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shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.15 12:07:00 -
[1] - Quote
The one in need of a buff?
I'm asking because the gal ass was fine even before the last hotfix, what wasn't fine was the AR and its variants. So, why has the gal bonus been buffed instead of buffing the AR?
I think it's a good thing that assault have a bonus to make weapons perform better with them, but this change has not fixed the AR with all the other suits.
IMO it would be better to have a slight ROF increase for AR (and variants) and then nerf a little gal ass ROF bonus, in this way the combo AR + gal ass would work like it's now, but AR would be more viable for other suits too.
I would also apply gal ass bonus to all gal tech weapons and not only to AR.
Regressed to blueberry level.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
98
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Posted - 2015.10.15 12:15:00 -
[2] - Quote
Yeah this is a bit weird from CCP. In Eve when a combat ship is under performing they usually apply a buff to it's weapon bonus, but when a whole family of weapons are under performing the buff is applied directly to the weapons. This would be especially true to Dust where not many suits have weapon bonuses to start with.
Something is killing new player retention.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.15 14:20:00 -
[3] - Quote
I suspect they wanted to bump Rail Weaponry out of the hands of GalAssault rather than make a new, all-around "best" FoTM rifle. Think back several months to the pre-nerf Breach AR. But don't actually look at the threads. I'm told that's bad form. Lol.
Anywho, if GalAssaults have put down the ARRs and picked up ARs, I'd say the change was fundamentally successful. "Fundamentally" because I agree that the GalAssaut was already a strong suit and was not in need of the buffs it received.
Also, buffing plasma RoF would've potentially caused balance problems with the shotgun.
Dropsuit Usage Rates
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Juno Tristan
Obscure Reference
921
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Posted - 2015.10.15 14:57:00 -
[4] - Quote
Because CCP hate being consistent
The AR's underperforming on all suits, I know, let's give the Gal Assault a bonus to using it!
The SCR seems to be overperforming but just on the Amarr Assault, I know I'll increase the charge shot heat on the gun itself!
In the same hotfix!
That's me done venting
The real reason is rattati wanted to buff the ARs but liked to see how the rof increase works before applying it to the gun itself
ADS Ramming Revenge!
Plasma Cannon Rampage
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Georgia Xavier
Incorruptibles
1
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Posted - 2015.10.15 15:21:00 -
[5] - Quote
To encourage proper racial fittings most likely
Click for an instant good day! (or atleast cheer you up a bit)
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 16:05:00 -
[6] - Quote
shaman oga wrote:The one in need of a buff?
I'm asking because the gal ass was fine even before the last hotfix, what wasn't fine was the AR and its variants. So, why has the gal bonus been buffed instead of buffing the AR?
I think it's a good thing that assault have a bonus to make weapons perform better with them, but this change has not fixed the AR with all the other suits.
IMO it would be better to have a slight ROF increase for AR (and variants) and then nerf a little gal ass ROF bonus, in this way the combo AR + gal ass would work like it's now, but AR would be more viable for other suits too.
I would also apply gal ass bonus to all gal tech weapons and not only to AR.
But the Gal Ass wasnt fine, it was inferior to the minmatar for mobility fits and inferior to the amarr assaults in almost every way except for a very small advantage in rep speed and move speed.
I think the ARs were underperforming (except the tactical, which was just being overshadowed by the scrambler), so they may need a bit of buffing, but adding this weapon bonus to the gallente assault will let them experimenting while preventing ARs from becoming FOTM across the board, which is good. Not sure if they did the bonus with this intent, but whatever. |
shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.15 16:26:00 -
[7] - Quote
Vesta Opalus wrote: But the Gal Ass wasnt fine, it was inferior to the minmatar for mobility fits and inferior to the amarr assaults in almost every way except for a very small advantage in rep speed and move speed.
In fact nobody was using gal ass + ARR
Regressed to blueberry level.
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 16:50:00 -
[8] - Quote
shaman oga wrote:Vesta Opalus wrote: But the Gal Ass wasnt fine, it was inferior to the minmatar for mobility fits and inferior to the amarr assaults in almost every way except for a very small advantage in rep speed and move speed.
In fact nobody was using gal ass + ARR Sure they were, but people use crappy suits all the time. It doesnt matter, the amarr was objectively better unless you honestly think ~.3 speed and a few reps is better than 40 health or so, a ton more stamina and stamina regen, and a massive heat bonus to the best rifle in the game.
