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DeathwindRising
ROGUE RELICS
1018
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Posted - 2015.05.03 09:57:00 -
[151] - Quote
Aeon Amadi wrote:Daddrobit wrote: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. 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?
think of the AR as the shotgun of rifles.... and then think about why no one but scouts and min assault run shotguns effectively. because if what you say is true about the AR being out ranged, then the same is true for other short range weapons, except i dont hear any threads saying the shotgun doesnt have enough range.
i tell you man, the gallente suits need an increase in sprint speed. if you buff the AR then your buffing it for everyone. if you buff gal suits then the gals would be better with it. |
DeathwindRising
ROGUE RELICS
1018
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Posted - 2015.05.03 10:07:00 -
[152] - Quote
Sleepy Shadow wrote:DeathwindRising wrote:a gallente weapon should always perform best on a gallente suit.
if range is a problem then gallente need a way to get into range better.
my suggestion isnt to do anything to the AR but to look at the gallente suits in general and how they fail at providing a viable platform for their own weapons.
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.
why do this? it actually is a racial characteristic of gallente in eve that they balance both speed and armor. we've covered this in the past when we tried getting kincats moved to high slots. this would be an alternative While this should be the case with Gallente it does nothing to help the AR. It does me no good to get in range if my weapon is still outperformed by the other rifles. Why should I madly dash towards my inevitable doom? Speed works with the shotgun as it has high alpha and can 1-2 shot most suits, it is also supported by scouts low profile so your chances of getting in range is increased. The AR on the other hand doesnGÇÖt have anything going for it. AR should be king of the rifles within 40 metres. Increase damage and/or ROF but dramatically drop damage beyond 40 metres. It should be a beast in CQC but clearly less effective outside its intended range. If that doesnGÇÖt sit well with people then all the other rifles need to be toned down in CQC. I should feel confident holding my AR if I have closed the distance and IGÇÖm fighting someone with a Rail Rifle.
ive suggested this before in the past and no one liked it because said something that sounded very close to "AR gets less range" people went nuts.
yet the idea is supported even in eve.
if we want to go with that option. id say increase the AR's dps to 500 and reduce effective range to 50m
it gives the AR superior DPS application while creating a safety buffer zone for long range weapons. |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9922
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Posted - 2015.05.03 11:04:00 -
[153] - Quote
CCP Rattati wrote:there will never be range increasing modules
Then make the AR worth having such low range compared to the other rifles.
30 DPS pales in comparison to 30 Meters.
You guys are like a broken record with this "CPM material" business xD Let it go
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2719
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Posted - 2015.05.03 12:21:00 -
[154] - Quote
CCP Rattati wrote:there will never be range increasing modules Use nothing but ARs on my alt, don't need a range module. Need short-range dps.
Range modules would be good on the CR tho, depending on what they do.
PSN: RationalSpark
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Adipem Nothi
Nos Nothi
9392
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Posted - 2015.05.03 12:56:00 -
[155] - Quote
Aeon Amadi wrote:CCP Rattati wrote:there will never be range increasing modules Then make the AR worth having such low range compared to the other rifles. 30 DPS pales in comparison to 30 Meters. Could also tune long range rifles to perform less reliably than short range rifles at short range. Thinking hipfire dispersion. Worked well with the RR.
Could also tune brick and shift the meta.
Shoot scout with yes.
- Ripley Riley
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Iron Wolf Saber
Den of Swords
19498
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Posted - 2015.05.03 17:58:00 -
[156] - Quote
jerrmy12 kahoalii wrote:CCP Rattati wrote:there will never be range increasing modules >tfw you will never have a range extension module >you will never have lower range weapons be effective in a slightly larger range >you will never use short range weapons to pwn players from med range
You have to rewind to the days where we had a range adjusting skill and how bad that skewed players over.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Lynn Beck
Delta Vanguard 6
2409
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Posted - 2015.05.03 19:49:00 -
[157] - Quote
Honestly, the AR needs to have a niche amongst the rifles: The SCR has utter demolishment of all shields at any range the RR has range(Even though its' kick makes that point a fuzzy area at best...) the CR has guerilla tactics(Quick clip unload time and 2nd best reload) The AR has... unbelievably low range and only 3 DPS more than the ACR...
