIMAL weapon range with Gal LWs (this would not alter any absolute range values only increase the portion of the weapons current range profile which is considered within its optimal range).
Cal 10% per level reduction to charge time of Caldari weapons - This would include value for the MagSec - This would be a substantial buff to the charged sniper, but only applies to the assault suit so would create another sub-set of possible sniper play (numbers/degrees would need some evaluation)
Alternate Cal suggestion X% improvement to hipfire per level - This would make tac sniping more viable - This is intended to happen hand in hand with INCREASED hipfire kick (or dispersion) on the RR to reduce its general CQC application (this is a change that is already being looked into as RR is not supposed to be a strong CQC weapon) - This would allow another method to touch up the Bolt Pistol by increasing its base spread while still allowing for high levels of function at max assault skills Current roughed out idea(s) from conversations so far (I'm still catching up on the thread since I posted it right before I left for work yesterday). I am interesting in perceptions on this (and of course feel free to continue to put forth other ideas). Cheers, Cross This would make the Charge Sniper so OP it renders all sniper rifles useless. Besides the real drawback of rail weaponry is kick and its inability to sustain fire in a accurate manner. Not charge up time imho EDIT All caldari suits proto. First proto suit was assault I have not sniped in any meaningful way since beta, please elaborate. o7
Charge sniper does the highest base damage of all sniper rifles (excluding officer). Now imagine with the charge up time reduction everybody and their mothers will be running Charge snipers on Cal assaults, because it will do the most damage the fastest. What sniper will you use, not the ishukone ;)
Abscence of meaningful sniping is because of poor map design. Sniper rifle damage the way it is now is fine. I just don't want to see redline snipers abuse my suit with a charge sniper rifle, because when we face the facts redline sniping is still a issue and the cries for nerfs are always around the corner. Assault suits are there to attack and not pigeon wire-ing (I mean this in a less dickish way than I wrote it lol) |
Jack 3enimble
Vengeance Unbound Dark Taboo
444
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Posted - 2014.10.20 23:37:00 -
[5] - Quote
MINA Longstrike wrote:Arkena Wyrnspire wrote: Charming as always I see, MINA.
How despicable of me to talk to a CPM member who asked for feedback. A disgusting effort to horribly unbalance all the things ever in my favour, by all accounts. Truly, it is outrageous that someone would dare put forward their opinion. Had I not gone for complete transparency and posted the entire conversation, you wouldn't even have known that I was relevant here. Clearly a shadowy and nefarious attempt to make something overpowered!
Sarcasm aside, do you have a personal problem here? When did Kirk or I post something incendiary? Do you simply disagree with our opinions? If it's simply that you disagree, I suggest trying to find a more civil way of disagreeing in future. A simple 'I disagree' would have sufficed. If you feel the need to insult people merely because they don't share your opinion, perhaps you're not ready for civil discussion?
If you have a problem with what I said to Cross, explain what it is, rather than bitching about me expressing my opinion.
In the some four or five threads that have been raised about this issue, you have continued to completely ignore any points that don't suit your agenda. Any information that disagrees with your perceptional bias is wrong - no matter how factually correct it is. To be perfectly honest, yes I do have some issues with you being the first to run to the CPM to get your 'side' in without anyone there to point out where your arguments contain logical or factual fallacies. If you want to talk about insulting people, pot meet kettle, you're black.
To be perfectly honest he kept the attention going to this subject with threads (change to BOTH cal and gal bonus). What did you do? |
Jack 3enimble
Vengeance Unbound Dark Taboo
450
|
Posted - 2014.10.23 15:52:00 -
[6] - Quote
Arkena Wyrnspire wrote:I see no reason why a recoil bonus on the Calassault should be ADS specific. It's not going to morph into an ungodly engine of destruction if the reduction applied to hipfire as well.
This. besides ARR sights are ****, you need to hipfire that thing CQC. Recoil reduction should not be limited to ADS, general weapon performance of reducing kick per lvl with weapon operation goes for ADS and hipfire. Why should the assualt bonus be limited to kick per lvl when ADS. Because it's the RR? |
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