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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3861
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Posted - 2014.10.23 14:08:00 -
[151] - Quote
Middas Betancore wrote:It was just a thought, but I agree, thought perhaps ppl might want to keep it's role as a range weapon more defined
But il take hipfire too Caldari and gallente need to swap firing styles.
Breach is easier to balance for CQC and assault is easier to balance for range.
Unless you're aiming for action movie physics. But I always thought of DUST/EVE as aiming for "close as we realistically can" towards hard scifi.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Spectral Clone
Abandoned Privilege Top Men.
2927
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Posted - 2014.10.23 14:14:00 -
[152] - Quote
Breakin Stuff wrote:Hipfire recoil is actually good in CQC.
Aim for the crotch and your shots travel upward. Basic automatic weapons 101: unzip your target's guts and finish with a headshot or two.
This is why HMG dispersion was increased back in the day.
Fix mouse support in Dust 514!
How to do it: https://forums.dust514.com/default.aspx?g=posts&m=965407#post965407
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3861
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Posted - 2014.10.23 14:18:00 -
[153] - Quote
Spectral Clone wrote:Breakin Stuff wrote:Hipfire recoil is actually good in CQC.
Aim for the crotch and your shots travel upward. Basic automatic weapons 101: unzip your target's guts and finish with a headshot or two. This is why HMG dispersion was increased back in the day. Do not get me started on the HMG and Sentinels in CQC. That should never have been a thing.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Jack 3enimble
Vengeance Unbound Dark Taboo
450
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Posted - 2014.10.23 15:52:00 -
[154] - 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? |
Daddrobit
You Can Call Me Daddy
912
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Posted - 2014.11.03 03:30:00 -
[155] - Quote
I know it's been said before, but I'm going to echo it here to emphasize my preference for it as a change to the assault bonus lineup.
Active tanking bonuses would be an excellent way to balance out the suits if a compromise can't be found on how to balance weapon bonuses. It's my personal belief that it's the scouts quick regenerative abilities that is one of the core reasons for it to be such a viable slaying suit and giving assaults bonuses in the area will certainly help them in that regard.
Galente: 5-8% bonus for armor repair efficiency.
Caldari: 5-8% bonus to shield regen/regulator module efficiency.
Or something akin to that.
O.G. Pink Fluffy Bunny
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1206
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Posted - 2014.11.16 09:01:00 -
[156] - Quote
are we going to do proper bonuses where caldari will apply to all hybrids? and likewise for gallente?
meaning gal bonus applies to rails and cal bonuses apply to blasters? as eve dictates it should.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Spectral Clone
Abandoned Privilege Top Men.
3117
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Posted - 2014.11.16 10:47:00 -
[157] - Quote
Auris Lionesse wrote:are we going to do proper bonuses where caldari will apply to all hybrids? and likewise for gallente?
meaning gal bonus applies to rails and cal bonuses apply to blasters? as eve dictates it should.
I agree with this. Could lay ground for interesting theorycrafting.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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zzZaXxx
Vengeance Unbound
660
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Posted - 2014.11.16 17:49:00 -
[158] - Quote
Cal: -5% spool time, -5% reload time Gal: -5% kick/spread, +5% dmg falloff range Min: +5% clip, -2% dispersion Amarr: -5% heat, -2% recoil |
VikingKong iBUN
T.H.I.R.D R.O.C.K
203
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Posted - 2014.11.16 18:28:00 -
[159] - Quote
Does reducing "Dispersion" still mean increasing range? Or was that like 10 updates ago? |
NextDark Knight
Molon Labe. General Tso's Alliance
612
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Posted - 2014.11.16 19:31:00 -
[160] - Quote
Of all the people wanting to change caldari.. who actually is speced into 100% caldari and only uses Caldari gear?
I always see people wantitng to change things just to change something without putting days and months on the field with the setup.
I kinda like that CCP Ratati wants to put some kind of RR effiencey skill and tie it to Assault and hopefully commando suits to prevent people from using RR on other suits.. Just without my reload bonus I don't see it doing it's just effectively. With the proposal of Charge changes it will either make the Charge sniper crazy good (Which it needs a buff with the range nerf [shame on you CCP from balancing to our current small map sizes]) or make it stupid to use on other suits.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2175
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Posted - 2014.11.16 22:12:00 -
[161] - Quote
Charge time and recoil reduction on Caldari Assault.