Edit to add: this does not include the Rattati's Officer suit, which is beast mode, but at proto level the Amarr assault is clearly better. |
Georgia Xavier
Incorruptibles
1
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Posted - 2015.10.15 17:38:00 -
[9] - Quote
Vesta Opalus wrote:shaman oga wrote:Vesta Opalus wrote: But the Gal Ass wasnt fine, it was inferior to the minmatar for mobility fits and inferior to the amarr assaults in almost every way except for a very small advantage in rep speed and move speed.
In fact nobody was using gal ass + ARR Sure they were, but people use crappy suits all the time. It doesnt matter, the amarr was objectively better unless you honestly think ~.3 speed and a few reps is better than 40 health or so, a ton more stamina and stamina regen, and a massive heat bonus to the best rifle in the game. Edit to add: this does not include the Rattati's Officer suit, which is beast mode, but at proto level the Amarr assault is clearly better. You forgot that amarr assaults look better than gal assaults
Click for an instant good day! (or atleast cheer you up a bit)
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 17:40:00 -
[10] - Quote
Georgia Xavier wrote:Vesta Opalus wrote:shaman oga wrote:Vesta Opalus wrote: But the Gal Ass wasnt fine, it was inferior to the minmatar for mobility fits and inferior to the amarr assaults in almost every way except for a very small advantage in rep speed and move speed.
In fact nobody was using gal ass + ARR Sure they were, but people use crappy suits all the time. It doesnt matter, the amarr was objectively better unless you honestly think ~.3 speed and a few reps is better than 40 health or so, a ton more stamina and stamina regen, and a massive heat bonus to the best rifle in the game. Edit to add: this does not include the Rattati's Officer suit, which is beast mode, but at proto level the Amarr assault is clearly better. You forgot that amarr assaults look better than gal assaults
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shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.15 18:54:00 -
[11] - Quote
Vesta Opalus wrote:
Sure they were, but people use crappy suits all the time. It doesnt matter, the amarr was objectively better unless you honestly think ~.3 speed and a few reps is better than 40 health or so, a ton more stamina and stamina regen, and a massive heat bonus to the best rifle in the game.
Edit to add: this does not include the Rattati's Officer suit, which is beast mode, but at proto level the Amarr assault is clearly better.
People had only 0.3 bonus speed over amarr because they tank gal suits, tanking high HP on gal suit is like armor tanking caldari suits or tanking heavily a min suit, you are going out of your role.
Regressed to blueberry level.
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.15 20:00:00 -
[12] - Quote
shaman oga wrote:Vesta Opalus wrote:
Sure they were, but people use crappy suits all the time. It doesnt matter, the amarr was objectively better unless you honestly think ~.3 speed and a few reps is better than 40 health or so, a ton more stamina and stamina regen, and a massive heat bonus to the best rifle in the game.
Edit to add: this does not include the Rattati's Officer suit, which is beast mode, but at proto level the Amarr assault is clearly better.
People had only 0.3 bonus speed over amarr because they tank gal suits, tanking high HP on gal suit is like armor tanking caldari suits or tanking heavily a min suit, you are going out of your role.
No, the .3 bonus speed is the default sprint speed difference without plates or kincats, and a .2 bonus speed for non-sprint.
And talking fitting variation is largely pointless since they have the exact same slot layout and the Amarr has higher PG, which is the limiting fitting factor for both suits in the vast majority of their fits. Whatever the Gallente can do the Amarr can do better (again with the exception of a tiny repair bonus and a tiny speed differential). |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.10.15 20:35:00 -
[13] - Quote
Vesta Opalus wrote:Whatever the Gallente can do the Amarr can do better.
That's more or less it. The only thing in EVE the Gal do better than Amarr is repair. The only thing the Amarr do better than the Gallente is have higher EHP as a result of better resistances.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Sicerly Yaw
Corrosive Synergy
1
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Posted - 2015.10.15 21:55:00 -
[14] - Quote
the thing is the AR isnt under performing as it does its job quite well the problem is that the stats show that it is underused and the people that do use it arent that skilled with it so the available pool of data shows what looks like a weapon that needs a buff while in reality it works just fine and is just underused making it seem UP with untrained eyes
while the gal ass was used often but not with its racial weapon so some incentive had to be added for them to want to use it over other weapons
Reserved
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Juno Tristan
Obscure Reference
921
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Posted - 2015.10.15 22:18:00 -
[15] - Quote
Sicerly Yaw wrote:the thing is the AR isnt under performing as it does its job quite well the problem is that the stats show that it is underused and the people that do use it arent that skilled with it so the available pool of data shows what looks like a weapon that needs a buff while in reality it works just fine and is just underused making it seem UP with untrained eyes
while the gal ass was used often but not with its racial weapon so some incentive had to be added for them to want to use it over other weapons I think Rattati only uses proto level data to balance
I don't know if the sheer quantity of 'pyrus' AR's handed out in daily missions skews the result
ADS Ramming Revenge!
