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CeeJ Mantis
Mantodea MC
50
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Posted - 2014.10.20 20:30:00 -
[91] - Quote
Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms.
Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me.
Longest plasma cannon kill: 236.45m
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Cross Atu
OSG Planetary Operations Covert Intervention
3377
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Posted - 2014.10.20 20:35:00 -
[92] - Quote
MINA Longstrike wrote: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.
I may have overlooked said post or not gotten to it yet, I am reading this thread from both ends as well as catching up on e-mail and skype so I'm in several places at once
Tracking now though (at least I think) Advocated method = Combined reload speed and dispersion buffs (correct?)
See a cool idea thread? Mail me the title and I'll take a look =)
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MINA Longstrike
Kirjuun Heiian
1414
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Posted - 2014.10.20 20:38:00 -
[93] - 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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Cross Atu
OSG Planetary Operations Covert Intervention
3377
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Posted - 2014.10.20 20:49:00 -
[94] - Quote
CeeJ Mantis wrote:Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms. Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me. If true then yes that would cover the concept I'm talking about. I haven't heard of that before but sidearms are one of my least versed areas of Dust so it may be true and I just don't know about it, I couldn't honestly say.
See a cool idea thread? Mail me the title and I'll take a look =)
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CeeJ Mantis
Mantodea MC
50
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Posted - 2014.10.20 20:53:00 -
[95] - Quote
MINA Longstrike wrote:Correct. Reload and Dispersion for gallente. Reload and Kick for caldari.
Provides a bonus to every weapon and some performance to 'primary' weapons.
It also maintains the parity of the Gal/Cal having similar, yet opposite statistics. Gals have high dispersion/low kick weapons, and the Cal have low dispersion/high kick weapons. Their assaults would have bonuses that make up for their weapon's major flaw, and it applies to all of their weapons (except NK and SL).
Still a lot of overlap with the commando, but I think the commando is largely about carrying light weapons and having high damage. I can accept this.
Longest plasma cannon kill: 236.45m
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John Demonsbane
Unorganized Ninja Infantry Tactics
4214
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Posted - 2014.10.20 20:56:00 -
[96] - Quote
CeeJ Mantis wrote:Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms. Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me.
They don't afaik. And that segues nicely into 2 questions I have.
(Disclaimer: I only run Amarr assault to have fun with laz0rs. I have not used the Cal assault in a long long time, since I got my Templar BPO there was no need to use the Dragonfly assault anymore. Same with Gal. I used to use the AR all the time, like everyone, but not for a while now)
1)Gallente and Caldari have by far the most diverse collection of weapons in the game. I therefore donGÇÖt get why a bonus that does not help all of them is a major problem. Example: The Amarr assault bonus only helps TWO weapons (We only have 3, 4 if you count the now-useless AScR). ThatGÇÖs not a valid reason to not use a particular bonus. This is a minor point, but to keep this discussion on track it really should not be forgotten.
2)Why exactly do we have to buff the AR to the point that it would become a viable option to go up against an HMG in CQC? IMO, the point of the AR should be to destroy anyone using a different light weapon in CQC. HMG vs AR should be no contest as the assault is more mobile.
One other thing, which I think is what morte was getting at: The RR is a dominant weapon, it doesnGÇÖt need a whole lot of help, unlike the AR. Why not GÇ£adjustGÇ¥ it to the point it becomes similar to the ScR (would still better than the LR) where it works OK on another suit, but if you really want to make it shine, you need to use the Cal assault? Meaning, increase the BASE charge up time, but with a Cal assault, the charge up time is still LOWER than it is now. Why is that such a horrible idea?
I'm not trying to be an a$$ here, and I acknowlege I have nothing to gain or lose from this, but I'm just curious why these things are or are not part of the discussion.
(The godfather of tactical logistics)
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MINA Longstrike
Kirjuun Heiian
1417
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Posted - 2014.10.20 21:00:00 -
[97] - 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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Gabriella Grey
THE HANDS OF DEATH RUST415
197
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Posted - 2014.10.20 22:22:00 -
[98] - Quote
Post on Rail Rifle
Always Grey Skies
Leader of the Alpaca Commandos
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Arkena Wyrnspire
Fatal Absolution
18285
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Posted - 2014.10.20 22:23:00 -
[99] - Quote
MINA Longstrike wrote: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.
