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All Gucci
T.H.I.R.D R.O.C.K
5
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Posted - 2014.12.18 16:30:00 -
[1] - Quote
With maxed out skills the AmarrAss has 37 more ehp then the GallAss while being around 4% slower hahahaha you are telling me I am wearing a basic ferroscale that reduces my speed that much? I would gladly give away 35 hp for a basic kincat worth of speed Lmao ......Stamina is their strength you say? They have 50 more than the MinAss but with Mins whopping 60% higher stamina Regen, it ***** on this "large pool of stamina". now the only weapon that made us slow bullet magnet assaults viable has been nerfed lol its still effective you say? you obviously never ran a scrambler without damage mods... no one complained about this ****** suit while they had a great weapon; scrambler ....not to mention the weapon made to imitate the ScR comes with 0 heat build up and can shoot just as much shots as I can lmfao!....621,000 SP shouldn't beat or match 3 mil of SP that's just absurd
Emperor Gucci
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Cavani1EE7
Murphys-Law
622
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Posted - 2014.12.18 16:51:00 -
[2] - Quote
All Gucci wrote:With maxed out skills the AmarrAss has 37 more ehp then the GallAss while being around 4% slower hahahaha you are telling me I am wearing a basic ferroscale that reduces my speed that much? I would gladly give away 35 hp for a basic kincat worth of speed Lmao ......Stamina is their strength you say? They have 50 more than the MinAss but with Mins whopping 60% higher stamina Regen, it ***** on this "large pool of stamina". now the only weapon that made us slow bullet magnet assaults viable has been nerfed lol its still effective you say? you obviously never ran a scrambler without damage mods... no one complained about this ****** suit while they had a great weapon; scrambler ....not to mention the weapon made to imitate the ScR comes with 0 heat build up and can shoot just as much shots as I can lmfao!....621,000 SP shouldn't beat or match 3 mil of SP that's just absurd So you're basically comparing its ehp and speed to the Gallente Assault but when it comes to stamina you compare it to the Minmatar? The Amarr Assault gets 75+ Stamina and +10 recovery rate over the Gallente assault, which also has less eHP and worse CPU/PG stands. All the gallente assault gains in return is +4% speed-strafe and +0.5hp/s of armor. Seems even better for Amarr.
Shield Tanking ain't UP breh. That's why there are zero shield tankers on the battlefield or they are double tanked! :)
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All Gucci
T.H.I.R.D R.O.C.K
5
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Posted - 2014.12.18 16:57:00 -
[3] - Quote
Cavani1EE7 wrote:All Gucci wrote:With maxed out skills the AmarrAss has 37 more ehp then the GallAss while being around 4% slower hahahaha you are telling me I am wearing a basic ferroscale that reduces my speed that much? I would gladly give away 35 hp for a basic kincat worth of speed Lmao ......Stamina is their strength you say? They have 50 more than the MinAss but with Mins whopping 60% higher stamina Regen, it ***** on this "large pool of stamina". now the only weapon that made us slow bullet magnet assaults viable has been nerfed lol its still effective you say? you obviously never ran a scrambler without damage mods... no one complained about this ****** suit while they had a great weapon; scrambler ....not to mention the weapon made to imitate the ScR comes with 0 heat build up and can shoot just as much shots as I can lmfao!....621,000 SP shouldn't beat or match 3 mil of SP that's just absurd So you're basically comparing its ehp and speed to the Gallente Assault but when it comes to stamina you compare it to the Minmatar? The Amarr Assault gets 75+ Stamina and +10 recovery rate over the Gallente assault, which also has less eHP and worse CPU/PG stands. All the gallente assault gains in return is +4% speed-strafe and +0.5hp/s of armor. Seems even better for Amarr. 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.
Emperor Gucci
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DarthJT5
12th Shadow Legion
154
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Posted - 2014.12.18 17:19:00 -
[4] - Quote
Wtf did I just read?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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All Gucci
T.H.I.R.D R.O.C.K
5
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Posted - 2014.12.18 17:57:00 -
[5] - Quote
DarthJT5 wrote:Wtf did I just read? you just read about the easiest suit in dust to get a kill off of... (maybe I'm exaggerating a little) Bt I enjoy seeing amarr assualts infront of my reticle cause +50 most of the time
Emperor Gucci
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4044
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Posted - 2014.12.18 18:11:00 -
[6] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Boot Booter
Titans of Phoenix
1075
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Posted - 2014.12.18 18:29:00 -
[7] - Quote
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. |
All Gucci
T.H.I.R.D R.O.C.K
5
|
Posted - 2014.12.18 18:30:00 -
[8] - Quote
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
Emperor Gucci
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4044
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Posted - 2014.12.18 18:36:00 -
[9] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1404
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Posted - 2014.12.18 18:39:00 -
[10] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4044
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Posted - 2014.12.18 18:43:00 -
[11] - Quote
Fizzer XCIV wrote: 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.