Gallente has always been difficult, because other than range, they really don't have an area they struggle in. DPS is the highest, They carry plenty of ammo, reload is moderately fast kick is almost non-existent. What really can be buffed?
Proof that Rattati/CCP do listen to the playerbase.
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IZI doro
Terminal Courtesy Proficiency V.
6
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Posted - 2014.11.16 23:53:00 -
[162] - Quote
DISCLAIMER:I have no experience with Caldari gear so I have no feed back to offer on the Caldari assault suits.
tl;dr I run Assault G-1s mostly and find that the current Gallente Assault bonus is effective for my play style. However, I find that the recoil reduction bonus is not entirely necessary compared to the dispersion bonus given by the Assault suit. In keeping with the CQC philosophy for Gallente play, recoil should be swapped for reload time. (My thinking: Gallente vs Caldari = Speed vs Precision)
-Gallente Assault Bonus: Recoil and Dispersion -> Dispersion and Reload %
Based on a skim of the thread (among other suggestions on the thread, I liked the "swap bonuses" concept.): -Caldari Assault Bonus: Recoil Reduction and Spooling Time % ________________
My reference materials Gallente Assault Suits: 5 Assault Rifles Operation: 5 Assault Rifle Dispersion: 5 Ion Pistol Operation: 3 Ion Pistol Dispersion: 3 Sub Machine Gun Operation: 3 Sub Machine Gun Dispersion: 3
Assault G-1 (STD) Fitting (Most used fitting): -Assault Rifle / Swarm Launcher -Ion Pistol / SMG -Flux Grenade -Nanohive -Basic Precision Enhancer -Enhanced Reactive Plate -Complex Armor Repairer -Complex Armor Repairer Shields: 178 Armor: 359 Armor Rep: 25.25/sec eHP: 535+ (effectively raising ehp the longer an engagement goes) ________________
In comparing my FRONTLINE suit's hipfire dispersion and recoil to STD / ADV / PRO Assault suits/AR's, the current Gallente Assault bonuses are definitely noticeable. (The following accounts are using the generic AR type, and none of the variants. The following accounts are strictly considering 1v1 engagements.)
On average, I'll engage at a distance OUTSIDE OPTIMAL (30~50m), BUT WITHIN EFFECTIVE (40~70m) using hipfire. On the MLT suit, that is a very bad idea, even when firing in a semi-auto fashion (1~3 rounds per tap). If I want to have accurate shots then I will go into ADS.
However, on any of the ASSAULT suits, the hipfire is JUST AS ACCURATE AS MY SMG's, but with the significant difference in damage falloff. The hipfire accuracy allows me to maintain mobility, effectively closing the distance (moving into optimal range) and shredding my target up-close. The hip fire/dispersion also allows me to "shoot-n-scoot" around heavies and "bob-n-weave" against shotgun scouts, if not caught off guard.
In my opinion, the bonus is pretty good for the Gallente using an AR / IonP inside it's intended combat range when used appropriately. The only possible change I could fathom for the Gallente Assault suit is that we drop recoil for reload speed, but keep dispersion.
Every battle is a battle of attrition for me. 100hp in 5 seconds helps though
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Funkmaster Whale
Whale Pod
2482
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Posted - 2014.11.16 23:58:00 -
[163] - Quote
I think I'm gonna be hated on for this but I think all these spool-time/charge-time/range etc. bonuses on certain weapons will remain as garbage bonuses. The reason? They pinhole the suit into a specific weapon thus subverting all customization.
Stay with me here. Look at the Scout and Sentinel bonuses. Do you notice something? The bonuses every Scout and Sentinel gets applies to their suit REGARDLESS of how they fit it. They get base stat bonuses to scanning, hacking, damage reduction, etc. This allows them to use any fit they choose and STILL get a bonus from the suit. Why then can this logic not be applied to Medium Frames?
