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MINA Longstrike
Kirjuun Heiian
1411
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Posted - 2014.10.20 12:11:00 -
[1] - Quote
Cross Atu wrote:I have for quite some time now been hearing that while the Amarr and Minmitar racial bonuses are useful the Gallente and Caldari bonuses are a bit lack luster.
As such input and feedback is being sought regarding the state of Gal and Cal racial bonuses, and how to polish the experience and utility of same.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross
PS ~ Allow me to preemptively state that both direct range and direct damage buffs are likely off the table due to game wide weapons balance considerations and that the current intent of maintaining some degree of racial flavor within the bonus selected is indented to be maintained. That being said let's put our heads together and figure out a way to improve these racial buffs.
I feel largely that this is simply a perceptional bias - don't get me wrong, the amarr and minmatar bonuses are quite good but they're only perceived to be better than gallente and caldari bonuses because they are the *only* source of these bonuses. The gallente bonus in particular (now that we have a bit more information on how dispersion works) is UNBELIEVABLY powerful when moving and shooting it just isn't perceived to be that powerful because it's a 'non-visible' bonus (even with one level in min/amarr or cal suits you can see and feel the differences +rounds/lvl or slightly faster reload).
I've spoken at length before about how in other games 'non-visible' bonuses almost have to reach the point of being overpowered before they end up being valued by players in them - Imagine a module in dust where you could fit it to your suit and it gave everyone in your squad +30 armor, 2hp/second reps and -15% shield delays, no matter where they are on the map.... this is an incredibly powerful module, yet it would only have say half the perceived value as a complex reactive plate despite proving a much larger numerical advantage. You can read a bit about it from a LoL designer's perspective in the first bit of 'power without gameplay'.
I strongly feel that any bonus to the assault suit should be 'performance' related rather than buffs to straight killing power (like damage, rate of fire, or range which affects how well you're able to project DPS) and for the most part all of the races currently fit that design value with a bit of minor tweaking here and there.
The gallente assault bonus is very good right now, the caldari assault's reload bonus is the exact same as the commando's and that's fine - except the commando also gets a damage buff on top of it as well, while the caldari assault gets nothing else. I think that adding a kick reduction of 5% per level to the caldari assault suit would make it a bit of a stronger choice when it comes to rail weaponry, helping make weapons like the assault rail rifle, magsec smg or even the sniper rifle perform more optimally in all situations. Currently the caldari lineup of weapons handles exactly the same on every suit in the game, instead of handling better on the race of suits they're intended for.
Throwing a bone to the gallente players though, I think the assault rifle needs some slight range buffs and the rail rifle could use some slight range/performance nerfs on non caldari suits.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1412
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Posted - 2014.10.20 18:56:00 -
[2] - Quote
If the assault rifle gets a range buff I'd like to see it happen on the assault rifle itself, rather than be a bonus to the suit.
Arkena Wyrnspire wrote:Blueprint For Murder wrote:Did you read the thread m8?
"Allow me to preemptively state that both direct range and direct damage buffs are likely off the table due to game wide weapons balance considerations and that the current intent of maintaining some degree of racial flavor within the bonus selected is indented to be maintained. That being said let's put our heads together and figure out a way to improve these racial buffs."- Cross atu Likely off the table, yes. That does not prevent me from expressing my opinion.
Tl;dr "I know that it's off the table but I'm still going to cry about how bad I want an overpowered buff to MY suit."
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1412
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Posted - 2014.10.20 19:46:00 -
[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
I am heavily against an optimal range buff on the assault suit, as that directly affects the ability to *project* DPS. I can sympathize with the desire for a range buff on the assault suit, because currently plays within the same schoolyard as the vastly the bully called the HMG, but I feel that this should be a buff to the default value of the weapon itself, rather than something slapped on to the suit to compensate a subpar weapon. I do not feel that *any* assault should be outright better from a damage or ability to project damage than a non-assault, any damage or range buffs throw this out the window completely.
I am all for the assault rifle being in a healthy place, so long as that healthy isn't solely relegated to the hands of the assault. If it were to be relegated solely to the assault I feel that it could have an incredible negative effect on the game as a whole.
I think the 'template' for assaults should be more akin to the Amarr assault, in that the bonus helps make a decent weapon much better by slightly compensating for a drawback, or accentuating a strength. With the Minmatar the bonus is quite good (though I absolutely despise it for being relatively unoriginal and not applying to 50% of minmatar weapons). In the Caldari case while we are happy with the reload speed, a reduction of spoolup is not a meaningful bonus as spoolup is already fairly negligible, kick reduction on the other hand makes the weapons perform much better the longer a fight goes on (which ties back in to the template set by the Amarr and Minmatar).
In the case of the Gallente there are a few downsides to their weapons that aren't necessarily universal or if they are, are points of design balance. Starting with the Assault rifle: -Low range (should be buffed on the rifle itself) -Low total ammo carried (on the standard / burst variants) -Low magazine capacity (on the tactical / breach variants - offset by having some of the best damage/magazine) -Relatively high dispersion on most models (compounded with movement, but compensated for by current assault skill).
