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pagl1u M
Dead Man's Game RUST415
1078
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Posted - 2014.12.12 14:25:00 -
[1] - Quote
If you donGÇÖt believe the bonus is almost useless take a look at this video.
The quality sucks, IGÇÖm sorry, but I think it shows how the recoil and dispersion of the assault rifle is almost the same using a scout or the gallente assault. The test was made with Gallente Assault lvl 5 and sharpshooter lvl 4.
Now letGÇÖs take a look to the bonuses of other races:
Minmatar Assault: It brings the damage per clip of the ACR from 1484 to 1855. It takes one of the problems of the weapon and try to solve it. The damage per clip of the ar is 2039, the damager per clip of the RR is 2171. This is to show that damage per clip was really a problem for this weapon, the bonus focuses on solving it.
Amarr Assault: it is the same as for the Minmatar, the weapon has a problem: it overheats. The bonus doesnGÇÖt solve it completely but it limits the problem.
Caldari Assault: IGÇÖ not going to talk about them as their bonus is a joke like ours.
So Assault bonuses should focus on limiting the problems of a weapon.
Are recoil and dispersion a problem for assault rifles? I donGÇÖt really think so. As you can see from the video the assault rifle has close to no dispersion and recoil while shooting ADS even with the scout and the recoil and dispersion is very similar, in hipfire, using the scout and the Galass.
So what is the only problem that an Assault rifle has? Range.
It is a cqc weapon so it has short range, give the Galass a bonus to increase that range, it shouldnGÇÖt be a big bonus, we donGÇÖt want it to outrange a medium range weapon (CR).
My suggestion is:
Gallente Assault: +4/5% to optimal and effective range of hybrid/ blaster weapons per level.
4%/lvl would bring the AR from 44 to 52.8 mtrs and the BAR from 40 to 48mtrs.
5%/lvl would bring the AR from 44 to 55 and the BAR from 40 to 50.
What do you think? Sign in if you agree.
PS I know I'm not considering the other weapons but I believe Assaults should be focused on their racial rifle.
One of the few assaults you'll find in a PC match!
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KING CHECKMATE
Opus Arcana Covert Intervention
6300
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Posted - 2014.12.12 14:27:00 -
[2] - Quote
Gal Assault bonus is designed for high RoF plasma-blaster tech. AKA : Regular Assault Variant and Burst variant.
I mean, its not as GOOD as the other assault bonuses but...It does work. plus the suit is pretty strong....solid.
I proposed a while ago to SWAP the Caldari and Gallente Bonuses....
Nobody listens...
Amarr Logi, Scout, Assault , Sentinel and soon Commando. Check MY loyalty Empress o7
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DeadlyAztec11
Ostrakon Agency
6363
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Posted - 2014.12.12 14:31:00 -
[3] - Quote
KING CHECKMATE wrote:Gal Assault bonus is designed for high RoF plasma-blaster tech. AKA : Regular Assault Variant and Burst variant.
I mean, its not as GOOD as the other assault bonuses but...It does work. plus the suit is pretty strong....solid.
I proposed a while ago to SWAP the Caldari and Gallente Bonuses....
Nobody listens... EDIT: sorry i dont think Blaster tech should have a skill to increase its range. Then the Gallente would end up with an even worse bonus and the Caldari would be screwed over by the slow reload rate of the RR.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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pagl1u M
Dead Man's Game RUST415
1079
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Posted - 2014.12.12 14:35:00 -
[4] - Quote
KING CHECKMATE wrote:Gal Assault bonus is designed for high RoF plasma-blaster tech. AKA : Regular Assault Variant and Burst variant.
I mean, its not as GOOD as the other assault bonuses but...It does work. plus the suit is pretty strong....solid.
I proposed a while ago to SWAP the Caldari and Gallente Bonuses....
Nobody listens... EDIT: sorry i dont think Blaster tech should have a skill to increase its range. If you are brave enough to look at mysh1ttier video you will see that the AR isn't affected that much by the bonus. Shooting with a scout and with a Gal Assault is almost the same thing.
The AR doesnt have a long reload so that bonus wouldnt be that good for us.
