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Cody Sietz
Random Gunz RISE of LEGION
4387
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Posted - 2015.02.14 19:20:00 -
[1] - Quote
pretty simple and I'm sure it's mentioned quite a bit, but I think adding some additional bonuses would really help the suits out.
Caldari
5 percent per level to extenders 2 percent to regulators per level 3 percent to recharges per level
Or
3 percent per level to extenders 4 percent to regulators per level 3 percent to recharges per level
It really sucks that a Cal assault is better off using a ScR over a RR at this point(though I think that's more cause the ScR is over performing, but that's neither here nor there) but I honestly have no idea how to buff the weapon without making it OP.
Gallente
3 percent to repair mods per level 3 percent to FS plates per level 3 percent to reactive plates per level and or a 1 percent boost to reactive plate repair.
Again, not sure how to buff the AR without making it OP. I think it all comes down to most weapons performing outside their intended roles, but again, that's not for here to discuss.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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DeadlyAztec11
Ostrakon Agency
7462
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Posted - 2015.02.14 19:34:00 -
[2] - Quote
The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters.
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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Cody Sietz
Random Gunz RISE of LEGION
4387
|
Posted - 2015.02.14 19:35:00 -
[3] - Quote
DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that...
IT WOULD FIX THE WEAPON SO MUCH!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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tritan abbattere
DBAG CORE
43
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Posted - 2015.02.14 19:48:00 -
[4] - Quote
DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters.
I like this idea But I feel then the range drop off should happen sooner if this is added. This dose fit the gallente very well though as there up in your face CQC combat kinda Combat.
I am the all mighty Tritan. Fear me for I am a MassHole
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Atiim
Titans of Phoenix
15631
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Posted - 2015.02.14 19:48:00 -
[5] - Quote
No, as the other Assaults don't receive bonuses that make them stronger.
The 1st Matari Commando
-HAND
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Atiim
Titans of Phoenix
15631
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Posted - 2015.02.14 19:51:00 -
[6] - Quote
Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon?
The 1st Matari Commando
-HAND
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DeadlyAztec11
Ostrakon Agency
7462
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Posted - 2015.02.14 20:02:00 -
[7] - Quote
Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good?
The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC.
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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Atiim
Titans of Phoenix
15631
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Posted - 2015.02.14 20:15:00 -
[8] - Quote
DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Is the Assault Rifle mediocre or is your ability to use with the AR mediocre?
Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways.
The 1st Matari Commando
-HAND
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Aeon Amadi
Chimera Core
8718
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Posted - 2015.02.14 21:02:00 -
[9] - Quote
Atiim wrote:DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Is the Assault Rifle mediocre or is your ability to use with the AR mediocre? Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways.
Haaaave you met my friend Ad Hominem? Also, conjecture.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Buwaro Draemon
WarRavens Capital Punishment.
1020
|
Posted - 2015.02.14 21:09:00 -
[10] - Quote
Atiim wrote:DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Is the Assault Rifle mediocre or is your ability to use with the AR mediocre? Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways. The AR is outperformed by the ARR and the ACR/CR at its supposed king range. Especially if you run a MinAss with an ACR, which is easy mode and you own everything with little effort. A damage boost multiplier on the AR in its range won't make it OP and will finally make it the CQC king it has been said to be.
Changes to Damage mods!
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Cody Sietz
Random Gunz RISE of LEGION
4387
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Posted - 2015.02.14 21:51:00 -
[11] - Quote
Atiim wrote:DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Is the Assault Rifle mediocre or is your ability to use with the AR mediocre? Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways. So the SCR should be dropping targets faster under 40 meters?
The AR shares in optimal with a lot of weapons that out class it(including other rifles which all have longer ranges) why should it not it not be the best rifle under 40 meters?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cody Sietz
Random Gunz RISE of LEGION
4387
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Posted - 2015.02.14 21:53:00 -
[12] - Quote
Atiim wrote:No, as the other Assaults don't receive bonuses that make them stronger. Then what? Make the other assaults bonuses worst so they fit with the Cal/Gal?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Arkena Wyrnspire
Fatal Absolution
22174
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Posted - 2015.02.14 22:40:00 -
[13] - Quote
Atiim wrote:No, as the other Assaults don't receive bonuses that make them stronger.
moobius 2013 never forget
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Atiim
Titans of Phoenix
15635
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Posted - 2015.02.14 22:59:00 -
[14] - Quote
Aeon Amadi wrote: Haaaave you met my friend Ad Hominem? Also, conjecture.
Yes I have, however looking at my assertions, which are:
1. No weapon besides the SCR and the ones listed in my previous post kill Shield Tanks faster than the Assault Rifle in CQC 2. It's only surpassed [in CQC] when the AR is pitted against Armored Targets (or by weapons previously listed). 3. Assault Rifles are supposed to be weak against Armored Targets.
They're all facts which are easily proven with in-game tests, statistics, and in the case of #3 information already supplied to us by CCP, therefore not conjecture.
Cody Sietz wrote: Then what? Make the other assaults bonuses worst so they fit with the Cal/Gal?
No, give the Cal/Gal bonuses which fit with the Min/Am, which would be bonuses that improve their weapon's abilities while in an engagement (that don't involve DPS increases).
Stronger probably wasn't the proper term, I meant to say that the other Assaults don't receive bonuses that increase their potential health or regen, and as such the Cal/Gal shouldn't receive them either.
The 1st Matari Commando
-HAND
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Aeon Amadi
Chimera Core
8725
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Posted - 2015.02.14 23:11:00 -
[15] - Quote
Atiim wrote:Aeon Amadi wrote: Haaaave you met my friend Ad Hominem? Also, conjecture.
