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TheD1CK
Dead Man's Game RUST415
1528
|
Posted - 2014.12.14 22:53:00 -
[1] - Quote
The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
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NextDark Knight
Molon Labe. General Tso's Alliance
741
|
Posted - 2014.12.14 23:08:00 -
[2] - Quote
The original RR (after the first nerf) wasn't OP.. it was just popular. It was nerfed to make it less popular because armor idiots couldn't understand what the hell was going on in the game.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15878
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Posted - 2014.12.14 23:14:00 -
[3] - Quote
Even if the Profiling Damage value on Profiling Values on Protofits are correct and the per shot damage is 112....the modifier is only 3.5x for the charged shot.
At best the Scr Charged shot deals 392 damage vs Shielded targets assuming 2x Damage Modules and Proficiency V....... this does not instantly deplete a well shield tanked suit.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Union118
Molon Labe. General Tso's Alliance
43
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Posted - 2014.12.14 23:17:00 -
[4] - Quote
TheD1CK wrote:The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
Suit n gun are fine for caldari. But the scrambler...kills way to fast. I cant get half a clip from my ARR before im dropped. But ill specing into it n try it my self.
Starter Fit Suits are OP :-)
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Heimdallr69
Nyain San General Tso's Alliance
3919
|
Posted - 2014.12.14 23:17:00 -
[5] - Quote
NextDark Knight wrote:The original RR (after the first nerf) wasn't OP.. it was just popular. It was nerfed to make it less popular because armor idiots couldn't understand what the hell was going on in the game. Now the breach out performs the Kali at all ranges =ƒÿä
Removed inappropriate content - CCP Logibro
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NextDark Knight
Molon Labe. General Tso's Alliance
741
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Posted - 2014.12.14 23:27:00 -
[6] - Quote
The Breach is all kinds of sexy.. just doesn't feel right on the Cal suit.
Yet, because it's not a natural progression riffle as the RR was it will never be as popular.
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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Bethhy
Ancient Exiles.
2691
|
Posted - 2014.12.15 01:01:00 -
[7] - Quote
TheD1CK wrote:The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
The Problem with Caldari is that Shields have not been touched Since Energizers where added.
We have all kinds of Dropsuits offering natural armor repair but still retaining a nice Shield regen.
Shield SUits should have a Natural Boost to Regulator Efficacy... Or a Boost to the raw stats of depleted delay.
Caldari can't have raw HP buffs because it breaks the suit and turns it into a brick tank suit.. It Needs to have limited Health pools but insane Shield recharge that highlights a hit and take cover playstyle.
Where you never want to let a caldari take cover uncontested as they will come back out with full shields or near to.. But Not the giant health pools that Amarr has... WHich has the downside of slower speed.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15885
|
Posted - 2014.12.15 01:06:00 -
[8] - Quote
Bethhy wrote:TheD1CK wrote:The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
The Problem with Caldari is that Shields have not been touched Since Energizers where added. We have all kinds of Dropsuits offering natural armor repair but still retaining a nice Shield regen. Shield SUits should have a Natural Boost to Regulator Efficacy... Or a Boost to the raw stats of depleted delay. Caldari can't have raw HP buffs because it breaks the suit and turns it into a brick tank suit.. It Needs to have limited Health pools but insane Shield recharge that highlights a hit and take cover playstyle. Where you never want to let a caldari take cover uncontested as they will come back out with full shields or near to.. But Not the giant health pools that Amarr has... WHich has the downside of slower speed.
The Native Armour reps were designed to be a benefit to shield tankers who didn't want to fit reppers in their lows.
I told people it was just a buff to armour tanking.....but was shot down.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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sir RAVEN WING
Kaalmayoti Warzone Control
1849
|
Posted - 2014.12.15 01:27:00 -
[9] - Quote
TheD1CK wrote:The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
I'd like the bonus to be to decrease the charge time for Caldari made weapons, but would also like faster recharge.
The RR after the first nerf was in a good place, just a good amount of armour tankers getting killed. Sadly the fact is that after the first nerf there was a whole lot of complaining by it's users who could not control kick, they got it nerfed/buffed into near uselessness and went to use the BrAR.
Another idea is to make it where the shields are more resilient against Plasma and Laser weaponry. (I believe if I can survive 3 locus grenades I should be able to survive getting hit by a Laser Rifle for .1s
These may be my final days, but I will live as I would any other day
My loyalty to the State is undying.