One of the few assaults you'll find in a PC match!
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KING CHECKMATE
Opus Arcana Covert Intervention
6303
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Posted - 2014.12.12 15:08:00 -
[5] - Quote
DeadlyAztec11 wrote: Then the Gallente would end up with an even worse bonus and the Caldari would be screwed over by the slow reload rate of the RR.
FAster reload speed for weapons that are designed for CQ is NOT A Bad bonus at all. I would ACTUALLY USE the Gal assault if it had better reload speed for AR's.
For Caldaris, sure , loosing the reload speed would hurt but HAving less Distpersion on a weapon DESIGNED FOR LONG ranged combat is a very BIG plus. EVEN AT CQ! Imagine what an ARR coul do with less dispersion...
Now that i think of it:
GAL BONUS: 5% reload speed per level for plasma-blaster CAL bonus: 4% less RECOIL per level for rails
Man, did your job again CCP.
Amarr Logi, Scout, Assault , Sentinel and soon Commando. Check MY loyalty Empress o7
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Byozuma Kegawa
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
365
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Posted - 2014.12.12 15:25:00 -
[6] - Quote
Nice video... the red face on static makes for great watching.
In all seriousness, you seem to have region-locked your video. That said, I don't think range is a problem. Gallente rifles being the oldest rifles their range is longer than you think. Similar to how the scrambler pistol's range is longer than it seems (there's a video illustrating this perfectly using a friendly drop turret as a target). The problem is dispersion and I think you're overestimating how much a few percent can do. This game loves small changes... |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3454
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Posted - 2014.12.12 15:37:00 -
[7] - Quote
Do it!! Although AR range is 40
supercalifragilisticexpialidocious
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Echo 1991
Titans of Phoenix
615
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Posted - 2014.12.12 15:43:00 -
[8] - Quote
KING CHECKMATE wrote:DeadlyAztec11 wrote: Then the Gallente would end up with an even worse bonus and the Caldari would be screwed over by the slow reload rate of the RR.
FAster reload speed for weapons that are designed for CQ is NOT A Bad bonus at all. I would ACTUALLY USE the Gal assault if it had better reload speed for AR's. For Caldaris, sure , loosing the reload speed would hurt but HAving less Distpersion on a weapon DESIGNED FOR LONG ranged combat is a very BIG plus. EVEN AT CQ! Imagine what an ARR coul do with less dispersion... Now that i think of it: GAL BONUS: 5% reload speed per level for plasma-blaster CAL bonus: 4% less RECOIL per level for railsMan, did your job again CCP. No. the drawback the AR has is poor range. i have a commando for reload speed |
Leadfoot10
Molon Labe. General Tso's Alliance
2595
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Posted - 2014.12.12 15:53:00 -
[9] - Quote
Tried to watch the video.
"Video not available in your country [I'm in the USA]"?
That said, and IMO, the Gal bonus should be faster reload, and the Cal bonus should be less kick. |
Racro 01 Arifistan
501st Knights of Leanbox
466
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Posted - 2014.12.12 15:59:00 -
[10] - Quote
I don't know about you...... but I notice the difference between using the AR on my scouts/logis. compared to my gall assault. the bonus specifically states from hip-fire. the accuracy from hip fire at gall assault 5 and AR/IP sharpshooter 5 is quite powerful. basically like aiming down sights.
yes there ISNT much difference between the ar on the gall assult and other suits. HOWEVER when your 1/4 of a clip in the kick/dispersion becomes more apperent. not only that. but the MAX and MIN dispersion values (there was a thread sticked somewhere from rattati) are dramatically reduced. meaning that with 50% reduced kick/dispersion there is a very small chance your shots are going miss the targets hitbox. given the AR's already low kick and dispersion is basically removed from the gall assault.
now. we shouldn't only think about the AR on a gall assault.
try using a shotgun......boy is that hilarious. looks like a straight line of death and with lower kick makes then follow up rounds to land. the ion pistol gets the same bonus's as the AR becoming more deadly to use. the PLC.............is affected by only the reduced kick. but its best used while ADS to hit long range targets. still works though from hip to hit those annoying scouts with powerful splash/splash radius.