Yes I have, however looking at my assertions, which are: 1. No weapon besides the SCR and the ones listed in my previous post kill Shield Tanks faster than the Assault Rifle in CQC 2. It's only surpassed [in CQC] when the AR is pitted against Armored Targets (or by weapons previously listed). 3. Assault Rifles are supposed to be weak against Armored Targets. They're all facts which are easily proven with in-game tests, statistics, and in the case of #3 information already supplied to us by CCP, therefore not conjecture. Cody Sietz wrote: Then what? Make the other assaults bonuses worst so they fit with the Cal/Gal?
No, give the Cal/Gal bonuses which fit with the Min/Am, which would be bonuses that improve their weapon's abilities while in an engagement (that don't involve DPS increases). Stronger probably wasn't the proper term, I meant to say that the other Assaults don't receive bonuses that increase their potential health or regen, and as such the Cal/Gal shouldn't receive them either.
The Assault Rifle has comparable DPS values to other Assault Variants, in fact, the gap in DPS between the AR (highest damage) and the ARR (highest range) is only about 33 DPS, base. Compare that to the fact that the ARR has 30m extra of range, and you're experiencing a 66 DPS fall-off after just 10m with the AR, the ARR already out-classes it in the DPS department even within it's effective range.
To say that "no weapon besides the SCR kill shield tanks faster than the AR in CQC" is only partially true, because - again - the DPS values are so similar that the TTK differences are fractions of a second. It's not worth simply having more range to counter the effects of the damage fall-off for such a measly amount of DPS increase in CQC and if we're to believe that the "armor meta" has so much of an impact, shield tankers are going to die regardless, because the belief is that Armor has such high buffer compared to shields that it doesn't matter what you use against shields - even weapons that are designed for Armor are still going to kill them just as efficiently.
You can't argue that the Armor Meta is over-powering in one hand and than say that the AR is the king shield-murder in the other without also stating that the AR would inherently be weak against Armor - even in CQC - as a result.
But moving on to your comments about the Assault bonuses bit (the entire point of this thread) we now have an Appeal to Tradition, which is to say that if "Because EVE Online" isn't a good argument for why something should be then "The other Assaults don't" shouldn't either. Do you also believe that Amarr Logistics should not have a sidearm because none of the other Logistics do?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Atiim
Titans of Phoenix
15636
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Posted - 2015.02.14 23:13:00 -
[16] - Quote
Cody Sietz wrote:[So the SCR should be dropping targets faster under 40 meters?
The AR shares in optimal with a lot of weapons that out class it(including other rifles which all have longer ranges) why should it not it not be the best rifle under 40 meters? I never said that the Scrambler Rifle should be dropping targets faster under 40m (even though the AR's optimal is actually 50m, as proven by Musta Tornius's range tests), all I stated was that it does kill Shield Targets faster.
Another thing I never claimed was that it shouldn't be the best rifle within it's niche, however making it the better version of the HMG, SG, and NK (which giving it 900 DPS at 5m, and 680 DPS at 20m will do) won't do anything but make the Assault Rifle overpowered.
The 1st Matari Commando
-HAND
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DeadlyAztec11
Ostrakon Agency
7464
|
Posted - 2015.02.14 23:31:00 -
[17] - Quote
Atiim wrote:Cody Sietz wrote:[So the SCR should be dropping targets faster under 40 meters?
The AR shares in optimal with a lot of weapons that out class it(including other rifles which all have longer ranges) why should it not it not be the best rifle under 40 meters? I never said that the Scrambler Rifle should be dropping targets faster under 40m (even though the AR's optimal is actually 50m, as proven by Musta Tornius's range tests), all I stated was that it does kill Shield Targets faster. Another thing I never claimed was that it shouldn't be the best rifle within it's niche, however making it the better version of the HMG, SG, and NK (which giving it 900 DPS at 5m, and 680 DPS at 20m will do) won't do anything but make the Assault Rifle overpowered. It won't make it OP though if its range is reduced. The Shotgun and Nova Knives can one hit kill suits while the AR cannot and the HMG has a much larger magazine than the AR.
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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Arkena Wyrnspire
Fatal Absolution
22177
|
Posted - 2015.02.14 23:44:00 -
[18] - Quote
Atiim wrote:I never said that the Scrambler Rifle should be dropping targets faster under 40m (even though the AR's optimal is actually 50m, as proven by Musta Tornius's range tests), all I stated was that it does kill Shield Targets faster.
Musta's range table is a year out of date. There have been range changes since then. Range no longer varies between tiers, for instance. The in game optimal is definitely not 50m.
Quote: Another thing I never claimed was that it shouldn't be the best rifle within it's niche, however making it the better version of the HMG, SG, and NK (which giving it 900 DPS at 5m, and 680 DPS at 20m will do) won't do anything but make the Assault Rifle overpowered.
Aztec's suggestion was ludicrously over the top. However, the principle behind it is sound.
Let me quote you something.
Atiim wrote:DeadlyAztec11 wrote: The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC.
Is the Assault Rifle mediocre or is your ability to use with the AR mediocre? Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways.
Not only does your post resort to ad hominem, but it also leads to conjecture. Saying 'Against Shields nothing but the Scrambler Rifle kills a target faster than the AR in CQC' strongly suggests that the AR has a notable advantage over others in its class.
It does not.
Look at the DPS numbers for the rifles. The difference between the automatics is, at maximum, 10%. The range difference between the automatics approaches 100%.
This is, obviously, a very significant range difference. Is it then so much to suggest that such a significant range sacrifice should lead to a genuinely noticeable advantage elsewhere?
Ultimately, the AR is only mediocre in CQC, especially if you consider the satanic levels of DPS the HMG spits out - almost twice what the AR does - despite being in a very similar range bracket.
moobius 2013 never forget
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Soul Cairn
Fatal Absolution
29
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Posted - 2015.02.14 23:55:00 -
[19] - Quote
The Cal Assault already has a reliable shield tank, so I don't think it needs a buff of any kind. My preferred bonus for the suit would be:
Reduction to Kick per level or Reduction to Charge Time per level
Born Ammatar, Caldari at heart.
