Daddrobit
You Can Call Me Daddy
1442
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Posted - 2015.05.02 22:53:00 -
[1] - Quote
Aeon Amadi wrote:DeathwindRising wrote:Aeon Amadi wrote: Right right. S'why I feel that having range-enhancing modules might be the better way to go. Shake up the meta a little bit while not actually doing anything to the rifle itself.
that wouldnt do anything except make the problem potentially worse. imagine range enhancing mods on rail rifles... If you increase range on the rifle it's going to cause problems. If you offer up a module that not everyone would use, then it'd help the people that need it. You have a rail rifle and you have the option to go with Damage or Range... You already have good range, so what's the point in adding more? Long-range combat. You have an assault rifle and you have the option to go with Damage or Range... You already have good damage, so what's the point in adding more? High damage CQC fighting. It's appealing to the rifle's design in a more fluent way but offering both a way out and bridge into other areas if need-be. The Rail Rifle can already fit damage mods, so it sacrifices nothing. The Assault Rifle doesn't have that same opportunity. Doesn't matter how many damage mods you add onto it you will only ever be good at CQC fighting.
But it is a module everyone would use, people use the modules that benefit them the most, and it's a module that would benefit the long range weapons far more than it would the AR. Even if a complex only added 20%, that's only 8 meters optimal for an AR, but an ARR gets an extra 14 out of the same module. And suddenly the optimals are now even more extreme from 40 vs 72 to 48 vs 86. And it gets even worse vs the RR and ScR
It would be like back in beta where the sharpshooter skills actually gave extra range. It got taken out because everyone had it and if you didn't, you were almost guaranteed a dead man and CCP didn't like that.
Clean and simple, it needs something to boost its overall DPS, having a DPS advantage of 6.6% does not give it enough of an advantage over a weapon that can hit out for its full damage at nearly double the range while the AR flounders.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1445
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Posted - 2015.05.03 20:59:00 -
[2] - Quote
Aeon Amadi wrote:Daddrobit wrote:
But it is a module everyone would use, people use the modules that benefit them the most, and it's a module that would benefit the long range weapons far more than it would the AR. Even if a complex only added 20%, that's only 8 meters optimal for an AR, but an ARR gets an extra 14 out of the same module. And suddenly the optimals are now even more extreme from 40 vs 72 to 48 vs 86. And it gets even worse vs the RR and ScR
It would be like back in beta where the sharpshooter skills actually gave extra range. It got taken out because everyone had it and if you didn't, you were almost guaranteed a dead man and CCP didn't like that.
Clean and simple, it needs something to boost its overall DPS, having a DPS advantage of 6.6% does not give it enough of an advantage over a weapon that can hit out for its full damage at nearly double the range while the AR flounders.
Eh, I suppose you're right... But even still, my point still stands with the Damage Amplifier conundrum. The AR needs to have a DPS high enough to warrant it's locked, low range because it cannot (I'll stress this) it -cannot- exceed it's range by any means whereas other weapons can at least keep their longer range and make up the DPS gap. Thing is, I don't think anyone wants to see the AR's damage or RoF increased. So, what can we honestly do apart from 'feel good' differences like a different sight or handling?
Well, in my opinion, I'd shy away from giving the entire weapon a buff, and edge more towards changing the Gallente suit bonus instead.
Right now the AR -works- but it doesn't shine! In the same way that a CR does well enough on your average suit, but it really shows off on the Min Assault, the Gal Assault needs a comparable bonus, and I don't think a small ROF buff and a reduced Dispersion buff is too extreme a bonus to ask for.
Like 1% ROF and 4% dispersion, or 2% ROF and 3% dispersion.
At 1% per level for a 5% ROF bonus at level 5, you're looking at a ROF of 840 and a DPS of 476 on the Duvolle.
8% DPS over the ACR for its 55% better optimal. 10% DPS over the AScR for its 37% better optimal. 11% DPS over the ARR for its 80% better optimal.
At 2% per level for a 10% ROF bonus at level 5, you're looking at a ROF of 880 and a DPS of 498 on the Duvolle.
12% DPS over the ACR for its 55% better optimal. 14% DPS over the AScR for its 37% better optimal. 15% DPS over the ARR for its 80% better optimal.
I really don't see the 1% per level being too extreme an option, and think 2% is doable, but it certainly does edge the weapon a bit much in one go.
O.G. Pink Fluffy Bunny
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