so here we have 4 weapons DIRECTLY affected by 1 suit. when developing a suit bonus why only think about 1 specific weapon? why not make or use a bonus that affects ALL that races weapons.
also. changing the gall assault bonus will easily make AR's and IP's oh.....and shotguns OP. and hurt the PLC unless you include the kubos PLC with 2 shots.
or we could go for damage.....already taken by gall mando.
or reload......all gall weapons reload fast enough as it is.
or ammo capacity increase.....do you want a PLC with roughly 4 rounds in it? or shotguns with close to 15 rounds? AR's with 80?
creating suit bonus is difficult and can be easy to make certain weapons to powerful or basically overpowered on it.
over all the gall assault should stay as is. I like it and have used it for that long that I can tell the difference between using the AR on other suits.....and no other assult suit gets to use as many bonused weapons. (minus commandos)
Elite Gallenten Soldier
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Echo 1991
Titans of Phoenix
615
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Posted - 2014.12.12 16:13:00 -
[11] - Quote
Racro 01 Arifistan wrote:I don't know about you...... but I notice the difference between using the AR on my scouts/logis. compared to my gall assault. the bonus specifically states from hip-fire. the accuracy from hip fire at gall assault 5 and AR/IP sharpshooter 5 is quite powerful. basically like aiming down sights.
yes there ISNT much difference between the ar on the gall assult and other suits. HOWEVER when your 1/4 of a clip in the kick/dispersion becomes more apperent. not only that. but the MAX and MIN dispersion values (there was a thread sticked somewhere from rattati) are dramatically reduced. meaning that with 50% reduced kick/dispersion there is a very small chance your shots are going miss the targets hitbox. given the AR's already low kick and dispersion is basically removed from the gall assault.
now. we shouldn't only think about the AR on a gall assault.
try using a shotgun......boy is that hilarious. looks like a straight line of death and with lower kick makes then follow up rounds to land. the ion pistol gets the same bonus's as the AR becoming more deadly to use. the PLC.............is affected by only the reduced kick. but its best used while ADS to hit long range targets. still works though from hip to hit those annoying scouts with powerful splash/splash radius.
so here we have 4 weapons DIRECTLY affected by 1 suit. when developing a suit bonus why only think about 1 specific weapon? why not make or use a bonus that affects ALL that races weapons.
also. changing the gall assault bonus will easily make AR's and IP's oh.....and shotguns OP. and hurt the PLC unless you include the kubos PLC with 2 shots.
or we could go for damage.....already taken by gall mando.
or reload......all gall weapons reload fast enough as it is.
or ammo capacity increase.....do you want a PLC with roughly 4 rounds in it? or shotguns with close to 15 rounds? AR's with 80?
creating suit bonus is difficult and can be easy to make certain weapons to powerful or basically overpowered on it.
over all the gall assault should stay as is. I like it and have used it for that long that I can tell the difference between using the AR on other suits.....and no other assult suit gets to use as many bonused weapons. (minus commandos) it is a pointless bonus, there is hardly any kick or dispersion anyway. it isnt a drawback, whereas range is. shotgun and plc barely get any bonus from it. |
Racro 01 Arifistan
501st Knights of Leanbox
467
|
Posted - 2014.12.12 16:25:00 -
[12] - Quote
Echo 1991 wrote:Racro 01 Arifistan wrote:I don't know about you...... but I notice the difference between using the AR on my scouts/logis. compared to my gall assault. the bonus specifically states from hip-fire. the accuracy from hip fire at gall assault 5 and AR/IP sharpshooter 5 is quite powerful. basically like aiming down sights.
yes there ISNT much difference between the ar on the gall assult and other suits. HOWEVER when your 1/4 of a clip in the kick/dispersion becomes more apperent. not only that. but the MAX and MIN dispersion values (there was a thread sticked somewhere from rattati) are dramatically reduced. meaning that with 50% reduced kick/dispersion there is a very small chance your shots are going miss the targets hitbox. given the AR's already low kick and dispersion is basically removed from the gall assault.