I simply don't understand the desire to force a Caldari Assault to only use Rail Rifles, a Gallente to only use an AR, etc. This completely goes against the logic of customizing your suit to your preferences. Can we not completely redo the bonuses such that the bonuses will be useful no matter the weapon?
This is honestly one of many reasons Assaults remain so lackluster.
How about this instead:
We balance the weapons accordingly and independently such that they're not complete garbage in the hands of anyone but their respective racial variant, and then proceed to give the suits according bonuses relative to their designed racial lore.
I'm just making this up out of my ass but something like
Caldari gets some sort of shield regen/delay bonus. Gallente gets armor repair/reduced armor usage penalties. Minmatarr gets speed/stamina/shield regen or what have you. Amarr gets some sort of hybrid shield/armor bonus or something.
Make the bonuses appealing and not pinhole the suit into a specific weapon. I want to run a Caldari Assault with a Combat Rifle because I like shields and I like burst-fire. Right now I can do that but my suit bonus does NOTHING for me.
Take the design philosophy from Scouts and Sentinels and apply it here. It doesn't make sense that Scouts and Sentinels get the privilege of completely free customization while the Medium Frames are limited to specific weapons.
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Zatara Rought
Fatal Absolution General Tso's Alliance
4552
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Posted - 2014.11.17 01:52:00 -
[164] - Quote
Funkmaster Whale wrote:I think I'm gonna be hated on for this but I think all these spool-time/charge-time/range etc. bonuses on certain weapons will remain as garbage bonuses. The reason? They pinhole the suit into a specific weapon thus subverting all customization.
Stay with me here. Look at the Scout and Sentinel bonuses. Do you notice something? The bonuses every Scout and Sentinel gets applies to their suit REGARDLESS of how they fit it. They get base stat bonuses to scanning, hacking, damage reduction, etc. This allows them to use any fit they choose and STILL get a bonus from the suit. Why then can this logic not be applied to Medium Frames?
I simply don't understand the desire to force a Caldari Assault to only use Rail Rifles, a Gallente to only use an AR, etc. This completely goes against the logic of customizing your suit to your preferences. Can we not completely redo the bonuses such that the bonuses will be useful no matter the weapon?
This is honestly one of many reasons Assaults remain so lackluster.
How about this instead:
We balance the weapons accordingly and independently such that they're not complete garbage in the hands of anyone but their respective racial variant, and then proceed to give the suits according bonuses relative to their designed racial lore. Tune the rail rifle a bit. Take the Amarr bonus and apply it across the board to all laser weapons. THEN proceed to give each racial variant a useful Assault-oriented bonus.
I'm just making this up out of my ass but something like
Caldari gets some sort of shield regen/delay bonus. Gallente gets armor repair/reduced armor usage penalties. Minmatarr gets speed/stamina/shield regen or what have you. Amarr gets some sort of hybrid shield/armor bonus or something.
Make the bonuses appealing and not pinhole the suit into a specific weapon. I want to run a Caldari Assault with a Combat Rifle because I like shields and I like burst-fire. Right now I can do that but my suit bonus does NOTHING for me.
Take the design philosophy from Scouts and Sentinels and apply it here. It doesn't make sense that Scouts and Sentinels get the privilege of completely free customization while the Medium Frames are limited to specific weapons.
These bonuses could be 2ndary...the primary bonus to assaults should be the commando bonus of 10% damage but just make it flat for all weaponry...not racial only.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Foehammerr
OSG Planetary Operations Covert Intervention
110
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Posted - 2014.11.17 02:14:00 -
[165] - Quote
Primary role: Gallente Context: assault
The problem with the Gallente assault is that it works already but no one really understands how it works except for MINA. I'd personally explain it in layman terms at a later date, but for now I'll just say that is more effective than one would think.
The only only way to change or improve the bonus is to either increase the current bonus, or to change it to an increase to optimal range. There is no other way you could alter it without moving out of the parameters set by Cross. The current bonus is really good for plasma rifles and ion pistols, but affects nothing else.
Increasing optimals would benefit all weapons. It'd probably even make shotguns on assaults more commonplace. I personally use that fit and it's actually really good. It does a better job than the scouts do when buffer tanking sans built in EWAR capabilities.