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.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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CeeJ Mantis
Mantodea MC
51
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Posted - 2014.10.20 22:32:00 -
[100] - Quote
Arkena Wyrnspire wrote:MINA Longstrike wrote: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. 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. How about we stop the name calling and finger pointing on both sides (your above post is doing the same accusatory stuff you dislike) and keep this on topic. Personal stuff derails too many forum topics. You can send in-game PMs or exchange numbers to talk about personal issues. Or even start a new topic (not advised). This thread is going somewhere, and I for one would like to see continued discussion and useful input on things.
Longest plasma cannon kill: 236.45m
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Blueprint For Murder
Immortal Guides
146
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Posted - 2014.10.20 22:39:00 -
[101] - Quote
It seems the thread has been derailed. I will take my leave.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Cross Atu
OSG Planetary Operations Covert Intervention
3379
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Posted - 2014.10.20 22:45:00 -
[102] - Quote
John Demonsbane wrote:CeeJ Mantis wrote:Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms. Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me. They don't afaik. And that segues nicely into 2 questions I have. (Disclaimer: I only run Amarr assault to have fun with laz0rs. I have not used the Cal assault in a long long time, since I got my Templar BPO there was no need to use the Dragonfly assault anymore. Same with Gal. I used to use the AR all the time, like everyone, but not for a while now) 1)Gallente and Caldari have by far the most diverse collection of weapons in the game. I therefore donGÇÖt get why a bonus that does not help all of them is a major problem. Example: The Amarr assault bonus only helps TWO weapons (We only have 3, 4 if you count the now-useless AScR). ThatGÇÖs not a valid reason to not use a particular bonus. This is a minor point, but to keep this discussion on track it really should not be forgotten. 2)Why exactly do we have to buff the AR to the point that it would become a viable option to go up against an HMG in CQC? IMO, the point of the AR should be to destroy anyone using a different light weapon in CQC. HMG vs AR should be no contest as the assault is more mobile. One other thing, which I think is what morte was getting at: The RR is a dominant weapon, it doesnGÇÖt need a whole lot of help, unlike the AR. Why not GÇ£adjustGÇ¥ it to the point it becomes similar to the ScR (would still better than the LR) where it works OK on another suit, but if you really want to make it shine, you need to use the Cal assault? Meaning, increase the BASE charge up time, but with a Cal assault, the charge up time is still LOWER than it is now. Why is that such a horrible idea? I'm not trying to be an a$$ here, and I acknowlege I have nothing to gain or lose from this, but I'm just curious why these things are or are not part of the discussion.
I'm curious about some more detailed discussion on the pros and cons of this^
Anyone care to wade in and provide some 'line by line' analysis?
See a cool idea thread? Mail me the title and I'll take a look =)
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hfderrtgvcd
920
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Posted - 2014.10.20 22:49:00 -
[103] - Quote
Cross Atu wrote:John Demonsbane wrote:CeeJ Mantis wrote:Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms. Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me. They don't afaik. And that segues nicely into 2 questions I have. (Disclaimer: I only run Amarr assault to have fun with laz0rs. I have not used the Cal assault in a long long time, since I got my Templar BPO there was no need to use the Dragonfly assault anymore. Same with Gal. I used to use the AR all the time, like everyone, but not for a while now) 1)Gallente and Caldari have by far the most diverse collection of weapons in the game. I therefore donGÇÖt get why a bonus that does not help all of them is a major problem. Example: The Amarr assault bonus only helps TWO weapons (We only have 3, 4 if you count the now-useless AScR). ThatGÇÖs not a valid reason to not use a particular bonus. This is a minor point, but to keep this discussion on track it really should not be forgotten. 2)Why exactly do we have to buff the AR to the point that it would become a viable option to go up against an HMG in CQC? IMO, the point of the AR should be to destroy anyone using a different light weapon in CQC. HMG vs AR should be no contest as the assault is more mobile. One other thing, which I think is what morte was getting at: The RR is a dominant weapon, it doesnGÇÖt need a whole lot of help, unlike the AR. Why not GÇ£adjustGÇ¥ it to the point it becomes similar to the ScR (would still better than the LR) where it works OK on another suit, but if you really want to make it shine, you need to use the Cal assault? Meaning, increase the BASE charge up time, but with a Cal assault, the charge up time is still LOWER than it is now. Why is that such a horrible idea? I'm not trying to be an a$$ here, and I acknowlege I have nothing to gain or lose from this, but I'm just curious why these things are or are not part of the discussion. I'm curious about some more detailed discussion on the pros and cons of this^ Anyone care to wade in and provide some 'line by line' analysis? I almost completely agree. Another thing is, if you ignore the bonuses, the gallente and caldari assault suits are far better than the amarr and minmatar. The bonus balances them out imo
You can't fight in here! This is the war room.