now. we shouldn't only think about the AR on a gall assault.
try using a shotgun......boy is that hilarious. looks like a straight line of death and with lower kick makes then follow up rounds to land. the ion pistol gets the same bonus's as the AR becoming more deadly to use. the PLC.............is affected by only the reduced kick. but its best used while ADS to hit long range targets. still works though from hip to hit those annoying scouts with powerful splash/splash radius.
so here we have 4 weapons DIRECTLY affected by 1 suit. when developing a suit bonus why only think about 1 specific weapon? why not make or use a bonus that affects ALL that races weapons.
also. changing the gall assault bonus will easily make AR's and IP's oh.....and shotguns OP. and hurt the PLC unless you include the kubos PLC with 2 shots.
or we could go for damage.....already taken by gall mando.
or reload......all gall weapons reload fast enough as it is.
or ammo capacity increase.....do you want a PLC with roughly 4 rounds in it? or shotguns with close to 15 rounds? AR's with 80?
creating suit bonus is difficult and can be easy to make certain weapons to powerful or basically overpowered on it.
over all the gall assault should stay as is. I like it and have used it for that long that I can tell the difference between using the AR on other suits.....and no other assult suit gets to use as many bonused weapons. (minus commandos) it is a pointless bonus, there is hardly any kick or dispersion anyway. it isnt a drawback, whereas range is. shotgun and plc barely get any bonus from it.
the point is ITS still noticible and better than being on another suit. it shouldn't be a strong bonus that its completely better than being on any other suit. the bonus is strong enough that you get an edge against an opponent. it shouldn't be a bonus that says ''I win simply because my suits bonus is better''. its like how I run my laser rifle on my gall assault compared to an amarr assult. sure he can fire for longer but he cant fit as many complex damage mods as I can due to the amarr suits having lower cpu compared to gallente. hence I get better over all damage but he can fire for extended periods. any type of bonus on a suit SHOULD NOT say 'I win' bonus's should give you an edge not an instant I win.
changing the current gall assault bonus to something else has the potential to make the suit overpowered compared to others. as it stands the gall assault is a solid and effective suit to run/use with its current bonus.
Elite Gallenten Soldier
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Echo 1991
Titans of Phoenix
615
|
Posted - 2014.12.12 16:41:00 -
[13] - Quote
Racro 01 Arifistan wrote:Echo 1991 wrote:Racro 01 Arifistan wrote:I don't know about you...... but I notice the difference between using the AR on my scouts/logis. compared to my gall assault. the bonus specifically states from hip-fire. the accuracy from hip fire at gall assault 5 and AR/IP sharpshooter 5 is quite powerful. basically like aiming down sights.
yes there ISNT much difference between the ar on the gall assult and other suits. HOWEVER when your 1/4 of a clip in the kick/dispersion becomes more apperent. not only that. but the MAX and MIN dispersion values (there was a thread sticked somewhere from rattati) are dramatically reduced. meaning that with 50% reduced kick/dispersion there is a very small chance your shots are going miss the targets hitbox. given the AR's already low kick and dispersion is basically removed from the gall assault.
now. we shouldn't only think about the AR on a gall assault.
try using a shotgun......boy is that hilarious. looks like a straight line of death and with lower kick makes then follow up rounds to land. the ion pistol gets the same bonus's as the AR becoming more deadly to use. the PLC.............is affected by only the reduced kick. but its best used while ADS to hit long range targets. still works though from hip to hit those annoying scouts with powerful splash/splash radius.
so here we have 4 weapons DIRECTLY affected by 1 suit. when developing a suit bonus why only think about 1 specific weapon? why not make or use a bonus that affects ALL that races weapons.
also. changing the gall assault bonus will easily make AR's and IP's oh.....and shotguns OP. and hurt the PLC unless you include the kubos PLC with 2 shots.
or we could go for damage.....already taken by gall mando.
or reload......all gall weapons reload fast enough as it is.
or ammo capacity increase.....do you want a PLC with roughly 4 rounds in it? or shotguns with close to 15 rounds? AR's with 80?
creating suit bonus is difficult and can be easy to make certain weapons to powerful or basically overpowered on it.
