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Dingleburt Bangledack
Dingle's Berry Farms
421
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Posted - 2015.10.02 00:48:00 -
[1] - Quote
Kierkegaard Soren wrote:Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all. So, AmAssault would have a bonus that can only be utilised by being bad... Sounds awesome.
If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. |
Dingleburt Bangledack
Dingle's Berry Farms
421
|
Posted - 2015.10.02 02:31:00 -
[2] - Quote
Victor Moody Stahl wrote:Dingleburt Bangledack wrote:If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. You recall incorrectly; the seize time/damage reduction were for laser weapons- which meant that you had to fit a Scrambler Rifle or Laser Rifle in order to benefit from it. IIRC the main reason everybody hated that bonus was because it offered no useful to the role-specific weaponry that was (and is) available. If there had been a heavy laser weapon that overheated often, then such a bonus might very well be useful. It was for "Heavy Weapons"... of which, there was one that overheated... The HMG. |
Dingleburt Bangledack
Dingle's Berry Farms
421
|
Posted - 2015.10.02 04:06:00 -
[3] - Quote
Knox Firmus wrote:Dingleburt Bangledack wrote:Victor Moody Stahl wrote:Dingleburt Bangledack wrote:If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. You recall incorrectly; the seize time/damage reduction were for laser weapons- which meant that you had to fit a Scrambler Rifle or Laser Rifle in order to benefit from it. IIRC the main reason everybody hated that bonus was because it offered no useful to the role-specific weaponry that was (and is) available. If there had been a heavy laser weapon that overheated often, then such a bonus might very well be useful. It was for "Heavy Weapons"... of which, there was one that overheated... The HMG. You're both wrong. the Amarr sentinel bonus of old was only a reduction to feedback damage, not to seize duration at all. It was there in anticipation of an amarr heavy weapon that regularly chipped away at the user's health, but didn't seize up when doing so. Actually, I think you're right... what the hell was I thinking about?
In either case, I still stand by my opinion that a bonus that only comes into effect when you screw up (as opposed to affecting your weapon all the time, like all Assault bonuses currently do) is just a stupid idea. |
Dingleburt Bangledack
Dingle's Berry Farms
421
|
Posted - 2015.10.02 06:09:00 -
[4] - Quote
Vesta Opalus wrote:But if you look at this you see the seize time post bonus for this is about the length of your gun cooling down regardless, so it essentially removes the requirement to worry about overheat at the cost of a bit of damage to self. You can just power through overheat if you feel like you need to (on the scrambler anyway, laser is a different story obviously, with longer seize, etc).
Dingleburt Bangledack wrote:In either case, I still stand by my opinion that a bonus that only comes into effect when you screw up (as opposed to affecting your weapon all the time, like all Assault bonuses currently do) is just a stupid idea.
Just sayin'. |
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