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Arkena Wyrnspire
Fatal Absolution
18286
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Posted - 2014.10.20 22:57:00 -
[104] - Quote
MINA Longstrike wrote: 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).
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'?
Quote: 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
The bonus is not spurned because it is not very visible, it is spurned because it is ineffective.
Quote: 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. To go off on a small tangent, it still seems like a lot of players want to push outright for direct buffs to damage (or ability to project damage) on gallente suits which I think is potentially very dangerous to overall balance and game health as it breaks the standard currently set by assaults. Assaults shouldn't be more deadly with their weapons because they always in every situation do more damage than any player who isn't an assault, they should be more 'deadly' simply because their weapon still functions well the longer an engagement drags on, with DPS / Range / RoF buffs a suit holding them becomes more deadly from second 1 of an engagement. It's been raised to me that "If this were true commando's would be the best suits with their weapons" and I can say from experience they are unless an assault is capable of getting more damage than them by fitting damage mods (most aren't)
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.
Being able to fire for longer with the LR directly translates into more DPS. That's the entire function of the weapon - the LR gets up to terrifying levels of DPS as a direct result of the bonus.
Should the Amarr bonus be changed because it doesn't fit into that neat idea? I certainly think not - it's a well-loved and appropriate bonus - but by this reasoning, it does not fit the assault class.
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.
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.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Arkena Wyrnspire
Fatal Absolution
18287
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Posted - 2014.10.20 23:08:00 -
[105] - Quote
John Demonsbane wrote: 1)Gallente and Caldari have by far the most diverse collection of weapons in the game. I therefore donGÇÖt get why a bonus that does not help all of them is a major problem. Example: The Amarr assault bonus only helps TWO weapons (We only have 3, 4 if you count the now-useless AScR). ThatGÇÖs not a valid reason to not use a particular bonus. This is a minor point, but to keep this discussion on track it really should not be forgotten.
I don't disagree.
However, the current Gallente bonus gives only marginal benefits to one, perhaps two, of the eight Gallente weapons. The Amarr bonus gives huge benefits to half of the Amarrian lineup. When the bonus is ineffective and ought to be changed anyway, would it not be better to allow more weapon choice?
Quote: 2)Why exactly do we have to buff the AR to the point that it would become a viable option to go up against an HMG in CQC? IMO, the point of the AR should be to destroy anyone using a different light weapon in CQC. HMG vs AR should be no contest as the assault is more mobile.
I don't think the AR should be able to 1v1 heavies head on in CQC. I think that it should have options to deal with heavies, though. Presently the range on the AR forces the engagement into HMG range, where, naturally, the HMG wins. Rather than give the AR a bonus to compete directly with the HMG (which I feel it should not do) I feel that it should take a more roundabout route to victory. Your thought that the assault mobility should be important is one of the many reasons I favour a range bonus - it makes that mobility into a real advantage. If you exclusively want something to dominate CQC, you pick a heavy. Being able to outrange a heavy while still maintaining the status quo of outDPSing the other light weapons but being outranged by them improves the assault's weapon performance to a stage where it is seriously worth selection in its own role.
Quote: One other thing, which I think is what morte was getting at: The RR is a dominant weapon, it doesnGÇÖt need a whole lot of help, unlike the AR. Why not GÇ£adjustGÇ¥ it to the point it becomes similar to the ScR (would still better than the LR) where it works OK on another suit, but if you really want to make it shine, you need to use the Cal assault? Meaning, increase the BASE charge up time, but with a Cal assault, the charge up time is still LOWER than it is now. Why is that such a horrible idea? I'm not trying to be an a$$ here, and I acknowlege I have nothing to gain or lose from this, but I'm just curious why these things are or are not part of the discussion.
This idea of having weapons work OK on unbonused suits but 'really shine' on the bonused suits is exactly what I want from the assault bonuses. I'm not a fan of mucking about with the base stats of the weapons to shoehorn them into the assaults, though. Rattati hinted that he doesn't like RRs killing in CQC, though, so perhaps something will happen along those lines.
