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BL4CKST4R
La Muerte Eterna Dark Taboo
3326
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Posted - 2014.11.09 13:50:00 -
[1] - Quote
So yesterday I decided to try out every as many suits and roles as I could. It cost me $60 to do so but was worth it (rank went up )
I used four respecs (two on each of my accounts) and overall I specced into every weapon, except niche weapons, every suit except logistics and I only used Cal and Gal scouts.
Here are my thoughts on my experience with each weapon and suit and an overall synopsis on each role:
Sentinel role:
Easy mode, not to say it wasn't a challenge at times but the majority of players cannot engage a sentinel head on, which makes sense the problem is the operational range of the role (with a HMG) is to high, and there are few drawbacks or fatal flaws infantry can exploit. Also the way the suits are built, you can essentially kill anything in a basic suit and a proto sentinel is just overkill.
My suggestion - tone down those resistance bonuses, and add turn speed penalties.
> Heavy machine gun:
Easy mode, this weapon does require a degree of skill to use but it can kill and melt anything as long as you aim at it. In my opinion its range is too high for the amount of power it provides, it should either have its damage toned down (600-700 DPS [from 792 DPS]) or its range doned down (25-30M [from 40M]), also a reintroduction of the spool up time would be nice.
Commando role:
Easy mode/Hard mode, depending on the Commando you use you are either gonna have a good time or a bad time. The easiest and funnest commandos to use where the Amarr and Caldari commando, with some damage mods and their respective weapon these suits ruined the lives of small children. The Minmatar and Gallente commandos where pretty lackluster and sucky, these commandos require high speed to use their respective weapons something the Commando suit does not have.
Assault role:
I enjoyed the Caldari Assault and Amarr assault the most, infact once I respecced myself back into my original suits I kept the Caldari , I disliked (functionally) the Gallente and Minmatar suits.
> Caldari Assault, very fun suits and one of my current suits (that I specced normally into) on paper the reload bonus looks bad but with reload lvl 5 on the rail and proto Cal this is a bullet hose with the low clip of the RR holding it back, which IMO is balanced. I didn't really find any drawbacks to this suit, except that I think it should have its armor cut down in half and transferred to the shields.
>Amarr Assault, very fun suit to use if you know how to use the Scrambler rifle, if you don't well your going to get demolished. This suit is also high reliant on a good sidearm if you cannot manage your heat, or the range and people you are engaging.
>Gallente Assault (my other suit I specced into), compared to the other two assaults this suit IMO falls short. Range of engagement is to short, and other than the breach AR the Gallente weapon systems are lack luster. The suit itself doesn't stand out much from the others, even the repair falls short when compared to my Cal suit which reps at 75HP with a 2sec down time.
>Minmatar Assault, depending on how you fit the suit and your playstyle you will either love it, or hate it. I hated it, I dont know why, on paper my Minmatar suit was so much better than my Gal and Cal suit, yet I kept getting destroyed. I won't say much because like I said its based on playstyle and such, either that or the Combat rifle just isn't for me.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3326
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Posted - 2014.11.09 13:54:00 -
[2] - Quote
Light weapons:
>Rail rifle, fun weapon to use but the ADS kick is a little overboard specially on the Assault rail rifle where you have only an iron sight, hip fire kick was just fine. The Assault rail rifle does need a range nerf though to around 60M as it orients itself as a CQ weapon.
Suggestion: Reduce ADS kick and reduce aRR range.
>Assault rifle, love the breach because it does what a Gal should do, and that is wreck at short range. Unfortunately the operational range is to short for all the Gal weapons which makes it extremely difficult to close distance on enemies, and with heavies claiming the CQ field it's very hard to use them 100% effectively without playing hide-n-seek with heavies.
Suggestion: Increase range to 50 (increase ADS kick to compensate) or reduce the fall off damage, so that it remains at 40M but it doesn't become a squirt gun from 41M and up.
>Combat rifle, its like trying to break a brick wall with needles, atleast for the Assault variant. When this weapon is hitting shields it is extremely difficult, not gonna suggest a damage profile change though, and a DPS buff would require a range reduction. IMO the damage profiency profiles should be change to a damage buff.
>Scrambler rifle, sucks until proto with proto skills, I feel that a reduction to the skills themselves and applying them to the weapon would allow for better usage without affecting it at all at proto.
Side arms:
>Ion pistol, I love it until it charges itself. I hate the charge function, its horrible, remove the auto sieze and let us pop off a couple of shots after the charge or just remove the charge function entirely and give us an assault variant. Also operational range is way to short, maybe bump it up to 28M.
>Magsec, lackluster and IDK why.
>SMG, very nice when using the breach, it just melts armor. It is perfect how it is.
>Scrambler pistol, didn't use it.
>Flaylock pistol, it requires a degree of skill to use and know at what situations it can be used, unfortunately the usefulness of this gun is extremely limited as body shots are difficult to land and it cannot fight enemies at a higher elevation than you. It is decent for eleminating enemies behind cover, but the splash radius is often not high enough to catch them. I would like to use it to kill heavies but their explosive resistance makes this tactic obsolete.
>Bolt pistol, requires a degree of skill, along with patience. The weapon is now what it was meant to be a long range finisher. Although its CQ abilities from pre-nerf to leak through and its still pretty easy to hip fire somebody to oblivion with it.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4720
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Posted - 2014.11.09 14:03:00 -
[3] - Quote
I disagree on sentinels.
they never should have been made CQC to begin with, and turn speed penalty on a CQC platform is pure idiocy.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3326
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Posted - 2014.11.09 14:08:00 -
[4] - Quote
Breakin Stuff wrote:I disagree on sentinels.
they never should have been made CQC to begin with, and turn speed penalty on a CQC platform is pure idiocy.