We should make it's effective range crap, then make its' DPS like 20 points higher.
example numbers: 40m optimal, 50m effective, +20 DPS(either ROF or DMG) and keep its' relatively wide hipfire there.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1349
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Posted - 2015.05.03 19:53:00 -
[158] - Quote
what's the range on the RR? I had some dude rip me to shreds from 94m , sliced through me like butter |
Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1349
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Posted - 2015.05.03 19:57:00 -
[159] - Quote
Iron Wolf Saber wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:there will never be range increasing modules >tfw you will never have a range extension module >you will never have lower range weapons be effective in a slightly larger range >you will never use short range weapons to pwn players from med range You have to rewind to the days where we had a range adjusting skill and how bad that skewed players over.
sometimes I miss that skill...and then I look at how I get killed from 90m already by a rifle and say damn i'm glad that skill don't exist. |
Vell0cet
OSG Planetary Operations Covert Intervention
3066
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Posted - 2015.05.03 20:27:00 -
[160] - Quote
CCP Rattati wrote:there will never be range increasing modules I think modules that increased optimal range would really be game-breaking, but I think adding a module that improved falloff range would be reasonable, since you're already doing considerably less damage in falloff. It would add to fitting variety.
Best PvE idea ever!
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JIMvc2
Consolidated Dust
989
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Posted - 2015.05.03 20:31:00 -
[161] - Quote
Summa Militum wrote:JIMvc2 wrote:Another pointless thread. Go ahead and use your pathetic CR and RR. I started using the Duvolle Assault rifle and omg It melts dropsuits instantly. The CR and RR don't stand a chance = I must be really good since I went 25 and 3 = >:) Then got hate mail saying its OP and I'm HTFU butt hurt fool. You got emotional real fast.
Tell me about it :p
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! Die YOU SHADOW BEING IN THE DARK!!!
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Daddrobit
You Can Call Me Daddy
1445
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Posted - 2015.05.03 20:59:00 -
[162] - 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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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
3034
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Posted - 2015.05.03 21:45:00 -
[163] - Quote
Honestly, buff the ROf to 850. This puts the Duvolle at around 481 DPS, which while still less thn the scrambler and combat rifles, is still good enough to kill targets, doesn't increase damage per mag, and with its smoother handling (especially with GalAssault) will be a force to be reckoned with.
Whirly gun make much thunder! - Victor
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1357
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Posted - 2015.05.03 23:35:00 -
[164] - Quote
does anyone else find this topic a bit funny when thinking back on Dust history?
FKN AR SCRUBS< LEARN TO USE A REAL GUN , YEH YOU AND YOUR DAMN AR CRUTCH , GET GUD PICK UP A REAL MANS GUN , AR IS OP OP OP OP OP
and here we are, heh |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2120
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Posted - 2015.05.03 23:52:00 -
[165] - 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?
more range.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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jerrmy12 kahoalii
G0DS AM0NG MEN General Tso's Alliance
1681
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Posted - 2015.05.04 00:14:00 -
[166] - Quote
Iron Wolf Saber wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:there will never be range increasing modules >tfw you will never have a range extension module >you will never have lower range weapons be effective in a slightly larger range >you will never use short range weapons to pwn players from med range You have to rewind to the days where we had a range adjusting skill and how bad that skewed players over. I said a module, not sharpshooter.
Closed beta vet. Master troll. No lifer. /Moon'er. /sun tolerator and visitor. Praise the Moon \o/
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Iron Wolf Saber
Den of Swords
19506
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Posted - 2015.05.04 00:39:00 -
[167] - Quote
jerrmy12 kahoalii wrote:Iron Wolf Saber wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:there will never be range increasing modules >tfw you will never have a range extension module >you will never have lower range weapons be effective in a slightly larger range >you will never use short range weapons to pwn players from med range You have to rewind to the days where we had a range adjusting skill and how bad that skewed players over. I said a module, not sharpshooter.