Ion Pistol - Low range - high dispersion - 'low' total ammo - Poor charged shot functionality Designed mostly to be this way
Shotgun -Low range -Low total ammo carried -high dispersion (compounded when moving) -Lengthy reloads
Plasma Cannon -Low total ammo. -Long reload time. -not a hitscan weapon -1 shot wonder.
The only real 'feelgood' universal buff that can be given is to gallente assault that benefits all weapons is reload speed, and then the next buff should target the most common factor of non-specialist weapons which is dispersion while moving, kick is fairly negligible or non-existant on most gallente weapons.
My proposal is a 5% buff to reload speed and a 5% reduction to hipfire dispersion.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1412
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Posted - 2014.10.20 19:51:00 -
[4] - Quote
Blueprint For Murder wrote:Lol and thats why you shouldn't skype with strange people on the net lolz. Did he/she convince you lol? ..Sigh..
Back to the topic: The goal should be to make each classes more unique instead of attempting to generalize them or attempt to make them over powered; It might even help if you Imagine the RR and CR in a balance state.
Yeah I like how people weren't buying into arkena and kirks crap so rather than have an intelligent debate about the merits of such buffs we instead go directly to crying to the CPM member on Skype and now we have him honestly considering a incredibly unbalanced by design buff.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1412
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Posted - 2014.10.20 19:58:00 -
[5] - Quote
Cross Atu wrote:More specifically to the point, Is it the buff type or the numeric value which causes issues?
It's the buff type. Any buff to range affects ability to *project* dps, which is inherently unbalanced when it comes to assault vs non-assault. Because the assault suits are so good now, buffs to them should not ever affect up front dps versus other suits, but their ability to project that dps over time - assaults should be used for staying power and slaying power not for being the I win because i murder 55% harder suit. Assaults should be oriented towards damage over time, rather than frontloaded damage. Range is a buff that affects damage over time from a distance.
It's quite clear that the assault rifle needs a range buff, but that needs to happen to the assault rifle itself - it's in the same rough engagement range as the HMG, which really hurts its function as a primary weapon.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1413
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Posted - 2014.10.20 20:10:00 -
[6] - Quote
Middas Betancore wrote:So if we buff the plasma rifle optimal 5-8m, what should the gal assault have with its new found optimal range?
If we fixed the optimal on the rifle I don't think there is a need for an optimal range buff on the suit.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1413
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Posted - 2014.10.20 20:27:00 -
[7] - Quote
Cross Atu wrote:MINA Longstrike wrote:Cross Atu wrote:More specifically to the point, Is it the buff type or the numeric value which causes issues?
It's the buff type. Any buff to range affects ability to *project* dps, which is inherently unbalanced when it comes to assault vs non-assault. Any buff to DPS affects balance of assaults vs non assault. Because the assault suits are so good now, buffs to them should not ever affect up front dps versus other suits, but their ability to project that dps over time - assaults should be used for staying power and durational slaying power not for being the 'I win because i murder 55% harder suit'. Assaults should be oriented towards damage over time, rather than frontloaded damage - this is the template set by the amarr and minmatar. Range is a buff that affects damage over time from a distance which throws assault vs non assault. It's quite clear that the assault rifle needs a range buff, but that needs to happen to the assault rifle itself - it's in the same rough engagement range as the HMG, which really hurts its function as a primary weapon. This is in reference to the mentioned Gal bonus yes? Rather than the mentioned Cal bonus? Presuming that is the case an elaboration also needs to be made for more weapons that the Gal AR (not saying this needs to happen in your quoted text, just in general) because the assault bonus being defined by a single weapon seems like a poor method to take. In the case of the Gal this makes finding applicable buffs tricky. I realize that "feel" is more than a little slippery when it comes to how it interacts with numeric balance and certainly giving something extra power because the feel isn't as appealing will rarely result in a positive outcome so keeping an eye on that is key. 'Threading the needle' this point consists of finding something which address the consistent requests for a more meaningful Gal/Cal bonus, applies to more than one weapon sub-type within the racial line, and does not break the power curve. Some of this stuff is apples to oranges but it is all relevant.
It's mostly in regards to any weapon. If you look at the scrambler rifle or laser rifle they still function very well when used on non-amarr suits, they just function better over extreme lengths of time when used on the amarr suit.
I'll agree that the potential desired buffs on the gallente are a bit wonky to try and find balance for, which is why in one of my previous posts I suggested a reload speed bonus as the primary 'good feeling' bonus, and then the hipfire dispersion reduction as the less obvious but far more performance related buff.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1414
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Posted - 2014.10.20 20:38:00 -
[8] - Quote
Correct. Reload and Dispersion for gallente. Reload and Kick for caldari.
Provides a bonus to every weapon and some performance to 'primary' weapons.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1417
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Posted - 2014.10.20 21:00:00 -
[9] - Quote
I'm against nerfing weapons just to give them buffs on certain suits, but I will agree that certain weapons need a bit of tweaking.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1418
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Posted - 2014.10.20 23:30:00 -
[10] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1418
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Posted - 2014.10.20 23:50:00 -
[11] - Quote
I had to prune a little bit simply due to quotation limits.