What should have they been made?
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4720
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Posted - 2014.11.09 14:12:00 -
[5] - Quote
BL4CKST4R wrote:Breakin Stuff wrote:I disagree on sentinels.
they never should have been made CQC to begin with, and turn speed penalty on a CQC platform is pure idiocy. What should have they been made?
Long range fire support. I've actually made a post detailing how CQC negates every single weakness the Sentinel has.
And turn speed penalties are only balanced on long ranged weapons. Putting it on a CQC weapon renders said weapon worthless. it's why turn speeds were normalized to begin with, all you had to do was strafe around a heavy and shoot him in the side of the head, which kmeant the gun was useless unless you run straight at him.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3326
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Posted - 2014.11.09 14:26:00 -
[6] - Quote
Breakin Stuff wrote:BL4CKST4R wrote:Breakin Stuff wrote:I disagree on sentinels.
they never should have been made CQC to begin with, and turn speed penalty on a CQC platform is pure idiocy. What should have they been made? Long range fire support. I've actually made a post detailing how CQC negates every single weakness the Sentinel has. And turn speed penalties are only balanced on long ranged weapons. Putting it on a CQC weapon renders said weapon worthless. it's why turn speeds were normalized to begin with, all you had to do was strafe around a heavy and shoot him in the side of the head, which kmeant the gun was useless unless you run straight at him.
How can they be tuned to do so, without overpowering them or does your post outline that?
supercalifragilisticexpialidocious
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VikingKong iBUN
T.H.I.R.D R.O.C.K
179
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Posted - 2014.11.09 15:25:00 -
[7] - Quote
BL4CKST4R wrote:either that or the Combat rifle just isn't for me. The CR is absolute crap atm, its not just you.
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VikingKong iBUN
T.H.I.R.D R.O.C.K
179
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Posted - 2014.11.09 15:26:00 -
[8] - Quote
BL4CKST4R wrote:Breakin Stuff wrote:BL4CKST4R wrote:Breakin Stuff wrote:I disagree on sentinels.
they never should have been made CQC to begin with, and turn speed penalty on a CQC platform is pure idiocy. What should have they been made? Long range fire support. I've actually made a post detailing how CQC negates every single weakness the Sentinel has. And turn speed penalties are only balanced on long ranged weapons. Putting it on a CQC weapon renders said weapon worthless. it's why turn speeds were normalized to begin with, all you had to do was strafe around a heavy and shoot him in the side of the head, which kmeant the gun was useless unless you run straight at him. How can they be tuned to do so, without overpowering them or does your post outline that? Nerf DPS, buff range. Done. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4725
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Posted - 2014.11.09 15:52:00 -
[9] - Quote
VikingKong iBUN wrote:BL4CKST4R wrote:Breakin Stuff wrote:BL4CKST4R wrote:Breakin Stuff wrote:I disagree on sentinels.
they never should have been made CQC to begin with, and turn speed penalty on a CQC platform is pure idiocy. What should have they been made? Long range fire support. I've actually made a post detailing how CQC negates every single weakness the Sentinel has. And turn speed penalties are only balanced on long ranged weapons. Putting it on a CQC weapon renders said weapon worthless. it's why turn speeds were normalized to begin with, all you had to do was strafe around a heavy and shoot him in the side of the head, which kmeant the gun was useless unless you run straight at him. How can they be tuned to do so, without overpowering them or does your post outline that? Nerf DPS, buff range. Done. not even close
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Meee One
Amakakeru-Ryu-no-Hirameki
1249
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Posted - 2014.11.09 16:04:00 -
[10] - Quote
Lol,intentionally ignoring logistics?
Don't worry CCP does that too.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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jhon hartigan
Mannar Focused Warfare Gallente Federation
365
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Posted - 2014.11.09 16:58:00 -
[11] - Quote
My first thought was:"why did this guy waste 60Gé¼?" well everyone is free to do what he wants with his moneys.
I enjoyed reading it anyway. The thing that I understand from this is: often it really depends on playstyle!
Why do I say it? I have cal assault, Min assault and gal assault. You said you Like amarr and cal assaults and dislike gal and Min. I love Min and Gal, especially this second one, and really dislike the cal assault. I Consider him a waste of SP and if I m going to buy a Respec I d keep gal and Min and leave out the cal one. It really really depends on your playstyle.
I anyway agree with Sentinels and hmg, they should be nerfed/changed a bit. Even a mlt heavy is a problem for my proto gal assault in cqc (and the gal assault is supposed to be King in cqc!!!) |
BL4CKST4R
La Muerte Eterna Dark Taboo
3328
|
Posted - 2014.11.09 17:14:00 -
[12] - Quote
jhon hartigan wrote:My first thought was:"why did this guy waste 60Gé¼?" well everyone is free to do what he wants with his moneys.
I enjoyed reading it anyway. The thing that I understand from this is: often it really depends on playstyle!
Why do I say it? I have cal assault, Min assault and gal assault. You said you Like amarr and cal assaults and dislike gal and Min. I love Min and Gal, especially this second one, and really dislike the cal assault. I Consider him a waste of SP and if I m going to buy a Respec I d keep gal and Min and leave out the cal one. It really really depends on your playstyle.
I anyway agree with Sentinels and hmg, they should be nerfed/changed a bit. Even a mlt heavy is a problem for my proto gal assault in cqc (and the gal assault is supposed to be King in cqc!!!)
I love the Gal assault also, along with the Minmatar what I meant was which suits did i have the most fun with (murdered the most and died the least), the min suit is amazing with an AR. I spent the money because i didnt want to miss the opportunity to try every suit :)
supercalifragilisticexpialidocious
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