One thing I'd personally like to see and this was proposed by others before me, is to have the skills apply to both rails and blasters for both Gallente and Caldari assault suits. It is more aligned with lore and doctrine and adds more variety to the two suits.
This would also give commandos a little bit more definition as being specialists of certain damage types, splitting them from assaulters.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Imp Smash
Molon Labe. General Tso's Alliance
399
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Posted - 2014.11.17 04:21:00 -
[166] - Quote
hfderrtgvcd wrote:caldari: 10% reduction to charge time per level gallente: 5% reduction to damage fall off
Those are both pretty good!
Although to be honest I would personally want bonuses to things besides guns. A significant gal bonus towards Armor rep modules and a significant bonus towards cal shield regen or regulation modules is more how I would do it. |
Auris Lionesse
Kang Lo Directorate Gallente Federation
1212
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Posted - 2014.11.17 09:02:00 -
[167] - Quote
Zatara Rought wrote:Funkmaster Whale wrote:I think I'm gonna be hated on for this but I think all these spool-time/charge-time/range etc. bonuses on certain weapons will remain as garbage bonuses. The reason? They pinhole the suit into a specific weapon thus subverting all customization.
Stay with me here. Look at the Scout and Sentinel bonuses. Do you notice something? The bonuses every Scout and Sentinel gets applies to their suit REGARDLESS of how they fit it. They get base stat bonuses to scanning, hacking, damage reduction, etc. This allows them to use any fit they choose and STILL get a bonus from the suit. Why then can this logic not be applied to Medium Frames?
I simply don't understand the desire to force a Caldari Assault to only use Rail Rifles, a Gallente to only use an AR, etc. This completely goes against the logic of customizing your suit to your preferences. Can we not completely redo the bonuses such that the bonuses will be useful no matter the weapon?
This is honestly one of many reasons Assaults remain so lackluster.
How about this instead:
We balance the weapons accordingly and independently such that they're not complete garbage in the hands of anyone but their respective racial variant, and then proceed to give the suits according bonuses relative to their designed racial lore. Tune the rail rifle a bit. Take the Amarr bonus and apply it across the board to all laser weapons. THEN proceed to give each racial variant a useful Assault-oriented bonus.
I'm just making this up out of my ass but something like
Caldari gets some sort of shield regen/delay bonus. Gallente gets armor repair/reduced armor usage penalties. Minmatarr gets speed/stamina/shield regen or what have you. Amarr gets some sort of hybrid shield/armor bonus or something.
Make the bonuses appealing and not pinhole the suit into a specific weapon. I want to run a Caldari Assault with a Combat Rifle because I like shields and I like burst-fire. Right now I can do that but my suit bonus does NOTHING for me.
Take the design philosophy from Scouts and Sentinels and apply it here. It doesn't make sense that Scouts and Sentinels get the privilege of completely free customization while the Medium Frames are limited to specific weapons. These bonuses could be 2ndary...the primary bonus to assaults should be the commando bonus of 10% damage but just make it flat for all weaponry...not racial only.
i disagree it should be racial only. a heavy assault cruiser doesnt get a bonus to all weapons. it gets a buff to its races weapons so people only use the proper weapons for that ship.
amarr suits should give the only laser bonuses. min ships should give the only projectile bonuses. and the gal and cal share hybrids like eve with bonuses that accent the different playstyles but still apply to everything. honestly the bonuses should be robust enough that putting that gun on the wrong races suit is pointless to encourage proper racial playing.
unless your implying a 10% damage role bonus in addition to a robust racial bonus for each weapon with the secondary tank bonuses.
deimos. its bonuses 50% hybrid damage. well 25+25 37.5 armor repair and 50% fall off to hybrids
no one who trains to fly this ship or has the one money to buy one would be stupid enough to put lasers or autocannons on it. whats the point. no one in dust should be using non lasers on an amarr assault suit, non hybrids on cal/gal suits, or non projectile weapons on min suits without a steep disadvantage.
im not talking 50% damage on assault suits thats crazy. but there needs to be a noticable difference in performance racially for your preferred weapons.
the standard suits need a small bonus for example.
standard caldari medium suit = moa
Caldari Cruiser bonuses (per skill level): 5% bonus to Medium Hybrid Turret damage 4% bonus to all shield resistances
so for the cal suit. you need some a small hybrid buff. and a small shield buff. be it hp, regulator, resistances. this makes it more accesible for new players as it has bonuses to help make it competitive and ideally it would be cheaper.
then you have the caldari assault suit which is the eagle.