You're not being an ass at all, these are productive thoughts.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Arkena Wyrnspire
Fatal Absolution
18290
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Posted - 2014.10.20 23:20:00 -
[106] - Quote
Middas Betancore wrote:I haz cal assault 5 I like to use "regen tanking" regulators, Rechargers and energizers I use pretty all the different caldari weapons, my assault mainly uses assault rails, knives ,bolt pistols and magsecs
As for an additional weapon based bonus; 3-5% recoil reduction, fully skilled rail weapons(5% kick reduction lvl) along with reload skills (3% lvl) become very potent in a proto assaults hands, even on std or adv frames as long as you have the skills trained The recoil reduction allows the more trained operative to be able to sustain fire more accurately for longer durations.
The other one for the dropsuit I really like 2-4% efficacy of shield regulators,energizers,recharges Incentivises regen tanking more, allowing u to edge optimal ranges and fight in bursts between cover
Negatives of these are that they are already skills available, so some things may get out of hand. However neither bonus effects the assaults hp, range, dmg per shot, ROF
That's my thoughts so far, I hope it helps. Il post any further ideas
Having bonuses to tank rather than weaponry is an idea I quite like!
On the weapon bonus: Kick reduction is going to be far more useful on the Calassault than it is on the Galassault because rail weapons actually have a noticeable kick. I don't think there's any reason that it should be anything less than a 5% per level bonus, though.
Incentivising regen tanking on shields is good. 2-4% efficacy on regen tanking modules is pretty cool, but I don't think 2-4% is enough, honestly. A 10% increase to the effect of regulators won't shave even a single tick off shield regen delays in most, if not all cases and jumping from things like 50 HP/s to 53 HP/s isn't much to write home about either. Give it more than that, 5% minimum. I'd suggest 7.5%.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Cass Caul
1240
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Posted - 2014.10.20 23:24:00 -
[107] - Quote
Basically, it comes down to this: Minmatar Assault add a direct bonus to the clip size of their weapons Amarr Assault adds an indirect bonus to the clip size because of the reduction to heat build up Gallente Assault has a redundant bonus that has the same effect as the Sharpshooter skill which both the AR and IP have, while it could be thought of as detrimental to the shotgun and irrelevant to the Plasma Cannon Caldari Assault has a bonus that is just less effective due to (1) it's the same as the commando skill only less effective and (2) using a weapon at range means reload time is less important.
Option 1: Reverse the bonuses. Rapid reload skill is much more appropriate for CQC than it is at range. This game says "lol **** aiming" and has a strong bias towards hip-fire. Being at a longer range with reduced spread and kick will be more appropriate for the Cadari
Option 2: Make it the same as the others. Increase the ammo per clip to Gal and Cal weapons.
Option 3: Buff the Scrambler Rifle so you don't have to use an Amarr Assault suit to actually have a good time with it. Then give each of the 4 Racial Assault suits bonuses that emphasize a play-style rather than racial weapons. Let weapon bonuses be a Commando thing. Give the Gallente something that enhances their CQC abilities, such as a bonus to any modules that add repair values (Gallente are active armor tankers, a bonus to reactive plates is both in-line with New Edan and doesn't try and shove a speficic weapon down the players throat. Give the Caldari something that enhances ranged play, like a bonus to recharge, regulator, or energizers so they can get in and out of fire. Active Shield tanking bonuses are great. Again, it doesn't shove a limiting choice on the suit of just 1 type of weapon. Give the Amarr Assault a reduction to armor plate movement penalties. They're about passive tanking so make them better at it. And the Minmatar are about hit-and-run. A bonus to Biotics would be great.
On Hiatus.
This is my smartphone alt
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MINA Longstrike
Kirjuun Heiian
1418
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Posted - 2014.10.20 23:30:00 -
[108] - 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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Jack 3enimble
Vengeance Unbound Dark Taboo
444
|
Posted - 2014.10.20 23:34:00 -
[109] - 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
|
Posted - 2014.10.20 23:37:00 -
[110] - 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? |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13687
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Posted - 2014.10.20 23:43:00 -
[111] - Quote
Arkena Wyrnspire wrote:Middas Betancore wrote:I haz cal assault 5 I like to use "regen tanking" regulators, Rechargers and energizers I use pretty all the different caldari weapons, my assault mainly uses assault rails, knives ,bolt pistols and magsecs
As for an additional weapon based bonus; 3-5% recoil reduction, fully skilled rail weapons(5% kick reduction lvl) along with reload skills (3% lvl) become very potent in a proto assaults hands, even on std or adv frames as long as you have the skills trained The recoil reduction allows the more trained operative to be able to sustain fire more accurately for longer durations.
