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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1404
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Posted - 2014.12.18 18:39:00 -
[1] - Quote
Pokey Dravon wrote:All Gucci wrote:Pokey Dravon wrote:All Gucci wrote: Sure lets talk around my points hahah I merely stated the supposed "Strengths" of the Amarr and how they are outclassed or under emphasized . are you really telling me you would put on a basic ferroscale that had a 4% speed penalty? lmfao you seem so concerned with keeping the SCR and Amarr sucky..... is it cause of your sheild tanking bias maybe? Idk we'll let the readers decided.
I have read and decided that Cavani1EE7 is correct. You would put on a armor module that reduced your speed by 4% while only giving you 35 hp? Try to be LOGICAL and not D ride your boyfriend unless your one of his alts...which from my short time conversing with him I wouldn't doubt he'd do something so scrub like Boot Booter wrote:Amarr - +37.5 ehp +75 stamina +10 stamina recovery
Gallente - +4% sprint and strafe +0.5 armor rep
They seem pretty balanced to me. Although the Amarr bonus is way better than gallente. From personal experience, I like them both in their own way. Boot hit it on the head. Gallente Stamina is pretty lacking, its a common problem in my fits. EIther you have more HP and stamina, or you move faster with better armor reps. This seems to be perfectly in line with the Gallente and Amarr racial themes. So drop the insults, you're not impressing anyone.
I'm going to have to agree as well. Amarr and Gallassaults are balanced, and the tradeoffs are equivalent. The only issue I have with them is that they are too similar. I wish the Amassault had more armor and less shields.
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1407
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Posted - 2014.12.18 19:04:00 -
[2] - Quote
Pokey Dravon wrote:Boot Booter wrote:I do agree with the latter part of what Fizzer said. They are very similar. Unfortunately there's no good high slot modules for armor tankers other than damage mods. In a perfect world I would create a module to affect armor reps in some way for high slots, then make amarr 2 high/6 low and gal 3 high/5 low. Otherwise we could look into bonuses for module fitting gal for reps and amarr for armor hp. That would separate them a bit. Sadly 6 slots isn't possible, the system doesn't allow for it. I really wish that the Frame skill actually gave fitting reduction for the proper tanking style so suits within that racial frame and specialty frames would be encouraged to fit them as such. One idea I've been kicking around is a high slot item that increase armor rep rate by a %. Sadly the Amarr and Gallente Assaults have the same number of highs so this wouldn't set them apart in that case, but other roles where the highs differ between them (like Sentinels & hopefully Commandos) it could make a difference. If a very "Gallente" module like that was introduced alongside a very "Amarr" module, it could go a ways towards making the suits more different.
The only "Amarr" high slot module that would come to mind would be a Heat Sink.
The Gallente suit users would be more inclined to use the Repair% mod, and the Amarr suit users would be more inclined to use the Heat Sink mod. Simply because Amarr suits are more likely to use Laser Weapons, and Gallente suits are more inclined to use Armor Repairers or Reactives.
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1409
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Posted - 2014.12.18 19:18:00 -
[3] - Quote
Pokey Dravon wrote:Yeah that's not bad, though I'm curious if that would make the Amarr assault OP by having even better heat reduction on top of its Racial Bonus? With the recently reduced ScR mag? I doubt it. The reduced mag actually makes Heat sinks easier to balance, and actually opens up new possibilities for the Scrambler Rifle. Just make it so that even with 3 Complex Heat Sinks, and Amassault 5, it can fire 29 rounds before overheating.
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1410
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Posted - 2014.12.18 19:37:00 -
[4] - Quote
Pokey Dravon wrote:Fizzer XCIV wrote:Pokey Dravon wrote:Yeah that's not bad, though I'm curious if that would make the Amarr assault OP by having even better heat reduction on top of its Racial Bonus? With the recently reduced ScR mag? I doubt it. The reduced mag actually makes Heat sinks easier to balance, and actually opens up new possibilities for the Scrambler Rifle. Just make it so that even with 3 Complex Heat Sinks, and Amassault 5, it can fire 29 rounds before overheating. I dont have Amarr Assault maxed. How many shots can you typically get off with level 5? 22-23.
