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Kierkegaard Soren
Eridani Light Horse Battalion
937
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Posted - 2015.10.02 16:03:00 -
[61] - Quote
I understand that "rewarding you for screwing up" is a valid counter-point, and should not be disregarded out of hand.
But the underlying idea for the amassault bonus that I'm proposing is that you turn the Amarr racial weapon -which is explicitely a tactical weapon that rewards quality over quantity when pulling the trigger- into an actual *assault* weapon that can, to a degree, engage multiple opponents in quick succession; the trade-off being, of course, that it's still hurting you via feedback, and still inconveniencing you with the seize, which eventually becomes like a second reload that you didn't want.
15% is a bit high though, sorry. Didn't run the numbers at the time of posting and just gut-feeled it. 10% sounds much more responsible.
I never liked the cooldown bonus. Because heat is generated per second of firing and not per actual shot you're not rewarded for timing your shots better with quicker cooling inbetween those shots, and you'll always lose most of your heat during a reload cycle anyway so it's never been a factor worth considering.
But just to reiterate, again;
1) Scram is balanced on non-amassault suits with the exception of the charged shot. 2) Amassault is the root cause of scram OP; heat reduction lies at the core of all laser balancing issues. 3) Operational skill is defunct on both laser weapons; change it to 3% reduction to heat so that the laser weapons are accessable to all players so long as they invest the sp into them, as is the Dust Way. 4) Amassault changes to a 10% reduction to seize damage and seize duration, making them laser-weilding snow-plows that can lead any assault. 5) Charged shot generates 15% more heat; in theory anyone with only 1 point in the Operational skill will overheat immediately, those with 5 points will avoid this but will struggle to double-tap opponents anymore. 6) Assault scram has broken (as in, none) heat management, that needs to be raised so that you burn out sooner. 7) Leave the kick alone. It's got enough already. Anymore kick and it stops being precise at range, which makes it redundant as a TAC weapon. 8) Damage profile to be changed to +15/-15. Far too good against shields, virtually impossible to drop an armour-heavy in any reasonable situation. Reign it in a bit for better balance for all.
Thanks.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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zzZaXxx
XxAMBUSH FTWxX
814
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Posted - 2015.10.02 17:16:00 -
[62] - Quote
The hipfire kick already starts getting outta hand when spamming in CQC. With the kick increase and Cal Assault's kick reduction, SCR and RR should perform similarly hipfiring. The SCR will still have the advantage because of course it has no charge up. RR will be better in long range ADS due to being automatic and having much less kick and slightly more range, but SCR partially makes up for that with its charge shot. The charge shot, however, is going to be a lot riskier now so it will mostly be reserved for easy targets, i.e. stationary targets or large hitboxes.
SCR will continue to be better mid range in the RR's dead zone. Cal Assaults will have to rely on the Magsec in that area, or have mid range overzoomed ADS skillz. |
Devadander
Woodgrain Atari
788
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Posted - 2015.10.02 19:18:00 -
[63] - Quote
Kierkegaard Soren wrote:I understand that "rewarding you for screwing up" is a valid counter-point, and should not be disregarded out of hand.
But the underlying idea for the amassault bonus that I'm proposing is that you turn the Amarr racial weapon -which is explicitely a tactical weapon that rewards quality over quantity when pulling the trigger- into an actual *assault* weapon that can, to a degree, engage multiple opponents in quick succession; the trade-off being, of course, that it's still hurting you via feedback, and still inconveniencing you with the seize, which eventually becomes like a second reload that you didn't want.
15% is a bit high though, sorry. Didn't run the numbers at the time of posting and just gut-feeled it. 10% sounds much more responsible.
I never liked the cooldown bonus. Because heat is generated per second of firing and not per actual shot you're not rewarded for timing your shots better with quicker cooling inbetween those shots, and you'll always lose most of your heat during a reload cycle anyway so it's never been a factor worth considering.
But just to reiterate, again;
1) Scram is balanced on non-amassault suits with the exception of the charged shot. 2) Amassault is the root cause of scram OP; heat reduction lies at the core of all laser balancing issues. 3) Operational skill is defunct on both laser weapons; change it to 3% reduction to heat so that the laser weapons are accessable to all players so long as they invest the sp into them, as is the Dust Way. 4) Amassault changes to a 10% reduction to seize damage and seize duration, making them laser-weilding snow-plows that can lead any assault. 5) Charged shot generates 15% more heat; in theory anyone with only 1 point in the Operational skill will overheat immediately, those with 5 points will avoid this but will struggle to double-tap opponents anymore. 6) Assault scram has broken (as in, none) heat management, that needs to be raised so that you burn out sooner. 7) Leave the kick alone. It's got enough already. Anymore kick and it stops being precise at range, which makes it redundant as a TAC weapon. 8) Damage profile to be changed to +15/-15. Far too good against shields, virtually impossible to drop an armour-heavy in any reasonable situation. Reign it in a bit for better balance for all.
Thanks.
This is the best suggestion I've seen for scr/ama balance. CPM CCP please consider.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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