over all the gall assault should stay as is. I like it and have used it for that long that I can tell the difference between using the AR on other suits.....and no other assult suit gets to use as many bonused weapons. (minus commandos) it is a pointless bonus, there is hardly any kick or dispersion anyway. it isnt a drawback, whereas range is. shotgun and plc barely get any bonus from it. the point is ITS still noticible and better than being on another suit. it shouldn't be a strong bonus that its completely better than being on any other suit. the bonus is strong enough that you get an edge against an opponent. it shouldn't be a bonus that says ''I win simply because my suits bonus is better''. its like how I run my laser rifle on my gall assault compared to an amarr assult. sure he can fire for longer but he cant fit as many complex damage mods as I can due to the amarr suits having lower cpu compared to gallente. hence I get better over all damage but he can fire for extended periods. any type of bonus on a suit SHOULD NOT say 'I win' bonus's should give you an edge not an instant I win. changing the current gall assault bonus to something else has the potential to make the suit overpowered compared to others. as it stands the gall assault is a solid and effective suit to run/use with its current bonus. It isn't noticeable, and an amarr can fit 3 damage mods and a laser so it is still gonna do more damage. The bonus is supposed to minimise its draw back. The AR, shotgun and PLC receive almost no benefit from it.
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3454
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Posted - 2014.12.12 16:42:00 -
[14] - Quote
I have my gall assault level 5 and my AR completely maxed and most of the time I use a rail because the bonus doesn't make my AR any btter to the point where the effectiveness of my suit is going down by not using the AR. For example, using any other weapon on a amarr will reduce the potential of the suit Because the bonus is such a game changer.
The best part about a range bonus is that every gallente weapon except the plc will benefit from this, unlike the current bonus which just makes an already small number a tiny bit smaller.
supercalifragilisticexpialidocious
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Cody Sietz
Random Gunz RISE of LEGION
4206
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Posted - 2014.12.12 16:44:00 -
[15] - Quote
KING CHECKMATE wrote:Gal Assault bonus is designed for high RoF plasma-blaster tech. AKA : Regular Assault Variant and Burst variant.
I mean, its not as GOOD as the other assault bonuses but...It does work. plus the suit is pretty strong....solid.
I proposed a while ago to SWAP the Caldari and Gallente Bonuses....
Nobody listens... EDIT: sorry i dont think Blaster tech should have a skill to increase its range. Ewww no, I'll take my hipfire over that crappy reload bonus.
Edit:oh and the breach shotgun on a GalAssault is actually pretty damn fun.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Heracles Porsche
Capital Acquisitions LLC General Tso's Alliance
12
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Posted - 2014.12.12 16:49:00 -
[16] - Quote
Informative video, i wish you the best of luck getting your suit changed. |
Jathniel
G I A N T
1321
|
Posted - 2014.12.12 16:56:00 -
[17] - Quote
I take your point OP, but I think increasing AR range will upset our precious little balance a bit too much. There was a time when the AR had insane range, it was lethal at excess of 110m, with laser beam accuracy.
Let's not go back to that. Let's not even remotely come close to ARs with range anymore. The TAR being the only exception to this.
Honestly, I would give the Caldari the recoil reduction bonus, both for hipfire and ads. The problems with the RR are recoil and stability after all, and at range, you need to be accurate.
As for the Gallente, I would give them a fire rate bonus. Since their weapons are supposed to be the Assault "family". If the AR has a 800 RPM base fire rate, give them a 5% rate of fire buff. At proto Gal assault, the AR would have 1000 RPM fire rate. (this bonus however, will require the TAR to keep it's 18 round magazine to avoid potential balance problems).
