|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Stefan Stahl
Seituoda Taskforce Command
1148
|
Posted - 2015.05.01 12:14:00 -
[1] - Quote
CCP Rattati wrote:It stands a buff, what do you want. I was playing around with it just yesterday, it feels right, I like the dispersion, kick is reasonable. ADS is fine to finish off weakened fleeing targets.
Smart ideas? I think it's waiting for the armor-meta to pass (*nudge nudge*).
We can't balance all 4 racial rifles on their performance against armor. Well, we can, but it won't make the game any better. |
Stefan Stahl
Seituoda Taskforce Command
1151
|
Posted - 2015.05.01 20:51:00 -
[2] - Quote
Just for reference, I've been running an 'oldschool' CQC Caldari Assault for the past two weeks because my Amarr Assault got slightly boring (no worries, I'll be back ).
When I was choosing a weapon I had the choice between the AR and ARR. I have prof. 3 on the RR and 4 on the AR, so those were my options (I never liked the CR, no prof. on it). When trying it out I did much better in CQC with the ARR just because almost everyone in advanced or prototype suits has more than 50% of their tank in armor. With the weapon profiles and the proficiency bonus as it is that meant the ARR did and still does much better at CQC than the AR.
I think Cyrus Grevare posted the numbers (after prof. 5): When a ARR does 25% more DPS against armor than an AR (506 DPS vs 389 DPS) then that is a very good argument in the current meta.
I'm not saying nobody shield tanks, but I very rarely see competitive players in suits that have more than 500 shields. Armor DPS currently is more important than shield DPS, and thus the AR falls short. |
Stefan Stahl
Seituoda Taskforce Command
1156
|
Posted - 2015.05.02 11:40:00 -
[3] - Quote
DeathwindRising wrote:adjust gallente mobility:
increase sprint speed and decrease stamina regen.
end result: gallente end up able to close distance rapidly, but cannot sprint frquently. this means they can get into or out of a fight quickly, but they cant run around the map forever like minmatar can, nor run as long as amarr can without stopping for stamina regen. I very much support this.
I think this design was the reason why KinCats had a much higher efficacy back in the beta. Instead of nerfing stamina regen they decided to nerf the KinCats and thus we arrive at the current situation.
If we ever get to clean up stamina, stamina regen and walking-, strafe- and sprint speed this should definitely be implemented properly. Right now I could see an increased spread between walk and sprint speed for Gallente Assault. That would encourage fits that are fast in a straight line in contrast to Minmatar fittings, which should be comparatively better at the wiggle-wiggle rather than top speed. |
|
|
|