Plasma Cannon Rampage
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 00:52:00 -
[16] - Quote
Sicerly Yaw wrote:the thing is the AR isnt under performing as it does its job quite well the problem is that the stats show that it is underused and the people that do use it arent that skilled with it so the available pool of data shows what looks like a weapon that needs a buff while in reality it works just fine and is just underused making it seem UP with untrained eyes
while the gal ass was used often but not with its racial weapon so some incentive had to be added for them to want to use it over other weapons The AR isn't at all underused (source), but it does rank below the other Rifle Families in PC Kills (source). Is this because the AR itself is bad? Or does it have more to do with the prevalence of Armor in PC and the fact that the other Rifle Families (pre-foxfour, at least) are better than the AR at chipping away at brick?
The GalAssault experiment will be an interesting one to watch. Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta.
Dropsuit Usage Rates
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.10.16 10:50:00 -
[17] - Quote
Both.
Gallente assault bonus was lackluster and did not distinguish it from any other suit. Its light weapon bonus was indistguishable from other suits.
All AR variants are decent, but it also did not matter what suit you put it on, it behaved the same.
So ratatti elevated it the AR from decent to good but only in the hands of a gallente assault via bonus.
The result: Spec in to gallente assault and you have a formidable racial weapon to go along with it.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.16 11:19:00 -
[18] - Quote
Sicerly Yaw wrote:the thing is the AR isnt under performing as it does its job quite well the problem is that the stats show that it is underused and the people that do use it arent that skilled with it so the available pool of data shows what looks like a weapon that needs a buff while in reality it works just fine and is just underused making it seem UP with untrained eyes
while the gal ass was used often but not with its racial weapon so some incentive had to be added for them to want to use it over other weapons The AR was underperforming at cqc, i was using it before and other rifle were clearly better than it at cqc. If i have to choose a short range weapon on a suit other than gal ass i would use an ass cr or ass scr.
Regressed to blueberry level.
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Georgia Xavier
Incorruptibles
1
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Posted - 2015.10.16 11:28:00 -
[19] - Quote
Adipem Nothi wrote:Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta. What I think will happen is a mass respec to cal and min suits with mostly laser weaponry being used
Click for an instant good day! (or atleast cheer you up a bit)
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Haolo Geardreck
Calvary Won't Arrive
11
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Posted - 2015.10.16 11:47:00 -
[20] - Quote
Tesfa Alem wrote:Both.
Gallente assault bonus was lackluster and did not distinguish it from any other suit. Its light weapon bonus was indistguishable from other suits.
All AR variants are decent, but it also did not matter what suit you put it on, it behaved the same.
So ratatti elevated it the AR from decent to good but only in the hands of a gallente assault via bonus.
The result: Spec in to gallente assault and you have a formidable racial weapon to go along with it.
Just as the Amarr has their SR and LR, and soon other races should have their weapons optimized for assault/commando of their race
G Commando/Sentinel, A Assault/Logistics, M Scout
- Terrible FPS gamer
- Decent Strategy gamer
- Good RPG gamer
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 13:03:00 -
[21] - Quote
Georgia Xavier wrote:Adipem Nothi wrote:Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta. What I think will happen is a mass respec to cal and min suits with mostly laser weaponry being used Yeah, you might be right. Did bump into quite a few dual-tanked CalAssaults last night. Not sure how they'd address dual tanking without over-penalizing one side or the other.
Dropsuit Usage Rates
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.16 15:11:00 -
[22] - Quote
Adipem Nothi wrote:Georgia Xavier wrote:Adipem Nothi wrote:Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta. What I think will happen is a mass respec to cal and min suits with mostly laser weaponry being used Yeah, you might be right. Did bump into quite a few dual-tanked CalAssaults last night. Not sure how they'd address dual tanking without over-penalizing one side or the other.