Amarr - laser cooldown Minmatar - magazine size Caldari - stability buff/recoil reduction Gallente - fire rate
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3964
|
Posted - 2014.12.12 16:56:00 -
[18] - Quote
The problem with range is that DPS is balanced against range. So AR has the most DPS...if the range increases now it's encroaching on another rifle's range, but with more DPS, rendering that other rifle fall less effective overall.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Echo 1991
Titans of Phoenix
615
|
Posted - 2014.12.12 16:58:00 -
[19] - Quote
Pokey Dravon wrote:The problem with range is that DPS is balanced against range. So AR has the most DPS...if the range increases now it's encroaching on another rifle's range, but with more DPS, rendering that other rifle fall less effective overall. Every other weapon would still out range it and it would only affect optimal. |
Myron Kundera
The Generals
141
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Posted - 2014.12.12 17:04:00 -
[20] - Quote
+1 Great idea. ROF bonus (which i would love instead of range) is not gonna happen cause reasons (QQ op lulz), so 5% per level optimal/effective range bonus is pretty good.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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pagl1u M
Dead Man's Game RUST415
1093
|
Posted - 2014.12.12 17:57:00 -
[21] - Quote
Leadfoot10 wrote:Tried to watch the video.
"Video not available in your country [I'm in the USA]"?
That said, and IMO, the Gal bonus should be faster reload, and the Cal bonus should be less kick. I'm removing the song so it will soon be available for everyone, anyway the video is really horrible, it is only me shooting at a wall with BAR and AR changing my suit, the quality sucks and it doesnt have a song now :( It is just to show that the recoil and dispersion are almost the same with and without the bonus
Racro 01 Arifistan wrote: the point is ITS still noticible and better than being on another suit. it shouldn't be a strong bonus that its completely better than being on any other suit. the bonus is strong enough that you get an edge against an opponent. it shouldn't be a bonus that says ''I win simply because my suits bonus is better''. its like how I run my laser rifle on my gall assault compared to an amarr assult. sure he can fire for longer but he cant fit as many complex damage mods as I can due to the amarr suits having lower cpu compared to gallente. hence I get better over all damage but he can fire for extended periods. any type of bonus on a suit SHOULD NOT say 'I win' bonus's should give you an edge not an instant I win.
changing the current gall assault bonus to something else has the potential to make the suit overpowered compared to others. as it stands the gall assault is a solid and effective suit to run/use with its current bonus.
It is barely noticible. the MinAss has 17 more shots in the clip, the Amarrass has 25% less overheats. These are GREAT bonuses.
And we only took assaults in accout, lets take a look at other roles: Sentinels get resistances, Commandos get a great bonus to damage, Scouts have great ewar bonuses, minscout has more dmg and hacking speed, Logis have bonuses to their equipments, these are strong bonuses that make a difference.
A very little reduction of dispersion on a rifle that has already close to no dispersion is almost useless, I want something that tell me "Use a blaster weapon, you have this good bonus." Atm I'm using an AR only because I like it, not because of the bonus, I see a lot of gallente assaults with other weapons.
Jathniel wrote:I take your point OP, but I think increasing AR range will upset our precious little balance a bit too much. As for the Gallente, I would give them a fire rate bonus. Increasing the rof will increase the dps, this will change balance even more because we will not only do more dmg at our optimal but we will also do more dmg at any range, this is basically increasing the range without increasing it.
One of the few assaults you'll find in a PC match!
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Jathniel
G I A N T
1321
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Posted - 2014.12.12 22:04:00 -
[22] - Quote
pagl1u M wrote:Jathniel wrote:I take your point OP, but I think increasing AR range will upset our precious little balance a bit too much. As for the Gallente, I would give them a fire rate bonus. Increasing the rof will increase the dps, this will change balance even more because we will not only do more dmg at our optimal but we will also do more dmg at any range, this is basically increasing the range without increasing it.
I take your point.
I just figured since the other assault bonuses increased lethality of their racial weapons, why not the same for the Gallente?
If you do a range buff, you are encroaching on the other weapon's roles (scr, rr).
You can do fire rate buff and successfully increase the ARs lethality, without it messing up the other guns.
Fire Rate doesn't belong to the minmatar. Their weapons are the Burst family. Assaulting belonged to the gallente.
Essentially, the Assault Combat Rifle was supposed to be trying to mimic the Assault Rifle, not be flat out superior to it.
I seriously believe we aren't going to see a final proper balancing of weapons until each weapon family properly does its role best, and properly mimics the rest.