The other one for the dropsuit I really like 2-4% efficacy of shield regulators,energizers,recharges Incentivises regen tanking more, allowing u to edge optimal ranges and fight in bursts between cover
Negatives of these are that they are already skills available, so some things may get out of hand. However neither bonus effects the assaults hp, range, dmg per shot, ROF
That's my thoughts so far, I hope it helps. Il post any further ideas
Having bonuses to tank rather than weaponry is an idea I quite like! On the weapon bonus: Kick reduction is going to be far more useful on the Calassault than it is on the Galassault because rail weapons actually have a noticeable kick. I don't think there's any reason that it should be anything less than a 5% per level bonus, though. Incentivising regen tanking on shields is good. 2-4% efficacy on regen tanking modules is pretty cool, but I don't think 2-4% is enough, honestly. A 10% increase to the effect of regulators won't shave even a single tick off shield regen delays in most, if not all cases and jumping from things like 50 HP/s to 53 HP/s isn't much to write home about either. Give it more than that, 5% minimum. I'd suggest 7.5%.
This could work very well. Would utterly cripple my enjoyment of the ScR but if it allows for uniform bonuses across all racial assault suits then I suppose its worth giving up.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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MINA Longstrike
Kirjuun Heiian
1418
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Posted - 2014.10.20 23:50:00 -
[112] - 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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Arkena Wyrnspire
Fatal Absolution
18294
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Posted - 2014.10.21 00:09:00 -
[113] - Quote
MINA Longstrike wrote: 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.
In four or five threads you have hounded me and perpetually complained about my arguments being opinionated and decried my posts as being biased while declaring your own posts as gospel truth. Hypocrisy.
You didn't even try to address any of my arguments. You just went straight for the ad hominem.
Quote: 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.
Right, I posted the entire conversation because I didn't want anyone to disagree with me.
This is a direct set of quotes from the skype conversation:
[20/10/2014 19:50:45] Arkena Wyrnspire: May I paste some of the content of this discussion into your thread for others to discuss? [20/10/2014 19:51:26] Cross Atu: I was just about to do a bit of a write up in there on that very theme ;) [20/10/2014 19:52:06] Arkena Wyrnspire: Cool. I'll post it, then, and if you still want to summarise that'd still be helpful.
*and then I post the entire conversation in a completely transparent manner*
In what way can that possibly suggest I did it because I wanted to secretly influence Cross?
True Adamance wrote:Arkena Wyrnspire wrote:--snip discussion of tanking bonuses on assaults-
This could work very well. Would utterly cripple my enjoyment of the ScR but if it allows for uniform bonuses across all racial assault suits then I suppose its worth giving up.
Why would that be needed? I see no problem with the Amarr assault keeping its bonus.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Baal Omniscient
Onslaught Inc RISE of LEGION
2065
|
Posted - 2014.10.21 00:51:00 -
[114] - 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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Sgt Kirk
Fatal Absolution
8048
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Posted - 2014.10.21 00:52:00 -
[115] - Quote
Please just ignore MINA he constantly derails conversations and picks out two lines of phrasing that he misinterpreted. He has a personal vendetta against us and I honestly don't know what his deal is when we are both trying to figure Caldari and Gallente but that doesn't matter we all know what the real problem is.
Ignore him until he can act civil and not have his weird personal biases against us.
CCP holds the Caldari's hand so this doesn't happen again.
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Boot Booter
Edimmu Warfighters Gallente Federation
981
|
Posted - 2014.10.21 01:08:00 -
[116] - Quote
MINA Longstrike 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 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.
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.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6752
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Posted - 2014.10.21 01:10:00 -
[117] - 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.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13690
|
Posted - 2014.10.21 01:11:00 -
[118] - Quote
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.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6752
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Posted - 2014.10.21 01:12:00 -
[119] - 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
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
600
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Posted - 2014.10.21 11:08:00 -
[120] - 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.
5 and 3?
I like the reload bonus and a reduced kick bonus would help at range. |
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