Caldari Cruiser bonuses (per skill level): 10% bonus to Medium Hybrid Turret optimal range 4% bonus to all shield resistances Heavy Assault Cruisers bonuses (per skill level): 10% bonus to Medium Hybrid Turret optimal range 5% bonus to Medium Hybrid Turret damage Role Bonus: 50% reduction in Microwarpdrive signature radius penalty
Now youve got the shield and damage bonus. Plus a hearty range bonus. If your not using a hybrid on this youre just gimping yourself.
Notice how the first two bonuses scale with the cruiser skill, and the latter two only scale from the assault skill. Bonuses need to be built into the suit and operate like this by scaling off of the suit skill, and the lower tier suits skill.
This is the only correct way to do it. Of course there needs to be a burst rail rifle as well as the other missing variants, or you can use the burst assault rifle which will also get buffed because its a hybrid weapon and therefore should be buffed. Eve does not differentiate between blasters or railguns. and neither should dust, thats just how new eden is.
You should get no bonuses on a cal or gal suit to a non hybrid weapon. thats it. *unless its a drone bonus or missile bonus of course* using a combat rifle is inherrently wrong. your free to use one of course, but your giving up your buffs in trade of choice. thats how eve works.
ill continue in another post.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1212
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Posted - 2014.11.17 09:38:00 -
[168] - Quote
continued, see above post ^
this will apply to all standard unspecialized tech 1 light medium and heavy suits and be used as the framework for making the suits correctly.
each suit will have 2 bonuses racially themed that scale on the standard suit operation skill
"[Suit Bonuses] Gallente Medium Bonuses (per skill level): (1) 7.5% Armor repairer efficacy (2) 5% hybrid whatever, damage, rof, hipfire, dispersion, kick, falloff, optimal range, clip size, etc, etc."
now at level 1 standard you get the 7.5 bonus to armor rep and the 5% bonuses to your hybrid weapon, (be it a sniperrifle, railrifle, shotgun, ar, anything hybrid, which is fair and lore appropriate.)
now at level 5 you have a 37.5% armor repairer bonus and 25% (numbers can be altered however) now that standard suit is more viable at level 1-5 against more experienced players as well as offering competitive non proto options. proto is just more slots for more money.
now the proposed assault would split these 2 bonuses.
1 which is the 7.5 repairer bonus. stays where it is and is affected again by standard medium frame operation. now you have bonus 3 which is something different from a ferroscale or reactive plate buff, to another hybrid weapon buff.
now in the second grouping we are going off the assault suit operation skill thats where bonus 2 now resides from before. and a fourth bonus that is another weapon bonus.
to summarize.
standard medium suit skill a bonus 1 bonus 2
assault suit skill a bonus 1 bonus 3 skill b (assault skill) bonus 2 bonus 4
and finally a role bonus for the assault suit.
this is not set in stone. it can be changed. for example. an amarr assault suit could be all laser weapons bonuses like the omen. from rof for the scrambler pistol and ascr. fall off, and optimal range, as well as overheat. now the assault suit is a laser platform. or a mix of armor and weapons bonuses. from armor resistances, to plate hp and so on.
some suits might share bonuses.
now the standard medium suit is fixed, it would be made cheaper than the more robust assault and logi suits. (logi suits would gain bonuses as well but were talking about assaults at the moment) and it has a place as a racial suit that is more anything goes. imo the assault suit should lose its equipment slot in this case in exchange for the new robust bonuses. your going to be harder to kill and youll do more damage, but you will be less versatile and will rely on your squad and team for things your not equipped to handle. ( racial tanks your not good against, vehicles, ammo, etc etc.) personally id rather give up the sidearm and grenade as i dont use them, but that is purely subjective. i will use an equipment slot for a compact nanohive over a sidearm or grenade anyday if i cant fit all three. therefor it is the most valuable and versatile slot of the three imo and makes sense to take it off. or dont. thats up to you guys and the devs.