Maybe CCP could get off their asses and add global diminishing returns on all HP modules
Cant even stack 3 damage mods before it starts getting worthless, why should people be able to stack 8 HP modules with full effect? |
Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 17:29:00 -
[23] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Georgia Xavier wrote:Adipem Nothi wrote:Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta. What I think will happen is a mass respec to cal and min suits with mostly laser weaponry being used Yeah, you might be right. Did bump into quite a few dual-tanked CalAssaults last night. Not sure how they'd address dual tanking without over-penalizing one side or the other. Maybe CCP could get off their asses and add global diminishing returns on all HP modules Cant even stack 3 damage mods before it starts getting worthless, why should people be able to stack 8 HP modules with full effect? Makes sense. Might have to tone down damage output if maintaining current (or near current) TTK levels is a priority. Maybe a flat % reduction across the board? Alternatively, Cat Merc proposed decreasing HP module yield and increasing base HP levels for each frame. This would effectively decrease the relative benefit of HP modules ... seems like that could work as well.
Dropsuit Usage Rates
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.16 17:39:00 -
[24] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Adipem Nothi wrote:Georgia Xavier wrote:Adipem Nothi wrote:Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta. What I think will happen is a mass respec to cal and min suits with mostly laser weaponry being used Yeah, you might be right. Did bump into quite a few dual-tanked CalAssaults last night. Not sure how they'd address dual tanking without over-penalizing one side or the other. Maybe CCP could get off their asses and add global diminishing returns on all HP modules Cant even stack 3 damage mods before it starts getting worthless, why should people be able to stack 8 HP modules with full effect? Makes sense. Might have to tone down damage output if maintaining current (or near current) TTK levels is a priority. Maybe a flat % reduction across the board? Alternatively, Cat Merc proposed decreasing HP module yield and increasing base HP levels for each frame. This would effectively decrease the relative benefit of HP modules ... seems like that could work as well.
Toning down damage Im not sure is needed, if you see an Amarr with ~4 hp armor modules you are looking at a pretty hefty TTK already, and stacking more modules just makes the TTK egregiously long.
Also not sure about decreasing HP on HP modules, since other modules are already debatably nearly as useful (situationally far more useful).
Its basically about preventing dual tank brick stacking, which is just an obnoxious way to fit and boring as **** to fight against or with (my opinion, obviously) and encourages the kind of amarr scrambler rifle mentality of just bulling your way into whatever you are up against, because you know that even if a shotgunner ambushes you, you can turn around and melt them in half a second regardless before they can burn through your tank. |
Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 18:41:00 -
[25] - Quote
Agreed, Vesta. Any ideas on the specific "how to" ?
Dropsuit Usage Rates
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.16 18:48:00 -
[26] - Quote
Adipem Nothi wrote:Agreed, Vesta. Any ideas on the specific "how to" ?
First blush I would just set stacking penalties to start light on your fourth HP module and ramp up to make the 6th module never worth fitting (So starting out around 10% on your fourth module ramping up rapidly to up to ~50% maybe on the sixth module).
I dont have a problem with someone sticking a shield extender on top of their 3 armor modules (or even 4 armor modules), etc. Its just the 100% brick tanking that should die in a fire. This kind of change wouldnt affect commandos/sentinels that much since they only have 5 module slots, which is great because stacking health is a perfectly legitimate thing for them to do: but it would place some disincentives on scouts, logis and assaults who might do this kind of ****, which I think is exactly what we should be aiming this at.
Honestly this is kind of a fringe concern though, since you rarely see brick tanked suits these days, its just annoying that HP modules have no diminishing return, and bricked suits are basically someone saying "**** effectiveness and usefulness, Im going to win the first firefight with you unless you spend 30 seconds to a minute picking me apart". Frankly I'd rather see CCP put the effort this would take into fixing framerate issues or something. |
Lost Apollo
Moose Knuckle Pros
131
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Posted - 2015.10.16 23:02:00 -
[27] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Agreed, Vesta. Any ideas on the specific "how to" ?
First blush I would just set stacking penalties to start light on your fourth HP module and ramp up to make the 6th module never worth fitting (So starting out around 10% on your fourth module ramping up rapidly to up to ~50% maybe on the sixth module). I dont have a problem with someone sticking a shield extender on top of their 3 armor modules (or even 4 armor modules), etc. Its just the 100% brick tanking that should die in a fire. This kind of change wouldnt affect commandos/sentinels that much since they only have 5 module slots, which is great because stacking health is a perfectly legitimate thing for them to do: but it would place some disincentives on scouts, logis and assaults who might do this kind of ****, which I think is exactly what we should be aiming this at. Honestly this is kind of a fringe concern though, since you rarely see brick tanked suits these days, its just annoying that HP modules have no diminishing return, and bricked suits are basically someone saying "**** effectiveness and usefulness, Im going to win the first firefight with you unless you spend 30 seconds to a minute picking me apart". Frankly I'd rather see CCP put the effort this would take into fixing framerate issues or something. I'd take the brick tankers over moon jumper any day.