Effects are the same to a lesser degree
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Adipem Nothi
Nos Nothi
9398
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Posted - 2015.05.04 01:06:00 -
[168] - Quote
Knightshade Belladonna wrote:does anyone else find this topic a bit funny when thinking back on Dust history?
FKN AR SCRUBS< LEARN TO USE A REAL GUN , YEH YOU AND YOUR DAMN AR CRUTCH , GET GUD PICK UP A REAL MANS GUN , AR IS OP OP OP OP OP
and here we are, heh That's the history lesson you're going with?
Shoot scout with yes.
- Ripley Riley
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Vell0cet
OSG Planetary Operations Covert Intervention
3067
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Posted - 2015.05.04 01:08:00 -
[169] - Quote
Iron Wolf Saber wrote:jerrmy12 kahoalii wrote:Iron Wolf Saber wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:there will never be range increasing modules >tfw you will never have a range extension module >you will never have lower range weapons be effective in a slightly larger range >you will never use short range weapons to pwn players from med range You have to rewind to the days where we had a range adjusting skill and how bad that skewed players over. I said a module, not sharpshooter. Effects are the same to a lesser degree What if the module only applied to falloff range (with stacking penalties)? So for example the AR has an optimal of 40m and an effective out to 70m, that means it has 30m of falloff. Say a complex range amp module was +20% to falloff, that means you'd get an extra 6m of falloff (0.2 * 30m), so the new stats would be 40m optimal 76m effective. I don't think that would be game-breaking or cause the same types of issues we had with the sharpshooter skill. It would add different fitting options and add more variety.
Best PvE idea ever!
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Ceadda Sai
Chatelain Rapid Response Gallente Federation
87
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Posted - 2015.05.04 01:14:00 -
[170] - Quote
The scary big brother of the Gek. It recks.
Forge Gunners: Now this is a gun for going out and and making people miserable with.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
162
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Posted - 2015.05.04 05:13:00 -
[171] - Quote
sir RAVEN WING wrote:Gemini Cuspid wrote:sir RAVEN WING wrote:Summa Militum wrote:I just played a match with it and I got 10 kills, 15 assists, and 2 deaths. The amount of assists I get with that gun is why I think it sucks. It's either just under-powered enough to prevent me from finishing the job half the time or the rate-of-fire is low enough that too many of my kills or stolen. With your logic the ARR, RR, CR, ACR, AScR, PLC, SR, Ect, Ect, Ect sucks. I can go 34/61/10 with an RR, oh it has near 2x more assists so it must suck. Nope I can go 29/37/5 with a CR, oh it still has more assists so it must suck. Nope I could keep going all day long. If you're looking at wpns as far as proto lvl goes, then here's my thoughts: tons of wpns are a bit in an awkward loop of their damage priority lvls. So yeah a ScR has a huge damage output and probably is the strongest wpn by far. A railgun is identical in damage, a but more actually, but doesn't have any drawbacks at any range; will perform the same whether it's up close, mid or far and still maintains the superior range over an assault. If you want to throw the combat rifle then the combat rifle has the advantage of speed, better targeting snipe and stability over a duvolle. If you wanted to get into a fire fight at mid range the railgun and combat rifle would probably beat tons of he assault rifles; a tactical or creo might give you a chance but if everything else is equal even at a mid range those two should do you in. When we argue about the usefulness of assault rifles, not that they're bad, I use them, but it's not like they have the field role they once had. It's like you have a better chance using the ion bolt pistol as a shotgun vs a shotgun and knowing if it was a short quarter combat scenario the bolt pistol might be the overall better wpn. The best way to approach the overall point is that weapon assortment with update after update has kind of caused some weapons to have no real honest role in the game. A lot of users who rely on assault rifles do so because it's the easier weapon to use initially; combat rifles and rail rifles take skills but that's a skill point issue. Likewise game dynamics reduce the roll where it's no longer the simple HMG, shotgun, mass drivers, assault rifles and lasers in play. You get a lot more weapon variety and players who can now afford the skill points to make combos that were really usable before; can treat your assault as a scout or make that ion pistol a better shotgun. If you get in a shooting match at the optimal range of he duvolle, you might still easily end up loosing a shooting match against an RS 90 or a rail rifle with all things equal. Heaven forbid we include ScR's in this. That's really my take on it, that the assault rifles aren't useless but really lack the all-purpose usage that you can manage out of the combat and rail rifles. Let me dissect this. The ScR is quite powerful yes, but saying the Rail Rifle is better and has no drawback is one of the most obvious lies I have ever seen. The ScR performs well at any range, yet the RR will kick like hell, often even making it's own optimal difficult. AR = Close Range/Limited to CQC RR = Long Range/Hellish Kick ScR = Medium to Long Range/ Overheat CR = Short to Medium Range/Low Ammo The CR does not have a speed bonus over the AR, the AR is automatic, the CR is burst fire. I could, and have, won with Duvolle. I have also been OHK'd by a Duvolle at 50m. Your post is extremely messy, and proves no point.