scouts would have no tank bonuses where the mediums do. so mediums should feel less outperformed by tanked scouts. as well as giving more combat bonuses to unspecialized light suits, giveing the scouts purely ewarfare and equipment bonuses. logis would be given first and foremost a bonus to their races repairer. so range and healing for cal to a shield repaired and maybe multi targets and more healing for a min shield tool. in this case the amarr and gal would take ownership of the new armor repair tool, ( 2 variants, 1 gal skinned, 1 amarr skinned) and do the same. and trade offs would be the tool that heals the most has least range. or the longest range tool has least healing. a tool that does multi targets splits its healing between targets. so if it was 60hp per second. once you do a second target. it splits to 30 for each target. and divides again in the same way proportionately until its max targets is reached. in this case 3 targets would get 20hp. of course this is just going into depth for the plans to balance out the other suits as well.
this is how eve works. eve is balanced. by balancing like this dust will be balanced. eve parity = balance. we just need to adjust the values properly and copy the system eve has in place already. dust is in the state its in because they tried to reinvent the wheel so to speak. it didnt work.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1212
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Posted - 2014.11.17 09:47:00 -
[169] - Quote
ideas for role bonuses include kincats since they are the microwarpdrive of dust infantry. thats my personal one preference. not everyone fits a mwd on heavy assault cruisers. not everyone fits kin cats on an assault. but its there if you want to sacrifice some tank.
or we have the fitting bonus which i feel is pointless as it kinda just cancels out equipment bonuses on the logi and cloak bonuses on the scout and everyone pretty much has the same pg and cpu anyway. so it doesnt really make much sense to me and i find it sloppy.
ive read some people want to introduce assault equipment. like jetpacks. i hate this idea more than i have words to accurately describe.
idk how possible it would be but maybe a head on damage reduction for rushing-charging forward. if you get shot in the back you would get hit harder. nothing substantial but like 10%-20% head on damage reduction. to make pushing forward easier. this is if theres no armor resistances or resistance modules introduced of course. though i feel it would mess up hit detection potentially if not done correctly. but you get the idea.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Monkey MAC
Rough Riders..
3550
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Posted - 2014.11.17 10:56:00 -
[170] - Quote
Well both the Amarr and Minmatar bonuses improves their respective race's uptime. A minmatar with an ACR lasts about an extra 0.8 seconds before reloadjng compared to anotjer race weilding the same weapon.
An amarr lasts another 4-5 shots before overheating compared to another race holding the same weapon. Because of this I think Assault bonuses should be geared towards persistency/ sustaining in combat.
Bonuses that would allow a player to continue firing for longer periods of time. Charge time reduction (Caldari only) Reload time reduction Magazine increase Reduced ROF + Increased damage Partial Reloading (reloading during firing - shotgun style - gallante only) Faster movement to ADS Faster weapon switching Heat Sink (chance to not expend ammo from firing) 1 in the chamber (reloading with 0< rounds results in shorter reload - caldari only)
Pick your poison. Personally I rather like the following.
-5% to gallante partial reload speed per level (would require changing AR mechanics to permit partial reloads) +3% to gallante heat sink probability per level (@ Lvl 5 produces a 15% chance to not expend ammunition on a shot)
-5% to caldari charge time per level -5% to caldari intial reload time per level (reduces time to reload before the weapon is cocked, @Lvl 5 produces a 25% bonus to 1 in the chamber reload and a 15% bonus to full reloads)
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2187
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Posted - 2014.11.17 22:07:00 -
[171] - Quote
Monkey MAC wrote:Well both the Amarr and Minmatar bonuses improves their respective race's uptime. A minmatar with an ACR lasts about an extra 0.8 seconds before reloadjng compared to anotjer race weilding the same weapon.