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Joseph Ridgeson
WarRavens Capital Punishment.
2942
|
Posted - 2014.12.15 01:34:00 -
[10] - Quote
3.2 *.75 = 2.775 seconds to reload. So the bonus to Caldari Assault gives me 425 millisecond difference. Considering the "hit and run style", as everyone likes to call it, of the Caldari Assault is more limited on the delay of Shield recharge the bonus is not very helpful. Using my Assault feels like I am trying to emulate the play style I have with my Scout. Sneak up behind people, shoot them at range with my ARR, and fall back when I start to take damage. The difference is that I don't have the speed or the Cloak of the Scout and instead reload a little bit faster. My Scout does the whole "skirmish at range" schtick far better than my Assault does.
I also would go with the whole "skirmish at range" has more to do with the weapon of choice rather than the Suit. Give a Gallente Assault an ARR and they will do the same thing as the Caldari Assault but also be less screwed in a close range fight because of naturally higher HP. All these posts about the Caldari Assault seem to fall into the line of "the rail rifle is good, therefore the Caldari Assault is good." I think the biggest problem with the Caldari Assault is that all Assaults are pretty bad and lack a strong reason to exist like pre-1.7 Scouts but the Caldari Assault gets the most flak because the bonus is the really bad and it has low EHP. Assaults need the same mix up that Scouts got in 1.7
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joel II X
Bacon with a bottle of Quafe
5062
|
Posted - 2014.12.15 01:53:00 -
[11] - Quote
NextDark Knight wrote:The original RR (after the first nerf) wasn't OP.. it was just popular. It was nerfed to make it less popular because armor idiots couldn't understand what the hell was going on in the game. Actually, it's because it was working extremely well outside it's intended range.
It's the like the Breach AR, but with longer range. However, shield idiots are complaining about the Breach AR now. You see how it works? |
Yeeeuuuupppp
B.A.L.A.M.O.R.Y. G.L.O.R.Y.
746
|
Posted - 2014.12.15 01:54:00 -
[12] - Quote
Changing the cal assault skill so it only benefits one weapon is no bueno. In case you forgot, the cal assault skill aplies to sniper, rail rifle, magsec, bolt pistols. A kick reduction skill would be useless for snipers. Would have to think of a bonus that benefits all rail weaponry. I got nothin'
See you on the flip side brother
PSN: GMANCASH
Put in zee work ya khunt
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Nirwanda Vaughns
1052
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Posted - 2014.12.15 02:07:00 -
[13] - Quote
lasers vs shields are fine. they melt through shields the same way as CR's and explosives and rai lrifles and assault rifles and lasers melt through armour.
hitting even a basic assault C-I with a fully skilled CR struggles to break its shields. i've always thought that shield extenders need thier efficiacy bonus upping from 2% to either 3% or maybe even 5%
at 3% it makes a complex increase by 69hp at 5% it makes a complex increase by 75hp (compared to the 66hp it does now at 2%)
the upcoming armour nerf/reset to how th eplates used to be will bring it in line but i think CCP are going the wrong way to 'fix' brick tank scouts. they need to treat scouts like the old commando's, limit their slot layouts and use base HP to give them reasonable HP. this also limits ewar spam.
that way leave armour plating as it is but change the shield upgrades bonus to 5% to give 75hp from a complex and tanking would be more in line and TTK is increased making shield tankers more viable and gives a benefit for the calsent too.
i think the cal assault bonus isn't really too beneficial, its too similar to the commando that there isn't much choice. due to the RR kick changes and that caldari are normally opposites to gallente my thought was to give it a kick and dispertion reduction to scoped fire, caldari are supposed to be long range guys and it'd help emphezise that kind of play style by increasing accuracy at 70-90m ranges
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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TheD1CK
Dead Man's Game RUST415
1530
|
Posted - 2014.12.16 11:09:00 -
[14] - Quote
Have any changes been confirmed by CCP for Caldari Assaults? It would be good to see them balance around it rather than sticky tape a new bonus onto it Several things can help the Caldari Assault be a good option in combat with the other suits.
