Jathniel
G I A N T
1321
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Posted - 2014.12.12 16:56:00 -
[1] - 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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Jathniel
G I A N T
1321
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Posted - 2014.12.12 22:04:00 -
[2] - 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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