An amarr lasts another 4-5 shots before overheating compared to another race holding the same weapon. Because of this I think Assault bonuses should be geared towards persistency/ sustaining in combat.
Bonuses that would allow a player to continue firing for longer periods of time. Charge time reduction (Caldari only) Reload time reduction Magazine increase Reduced ROF + Increased damage Partial Reloading (reloading during firing - shotgun style - gallante only) Faster movement to ADS Faster weapon switching Heat Sink (chance to not expend ammo from firing) 1 in the chamber (reloading with 0< rounds results in shorter reload - caldari only)
Pick your poison. Personally I rather like the following.
-5% to gallante partial reload speed per level (would require changing AR mechanics to permit partial reloads) +3% to gallante heat sink probability per level (@ Lvl 5 produces a 15% chance to not expend ammunition on a shot)
-5% to caldari charge time per level -5% to caldari intial reload time per level (reduces time to reload before the weapon is cocked, @Lvl 5 produces a 25% bonus to 1 in the chamber reload and a 15% bonus to full reloads) Rather, the assault bonus helps with the weapons weakness.
Scramblers overheat, Amarr assault mitigates it with a heat reduction. Projectile weapons have small clips relative to their ROF and empty very fast, Minmatar assault mitigates that by expanding magazine size. Therefore, since the RR has very high kick and charge time, the Caldari assault should mitigate these. The AR really doesn't have a weakness other than range, and since range bonuses are likely off the table...
Proof that Rattati/CCP do listen to the playerbase.
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Jammeh McJam
F0RSAKEN EMPIRE.
132
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Posted - 2014.11.17 22:50:00 -
[172] - Quote
caldari: 15% reduction to charge time of hybrid:rail weapons per level and 10% reduction to kick
gallente: idgaf
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Arkena Wyrnspire
Fatal Absolution
19162
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Posted - 2014.11.17 23:06:00 -
[173] - Quote
Jammeh McJam wrote:caldari: 15% reduction to charge time of hybrid:rail weapons per level and 10% reduction to kick
gallente: idgaf
This is a ludicrously massive bonus.
You have long since made your choice. What you make now is a mistake.
Currently challenging CCP Rattati for the queef
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Leadfoot10
Molon Labe. General Tso's Alliance
2191
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Posted - 2014.11.17 23:13:00 -
[174] - Quote
Min and Am bonuses make their weapon work better by reducing it's weakest feature (CR=clip, LR,ScR=heat).
The Gal less so, and it's hard to quntify, but it's still there (IMO, it's not nearly as bad as some make it out to be, particularly on the regular ARs). The reload bonus on the RR is a joke -- you have a sidarm and you're now more than ever going to use it.
If I ruled the Dust balance world, I would buff the Gal bonus a bit to make it felt a bit more more. I'd change the Cal RR bonus to kick and/or charge time.
All of the above said, in order to make the assault suits, as class, compete with Heavy/Scout spam, I'd add a 2nd bonus to all the suits (like DPS or resistance) to make them stack up better against the heavies and scouts. |
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
218
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Posted - 2014.11.17 23:36:00 -
[175] - 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.
Rather than just the bonuses, the assault suits need to be changed. There's no use for a pure damage potential unit in a game requiring team-based potential.
There is literally no sense for team killing to be possible in any gamemode.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1215
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Posted - 2014.11.17 23:58:00 -
[176] - Quote
Jammeh McJam wrote:caldari: 15% reduction to charge time of hybrid:rail weapons per level and 10% reduction to kick
gallente: idgaf
no. cal bonus needs to apply to all hybrids. cal use both gal use both
bonuses should apply to both.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14728
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Posted - 2014.11.18 00:44:00 -
[177] - Quote
Auris Lionesse wrote:Jammeh McJam wrote:caldari: 15% reduction to charge time of hybrid:rail weapons per level and 10% reduction to kick
gallente: idgaf no. cal bonus needs to apply to all hybrids. cal use both gal use both bonuses should apply to both.