ok how were you OHK by a Duvolle? unless it was a tact and you had less than 60 armor. I don't see it. Your AR, RR, ScR and CR bit are alittle off. these stats are using basic with just level 1 oper skill. weapon / opt range / eff range / avg dps / clip size / carrying ammo ar - 40 m / 70 m / 412 / 70 / 350 rr- 75 m / 100 m / 361.54 / 42 / 252 scr- 75 m / 96 m / 650 / 30 / 210 cr- 66 m / 84 m / 540 / 54 / 324
so the AR is good but the CR and ScR can beat it both at range & in CQC. the RR has a great range but even when ads the kick is strong. plus it has a charge up time to fire. the ScR has some overheat but when you can use a basic and kill an Amarr heavy with 1000+ armor before you over heat it, yea it needs some work. seriously started an alt, using an starter fit with a basic Scr no other skills besides level 1 oper in scr it killed the heavy within 20 meters while he was using a HMG. I almost died but I was shocked I killed him. since then I tested it on other heavy and about 70% I won even within 30 meter. so your medium to long range is BS! so is the "overheat". the CR yes it is a burst but once you learn the timing of tap shots on it you can be a beast. fyi low ammo? lol RR & ScR have less ammo. |
jerrmy12 kahoalii
G0DS AM0NG MEN General Tso's Alliance
1682
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Posted - 2015.05.04 07:19:00 -
[172] - Quote
Ceadda Sai wrote:The scary big brother of the Gek. It recks. It recks? I kek.
Closed beta vet. Master troll. No lifer. /Moon'er. /sun tolerator and visitor. Praise the Moon \o/
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MINA Longstrike
Kirjuun Heiian
2950
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Posted - 2015.05.04 14:25:00 -
[173] - Quote
Sgt Kirk wrote:Also, to whoever the person that said Gallente and Caldari bonuses were good.... just lol dude.
We've done this song and dance several times kirk, with you making arguments rooted solely in emotion (gallente things should be overpowered because reasons!) and me arguing numbers and facts.
I have explained and referenced before (to a thread that rattati started explaining how dispersion/kick works) that absolutely no rifle reaches max dispersion or kick while standing still, it is only possible to hit 'maximum' when moving as dispersion/kick grows much faster when moving. I am aware of how much you like your idiotic wiggle dance because I know you like to fit ferroscales. Guess what? The gallente assault bonus supports that style of play - its bonuses are entirely oriented towards moving while shooting, something that has been the dust meta for FOREVER.
