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Thread Statistics | Show CCP posts - 14 post(s) |
Foehammerr
Dead Man's Game
213
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Posted - 2015.09.27 18:39:00 -
[1] - Quote
Since I know Ratt Is reading this thread, instead of making a new thread for this i'll add on to the OP
CCP Rattati wrote: Shield Tanking We are taking a major step towards a balance between Armor and Shield tanking with this new Hotfix, radically strengthening the shield recharge rates, recharge delays and damage thresholds of Caldari and Minmatar Dropsuits. We also reduced the CPU cost of Shield Regulators by almost 20%t to top it off.
While this is a good start, I don't think its enough to keep people from omnitanking, especially on Caldari assaults to get absurd levels of EHP on a medium frame. Being slow from armor isn't enough. To penalize people who omnitank, they need to be "big" and slow. This would work by increasing the dropsuit scan profile when using shield extenders making them easier to spot on scans. Since this penalty on top of the recharge delay might be crippling to those who shield tank, the delay needs to be removed. The rate the profile increase needs to match the Caldari scout so if a person were to fully shield tank, the bonus to profile dampening would completely negate the penalty to shield extenders at level 5.
Since there would no longer be a delay increase to adding shield extenders, those who use the Caldari assault would perhaps only need one to two regulators, freeing up the extra slots for profile dampeners and kinetic catalyzers
CCP Rattati wrote: HAV/AV Balance Secondly, changing the Swarm Launcher profile to be a new Explosive GÇô Missile, and granting the damage bonus to the Caldari Commando, and leaving Minmatar Commandos with Explosive GÇô Explosives (both have a +20% Armor/-20% Shield damage profile.
Rather than simply switching the suit bonuses from one commando to another, I think the commando should remain a rail/sniper platform and add missile bonuses to the Caldari medium frame, specifically to lock on speed and missile flight speed, adding a different but equally useful skill that makes the medium frame attractive (though they're all still technically viable options as is). I believe all light, medium,and heavy frames should get bonuses that make them more attractive than the specialist frames in some situations, instead of being an SP wall to the "tech 2" frames.
As an extension to this topic, Assault suits should only get cap fitting bonuses to their own racial weapons (or specific types in the case of the Caldari and Minmatar). for the C/G series Assaults It should be all hybrid weapons, for Minmatar, Kinetic (combat Rifles and SMGs), and for the Amarr, Laser. For the weapons not affected by these bonuses, this is where the medium frames get their moment to shine. The detailed Explanation is here.
Assault suits should also get a fitting bonus to Kinetic Catalyzers to incentivize mobility over large buffer tanking.
Part 1/2
De Opresso Liber
Beta Vet since 2/5/2013
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Foehammerr
Dead Man's Game
213
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Posted - 2015.09.27 18:39:00 -
[2] - Quote
2/2
CCP Rattati wrote: Rifles 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.
While I think both of these bonuses are much needed additions, I would like to make a recommendation to specify the Caldari bonus to Aim Down Sights kick specifically. If the kick gets reduced in general, it would make the Rail Rifle too effective in too many situations, especially close quarters which is a bit of a problem already. For a weapon with the highest range (both optimal and maximum effective), precision, and alpha damage, the only logical counterbalance is for it to perform poorly up close. limiting the bonus to ADS incentivizes use at range, rather than being able to use it at all ranges with negligible penalties.
To balance the rail rifle's poor performance in CQB (should it be implemented this way), the Caldari Assault should also get a fitting bonus to Assault Rifles, giving it a close quarters option while only retaining bonuses for the rail rifle. I also believe the inverse should be the case for the Gallente Assault.
CCP Rattati wrote: Other Weapons Breach Shotguns get a Clip and Ammo 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.
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.
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.
ThatGÇÖs it for now, go ahead and comment on these changes, that look like they will stir up the meta quite a lot.