*gags* I feel kinda dirty when you agree with me
j/k
I will agree as well that the the shield/armor ratio on Amarr is more balanced than I would expect.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Boot Booter
Titans of Phoenix
1075
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Posted - 2014.12.18 18:44:00 -
[12] - Quote
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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4044
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Posted - 2014.12.18 18:54:00 -
[13] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1407
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Posted - 2014.12.18 19:04:00 -
[14] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4044
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Posted - 2014.12.18 19:10:00 -
[15] - Quote
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1409
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Posted - 2014.12.18 19:18:00 -
[16] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4045
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Posted - 2014.12.18 19:36:00 -
[17] - Quote
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1410
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Posted - 2014.12.18 19:37:00 -
[18] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4045
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Posted - 2014.12.18 19:41:00 -
[19] - Quote
3 Proto heat sinks to gain 6 total shots? Do you think people would even bother if it took that many to only gain 6 shots?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16114
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Posted - 2014.12.18 19:44:00 -
[20] - Quote
Pokey Dravon wrote:3 Proto heat sinks to gain 6 total shots? Do you think people would even bother if it took that many to only gain 6 shots?
Sure why not. In those really close quarters fights those 6 shots might be the difference between over heating and getting a flaylock round to the face.
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4045
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Posted - 2014.12.18 19:53:00 -
[21] - Quote
True Adamance wrote:Pokey Dravon wrote:3 Proto heat sinks to gain 6 total shots? Do you think people would even bother if it took that many to only gain 6 shots? Sure why not. In those really close quarters fights those 6 shots might be the difference between over heating and getting a flaylock round to the face.
*shrugs* Well whatever floats your boat I guess. If its valuable to you then why not?
EDIT: Random thought, would increased cooldown rate be of value?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1412
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Posted - 2014.12.18 20:20:00 -
[22] - 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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General12912
Gallente Marine Corps
220
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Posted - 2014.12.18 21:14:00 -
[23] - Quote
most Gal Assaults dont stack armor plates though. we stack more armor repairers with maybe a plate or two. Amarr assault was designed for the opposite: stacking armor plates with a repairer or two. you're all about Armor HP, we're all about armor recovery to an almost shield-like regen rate. i have an Amarr character skilled into Amarr Assault too, and i'll say i really enjoy it. its qutie effective. my standard Amarr Assault has about as much armor as my Gallente Assault prototype, and the Advanced Amarr Assault has even more than a Gallente Heavy. funny thing is that my Gallente character is fully skilled into armor upgades while my Amarr isnt.
Gallente-Fu Grand Master
Gallente Federation Patriot
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4047
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Posted - 2014.12.18 21:46:00 -
[24] - Quote
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1413
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Posted - 2014.12.18 21:59:00 -
[25] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16121
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Posted - 2014.12.18 22:04:00 -
[26] - Quote
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?
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4048
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Posted - 2014.12.18 22:09:00 -
[27] - Quote
I only ask on an entirely unrelated note. Thinking of ways to make Assaults and Commandos a little more interesting, specifically weapon bonuses for commandos that help the racial weapons but in a way that is different from the Assaults. But that's likely best discussed in a separate thread since this one has been completely hijacked XD
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1413
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Posted - 2014.12.18 22:10:00 -
[28] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16122
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Posted - 2014.12.18 22:14:00 -
[29] - Quote
Fizzer XCIV wrote: I'd like to know where it is located on the TacAR... Is it somewhere on the barrel?
Meh let the Gallente have their EZ mode. We're better than them anyway.
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4048
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Posted - 2014.12.18 22:23:00 -
[30] - Quote
True Adamance wrote:Fizzer XCIV wrote: I'd like to know where it is located on the TacAR... Is it somewhere on the barrel?
Meh let the Gallente have their EZ mode. We're better than them anyway.
To be fair, TacAR can't charge shot either. It's like a dumber, easier to use, but less interesting version of the Scrambler Rifle. This is why I use Gallente Weapons, because I'm terrible at the game.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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