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Arkena Wyrnspire
Fatal Absolution
22177
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Posted - 2015.02.14 23:58:00 -
[20] - Quote
Soul Cairn wrote:The Cal Assault already has a reliable shield tank, so I don't think it needs a buff of any kind. My preferred bonus for the suit would be:
Reduction to Kick per level or Reduction to Charge Time per level For Hybrid Rails of course.
Agreed.
It seems more difficult to find a consensus on the Galassault.
moobius 2013 never forget
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Soul Cairn
Fatal Absolution
31
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Posted - 2015.02.15 00:07:00 -
[21] - Quote
Arkena Wyrnspire wrote:Soul Cairn wrote:The Cal Assault already has a reliable shield tank, so I don't think it needs a buff of any kind. My preferred bonus for the suit would be:
Reduction to Kick per level or Reduction to Charge Time per level For Hybrid Rails of course. Agreed. It seems more difficult to find a consensus on the Galassault. The assault bonus should make up for the weakness of it's weapon just like the other assaults. The PR doesn't really has kick issues with the exception of the Burst and the Tactical. However, I'd say that the recoil is still quite manageable.
I only dabble with the Gal but I think the bonus should be related to the range of Hybrid Blasters.
Born Ammatar, Caldari at heart.
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Arkena Wyrnspire
Fatal Absolution
22177
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Posted - 2015.02.15 00:09:00 -
[22] - Quote
I had suggested range previously. It didn't really gain much momentum as a suggestion, although by that logic you are suggesting (the same logic I followed) it seems fairly obvious.
moobius 2013 never forget
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Soul Cairn
Fatal Absolution
31
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Posted - 2015.02.15 00:14:00 -
[23] - Quote
Arkena Wyrnspire wrote:I had suggested range previously. It didn't really gain much momentum as a suggestion, although by that logic you are suggesting (the same logic I followed) it seems fairly obvious. It is really the only thing that makes sense while being in line with the other suits. I'm not fond of a straight damage bonus so that is out. Would you prefer a reload reduction instead?
Born Ammatar, Caldari at heart.
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Arkena Wyrnspire
Fatal Absolution
22177
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Posted - 2015.02.15 00:17:00 -
[24] - Quote
Reload reduction would also be genuinely useful on the Galassault, yes.
So range or reload are suggestions, then.
moobius 2013 never forget
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Nocturnal Soul
Primordial Threat
5368
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Posted - 2015.02.15 00:21:00 -
[25] - Quote
Arkena Wyrnspire wrote:Reload reduction would also be genuinely useful on the Galassault, yes.
So range or reload are suggestions, then. I would go with an optimal range increase paired with their current bonus just less.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Arkena Wyrnspire
Fatal Absolution
22179
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Posted - 2015.02.15 00:22:00 -
[26] - Quote
I would note that a 25% range bonus would barely take ARs up to CR ranges.
Not sure about bothering keeping the current bonus, Noc. It just doesn't really do anything.
moobius 2013 never forget
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Soul Cairn
Fatal Absolution
31
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Posted - 2015.02.15 00:23:00 -
[27] - Quote
It would be cool if we could get Rattati's input on this. I know he plays Gallente far more than I do.
Born Ammatar, Caldari at heart.
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Arkena Wyrnspire
Fatal Absolution
22179
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Posted - 2015.02.15 00:25:00 -
[28] - Quote
I'm fairly sure Rattati was considering a Calassault bonus change but I'm not sure about the Galassault bonus.
moobius 2013 never forget
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Nocturnal Soul
Primordial Threat
5368
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Posted - 2015.02.15 00:28:00 -
[29] - Quote
Arkena Wyrnspire wrote:I would note that a 25% range bonus would barely take ARs up to CR ranges.
Not sure about bothering keeping the current bonus, Noc. It just doesn't really do anything. I don't play gallente....anything, so I'm just going off what the crowd says but I wouldn't mind it getting a bonus increasing it's optimal to 60.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Soul Cairn
Fatal Absolution
31
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Posted - 2015.02.15 02:49:00 -
[30] - Quote
bump
Born Ammatar, Caldari at heart.
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
301
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Posted - 2015.02.15 03:10:00 -
[31] - Quote
Atiim wrote:DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Is the Assault Rifle mediocre or is your ability to use with the AR mediocre? Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways. This very much this ar does a Not need need a buff
Yet another slave of Mortedeamor
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Adipem Nothi
Nos Nothi
6701
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Posted - 2015.02.15 04:32:00 -
[32] - Quote
Assault Suit is already the best suit. Why do you want it buff it? Wouldn't that make it better than best suit?
Idea: Reduce Assault slot count by 1, then rework bonuses. Also, swap Logi base speeds with Assault base speeds.
Shoot scout with yes.
- Ripley Riley
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Soul Cairn
Fatal Absolution
31
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Posted - 2015.02.15 04:40:00 -
[33] - Quote
Adipem Nothi wrote:Assault Suit is already the best suit. Why buff best suit?
Idea: Remove 1 slot from Assaults and give it to Commandos. Then rework bonuses. Also, swap Logi base speeds with Assault base speeds. This is just about changing the lackluster bonus for the suits into something useful. If you want to talk about nerfing Assaults then please make another thread.
Born Ammatar, Caldari at heart.
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Soul Cairn
Fatal Absolution
32
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Posted - 2015.02.15 16:25:00 -
[34] - Quote
bump
Born Ammatar, Caldari at heart.