The upcoming Plate nerf will help some. Alpha DMG of shield weapons could be lower Shield modules (extenders/regulators) Shield recharge delays Low slot DMG mods
I'd like to see some of this attempted before they go back to the drawing board on bonuses. |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
|
Posted - 2014.12.16 11:15:00 -
[15] - Quote
True Adamance wrote:Even if the Profiling Damage value on Profiling Values on Protofits are correct and the per shot damage is 112....the modifier is only 3.5x for the charged shot.
At best the Scr Charged shot deals 392 damage vs Shielded targets assuming 2x Damage Modules and Proficiency V....... this does not instantly deplete a well shield tanked suit. That's 6 shots to a cal assault's shields, which can be done in a second. Then we wonder why we see 400+ armor cal suits |
TheD1CK
Dead Man's Game RUST415
1531
|
Posted - 2014.12.16 11:28:00 -
[16] - Quote
True Adamance wrote:Even if the Profiling Damage value on Profiling Values on Protofits are correct and the per shot damage is 112....the modifier is only 3.5x for the charged shot.
At best the Scr Charged shot deals 392 damage vs Shielded targets assuming 2x Damage Modules and Proficiency V....... this does not instantly deplete a well shield tanked suit.
So a Ck.0 is shot once by ScR - 392dmg. I am left with either 133 or 225 (shield) depending on fitting one more slight charge shot I'm either dead or on a slither of armour ... It is not a blanced fight will never be with that dmg total.
392 in one a shot of a Rifle is way too much even with resistance the Armour will not even survive that,
^ I suppose its arguable to go 2 ways to fix this - Buff shields - Nerf ScR charge multiplier
Currently Shield users are forced to Armour tank to deal with high alpha dmg weapons or Flux Making anti shield weapons deal reasonable dmg is one option or we could make shields hp totals or resistances better to add some survivability to the Cal Assault. I really want to see it balanced rather than have bonuses flipped to suit Slayers
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
186
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Posted - 2014.12.16 11:34:00 -
[17] - Quote
TheD1CK wrote:True Adamance wrote:Even if the Profiling Damage value on Profiling Values on Protofits are correct and the per shot damage is 112....the modifier is only 3.5x for the charged shot.
At best the Scr Charged shot deals 392 damage vs Shielded targets assuming 2x Damage Modules and Proficiency V....... this does not instantly deplete a well shield tanked suit. So a Ck.0 is shot once by ScR - 392dmg. I am left with either 133 or 225 (shield) depending on fitting one more slight charge shot I'm either dead or on a slither of armour ... It is not a blanced fight will never be with that dmg total. 392 in one a shot of a Rifle is way too much even with resistance the Armour will not even survive that, ^ I suppose its arguable to go 2 ways to fix this - Buff shields - Nerf ScR charge multiplier Currently Shield users are forced to Armour tank to deal with high alpha dmg weapons or Flux Making anti shield weapons deal reasonable dmg is one option or we could make shields hp totals or resistances better to add some survivability to the Cal Assault. I really want to see it balanced rather than have bonuses flipped to suit Slayers I wouldn't say that fluxes or the charge shot is a problem. Its more the high damage per bullet, stacked with the proficiency and damage profile that makes it ridiculously OP vs 1 tank and decent and the other tank. |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
186
|
Posted - 2014.12.16 11:35:00 -
[18] - Quote
But if you're an amarr assault and you lose to a caldari assault in a fair 1v1 where both sides are racially fitted corrected, you are likely a very bad player who should biomass because you had such an advantage. |
DDx77
The Exemplars RISE of LEGION
53
|
Posted - 2014.12.16 17:27:00 -
[19] - Quote
[quote=TheD1CK]The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea
I disagree because in its current state the rr is borderline terrible. The kick in ads is just ridiculous and with the added charge time....There are just much better rifle options.
I think having ONLY the caldari assault un-nerf the rail rifle will balance how op that weapon can be.
It is easily the weakest and most vulnerable assault.
I would love to see something like a 5% reduction in charge time/kick for all hybrid/rail weaponry per level
This would be on par with what the amar assault bonus does |
Bahirae Serugiusu
Vendetta Reactionary Force
382
|
Posted - 2014.12.16 17:55:00 -
[20] - Quote
The great Caldari Assault bonus comes also from the role bonus of all Commando suits and something you can skill into.
The State will always survive.
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TheD1CK
Dead Man's Game RUST415
1534
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Posted - 2014.12.16 20:36:00 -
[21] - Quote
Bahirae Serugiusu wrote:The great Caldari Assault bonus comes also from the role bonus of all Commando suits and something you can skill into.