Arkena Wyrnspire wrote:The Gallente assault bonus is ineffective.
Nobody has ever needed less recoil on an assault rifle. Or any of the other Gallente weapons, for that matter.
It is only in a few cases that lower dispersion is useful.
Lower dispersion is not useful for the assault, breach, or burst plasma rifles. The dispersion on them is entirely tight enough for any form of CQC already, especially on the breach - you cannot possibly need tighter hipfire on the breach.
The only rifle it has some use on is the TAR, and even less so now than it did previously after the hipfire was tightened so significantly. The TAR hipfire is now quite happily up to the task of sometimes engaging targets CQC.
The shotgun does not benefit because everything relies on the centre of the reticle, and recoil has certainly never been a problem for it.
The ion pistol no longer needs the bonus to be mildly functional and is now an adequate weapon in its own right.
Thus, the bonus does not give a significant benefit to any Gallente weapon. In comparison to this, we have the Amarr assault bonus, which has earth-shatteringly powerful effects for the SCR and LR, and the Minmatar assault bonus, which covers the main weakness of the CR and turns it into even more of an engine of destruction.
How, exactly, can the hipfire bonus possibly be construed as 'UNBELIEVABLY POWERFUL'?
This is mostly your opinion presented as though it were fact, not arguments based on solid numbers or hard evidence. Also try moving when shooting, that's really what the gallente bonus is for. Essentially what you've said here boils down to a 'no true scottsman' fallacy and/or an appeal to emotion.
Arkena Wyrnspire wrote: The bonus is not spurned because it is not very visible, it is spurned because it is ineffective.
Prove it. Please, I'd love to see you try. This is refutation without any actual information provided. FYI I have an alt with gallente assault 5 and I can tell you from experience that it is an effective bonus.
Arkena Wyrnspire wrote:How do you define 'performance'? The Amarr bonus certainly translates very well into actual killing power - the Amarr assault allows you to reliably use the SCR charged shot in vollies without overheating, which gives an absolutely massive performance hike over the unbonused form. That gives a significant advantage in killing power. I'll be a bit more specific here and make it a statement of 'durational performance'. Lasers and projectiles shoot more bullets, plasma doesn't build as much dispersion over time.
quote=Arkena Wyrnspire]Ability to project DPS? That is, apparently, the purpose of the present Gallente bonus - the only advantage tighter hipfire can possibly give is an increase in the ability to apply damage. I'm curious as to why you advocate not having such bonuses in the assault lineup but support the current iteration in the same breath. Range does not make a suit more deadly from the first moment of an engagement, it merely increases the versatility of the weapon.
If assaults should be 'more deadly because their weapon still functions well the longer an engagement drags on', then the Gallente bonus again does not fit in. Unlike the other bonuses, it has no effect on either DPS or sustained DPS. [/quote] Maybe you should read the sticky on how dispersion works, it's in general discussion, dispersion builds over time when firing which makes the dispersion reduction a durational performance bonus and a particularly good one when moving and shooting like people often do when strafing around in cqc fights. Also range *does* make a suit more deadly from the first moment of an engagement when there is a difference in ranges - how often do you charge across open terrain to get at the rail rifle user who noticed you the same time you noticed him? Assuming all other things being equal, the person with higher range is immediately more threatening in a fight.
Arkena Wyrnspire wrote:As for commandos being the best with their weapons... Really? You say that it only holds true if assaults cannot damage mod past the bonus and that most can't, but... Most can. Both the Amarr and Gallente commandos will be outperformed in terms of raw damage by the equivalent assaults because both assaults can damage mod much more heavily than the commandos. Additionally, the Amarr assault is specifically favoured over the commando for its beneficial effects. If you ask the the LR aficionados whether they would rather use the assault or the commando, they will answer the commando. I guarantee you that the winner of the LR officer weapon used an Amarr assault simply because the Amarr assault is much more damaging with the LR.
The only case in which this can be held to be correct is perhaps the Caldari commando and the sniper rifle - this unique instance due to the importance of alpha in the sniper role. Before the tweaks to damage mods commandos were easily the most damaging. Also do happen to know a few laser rifle aficionados, including one who competed in the officer weapon event and placed third with 2751 kills - they choose the assault suit for durational performance, however when damage mods were still at 7% for complex a commando *always* beat an assault in damage over 60 shots, in situations where the assault and commando were shooting at each other and had similar hp values the commando would always win, even though the assaults extra 20 shots accounted for more total damage over time.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
1420
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Posted - 2014.10.21 18:33:00 -
[12] - Quote
Blueprint For Murder wrote:As for a blanketed buff another equipment slot would allow us to use our pointlessly high CPU/PG.
Assaults already have the highest number of slots in the game, they don't need to carry around excessive amounts of equipment either. Give assaults more equipment and you immediately make logi's less desireable.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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