The caldari assault needs some tweaking (in the form of the often discussed kick reduction) or its rifles need some rebalancing (exponential kick to rail rifles was a wrong and harmful execution of a nerf), but that by no means makes the suit 'bad'. Both the caldari and gallente assaults are good suits, with good bonuses. Neither are the 'best' at the moment due to statistical outliers like the min assault or amarr assault + ASCR/SCR
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Adipem Nothi
Nos Nothi
9407
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Posted - 2015.05.04 15:55:00 -
[174] - Quote
MINA Longstrike wrote:Sgt Kirk wrote:Buff GalAssault Bonus! No! Buff CalAssault Bonus! Is it not possible that both could use slightly better bonuses? Their current bonuses aren't bad (especially GalAssault), but they certainly aren't on-par with those of MN and AM Assault. Why not swap out the GA and CA bonuses if/when we swap Logi/Assault speed? This would help to keep the slayers slaying in slayer suits (we don't want them migrating to Logi frames or back to Scout).
Thinking something like: GalAssault: -5% hipfire dispersion (plasma tech) +2% rate of fire (plasma tech) CalAssault: +5% reload speed (rail tech) -5% kick when aiming down sights (rail tech)
Shoot scout with yes.
- Ripley Riley
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Sgt Kirk
Fatal Absolution Negative-Feedback
10569
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Posted - 2015.05.04 16:02:00 -
[175] - Quote
Adipem Nothi wrote:MINA Longstrike wrote:Sgt Kirk wrote:Buff GalAssault Bonus! No! Buff CalAssault Bonus! Is it not possible that both could use slightly better bonuses? Their current bonuses aren't bad (especially GalAssault), but they certainly aren't on-par with those of MN and AM Assault. Why not swap out the GA and CA bonuses if/when we swap Logi/Assault speed? This would help to keep the slayers slaying in slayer suits (we don't want them migrating to Logi frames or back to Scout). Thinking something like: GalAssault: -5% hipfire dispersion (plasma tech) +2% rate of fire (plasma tech) CalAssault: +5% reload speed (rail tech) -5% kick when aiming down sights (rail tech) When the hell did I say that exclusively for the Gallente Assault like some kind of selfish fool?
For someone who tries so desperately to be the voice of reason you sure start a lot of ****.
Stop quoting people out of context and we might take you more seriously.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Adipem Nothi
Nos Nothi
9407
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Posted - 2015.05.04 16:18:00 -
[176] - Quote
Sgt Kirk wrote:Adipem Nothi wrote:MINA Longstrike wrote:Sgt Kirk wrote:Buff GalAssault Bonus! No! Buff CalAssault Bonus! Is it not possible that both could use slightly better bonuses? Their current bonuses aren't bad (especially GalAssault), but they certainly aren't on-par with those of MN and AM Assault. Why not swap out the GA and CA bonuses if/when we swap Logi/Assault speed? This would help to keep the slayers slaying in slayer suits (we don't want them migrating to Logi frames or back to Scout). Thinking something like: GalAssault: -5% hipfire dispersion (plasma tech) +2% rate of fire (plasma tech) CalAssault: +5% reload speed (rail tech) -5% kick when aiming down sights (rail tech) When the hell did I say something like that exclusively for the Gallente Assault like some kind of selfish fool in your summarization? For someone who tries so desperately to be the voice of reason you sure start a lot of ****. Stop quoting people out of context and we might take you more seriously.
So sorry, Kirk! Fixed that quote for you. Wasn't my intent to make you sound selfish or foolish. Or close-minded, hot-headed, or belligerently biased.
What do you think of the proposed bonuses? GalAssault: -5% hipfire dispersion (plasma tech) +2% rate of fire (plasma tech) CalAssault: +5% reload speed (rail tech) -5% kick when aiming down sights (rail tech)
Shoot scout with yes.