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Sgt Kirk
Fatal Absolution
9582
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Posted - 2015.02.15 16:31:00 -
[35] - Quote
While we are on the Topic of Gallente Assaults I'd think it a good idea to give the Gallente more Sprint Speed and Stamina regeneration but at the cost of total Stamina.
Also as the bonus goes, I'd have an Optimal Range decrease reload time. Optimal Range however may throw the Breach AR into OP territory.
~New Eden's #1 Gallente Arm's Dealer
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Soul Cairn
Fatal Absolution
32
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Posted - 2015.02.15 16:37:00 -
[36] - Quote
Sgt Kirk wrote:While we are on the Topic of Gallente Assaults I'd think it a good idea to give the Gallente more Sprint Speed and Stamina regeneration but at the cost of total Stamina.
Also as the bonus goes, I'd have an Optimal Range decrease reload time. Optimal Range however may throw the Breach AR into OP territory. I can see the reasoning of that. How much sprint speed are we talking about here. I would like to see a small buff to CalAssault stamina regen. Not really necessary though.
Born Ammatar, Caldari at heart.
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MINA Longstrike
Kirjuun Heiian
2189
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Posted - 2015.02.15 18:51:00 -
[37] - Quote
Nocturnal Soul wrote:Arkena Wyrnspire wrote:I would note that a 25% range bonus would barely take ARs up to CR ranges.
Not sure about bothering keeping the current bonus, Noc. It just doesn't really do anything. I don't play gallente....anything, so I'm just going off what the crowd says but I wouldn't mind it getting a bonus increasing it's optimal to 60.
I've firmly disagreed with range bonuses on dropsuit (it mucks about with rattati's range/dps balance thing). Cal & gal usually have one similar bonus, I wouldn't mind them getting a reload speed bonus on top of shar they've currently got.
If ARs need a range buff they should get it on weapon, rather than relying on suit to prop up a sub par weapon.
As far as cal goes kick reduction would make many happy.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Soul Cairn
Fatal Absolution
32
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Posted - 2015.02.15 19:11:00 -
[38] - Quote
So far we have:
CalAssault - 5% Reduction to Kick/Recoil of Hybrid Rails per level and GalAssault - 5% Reduction to Reload Speed of Hybrid Blasters per level
How does this sound?
Born Ammatar, Caldari at heart.
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Soul Cairn
Fatal Absolution
33
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Posted - 2015.02.15 20:01:00 -
[39] - Quote
bump
Born Ammatar, Caldari at heart.
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Mexxx Dust-Slayer
Fatal Absolution
317
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Posted - 2015.02.15 20:10:00 -
[40] - Quote
I personally really love the current gal assaults bonus, it gives me such tight hipfire that I can use at ranges where other suits would need to to aim down sights therefore allowing me to maintain the hipfire strafe - paired with 25 or 32HP/s for when the enemy misses it's great.
But of course the gal assault is still dominated by the real CQC kings i.e the HMG and CR; their hard counter.
You literally have to be between 40m and 55m to tango with a decent heavy in a gal assault. |
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Soul Cairn
Fatal Absolution
34
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Posted - 2015.02.15 20:28:00 -
[41] - Quote
Mexxx Dust-Slayer wrote:I personally really love the current gal assaults bonus, it gives me such tight hipfire that I can use at ranges where other suits would need to to aim down sights therefore allowing me to maintain the hipfire strafe - paired with 25 or 32HP/s for when the enemy misses it's great.
But of course the gal assault is still dominated by the real CQC kings i.e the HMG and CR; their hard counter.
You literally have to be between 40m and 55m to tango with a decent heavy in a gal assault. The suits can't have the same bonus though. Charge time for as a bonus for Cal is lol worthy. These other bonuses are the only ones that make sense for Gal.
Born Ammatar, Caldari at heart.
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Mexxx Dust-Slayer
Fatal Absolution
317
|
Posted - 2015.02.15 20:29:00 -
[42] - Quote
Buwaro Draemon wrote: The AR is outperformed by the ARR and the ACR/CR at its supposed king range. Especially if you run a MinAss with an ACR, which is easy mode and you own everything with little effort. A damage boost multiplier on the AR in its range won't make it OP and will finally make it the CQC king it has been said to be.
If the target is any shield suit, the AR outperforms the ARR, ACR and CR in it's range. Seems intended. |
Mexxx Dust-Slayer
Fatal Absolution
317
|
Posted - 2015.02.15 20:31:00 -
[43] - Quote
Soul Cairn wrote:Mexxx Dust-Slayer wrote:I personally really love the current gal assaults bonus, it gives me such tight hipfire that I can use at ranges where other suits would need to to aim down sights therefore allowing me to maintain the hipfire strafe - paired with 25 or 32HP/s for when the enemy misses it's great.
But of course the gal assault is still dominated by the real CQC kings i.e the HMG and CR; their hard counter.
You literally have to be between 40m and 55m to tango with a decent heavy in a gal assault. The suits can't have the same bonus though. Charge time for as a bonus for Cal is lol worthy. These other bonuses are the only ones that make sense for Gal. Actually giving them the same double stacked curren bonuses bonus seems like a good idea now that you mentioned it, all they have to do is not specify hybrid rail or hybrid blaster i.e just hybrid.
But if not, a think a bonus that almost elimates the charge time completely wouldbe ideal for the cal assault, but I also like the current reload bonus. Try the militia ARR. |
duster 35000
Algintal Core Gallente Federation
265
|
Posted - 2015.02.15 20:34:00 -
[44] - Quote
Cody Sietz wrote:pretty simple and I'm sure it's mentioned quite a bit, but I think adding some additional bonuses would really help the suits out. Caldari 5 percent per level to extenders 2 percent to regulators per level 3 percent to recharges per level Or 3 percent per level to extenders 4 percent to regulators per level 3 percent to recharges per level It really sucks that a Cal assault is better off using a ScR over a RR at this point(though I think that's more cause the ScR is over performing, but that's neither here nor there) but I honestly have no idea how to buff the weapon without making it OP. Gallente 3 percent to repair mods per level 3 percent to FS plates per level 3 percent to reactive plates per level and or a 1 percent boost to reactive plate repair. Again, not sure how to buff the AR without making it OP. I think it all comes down to most weapons performing outside their intended roles, but again, that's not for here to discuss. Edit: Though, DeadlyAztec has a really good solution on how to fix the AR in general. DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I don't know bout the ar, make it do decent damage against armor without making it instakill vs shields as it is now.
