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maybe deadcatz
TRUE TEA BAGGERS Smart Deploy
1
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Posted - 2015.10.11 05:29:00 -
[1] - Quote
I mean I thought about it. But why not just remove the ROF bonus from the gallente assault and give all vanilla assault rifles.(excludes breach,TAC,burst) a simple 15% ROF buff baked into the rifle itself? Then just change the gallente assault suit bonus to a range falloff bonus?
How does 15% bonus range at max level sound?
Ha! You can't kill me! I'm already dead!
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.10.11 07:30:00 -
[2] - Quote
I think a moderate buff to the AR and a less extreme bonus for the Gal Assault would have been more appropriate, as the AR still underperforms on non Assault/Commando suits.
"That little sh*t Pokey..." --CCP Rattati
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Banjo Robertson
Random Gunz Rise Of Legion.
684
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Posted - 2015.10.11 12:50:00 -
[3] - Quote
Pokey Dravon wrote:I think a moderate buff to the AR and a less extreme bonus for the Gal Assault would have been more appropriate, as the AR still underperforms on non Assault/Commando suits.
Well, non assault/commando include the scout, which might use shotgun instead of AR, the sentinel, which might use HMG instead of AR, and logi, which might be doing logi things instead of killing.
But then yeah you might look at other race's suits and think the AR is underperforming on them. |
SgtNoNeck Wasssup
Capital Acquisitions LLC
410
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Posted - 2015.10.11 14:45:00 -
[4] - Quote
INB4 you get rekt by my min assault with a AR keep it on the gall
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Avallo Kantor
904
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Posted - 2015.10.11 16:40:00 -
[5] - Quote
I'm honestly of the opinion that the goal CCP seems to want to go with is having the Assault line of suits be the unquestioned masters of their respective Rifle line. This gives them a well defined purpose that other suits can not match.
As to the specific benefits of each suit, they all seem tuned to allowing a suit to kill in it's specific range rather than extending it's killing ability into the range of other weapons. A change to fall off would have the AR begin to compete more effectively at ranges of other rifles which seems to be contrary to the range / damage curve.
"Mind Blown" - CCP Rattati
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Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
28
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Posted - 2015.10.13 11:58:00 -
[6] - Quote
Avallo Kantor wrote:I'm honestly of the opinion that the goal CCP seems to want to go with is having the Assault line of suits be the unquestioned masters of their respective Rifle line. This gives them a well defined purpose that other suits can not match.
Agreed. This looks like exactly what is happening. The Amarr/Min assault bonus have been stellar for a long time, and now it looks like that kind of thing is becoming standard for the entire dropsuit class.
Quote: As to the specific benefits of each suit, they all seem tuned to allowing a suit to kill in it's specific range rather than extending it's killing ability into the range of other weapons. A change to fall off would have the AR begin to compete more effectively at ranges of other rifles which seems to be contrary to the range / damage curve.
In all honesty, I'm not sure there is much of a curve so much as there's a line with a slight incline. With the exception of the Galassault bonused ARs, the difference in DPS between an AR and RR is fairly small considering the range is almost doubled.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
287
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Posted - 2015.10.14 23:14:00 -
[7] - Quote
Gal's bonus completely overshadow's Cal bonus, sure the lessened recoil is nice, but it's not good enough to actually assist in long range combat, mostly because:
A. There's enough cover for armor's to continuously bob and weave out of it, mostly because the RR is too slow to deal with them
or
B. The weapon can't deal enough damage to actually be of any decent use, the ARR is the example here (mostly because of range loss, still okay with it though)
Personally, I think the bonus' should be flipped, to help Cal's in anti armor engagement, and lessen the necessity of having to use damage mod's on the weapon, allowing Cal's to become a better competitor in the game (Which was the purpose in the first place of the Hotfix).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.10.15 00:12:00 -
[8] - Quote
Zan Azikuchi wrote:
Personally, I think the bonus' should be flipped, to help Cal's in anti armor engagement, and lessen the necessity of having to use damage mod's on the weapon, allowing Cal's to become a better competitor in the game (Which was the purpose in the first place of the Hotfix).
Hold on. You want to give the Cal Assault a +15% DPS buff on top of the range advantage it already has over the AR?
"That little sh*t Pokey..." --CCP Rattati
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Sicerly Yaw
Corrosive Synergy
1
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Posted - 2015.10.15 22:24:00 -
[9] - Quote
if you want to give the AR a bonus then you need to remove the bonus from the gal ass and not give it another as the AR is pretty OP on it as it is regardless of what people may think
I've been playing with the AR since I started and it's always worked just fine for me doing it's job quite well against anyone in CQC
the problem is that the AR was underused especially on gal assaults that chose to use other weapons
the bonus was more of an incentive for gal assaults to use the AR rather then a straight up buff
giving the gal ass a double buff when it can already be considered quite OP is ridiculous and would just ruin shiled balance that hotfix foxfour tried to address and quite well I might add
giving the gal ass a range bonus is like giving the cal a bonus that makes it better in CQC, a gal assault player using an AR should know that they are strongest in CQC and engage accordingly
a better bonus to me would have been something that the whole AR family can benefit from rather then straight up giving it a DPS buff
higher recoil reduction even greater dispersion reduction (a bonus that I was trying to advocate myself) better ironsights/scopes-this would be more of a cosmetic buff rather then a bonus in itself but could help with controlling the weapon small reload reduction 3% per level should be enough just so that if you go trough a whole clip you will reload faster then your opponent very helpful in CQC imo clip size increase like that of the min assault 3% per level should be enough to add a significant amount of damage per clip
something we could consider is to have 4 main bonuses and divide them among the factions with a primary and secondary or perhaps two secondary bonuses
the current bonuses are recoil reduction reload reduction spread reduction clip size increase heat build up decrease RoF increase(fire interval decrease)
each faction could receive a primary bonus of 5% then two secondary bonuses of 3%, obviously this would require for weapons to be normalized and balanced with one another incrementally rather then the current system, but it could be something to consider
Reserved
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