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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Shaun Iwairo
Simple Minded People Pty. Ltd.
119
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Posted - 2015.10.17 00:17:00 -
[28] - Quote
This might be a bit out there, but to discourage dual-tanking why not add penalties to armor modules that effect shield and vica versa? Coupled with the 'add base suit HP/decrease module HP' it would encourage players to stick with one type of tank only, and specifically stick with the natural tank the race already has.
Eg. Shield extenders penalize a % of armor HP, Armor plates penalize a % of shield HP. Amarr has high armor HP, so you're going to lose more raw HP by putting a shield extender on there than you would by putting on an Armor plate. Hope that made sense.
EDIT: Actually this would be a terrible system. A lot of fitting 'choice' would be gone and it would put the legit dual tanking minmatars in a bad spot.
Something is killing new player retention.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.10.17 02:46:00 -
[29] - Quote
Georgia Xavier wrote:To encourage proper racial fittings most likely
which is cancer
KERO-TRADER is my official Eve character for Dust trading.
Seach "KEROBPO" for list of bpos for sale.
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DEATH THE KlD
Imperfect - Bastards
531
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Posted - 2015.10.17 15:52:00 -
[30] - Quote
Gal and cal both had pointless bonuses..yes ar buff was needed but I agree with the way CCP went..a lot of people would use ar with cal assault and gal assault with arr..now there's a point in running the same racial gear
CEO of Imperfect Bastards and NF -Heimdallr69
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Georgia Xavier
Incorruptibles
1
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Posted - 2015.10.17 16:01:00 -
[31] - Quote
KEROSIINI-TERO wrote:Georgia Xavier wrote:To encourage proper racial fittings most likely which is cancer You're cancer
Click for an instant good day! (or atleast cheer you up a bit)
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Kierkegaard Soren
Eridani Light Horse Battalion
993
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Posted - 2015.10.17 16:46:00 -
[32] - Quote
According to Rattati the AR actually looks solid on paper, so he assumed that people didn't use them because we all just *assumed* them to be bad and it just became a self-reinforcing Truth. I heartily disgree with the man but I do understand the logic. He buffed the Galassault to promote AR-play and provide a solid buff to the suit itself; two birds burned with one PLC volley.
Now, here's the issue.
Anyone with half a brain and a crumb of critical thinking could see that the Scrambler was pretty well balanced when it wasn't bolted onto the Amarr assault, because it's higher-than-average stats were all "payed" for by its heat mechanic; it was the premeier 1v1 Tactical weapon, as it was designed to be, but try and actually assault a point with it and you'd either burn yourself or duck out of the fight to cool your weapon, giving your opposition time to regroup and counter-push. I used to hate running the thing on my Amarrando, it always looked better on paper than its actually in-game performance. The assault bonus just flat-out breaks the gun. Change the bonus, you fix the problem. The End. I'm a bit miffed that they've hit the gun with the N-bat first, although I grant that the changes to charge-fire are emminently sensible.
The opposite is true of of the AR and GalAssault; whilst the assault was hardly overpowering, it wasn't terrible, and could have been buffed into competitiveness in other ways. Conversely, the AR's, *especially* the vanilla, are just flat-out bad. They have to play within the optimal of shotguns, HMG's and knives, and they are not coming off well against them. And clearly, against RR's and CR's they were clearly outclassed at 30m+. But the assault suit gets the buff, and it's mega popular because good god do they tear stuff up now.
If you're an assault player. Everyone else gets left with sub-par weapons.
My suggestion? Split the bonus; give half of it as an inherent buff to the AR family so that they're just...better...and then give the rest to the assault so that, <30m, it is supreme.
Oh, and give us STD Burst and TACs. Please. Pretty, pretty please.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.17 17:07:00 -
[33] - Quote
Kierkegaard Soren wrote:
My suggestion? Split the bonus; give half of it as an inherent buff to the AR family so that they're just...better...and then give the rest to the assault so that, <30m, it is supreme.
That is exactly my point.
Regressed to blueberry level.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.17 17:17:00 -
[34] - Quote
shaman oga wrote:Kierkegaard Soren wrote:
My suggestion? Split the bonus; give half of it as an inherent buff to the AR family so that they're just...better...and then give the rest to the assault so that, <30m, it is supreme.