Molestia approved
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Soul Cairn
Fatal Absolution
34
|
Posted - 2015.02.15 20:51:00 -
[45] - Quote
Mexxx Dust-Slayer wrote:Soul Cairn wrote:Mexxx Dust-Slayer wrote:I personally really love the current gal assaults bonus, it gives me such tight hipfire that I can use at ranges where other suits would need to to aim down sights therefore allowing me to maintain the hipfire strafe - paired with 25 or 32HP/s for when the enemy misses it's great.
But of course the gal assault is still dominated by the real CQC kings i.e the HMG and CR; their hard counter.
You literally have to be between 40m and 55m to tango with a decent heavy in a gal assault. The suits can't have the same bonus though. Charge time for as a bonus for Cal is lol worthy. These other bonuses are the only ones that make sense for Gal. Actually giving them the same double stacked current bonuses seems like a good idea now that you mentioned it, all they have to do is not specify hybrid rail or hybrid blaster i.e just hybrid. But if not, a think a bonus that almost elimates the charge time completely wouldbe ideal for the cal assault, but I also like the current reload bonus. Try the militia ARR. So both of them have the Kick Reduction and Reload Speed?
Born Ammatar, Caldari at heart.
|
Mexxx Dust-Slayer
Fatal Absolution
317
|
Posted - 2015.02.15 20:56:00 -
[46] - Quote
DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote:DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. I...never though about that... IT WOULD FIX THE WEAPON SO MUCH! How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Damage profiles, proficiency and subsequently too bias TTK will not allow the AR to be king in CQC while not being ridiculously OP. |
Soul Cairn
Fatal Absolution
34
|
Posted - 2015.02.16 23:27:00 -
[47] - Quote
Get your ass back on the front page.
Born Ammatar, Caldari at heart.
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Cody Sietz
Random Gunz RISE of LEGION
4395
|
Posted - 2015.02.20 23:56:00 -
[48] - Quote
Soul Cairn wrote:Get your ass back on the front page. Thank you for the bump. I tend to get anxiety when I make a thread goes to more then 1 page and has wayyyyy better ideas then the one i originally posted(only brave enough thanks to Sir Jameson)
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Soul Cairn
Fatal Absolution
43
|
Posted - 2015.02.21 06:32:00 -
[49] - Quote
Cody Sietz wrote:Soul Cairn wrote:Get your ass back on the front page. Thank you for the bump. I tend to get anxiety when I make a thread goes to more then 1 page and has wayyyyy better ideas then the one i originally posted(only brave enough thanks to Sir Jameson) Need to keep it at the top until Rattati acknowledges it.
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
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Pagl1u M
Dead Man's Game RUST415
1609
|
Posted - 2015.02.21 10:23:00 -
[50] - Quote
DeadlyAztec11 wrote:The AR should do 2x Damage from 0-5m, 1.5x damage from zero to ten meters, and 1.2x damage from zero to twenty meters. Make this (or something similar, cause I think this is too much) the bonus for the gallente assault.
One of the few assaults you'll find in a PC match!
|
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H0riz0n Unlimit
Dead Man's Game
468
|
Posted - 2015.02.21 10:25:00 -
[51] - Quote
Atiim wrote:No, as the other Assaults don't receive bonuses that make them stronger. Lol
Welcome to Aurlord 1.0. Building a vayu in my garage, waiting for aurlord 1.1 soon(tm)
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insane fate
Brutor Vanguard Minmatar Republic
7
|
Posted - 2015.02.21 10:27:00 -
[52] - Quote
Soul Cairn wrote:So far we have:
CalAssault - 5% Reduction to Kick/Recoil of Hybrid Rails per level and GalAssault - 5% Reduction to Reload Speed of Hybrid Blasters per level
How does this sound?
It sounds kind of dumb to me. The reload bonus is a Commando bonus along with more damage. If you ask me (Used all 4 races Assaults and Commandos) Commandos should have as follow: Better regen and a very small movement and sprint speed buff being that they are not as heavy as Sentinels and the Damage and Reload bonus they currently have. Assaults should have their base bonus to fitting light and sidearms and nades. Into detail the Amarr should have the heat build up and thats it the Gal should get a stronger dispersion reduction and thats it the cal should get a reduction to kick and charge up or just one nothing else and the min should keep the ammo increase for the clip size. |
insane fate
Brutor Vanguard Minmatar Republic
7
|
Posted - 2015.02.21 10:38:00 -
[53] - Quote
Lets take note really Quick. The Scrambler Rifles is a Shield based weapon with a 20% paper bonus to shields meant to slay shields. The Assault Rifle is a shield based weapon with a 10% paper bonus to shields, its more user friendly so it doesn't insta kill shields like the Scrambler. Both the Scrambler and Assault rifles Races stack armor. That means the Combat Rifle and Assault Combat Rifle will kill them quicker obviously. The Rail Rifle is meant to be a ranged weapon like the Scrambler so they shouldn't perform well in cqc but that is why they have an assault variant to be able to still do cqc fights if necessary. The COmbat rifle is more for range and assault combat rifle for cqc. Basically people just want their cake and be able to eat it to honestly thats why theres all these change,nerf,buff threads but if you ask me the assaults minus the cal because of reload speed being a commando bonus are balanced just need tweaks on bonus. As follows: Amarr should have the heat build up and thats it the Gal should get a stronger dispersion reduction and thats it the cal should get a reduction to kick and charge up or just one nothing else and the min should keep the ammo increase for the clip size. |
Racro 01 Arifistan
Simple Minded People Pty. Ltd.
