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zzZaXxx
XxAMBUSH FTWxX
799
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Posted - 2015.09.29 19:26:00 -
[1] - Quote
Rattati you are the MAN! Kudos to the CPM as well. This hotfix tops them all and feels like a culmination. Things this hotfix does:
- Balances shield tanking with armor tanking (if not making it a bit OP)
- Brings all rifles into balance with proper strengths and drawbacks (at least when run on assaults)
- brings Cal Logi and Calmando back from the dead
- gives new life to Cal Assault and Minmando
- makes Magsec, Assault SMG, Scrambler Pistol, Breach Shotgun, and Breach Mass Driver competitive
- does a bunch with vehicles that's Greek to me
Here's my feedback:
- Reducing the range of all assault variants but AR, together with nerfing the SCR, brings all the rifles into balance.
Now SCR, RR, and LR will rule long range (no ARR) while still being balanced by drawbacks.
CR and TAR will be more effective due to their new range advantage over assault variants, and ARR will settle into a more balanced role alongside them. (CR may suffer a lot against shields though.)
ASCR will thrive in the new world of crazy fast shield regen, despite the nerf.
ACR will still be very good situationally and Burst AR will be more competitive due to its range being more favorable now and its strength against shields. (And because it's been decent for a while now.)
AR and BAR will be competitive now on Gallente Assaults. The ROF bonus together with the shield buffs and range nerfs will enable them to thrive in the right conditions.
- All assault suits now have bonuses that almost compel players to run their respective racial weapons on them. This is great for racial parity and overall competitive balance. Cal and Min Assaults now have super fast shield regen to go with good damage against armor. Gal and Amarr Assaults have rifles that melt shields to go with solid armor tanks.
Other thoughts:
- Bolt Pistol didn't need a nerf. It'll probably suck now.
- The ACR's dispersion was increased to mitigate its range. Maybe that should be dialed back now.
- Passive reps on Gallente and Amarr suits will probably need a buff soon
- Commandos are still worthless unless you really need that second light weapon for AV or suppression (niche role)
- Scouts are even more UP now, in pubs at least.
- Now that Cal Logi is good again, it stands out that it has an equipment bonus that benefits it less than any suit but Cal Scout, while the uplink bonus goes to one the least mobile suits. Maybe they could be switched? |
zzZaXxx
XxAMBUSH FTWxX
807
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Posted - 2015.09.30 06:29:00 -
[2] - Quote
I've actually thought about which logis should really have what equipment for a long time. In my dream of dreams this would happen:
Amarr Logi gets a bonus to nanohives and uses those for beastly armor reps and to create strong defensive points where he can take advantage of having a lot of armor and a sidearm
Minmatar Logi gets Drop Uplinks because they're the most mobile.
Gallente Logi gets armor reps because they armor rep well and so can stand behind their heavy with bullets grazing them while still repping.
Caldari Logi get scanners because knowing where the enemy is fits well with duck and cover shield tanking. |
zzZaXxx
XxAMBUSH FTWxX
809
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Posted - 2015.09.30 14:05:00 -
[3] - Quote
Scouts aren't UP in pubs when they cloak up with shotgun. I think, however, that if scouts are given faster health recovery, giving them a clearer advantage there over assaults, it won't impact the cloak shotty role--you survive or you don't once you decloak and engage that close up, and once you run off to make another pass you're gonna have all your HP when you circle back no matter what--but it would help them when engaging head to head with rifles and recharging/repping while ducking in and out of cover or displacing. |
zzZaXxx
XxAMBUSH FTWxX
811
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Posted - 2015.09.30 19:22:00 -
[4] - Quote
Yeah regarding commandos, I think they can be very useful. Just their AV strength could be worth it for some, but they also have specific uses that come in handy all the time. I guess the role is somewhat limited but can be very effective if someone's focusing on just that role. For example:
Amarr: Lay down suppressive fire with the LR (whose range just got comparitively better) from a vantage point with Alloteks, got the SCR for up closer (instead of an SMG). Long range, slow but hard to take down suppressor
Caldari: Focus on ultra range wth SNR, extreme range with RR or AV with SWL. ARR for everything else. Best from a vantage point with Flux Scanner. Long range, slowish, resilient sniper
Minmatar: Focus anti-infantry AOE with MD or AMD or on anti-tank/anti-sentinal with BMD. CR for everything else. Good from just behind front lines with Alloteks. Mid range, OK speed, resilient grenadier
Gallente: Focus on shock with BSG or anti-tank/anti-sentinal with PC. AR for anything else. Good at the vanguard, busting down doors, especially with remote reps and a kincat. Run a Quantum Scanner. Good speed, close range, hard to take down shock trooper
They need an extra slot to be able to have more choices and thrive.
Considering their large hitbox I think they should scew more towards setinal's HP, with a commensurate speed reduction. That will give them HP they need to take the beatings they get on their large hitboxes. |
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