The Commando deals extra damage but the Assault has some advantages in mobility and fitting options While the bonus overlaps, I would not consider them the same role in combat..
Simply put the Calmando is a good defence option, but the Caldari Assault does exactly what it should, fast regen, good mobility and the Reload bonus adds to that playstyle a lot when maxed out. The Kick on RR is what it needs to be, putting a bonus to 'break' a weapon should not be considered |
Killer's Coys
Prima Gallicus
187
|
Posted - 2014.12.16 21:10:00 -
[22] - Quote
Mexxx Dust-Slayer wrote:But if you're an amarr assault and you lose to a caldari assault in a fair 1v1 where both sides are racially fitted corrected, you are likely a very bad player who should biomass because you had such an advantage.
.... And that's the problem. Why should (all the time) an Amarr assault win against a Caldari assault...? Does CCP think it's balanced ?
For me, the burst scrambler rifle (the OP one lol) must be like the burst RR : usuable only for long distance. At the moment, an amarr assault + scrambler rifle is very good at long range, short range, middle range. I don't cognize any weapon which is good in the 3 kinds of range...
For me, that's the following changes CCP MUST do very quickly :
- Change the Caldari assault racial bonus : 5% reduction of recoil of rail weapons per level - The laser weapons bonus/penalities change : from +20%/-20% to +15%/-15% (Shield/armor) - The RoF of the (burst) scrambler rifle decreasing : from 600 RPM to 480 RPM*** - Buff the assault scrambler rifle damage***
*** : why those changes ? I take the Rail Rifle example. The burst rail rifle is good for long range, can be usefull at short range, but not as strong as the assault variant.
=> The burst scrambler rifle would become the same as the burst rail rifle. I put a bigger RoF because it's a shot by shot weapon. I also keep the current damage because it has a heat penality. => The assault scrambler rifle becomes a good weapon (it's not used a lot at the moment)....... like the assault rail rifle. So a little damage buff.
I know a lot of people (that's strange but I think almost only Amarr assault-scrambler-users) will be angry against me, but I think that's one of the only way to make the weapons BALANCED
Thanks fo reading. And sorry for my bad English.
Like a dream
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GLOBAL fils'de RAGE
Consolidated Dust
77
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Posted - 2014.12.16 22:14:00 -
[23] - Quote
EVE lore states that the Caldari have the smallest, best trained and equiped troops.
So the bonus MUST make a CK0 with the SL4 the best assault-EVE LORE! FTW
bonus must be charge and kick reduction.
OR
you give it speed/movement and stamina closer to minmitar assault.
fuq EHP |
NextDark Knight
Molon Labe. General Tso's Alliance
756
|
Posted - 2014.12.16 22:32:00 -
[24] - Quote
Joel II X wrote:NextDark Knight wrote:The original RR (after the first nerf) wasn't OP.. it was just popular. It was nerfed to make it less popular because armor idiots couldn't understand what the hell was going on in the game. Actually, it's because it was working extremely well outside it's intended range. It's the like the Breach AR, but with longer range. However, shield idiots are complaining about the Breach AR now. You see how it works?
I'm pritty sure armor dominates right now .... soOoooOOoooOooo... :p
Doesn't matter if the Shield Recharge matches the reload because your laying down suppression fire to keep the enemy at bay while you recharge.
The reload is a extremely sexy bonus especially since the RR has one of the longest reloads for a riffle.
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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GLOBAL fils'de RAGE
Consolidated Dust
77
|
Posted - 2014.12.16 23:31:00 -
[25] - Quote
NextDark Knight wrote:Joel II X wrote:NextDark Knight wrote:The original RR (after the first nerf) wasn't OP.. it was just popular. It was nerfed to make it less popular because armor idiots couldn't understand what the hell was going on in the game. Actually, it's because it was working extremely well outside it's intended range. It's the like the Breach AR, but with longer range. However, shield idiots are complaining about the Breach AR now. You see how it works? I'm pritty sure armor dominates right now .... soOoooOOoooOooo... :p Doesn't matter if the Shield Recharge matches the reload because your laying down suppression fire to keep the enemy at bay while you recharge. The reload is a extremely sexy bonus especially since the RR has one of the longest reloads for a riffle.
Is this suppressive fire you type about to cover a retreat?