503
|
Posted - 2015.02.21 12:53:00 -
[54] - Quote
Soul Cairn wrote:Arkena Wyrnspire wrote:I had suggested range previously. It didn't really gain much momentum as a suggestion, although by that logic you are suggesting (the same logic I followed) it seems fairly obvious. It is really the only thing that makes sense while being in line with the other suits. I'm not fond of a straight damage bonus so that is out. Would you prefer a reload reduction instead?
hmmmmmmm. how fast could I reload that plc with lvl 5 reload..... the commando has ludricous rel;oad but its not my prfered suit/playstyle.
the gall assault I literally kill/die by.
although I have to admit. since I use the AR so much.......the difference on other suits is noticble.
even with max ar skills. the gall assault simply doubles up which isn't a bad thing. and if you read the post ratatti made about min-max disperions thatall the rifles have the gall assault bonus ends up being BS. in a good way. given the inherhent good hip-fire/ADS the AR has, then add on 25% for both operation and sharpshooter. then another 25% from the gall assault's hipfire. the AR literally dosnt miss the target's hitbox even from 40m to 50m hipfire.
in reality I actually have come to love the gall assault bonus.
stupidly accurate AR/IP. a fckn straight shot, shotgun (affected by bonus hip fire bonus) easier to aim plasma cannon.( affected by the reduced kick. thereby allowing for better aiming/arc(curving) the shot) still better off using ADS with plasma cannon,
Elite Gallenten Soldier
|
Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
3
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Posted - 2015.02.21 15:16:00 -
[55] - Quote
insane fate wrote:Lets take note really Quick. The Scrambler Rifles is a Shield based weapon with a 20% paper bonus to shields meant to slay shields. The Assault Rifle is a shield based weapon with a 10% paper bonus to shields, its more user friendly so it doesn't insta kill shields like the Scrambler. Both the Scrambler and Assault rifles Races stack armor. That means the Combat Rifle and Assault Combat Rifle will kill them quicker obviously. The Rail Rifle is meant to be a ranged weapon like the Scrambler so they shouldn't perform well in cqc but that is why they have an assault variant to be able to still do cqc fights if necessary. The COmbat rifle is more for range and assault combat rifle for cqc. Basically people just want their cake and be able to eat it to honestly thats why theres all these change,nerf,buff threads but if you ask me the assaults minus the cal because of reload speed being a commando bonus are balanced just need tweaks on bonus. As follows: Amarr should have the heat build up and thats it the Gal should get a stronger dispersion reduction and thats it the cal should get a reduction to kick and charge up or just one nothing else and the min should keep the ammo increase for the clip size.
I knew i am not the only one with the idea off charge time and kick reduction on cal assault, is perfect for sustained combat that assaults should be good at, hope anyone with authority could check on this.
Caldari scout bonus sucks but i like to honor my name.
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Alena Ventrallis
Intara Direct Action Caldari State
2551
|
Posted - 2015.02.21 15:26:00 -
[56] - Quote
CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Soul Cairn
Fatal Absolution Negative-Feedback
45
|
Posted - 2015.02.21 17:39:00 -
[57] - Quote
Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It has bad range, which is why an optimal range bonus is the only one that makes sense to match the other assaults.
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
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Cat Merc
Negative-Feedback. Negative-Feedback
15249
|
Posted - 2015.02.21 19:04:00 -
[58] - Quote
Mexxx Dust-Slayer wrote:I personally really love the current gal assaults bonus, it gives me such tight hipfire that I can use at ranges where other suits would need to to aim down sights therefore allowing me to maintain the hipfire strafe - paired with 25 or 32HP/s for when the enemy misses it's great.
But of course the gal assault is still dominated by the real CQC kings i.e the HMG and CR; their hard counter.
You literally have to be between 40m and 55m to tango with a decent heavy in a gal assault. ACR hip fire is as tight as a bonused AR in my experience, so it's kind of pointless.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15249
|
Posted - 2015.02.21 19:06:00 -
[59] - Quote
Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It actually has the second slowest reload time after the RR. SCR - 2.5s CR - 2.6s AR - 3s RR - 3.2s
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Aeon Amadi
Chimera Core
8815
|
Posted - 2015.02.21 19:07:00 -
[60] - Quote
Cat Merc wrote:Mexxx Dust-Slayer wrote:I personally really love the current gal assaults bonus, it gives me such tight hipfire that I can use at ranges where other suits would need to to aim down sights therefore allowing me to maintain the hipfire strafe - paired with 25 or 32HP/s for when the enemy misses it's great.
But of course the gal assault is still dominated by the real CQC kings i.e the HMG and CR; their hard counter.
You literally have to be between 40m and 55m to tango with a decent heavy in a gal assault. ACR hip fire is as tight as a bonused AR in my experience, so it's kind of pointless.
I'll be honest, with Assault Rifle Sharpshooter 5, I notice absolutely no difference in performance between the Gallente Assault and the Gallente Commando in terms of dispersion. But, then again, how does one gauge dispersion save for anecdotal evidence..? How do we even know that Assault Rifle Sharpshooter is working in the first place if not for a placebo effect?
Have a suggestion for the Planetary Services Department?