That is exactly my point. I don't think that'd hurt. Assuming, of course, that neither the AR family or GalAssaults are presently OP.
Dropsuit Usage Rates
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shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.17 17:28:00 -
[35] - Quote
Adipem Nothi wrote:shaman oga wrote:Kierkegaard Soren wrote:
My suggestion? Split the bonus; give half of it as an inherent buff to the AR family so that they're just...better...and then give the rest to the assault so that, <30m, it is supreme.
That is exactly my point. I don't think that'd hurt. Assuming, of course, that neither the AR family or GalAssaults are presently OP. Would advise against doing the same with Rail Rifles and CalAssaults (the RR family is plenty strong as is). Try AR on a suit other than gal ass and test if it's OP in your opinion. I would use other rifles even at short range.
On gal ass i still have to evaluate AR OPness, i can see with my eyes it's very good at DPS, but you also have to manage the fire because the rifle tend to shake more.
Even without being totatly OP, gal ass now is slightly better than other assaults if we look only the use of racial weapons. From the useless bonus to the better ass bonus in a single patch
Regressed to blueberry level.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.17 18:17:00 -
[36] - Quote
shaman oga wrote:Adipem Nothi wrote:shaman oga wrote:Kierkegaard Soren wrote:
My suggestion? Split the bonus; give half of it as an inherent buff to the AR family so that they're just...better...and then give the rest to the assault so that, <30m, it is supreme.
That is exactly my point. I don't think that'd hurt. Assuming, of course, that neither the AR family or GalAssaults are presently OP. Would advise against doing the same with Rail Rifles and CalAssaults (the RR family is plenty strong as is). Try AR on a suit other than gal ass and test if it's OP in your opinion. I would use other rifles even at short range. On gal ass i still have to evaluate AR OPness, i can see with my eyes it's very good at DPS, but you also have to manage the fire because the rifle tend to shake more. Even without being totatly OP, gal ass now is slightly better than other assaults if we look only the use of racial weapons. From the useless bonus to the better ass bonus in a single patch I've used the AR off-and-on over the years and never found it to be a bad gun. It's my opinion that armor pools got out-of-control along the way, which indirectly detracted from the weapon's relative strength. Even so, still found that the pre-Foxfour AR paired nicely with a PLC or Shotgun on a GalMando.
Post-Foxfour, it's tough to say what is or isn't OP at the moment, and I think that's a very good thing. The ScR being slightly OP on the AM Assault is OK in my book. Same with the CR on MN Assault. Same with ARs and RRs on Gal and Cal Assaults (respectively). Racial weapons being slightly OP when run with their respective suits is a great way to guarantee battlefield diversity ... so long as there isn't a clear "best option".
Dropsuit Usage Rates
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Vicious Minotaur
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Posted - 2015.10.17 21:45:00 -
[37] - Quote
Adipem Nothi wrote:Georgia Xavier wrote:Adipem Nothi wrote:Another interesting experiment might involve knocking armor down a notch (or two) then seeing what shakes out in the meta. What I think will happen is a mass respec to cal and min suits with mostly laser weaponry being used Yeah, you might be right. Did bump into quite a few dual-tanked CalAssaults last night. Not sure how they'd address dual tanking without over-penalizing one side or the other.
I may be a bastion of shltposts and bad ideas, but (blah blah, regurgitates some of what Shaun said because imma loser who didn't read the whole thread, blah blah):
Why can't we make it so Armor mods have some mod Shield penalties, and Shield mods have Armor mod penalties?
Maybe it could be said that just one of the four races should be able to dual-tank a bit, and if so, the above theoretical penalties could be mitigated by some innate racial skill for whatever rusty race might have claim to it.
More on topic: AR bonus on Gallente Assault directly increases DPS, and is the odd man out in the Assault pantheon. AR should gotten a direct buff, and the Gallente Assault should get a bonus that is inline with ALL the other Assault suits. You know, for consistency.
But if consistency is to be thrown out and the Gallente retain a direct DPS bonus, consistency should be thrown out consistently.
I'm the Minotaur
You! Yes, you! You are an illiterate little twit.
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Adipem Nothi
Nos Nothi
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Posted - 2015.10.18 01:09:00 -
[38] - Quote
Wonder if HP Modules could be wired with frame-specific and/or race-specific penalties?
Plates on a AM Sentinel? Little-to-no movement penalty. Plates on a Cal Assault? Big fat movement penalty.
Also like the idea of implementing HP module stacking penalties, but I'm not sure how they could go about doing that without shafting Minmatar Meds and Heavies.
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