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1412
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Posted - 2014.12.18 20:20:00 -
[5] - Quote
Pokey Dravon wrote: EDIT: Random thought, would increased cooldown rate be of value?
Not as much as you might think. You see, cooldown speed is pretty much irrelevant.
There is the regular cooldown speed that would take effect if you were to stop firing before you overheat. This is the one the the ScR operation skill affects. To be quite honest, this speed is largely useless, because of the stupid way that ScRs heat up(heat over time rather than heat per shot). Thing is, because of the way that it is, the ScR heats up just as fast no matter how fast or slow the trigger is pulled, and there is a delay before the cooldown actually starts to take effect.
Then there is the sieze time. This is a static timer. On the ScRs it is 5 seconds, and it plays whenever the rifle overheats. This is the one that determines how long the animation of waving the rifle around in the air lasts. This is the important timer. This on ehas a much much larger impact on the user than the cooldown speed.
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1413
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Posted - 2014.12.18 21:59:00 -
[6] - Quote
Pokey Dravon wrote:Fizzer XCIV wrote:Pokey Dravon wrote: EDIT: Random thought, would increased cooldown rate be of value?
Not as much as you might think. You see, cooldown speed is pretty much irrelevant. There is the regular cooldown speed that would take effect if you were to stop firing before you overheat. This is the one the the ScR operation skill affects. To be quite honest, this speed is largely useless, because of the stupid way that ScRs heat up(heat over time rather than heat per shot). Thing is, because of the way that it is, the ScR heats up just as fast no matter how fast or slow the trigger is pulled, and there is a delay before the cooldown actually starts to take effect. Then there is the sieze time. This is a static timer. On the ScRs it is 5 seconds, and it plays whenever the rifle overheats. This is the one that determines how long the animation of waving the rifle around in the air lasts. This is the important timer. This on ehas a much much larger impact on the user than the cooldown speed. Fair enough, I will admit I'm not a huge fan of the Scrambler Rifle (though the Laser Rifle is a ton of fun) so I dont know a ton about it. Another point of curiosity, would a bonus that reduced overheat duration be beneficial? Yes yes yes. But honestly, being able to fire more rounds before overheating is much better than reducing the size duration. It would be more ideal to just avoid the overheat completely than it would be to reduce its pu ishment, ya know?
Less Heat Generation>>>>>>>>>>>>>>>>>Less Sieze Duration>>>Faster Cooldown Speed. You dig?
Please, make my Opus pretty...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1413
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Posted - 2014.12.18 22:10:00 -
[7] - Quote
True Adamance wrote:Fizzer XCIV wrote:Pokey Dravon wrote:Fizzer XCIV wrote:Pokey Dravon wrote: EDIT: Random thought, would increased cooldown rate be of value?
Not as much as you might think. You see, cooldown speed is pretty much irrelevant. There is the regular cooldown speed that would take effect if you were to stop firing before you overheat. This is the one the the ScR operation skill affects. To be quite honest, this speed is largely useless, because of the stupid way that ScRs heat up(heat over time rather than heat per shot). Thing is, because of the way that it is, the ScR heats up just as fast no matter how fast or slow the trigger is pulled, and there is a delay before the cooldown actually starts to take effect. Then there is the sieze time. This is a static timer. On the ScRs it is 5 seconds, and it plays whenever the rifle overheats. This is the one that determines how long the animation of waving the rifle around in the air lasts. This is the important timer. This on ehas a much much larger impact on the user than the cooldown speed. Fair enough, I will admit I'm not a huge fan of the Scrambler Rifle (though the Laser Rifle is a ton of fun) so I dont know a ton about it. Another point of curiosity, would a bonus that reduced overheat duration be beneficial? Yes yes yes. But honestly, being able to fire more rounds before overheating is much better than reducing the size duration. It would be more ideal to just avoid the overheat completely than it would be to reduce its pu ishment, ya know? Less Heat Generation>>>>>>>>>>>>>>>>>Less Sieze Duration>>>Faster Cooldown Speed. You dig? But then where is the penalty that balances our weapons DPS, Range, and Trigger Discipline? I'd like to know where it is located on the TacAR... Is it somewhere on the barrel?
Please, make my Opus pretty...
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