Founder of AIV
|
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Alena Ventrallis
Intara Direct Action Caldari State
2551
|
Posted - 2015.02.21 19:22:00 -
[61] - Quote
Cat Merc wrote:Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It actually has the second slowest reload time after the RR. SCR - 2.5s CR - 2.6s AR - 3s RR - 3.2s Hmm... perthaps a bonus to reload? It makes sense; if you run dry in CQC, getting another magazine loaded would be paramount. I would also argue to keep the dispersion bonus while losing the recoil bonus to the CalAss, to help with hipfire at range like Aeon describes.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
insane fate
Brutor Vanguard Minmatar Republic
8
|
Posted - 2015.02.21 21:16:00 -
[62] - Quote
Soul Cairn wrote:Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It has bad range, which is why an optimal range bonus is the only one that makes sense to match the other assaults.
No what matches it would be a stronger dispersion reduction as i said before.
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Soul Cairn
Fatal Absolution Negative-Feedback
48
|
Posted - 2015.02.21 22:49:00 -
[63] - Quote
insane fate wrote:Soul Cairn wrote:Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It has bad range, which is why an optimal range bonus is the only one that makes sense to match the other assaults. No what matches it would be a stronger dispersion reduction as i said before. It doesn't make sense for a greater dispersion reduction when with sharpshooter 5 there is hardly any. You're trying to give up greater engagement range or 1v1 survivability for something that is unnecessary.
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
|
Aeon Amadi
Chimera Core
8817
|
Posted - 2015.02.21 23:32:00 -
[64] - Quote
Best Gallente Assault bonus imo, bar increased true damage, would be 10% increased fall-off damage per level. You lose an insane amount of DPS outside optimal (66 DPS loss at 10m beyond) so lessening the severity of that is a good bonus in my book and isn't so far out of the norm if we're seriously considering reduced recoil for the Rail Rifle/ARR.
Consider that an ARR has 30m longer optimal range than the AR but 33 less DPS. The AR loses twice that at just 10m beyond it's optimal range and all of a sudden the ARR is out-performing it. 10m isn't very far at all, so I think that a 50% increased fall-off damage would match their DPS values so that the AR actually has a fighting chance at those moderate distances while the ARR still out-performs it a longer ranges like it's supposed to.
EDIT: Dispersion is a terrible bonus because some of us genuinely like having higher dispersion in CQC as it takes a little bit of the pressure off of being as accurate. Dispersion should be something that's controlled by the weapon and the mod, not a permanent skill application.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Sgt Kirk
Fatal Absolution
9644
|
Posted - 2015.02.21 23:34:00 -
[65] - Quote
insane fate wrote:Soul Cairn wrote:Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It has bad range, which is why an optimal range bonus is the only one that makes sense to match the other assaults. No what matches it would be a stronger dispersion reduction as i said before. I completely disagree with negating a weapons main weakness with bonuses.
Weaknesses are what's supposed to make this game what it is, there are no "absolute" fits.
If you give the Plasma Rifle (excluding TAR which needs adjustments in other places) more range than it has now you will be kicking it well into OP territory. The Bonus should be something that makes the weapon excel in something that it's already good at or dampen a secondary drawback of the weapon but not a primary drawback.
These weakness compensation bonuses are exactly why the Combat Rifle is OP on the Minmatar assault in the first place.
The Primary drawback, and might I say the only drawback of the Combat Rifle is the low mag. It has high RoF It cost less CPU/PG than even some sidearms It can competitively perform at most common ranges of engagements
Without the bonus it's a pretty damn good weapon, it can challenge even the Plasma Rifle in CQC with its tremendous RoF but the drawback is that he has to land damn near every shot.
But with the Minmatar Assault Bonus we don't have that issue, just spam as much to your hearts content knowing that there are no downsides to the weapon you're wielding right now.
On anything other than on a Minmatar Assault and Commando do you really see yourself overwhelmed by the CR? Most likely no, the Minmatar Commando gets a pass because that's doing exactly what the suit was designed to do and has the proper drawbacks of its advantage.
Then of course we get into the issue of the Minmatar Assault in itself but that's a discussion for a different thread.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Soul Cairn
Fatal Absolution Negative-Feedback
62
|
Posted - 2015.02.24 05:10:00 -
[66] - Quote
bump
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
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Soul Cairn
Fatal Absolution Negative-Feedback
62
|
Posted - 2015.02.25 05:43:00 -
[67] - Quote
grandmaster bump
Don't be fooled, I'm Caldari
Vehicular Specialist
Grandmaster Bump
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Heimdallr69
Negative-Feedback. Negative-Feedback
4711
|
Posted - 2015.02.25 17:53:00 -
[68] - Quote
Cal ass needs a DMG bonus. Right now I don't run mine as often cuz I can make a Better gal ass fit with 3 DMG mods on my ARR, I can make good cal ass fits but the lack of DMG is why I don't use it.. If I could put 2-3 DMG mods without sacrificing my fit then it'd be in a good place.. Though the DMG bonus takes away from the mando so idk..
Removed inappropriate content - CCP Logibro
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Piercing Serenity
PFB Pink Fluffy Bunnies
850
|
Posted - 2015.02.25 19:12:00 -
[69] - Quote
Sgt Kirk wrote:insane fate wrote:Soul Cairn wrote:Alena Ventrallis wrote:CalAssault should be recoil reduction for the RR. That much is certain.
