Ama Zarek
BurgezzE.T.F General Tso's Alliance
12
|
Posted - 2015.09.24 21:27:00 -
[1] - Quote
Simply increasing the weak spot - Awesome! PLC skill and forge skill will be a better reward.
Secondly, new damage profile for Explosive sounds great - remind yourselves that this could be used to push players around when playing with the shockwave, minor damage, just disorienting.
Thirdly, changing all Explosive Weapons - All super.
All this extra damage potential towards HAVs is met with a strong buff for Caldari HAVs in the form of increased recharge rates and decreased recharge delays. - Great - You need to supply Shield Repair Tools as well - The armor and shields should both be able to be repaird!
Finally, reducing the Swarm Launcher lock-on range, hit impact and turning radius should improve the quality of life of Dropship users, and somewhat for HAVs. This is totally WRONG. The lock on range is way to underpowered as it is. (Rail installations still pick me off with ease (as they should)). Turning radius around buildings should be increased so they do not hit buildings, and give the pilot extra time. Only a minor turning increase would be ok but the fuel of the missiles should be increased. The pilot should be able to make two turns around buildings, not just one as it is today though. A missile is extremely dumb in EVE and it kills the feeling of a futuristic game.
Rifles The range discrepancy has made it very difficult to align the purpose and behavior of the fully-automatic rifles. They will therefore all be brought considerably closer to each other, with the Gallente Assault Rifle unchanged. - No, its good as it is.
Scrambler Rifle capability to hold a charge and follow up with multiple accurate hip fire shots is too strong. We are increasing the heat cost of the charge, and thereby reducing the number of follow up shots. The difference should be around 4 shots for a fully skilled Amarr Assault, more for non-skilled users. The movement speed while holding the charge is also reduced by 20%, similar to the Forge Gun. No, its good as it is. With all the skill points and officer weapons I think this weapon is just in line. I rather think its the shield vs armor bonuses that are not in play correctly. (and that a shield repair tool is missing.)
The Assault Scrambler Rifle is also a little too strong, especially against shields, and we will just increase the heat a little to bring the damage output down to where the other rifles are on the curve. No. I rather think its the shield vs armor bonuses that are not in play correctly. (and that a shield repair tool is missing.)
The Gallente Assault Rifle family is fairly underpowered to the rest of them, not statistically per se, but due to other Assault Dropsuits having better Skill bonuses. ThatGÇÖs why we are introducing a very strong bonus into the form of a ROF bonus for Gallente Assault Dropsuits. Players have been clamoring for a better Caldari bonus as well, and that is being added as a Kick/Recoil reduction for Rail Rifles. - Sounds good!
Other Weapons Breach Shotguns get a Clip and Ammo Buff, as do Burst Scrambler Pistols. Bolt Pistol ROF is reduced but Assault SMGs, Assault Scramblers and Scrambler Pistols get a ROF buff. MagSec gets a healthy damage buff and a charge time reduction. Small Blaster given a robust Splash radius buff to help with Anti Infantry work, especially from the skies, but also from HAVs/LAVs. OK.
Locus Grenade damage progression made Standard and Advanced grenades fairly useless, so we are going to have the same damage for all tiears, with increasing radius per tier. We are also fixing the Packed Locus and buffing the Fused Grenades considerably. I do not exactly understand. Nope.
Modules We wanted to improve the Biotics family so are reducing the PG cost of the KinCats, buffing the Cardiac Regulator. We normalized the Myofib damage bonus but increased base Melee damage on all dropsuits to make up for it. Cardiac Regulator is useless today, it should include another bonus as well. |