Both use them so both should get the shared bonuses.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Racro 01 Arifistan
501st Knights of Leanbox
456
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Posted - 2014.11.18 12:29:00 -
[178] - Quote
i have used the gall assault suit since it was first released and had the usless shield recharge bonus and the decent weapon reduction fitting. now it has what i believe to be the better assault suit bonus's. the reduction to kick/dispersion is quite helpful to the AR as well as the ion pistol.
recently i have experimented with the shotgun and it is quite fun. not only does the gall assault bonus apply to just the rifle/pistol. but the shotgun and plasma cannon. these are still hybrid-plasma weapons.
so we have a bonused rifle, pistol. the AR and ion pisitol are deavasting cqc-mid range weapons
now with the shotgun, the reduced dispersion allows more pellets to land on the targets, the reduced kick makes follow up shots easier to maintain and more overall damge is applied to the target and is quicker at killing than the SG being on a scout. ( i have a cloaked assault suit with creo shotty and surprised a proto amarr logi with full shield/armour and slagged him in 1 shot. he wasn't too happy after that
then we have the PLC. boy is this fun. this is really only good on the assault suit. yes it can work with mandos, particually the gal mando for even more damge. but the sheer cpu cost of the plc isn't really worth using on the gall mando. the scout with plc runs the risk of killing himself with splash damage( experience even with brick tank) and it draws so much cpu form the scout its still painful to fit. on the sentinel its pointless, again cpu draw. ON the assault however its just right as an av weapon. the reduction to weapony makes it viable and the assault bonus reduces its kick allowing for better arc's towards targets and better cqc usability.
so here we have 4 weapons all that benifit from the current gall assault bonus. now we could change the gall assault to a damage bonus. BUT then we'd have ridiculously strong AR's, shotguns, plc, ion pistol but wait.....the commando already has a damge bonus so that's out of the equation. we could change the bonus to rate of fire increase. again we'd have stupidly fast firing breach AR's, shotguns and ion pistols. we don't want that. the gall assault would become to powerful. this would also hurt the PLC as it only gets 1 shot. any increase to range would make all the weapons far to strong. do you want to be killed by shotgunning gall assaults from say 20-30m? no. ion pistol charged shots at 40-50m? no. all ar varients would be too stong. the PLC would be able to hit vehciles on RDV's from the other end of the map (if you can angle it right). the only way to keep the gall assault balanced is for it to retain its current bonus's. not only that. but why should assault suit bonus's ONLY favour the rifles? cant its bonus AFFECT ALL OF THAT RACES WEAPONS?. not only the rifle. this allows the assault suit to be versatile and effective with any of the respective weapons from that race. so.
if the gall assault bonus was usless then why does it affect all 4 of the gallentes weapons?
the swarm launcher is caldarian so why isint it affected by the re-load bonus? because its not a hybrid-rail weapon its a missile weapon sowhy not add a swarm luancher bonus to the caldari assault?
also. why isn't the mass driver/flaylock pistol not affected by the minmattar assault bonus of larger clip's?
the amarr assault is in a good spot. increasing the fire time of laser/scrambler rifles. but nothing for the scrambler pistol. maybe if this had a heat mechanic? (looking at you breach scrambler pistol)
so heres a question? why should assault suit bonus's only favour rifles? it'd be better/give players an incentive to use them more if that races assault improves the effectiveness of their weapons. the other non-rifle weapons should have incentives to be used.
anyway. i say leave the gall assault bonus as is. it improves all 4 of the gallentes weapons. this gives reason to use all of them for their situations. be warned. changing the gall assault bonus will either make it too strong or broken/op with its weapon of choice.
Elite Gallenten Soldier
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1302
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Posted - 2014.11.18 12:58:00 -
[179] - Quote
Take all the bonuses Increase to 10% per level Done Your welcome
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1219
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Posted - 2014.11.18 13:02:00 -
[180] - Quote
True Adamance wrote:Auris Lionesse wrote:Jammeh McJam wrote:caldari: 15% reduction to charge time of hybrid:rail weapons per level and 10% reduction to kick
gallente: idgaf no. cal bonus needs to apply to all hybrids. cal use both gal use both bonuses should apply to both. Both use them so both should get the shared bonuses. thats what i said i guess i should have specified gal bonuses would apply to all hybrids too.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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