Just a reminder: http://web.ccpgamescdn.com/dust/news.control/65234/1/rifleranges17.jpg
Gallente - Assault = cqc full auto and/or high fire rate blaster tech. Amarr - Tactical = mid range semi-auto and precision laser tech. Minmatar - Burst = close-mid range rapid burst projectile tech. Caldari - Breach = mid-long range high alpha-damage low fire rate railgun tech.
Nowadays we have the balance almost right, but it's still discombobulated. A Gallente assault bonus that bumps up the ARs fire rate performance, I think, would put the gun right where it needs to be... as king of the assault rifles in cqc.
But I digress.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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pagl1u M
Dead Man's Game RUST415
1093
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Posted - 2014.12.13 03:06:00 -
[23] - Quote
Echo 1991 wrote:Pokey Dravon wrote:The problem with range is that DPS is balanced against range. So AR has the most DPS...if the range increases now it's encroaching on another rifle's range, but with more DPS, rendering that other rifle fall less effective overall. Every other weapon would still out range it and it would only affect optimal. This.
Also, Scrambler is balanced by its own overheat, ACR is balanced by its clip, in the hands of the assault of the right Race these weapons are better, why shouldnt it be the same time for the AR and its range?
One of the few assaults you'll find in a PC match!
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PLAYSTTION
GamersForChrist
373
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Posted - 2014.12.13 03:22:00 -
[24] - Quote
What about increased RoF
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- GFC, GJR Approved -
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Commander Noctus
Gallente Loyalist
174
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Posted - 2014.12.13 04:56:00 -
[25] - Quote
Hm, this again. Quick note to CCP: We're STILL WAITING for these changes y'know. We haven't forgotten...
Swapping the Gallente and Caldari bonuses would not work. If I wanted a CQC suit with fast reload, I'd put on my Commando suit, which ALSO gets a damage boost.
Note, previously, the most popular bonus was OPTIMAL range increase. Second most popular was a RoF increase, which is really just a flat DPS boost.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
552
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Posted - 2014.12.13 05:10:00 -
[26] - Quote
I think the difference lies in HOW LONG you can shoot the AR before kick/disp affects performance.
The AR can get pretty messy with sustained fire. If you can minimize this for a longer length of time you can put more rounds on target, which helps maintain optimal dps.
If you could, experiment with the two suits again and time how long it takes for the AR to wobble off target with and without assault bonus.
AKA - StarVenger
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Commander Noctus
Gallente Loyalist
175
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Posted - 2014.12.13 05:13:00 -
[27] - Quote
Meisterjager Jagermeister wrote:I think the difference lies in HOW LONG you can shoot the AR before kick/disp affects performance.
The AR can get pretty messy with sustained fire. If you can minimize this for a longer length of time you can put more rounds on target, which helps maintain optimal dps.
If you could, experiment with the two suits again and time how long it takes for the AR to wobble off target with and without assault bonus.
Hm, the only time I ever hold it down long enough for the magazine to empty itself and noticeable wobble to take place is when I'm fighting a heavy or a crowd. In both cases, dispersion isn't exactly a problem.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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MINA Longstrike
Kirjuun Heiian
1755
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Posted - 2014.12.13 05:46:00 -
[28] - Quote
Myron Kundera wrote:+1 Great idea. ROF bonus (which i would love instead of range) is not gonna happen cause reasons (QQ op lulz), so 5% per level optimal/effective range bonus is pretty good.
Unlikely to ever happen because it destroys the careful balance of range vs dos that rattati has worked for.
Now I haven't watched the ops video but I do have some comments: 1)in the kick/dispersion sticky it is outright stated that weapons do not ever hit full dispersion / kick while standing still - so if OP was standing still in his comparisons he's drawing a flawed conclusion. 2)while the kick reduction isn't that useful outside the tac ar, the dispersion reduction very much is - primarily because the gallente assault bonus works best when you are *moving* and shooting.
Gal assault is meant to strafe.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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pagl1u M
Dead Man's Game RUST415
1106
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Posted - 2014.12.14 21:02:00 -
[29] - Quote
Bump
One of the few assaults you'll find in a PC match!
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