- Ripley Riley
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Clone Capper
Osmon Surveillance Caldari State
0
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Posted - 2015.05.04 16:21:00 -
[177] - Quote
Change Gal assault bonus to increase assault rifle effectiveness against armor per level. Increase Gal assault movement speed to allow it to succeed in CQC. |
Kayla Michael
Tactical Logistics and Cargo
111
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Posted - 2015.05.04 16:21:00 -
[178] - Quote
So much anger. lol
I eat drahp uplink, me thinks this isn't a cookie. ~
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MINA Longstrike
Kirjuun Heiian
2950
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Posted - 2015.05.04 16:24:00 -
[179] - Quote
Adipem Nothi wrote:MINA Longstrike wrote:Sgt Kirk wrote:Buff GalAssault Bonus! No! Buff CalAssault Bonus! Is it not possible that both could use slightly better bonuses? Their current bonuses aren't bad (especially GalAssault), but they certainly aren't on-par with those of MN and AM Assault. Why not swap out the GA and CA bonuses if/when we swap Logi/Assault speed? This would help to keep the slayers slaying in slayer suits (we don't want them migrating to Logi frames or back to Scout). Thinking something like: GalAssault: -5% hipfire dispersion (plasma tech) +2% rate of fire (plasma tech) CalAssault: +5% reload speed (rail tech) -5% kick when aiming down sights (rail tech)
Please don't misrepresent me to portray a gallente hatred or caldari bias. There are tweaks that could be done to rail weaponry that wouldn't warrant any changes at all to the caldari assault, but as the cal assault has the exact same bonus as the caldari commando minus a 2% damage buff per level it is in a place where it basically lacks an identity in terms of specific weapon performance related bonuses compared to other assaults.
I also very heavily disagree with any assault getting a bonus specifically oriented towards TTK, like your proposed gallente assault bonus. As I see it assault bonuses are designed to improve performance in relation to other suits the longer a fight goes on (amarr not overheating or being as prone to overheating, minmatar having extra bullets, gallente not suffering from dispersion/kick while moving... and ideally caldari not struggling with the insano-kick they currently have). The paradigm currently presented is that commando's = damage & versatility, assaults = performance & staying power.
I would argue that the bonuses presented by the minmatar and amarr assaults are balanced in and off themselves, the problems come in on either the suit in the case of the minmatar or the weapons in the case of the amarr.
For the record, I really like the gallente assault bonus and really enjoy playing my Galassault alt. I'm not sure what tweaking could be done to make the suit 'better' without pushing it into the realm of overpowered. I'm not in fact certain that it really needs any tweaking and it's min / amarr that need some reigning in.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Posted - 2015.05.04 16:51:00 -
[180] - Quote
MINA Longstrike wrote:Please don't misrepresent me to portray a gallente hatred or caldari bias. Misrepresent is a strong verb; I'd argue that paraphrase, summarize, generalize, abbreviate all better describe the above summation. Caldari slayers have long asked for a better CalAssault bonus, as have Gallente slayers; both sides argue that their side is in greater need. This was my intended message. I've corrected the quote to clarify intent.
MINA Longstrike wrote:There are tweaks that could be done to rail weaponry that wouldn't warrant any changes at all to the caldari assault, but as the cal assault has the exact same bonus as the caldari commando minus a 2% damage buff per level it is in a place where it basically lacks an identity in terms of specific weapon performance related bonuses compared to other assaults.
What would you propose for the CalAssault bonus?
MINA Longstrike wrote: I would argue that the bonuses presented by the minmatar and amarr assaults are balanced in and of themselves, the problems come in on either the suit in the case of the minmatar or the weapons in the case of the amarr.
That's a fair assessment.
MINA Longstrike wrote: For the record, I really like the gallente assault bonus and really enjoy playing my Galassault alt. I'm not sure what tweaking could be done to make the suit 'better' without pushing it into the realm of overpowered. I'm not in fact certain that it really needs any tweaking and it's min / amarr that need some reigning in.
Agreed. I love the GalAssault's hipfire bonus, but people have long complained that it isn't a good enough bonus. I think it necessary and appropriate to swap Logi and Assault speeds such that Mobility and HP share an inverse relationship. My concern is that if/when this change happens, we might see a slayer migration from Assault to Logi or Scout. I'm of the opinion that slightly better Assault bonuses for Gal and Cal would prevent such a migration. Further, it'd soften the "bad news" blow; regardless of benefit to balance, many slayers will be upset if/when Assault speed is tuned.
Shoot scout with yes.
- Ripley Riley
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