<3
One thing I would like to request is the return of zoom for Basic and Breach Forge Guns. as they currently stand, the Basic and Breach have been second fiddle to the assault, as there is nothing substantial making them more attractive than the AFG. With the Breach, you almost feel penalized for using it with the fact that you cant move while charging it. If the Basic received a mid range zoom and the Breach long range zoom, I think people will find them more useful. Also, since the assault forge gun is now the only one with splash damage, it will be harder to "forge snipe" like before. It could potentially give people an anti infantry option with it, but it will be as harder then using plasma cannons since there is no splash damage.
De Opresso Liber
Beta Vet since 2/5/2013
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Foehammerr
Dead Man's Game
215
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Posted - 2015.09.27 20:33:00 -
[3] - Quote
Kallas Hallytyr wrote:Foehammerr wrote:To balance the rail rifle's poor performance in CQB (should it be implemented this way), the Caldari Assault should also get a fitting bonus to Assault Rifles, giving it a close quarters option while only retaining bonuses for the rail rifle. I also believe the inverse should be the case for the Gallente Assault.. No. Your close quarters option is the soon-to-be-buffed MagSec: it's going to be faster charging, higher damage and benefits from the original CalAss bonus (reload speed) and the base Assault fitting bonus. So no, CalAss should not get another bonus because you don't understand how good you have it already. Especially considering the MagSec is basically as good as the AR anyway.
While your statement is accurate, you misunderstand my intentions and are also going on the assumption that people are only going to use the MagSec, when the Bolt Pistol and the Ion Pistol exist as well. The point of my recommendation is both the Gallente and Caldari Assault are Hybrid Weapon platforms, and as such should receive fitting bonuses to all hybrid weapons, and that's it. It is no different than it already is, but in this circumstance its going on the premise that Ratatti did what needed to be done and limited the assault fitting bonus to racial weapons, which you'd see if you actually read the whole post.
De Opresso Liber
Beta Vet since 2/5/2013
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Foehammerr
Dead Man's Game
216
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Posted - 2015.09.27 21:11:00 -
[4] - Quote
Kallas HallytyrYes and no. DUST and EVE lore is somewhat uncertain, sine we've had conflicting elements since Dust began. For example the Incubus has bonuses to both, but neither Assaults have bonuses for both.
And the Bolt Pistol is an effective sidearm, even at close quarters. But your suggestion was that CalAss should get a bonus to help with CQC: MagSecs are already effective at CQC and will be more so after the Hotfix, so your notion of having a CqC bonus is unwarranted, especially considering that Dust lore does not inherently support the idea of Gal/Cal fully using both Hybrid types.
Finally, a lore reason isn't necessarily a good enough reason to break balance.
TL;DR: the MagSec is an effective CQC option, making the introduction of an AR CalAss bonus entirely unnecessary - not because the MagSec is the [i wrote:only [/i]sidearm a CalAss should use, but because it is an option that fills a hole that you feel is there.
I actually never mentioned lore even once. There is nothing stopping the potential fittings with ARs on Caldari Assaults from being used right now.
the reason I want racial fitting bonuses only is to fix game breaking fits like Minmatar Assaults with shotguns and Amarr assaults with rail rifles and every suit under the sun using bolt pistols and flaylock pistols. if you can use any weapon on any suit with similar results as the suits they're designed to be used on, it defeats the point of specialization.
De Opresso Liber
Beta Vet since 2/5/2013
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Foehammerr
Dead Man's Game
218
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Posted - 2015.09.30 04:34:00 -
[5] - Quote
Rhist Stormshield wrote:Genral69 death wrote:Rhist Stormshield wrote:Perhaps we'll see more racial weapons on the proper suits then.
Tired of seeing the Rail rifle on Gallente assaults. Not really the gal's fault, they just want some range Then what about the Breach and Tac AR? Still short range weapons. The max range range other the is the same as the optimal for the assault rail. Plus it's technically not wrong to use rails on Gallente dropsuits.
De Opresso Liber
Beta Vet since 2/5/2013
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