The GalAss bonus... Really, is there an area where the PR doesn't perform well? It has bad range, which is why an optimal range bonus is the only one that makes sense to match the other assaults. No what matches it would be a stronger dispersion reduction as i said before. I completely disagree with negating a weapons main weakness with bonuses. Weaknesses are what's supposed to make this game what it is, there are no "absolute" fits. If you give the Plasma Rifle (excluding TAR which needs adjustments in other places) more range than it has now you will be kicking it well into OP territory. The Bonus should be something that makes the weapon excel in something that it's already good at or dampen a secondary drawback of the weapon but not a primary drawback. These weakness compensation bonuses are exactly why the Combat Rifle is OP on the Minmatar assault in the first place. The Primary drawback, and might I say the only drawback of the Combat Rifle is the low mag. It has high RoF It cost less CPU/PG than even some sidearmsIt can competitively perform at most common ranges of engagements Without the bonus it's a pretty damn good weapon, it can challenge even the Plasma Rifle in CQC with its tremendous RoF but the drawback is that he has to land damn near every shot. But with the Minmatar Assault Bonus we don't have that issue, just spam as much to your hearts content knowing that there are no downsides to the weapon you're wielding right now. On anything other than on a Minmatar Assault and Commando do you really see yourself overwhelmed by the CR? Most likely no, the Minmatar Commando gets a pass because that's doing exactly what the suit was designed to do and has the proper drawbacks of its advantage. Then of course we get into the issue of the Minmatar Assault in itself but that's a discussion for a different thread.
Would you be willing to make the same argument against the Amarr Ass + ScR?
I'm not trying to derail this thread. I think that the "bonus philosophy" is an important part of this discussion. The two competing ideologies are:
- Suit bonuses should compensate for weapon weakness
- Suit bonuses should enhance weapon strengths (Min-Maxing)
Personally, I'm okay with suits balancing out the shortfalls of a weapon. If you'd like to include a "jam" mechanic for weapons that autofire too long or something, that might be an additional drawback to consider (in a different thread). I'd also be interested in having different races follow different ideologies - Cal/Amarr go for Min-Maxing while Gal/Min go for compensation. What do you think?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Soul Cairn
Fatal Absolution Negative-Feedback
71
|
Posted - 2015.02.27 03:23:00 -
[70] - Quote
bump
Don't be fooled, I'm Caldari
Vehicular Specialist
Grandmaster Bump
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Ghost Kaisar
Fatal Absolution Negative-Feedback
9958
|
Posted - 2015.02.27 04:21:00 -
[71] - Quote
Aeon Amadi wrote:Atiim wrote:DeadlyAztec11 wrote:Atiim wrote:Cody Sietz wrote: I...never though about that...
IT WOULD FIX THE WEAPON SO MUCH!
How does making the AR better than the NK, Shotgun, and HMG fix the weapon? So you think that making the gun better at 15m isn't good? The AR is suppose to be great at CQC but is just mediocre. This would help make it good at CQC. Is the Assault Rifle mediocre or is your ability to use with the AR mediocre? Against Shields nothing but the Scrambler Rifle (and the weapons listed in my previous post) kills a target faster than the AR in CQC, the only time it's surpassed is when fighting Armor bricks, which the AR is supposed to be weak against anyways. Haaaave you met my friend Ad Hominem? Also, conjecture.
This posts needs more likes.
Cheeky. I like it.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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gustavo acosta
Capital Acquisitions LLC Bad Intention
958
|
Posted - 2015.02.27 05:01:00 -
[72] - Quote
Ghost Kaisar wrote:
This posts needs more likes.
Cheeky. I like it.
I want to like it but I can't find it.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Cody Sietz
Random Gunz RISE of LEGION
4409
|
Posted - 2015.02.27 05:21:00 -
[73] - Quote
gustavo acosta wrote:Ghost Kaisar wrote:
This posts needs more likes.
Cheeky. I like it.
I want to like it but I can't find it. https://forums.dust514.com/default.aspx?g=posts&m=2628442#post2628442
Here Ya go
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Alena Ventrallis
Intara Direct Action Caldari State
2567
|
Posted - 2015.02.27 05:35:00 -
[74] - Quote
Assault bonuses are supposed to shore up the rifle's weaknesses. Look at the AmAssault which has been the standard by which we measure the other Assault suit bonuses since Uprising.
First, we need to identify the rifle's weaknesses.
Scrambler: heat Combat rifle: low mag for ROF Rail rifle: recoil Plasma rifle: ???
The Amassault lowers heat buildup, so that is working beautifully. MinAssault increases CR mag so that you don't drain a mag in the blink of an eye. Now, CalAss should reduce the recoil of the RR (both hipfire and ADS) so that they can be fired longer before having to stop firing because the recoil got too high to handle. Now for GalAss, I think dispersion is a good start, because that allows them to fire from the hip more accurately, meaning they apply their damage more easily in CQC.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Cody Sietz
Random Gunz RISE of LEGION
4410
|
Posted - 2015.02.27 06:41:00 -
[75] - Quote
Range.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Sgt Kirk
Fatal Absolution Negative-Feedback
9695
|
Posted - 2015.02.27 07:55:00 -
[76] - Quote
Range would make the AR OP just at the Mag size increase is the reason the Combat Rifle is OP on Min Assaults.
The only buff that gets rid of a weakness and it isn't worthless or making the weapon OP is the Amarr Assault Bonus because it has more drawbacks than just the heat buildup.
RoF increase might be a good way to go.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 11:40:00 -
[77] - Quote
How about two?
Calass: [keep reload] + 3/4% reduction to A.D.S kick per level. The reason why I say no to charge is: ARR will charge too quick, RR will charge Like An ARR, too. Bolt pistols get a DPS buff, etc. Basically, calass becomes close to over powered.
As for the gal.... I have no idea (never uses gal assault)
Entering the void and becoming wind.
Message for 1v1 air to air
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Cody Sietz
Random Gunz RISE of LEGION
4425
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Posted - 2015.03.12 16:04:00 -
[78] - Quote
Sgt Kirk wrote:Range would make the AR OP just at the Mag size increase is the reason the Combat Rifle is OP on Min Assaults.
The only buff that gets rid of a weakness and it isn't worthless or making the weapon OP is the Amarr Assault Bonus because it has more drawbacks than just the heat buildup.
RoF increase might be a good way to go. Wait, what other draw back does the ScR have?
I agree that range would make the AR OP, but it just seems weird that it gets the hardest counter with no suit to combat that.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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