The last time I used the "SCIENTIFIC METHOD" FW results still definitively point to the FACT that no one wants CALDARI gear, that is your retreat! |
Benjamin Ciscko
Fatal Absolution
3538
|
Posted - 2014.12.16 23:37:00 -
[26] - Quote
Cal assault bonus blows and should be replaced w/ kick reduction.
Fatal Absolution Director
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GLOBAL fils'de RAGE
Consolidated Dust
77
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Posted - 2014.12.16 23:44:00 -
[27] - Quote
Benjamin Ciscko wrote:Cal assault bonus blows and should be replaced w/ kick reduction.
recharge AND kick |
GLOBAL fils'de RAGE
Consolidated Dust
77
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Posted - 2014.12.16 23:46:00 -
[28] - Quote
Benjamin Ciscko wrote:Cal assault bonus blows and should be replaced w/ kick reduction.
recharge AND kick |
TYCHUS MAXWELL
The Fun Police
709
|
Posted - 2014.12.16 23:51:00 -
[29] - Quote
True Adamance wrote:Bethhy wrote:TheD1CK wrote:The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
The Problem with Caldari is that Shields have not been touched Since Energizers where added. We have all kinds of Dropsuits offering natural armor repair but still retaining a nice Shield regen. Shield SUits should have a Natural Boost to Regulator Efficacy... Or a Boost to the raw stats of depleted delay. Caldari can't have raw HP buffs because it breaks the suit and turns it into a brick tank suit.. It Needs to have limited Health pools but insane Shield recharge that highlights a hit and take cover playstyle. Where you never want to let a caldari take cover uncontested as they will come back out with full shields or near to.. But Not the giant health pools that Amarr has... WHich has the downside of slower speed. The Native Armour reps were designed to be a benefit to shield tankers who didn't want to fit reppers in their lows. I told people it was just a buff to armour tanking.....but was shot down.
If that was the intent it's pretty garbage. Caldari assaults get 1 armor rep. With armor skill and no armor buffs that's 197 armor repping at 1 point per second. Personally I think all the numbers need to increase if they want to make armor repair a legitimate thing. That way gallente have a real difference without being too much with a little more wiggle room on armor repair vs. damage rate. It's like vehicles, they have enough e/hp to define the difference between armor rep and shield regen. Currently if Gallente actually got enough armor rep to really matter it would be too much.
We need to inflate the numbers in the game maybe by a factor of 2 and then recalculate armor repair to give gallente a distinct advantage so that we won't just have two near identical armor races like we do now since the amarr slot changes. |
Benjamin Ciscko
Fatal Absolution
3538
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Posted - 2014.12.16 23:54:00 -
[30] - Quote
Killer's Coys wrote:Mexxx Dust-Slayer wrote:But if you're an amarr assault and you lose to a caldari assault in a fair 1v1 where both sides are racially fitted corrected, you are likely a very bad player who should biomass because you had such an advantage. .... And that's the problem. Why should (all the time) an Amarr assault win against a Caldari assault...? Does CCP think it's balanced ? For me, the burst scrambler rifle (the OP one lol) must be like the burst RR : usuable only for long distance. At the moment, an amarr assault + scrambler rifle is very good at long range, short range, middle range. I don't cognize any weapon which is good in the 3 kinds of range... For me, that's the following changes CCP MUST do very quickly : - Change the Caldari assault racial bonus : 5% reduction of recoil of rail weapons per level - The laser weapons bonus/penalities change : from +20%/-20% to +15%/-15% (Shield/armor) - The RoF of the (burst) scrambler rifle decreasing : from 600 RPM to 480 RPM*** - Buff the assault scrambler rifle damage*** *** : why those changes ? I take the Rail Rifle example. The burst rail rifle is good for long range, can be usefull at short range, but not as strong as the assault variant. => The burst scrambler rifle would become the same as the burst rail rifle. I put a bigger RoF because it's a shot by shot weapon. I also keep the current damage because it has a heat penality. => The assault scrambler rifle becomes a good weapon (it's not used a lot at the moment)....... like the assault rail rifle. So a little damage buff. I know a lot of people (that's strange but I think almost only Amarr assault-scrambler-users) will be angry against me, but I think that's one of the only way to make the weapons BALANCEDThanks fo reading. And sorry for my bad English. Thiers a Burst ScR and a Burst RR O_o
Fatal Absolution Director
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