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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.11.05 20:54:00 -
[31] - Quote
deezy dabest wrote:How about just stay away from it completely.
How about providing more constructive commentary, because this isn't something I'm inclined to consider.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.05 21:09:00 -
[32] - Quote
Breakin Stuff wrote:We weren't looking at buffing it so much as altering it to work on the other amarr suits.
Until they work efficiently on the commandos, scouts and logis they aren't just fine.
But we're looking at zero-sum alterations that don't change the overall performance of the weapon. Did you see my proposal on the Amarr Commando and Assault? This will fix the LR to be viable on both the Assault AND Commando. I don't know about logis and scouts though because I don't play those.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.11.05 21:27:00 -
[33] - Quote
XxBlazikenxX wrote:Breakin Stuff wrote:We weren't looking at buffing it so much as altering it to work on the other amarr suits.
Until they work efficiently on the commandos, scouts and logis they aren't just fine.
But we're looking at zero-sum alterations that don't change the overall performance of the weapon. Did you see my proposal on the Amarr Commando and Assault? This will fix the LR to be viable on both the Assault AND Commando. I don't know about logis and scouts though because I don't play those.
Scanned it. Your bonus changes aren't something that I really support. Replacing a good bonus with several lackluster ones on the amarr assault isn't a way I'd like to go there. I'll put better feedback in the thread once I let the thoughts percolate fully.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Dragonmeballs
Better Hide R Die
257
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Posted - 2015.11.05 21:30:00 -
[34] - Quote
XxBlazikenxX wrote:Breakin Stuff wrote:We weren't looking at buffing it so much as altering it to work on the other amarr suits.
Until they work efficiently on the commandos, scouts and logis they aren't just fine.
But we're looking at zero-sum alterations that don't change the overall performance of the weapon. Did you see my proposal on the Amarr Commando and Assault? This will fix the LR to be viable on both the Assault AND Commando. I don't know about logis and scouts though because I don't play those.
I find it difficult to justify running a lasor on a logi suit but on a scout suit I see potential.
The scout suit offers the speed to move around the field and quickly help suppress an advance. The logi really should be closer to the front line which put the lasor at or below its optimal range.
For me the issue is the rail rifle is effective for CQC and out to 120 meters. This makes it a potent threat and somewhat unbalanced. All other medium weapons are governed by set ranges for effectiveness. Engage a RR user at 80 meter with an AR and he'll eat your lunch. The lasor is the only range weapon that actually is a threat to a RR user other than the PLC and Forge gun and both of these require as much skill as luck to kill.
The lasor is not fundamentally unbalanced at this time. It is a specialist's weapon. I agree with a point XxBlazikenxX made in another thread about the Amarr weapon choices being somewhat shallow in overall variety. An AV lasor would be a brilliant addition.
I would add the scope doesn't need the shading. Why do I have to look through a piece of yellow wax paper when I'm engaging a target at 100 meters CCP?
I also would like to lobby for an adjustment to feedback damage more in line but not as low as the scramblers. It is hard enough to suppress when everybody knows where I am and then I have to hobble around for 15-20 second healing from an overheat.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.11.05 21:40:00 -
[35] - Quote
Dragonmeballs wrote:
For me the issue is the rail rifle is effective for CQC and out to 120 meters.
ok, when discussing the rail rifle we need to remember that the scrambler is the answer to the rail rifle. laser Rifles are as you say a specialist weapon, more comparable to a mass driver as far as role and intent goes than it is to a rail rifle.
the closest analog to the Laser Rifle would be a hybrid of light machingun and sniper rifle, IMHO.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Dragonmeballs
Better Hide R Die
259
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Posted - 2015.11.05 21:55:00 -
[36] - Quote
Breakin Stuff wrote:Dragonmeballs wrote:
For me the issue is the rail rifle is effective for CQC and out to 120 meters.
ok, when discussing the rail rifle we need to remember that the scrambler is the answer to the rail rifle. laser Rifles are as you say a specialist weapon, more comparable to a mass driver as far as role and intent goes than it is to a rail rifle. the closest analog to the Laser Rifle would be a hybrid of light machingun and sniper rifle, IMHO.
@ Breakin
Fair enough
Is the scrambler an even match for the RR at various distances?
I ask because my experience with the scrambler is limited. I have just recently picked up the RR and find its bullet magnetism a little ridiculous. I've but a few hours into running a RR and it is just a fire hose of spray and pray whereas it seems the scrambler requires more economic choices to be made when pulling the trigger.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Avallo Kantor
960
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Posted - 2015.11.05 22:00:00 -
[37] - Quote
Dragonmeballs wrote:Breakin Stuff wrote:Dragonmeballs wrote:
For me the issue is the rail rifle is effective for CQC and out to 120 meters.
ok, when discussing the rail rifle we need to remember that the scrambler is the answer to the rail rifle. laser Rifles are as you say a specialist weapon, more comparable to a mass driver as far as role and intent goes than it is to a rail rifle. the closest analog to the Laser Rifle would be a hybrid of light machingun and sniper rifle, IMHO. @ Breakin Fair enough Is the scrambler an even match for the RR at various distances? I ask because my experience with the scrambler is limited. I have just recently picked up the RR and find its bullet magnetism a little ridiculous. I've but a few hours into running a RR and it is just a fire hose of spray and pray whereas it seems the scrambler requires more economic choices to be made when pulling the trigger.
RR has superior range, but once you get into a ScR's optimal range, and closer I would argue it out performs the RR.
Also in a more meta sense RR pairs well with the Caldari Assault, which the ScR demolishes with ease. However the RR can win out if it can get a good position (with a huge range between you and target) and nail them that way.
"Mind Blown" - CCP Rattati
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.05 23:12:00 -
[38] - Quote
Breakin Stuff wrote:XxBlazikenxX wrote:Breakin Stuff wrote:We weren't looking at buffing it so much as altering it to work on the other amarr suits.
Until they work efficiently on the commandos, scouts and logis they aren't just fine.
But we're looking at zero-sum alterations that don't change the overall performance of the weapon. Did you see my proposal on the Amarr Commando and Assault? This will fix the LR to be viable on both the Assault AND Commando. I don't know about logis and scouts though because I don't play those. Scanned it. Your bonus changes aren't something that I really support. Replacing a good bonus with several lackluster ones on the amarr assault isn't a way I'd like to go there. I'll put better feedback in the thread once I let the thoughts percolate fully. Pleased to hear it! Looking forward to the feedback, as I want to make my proposal as perfect as possible.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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THEAMAZING POTHEAD
Nyain San
1
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Posted - 2015.11.06 20:12:00 -
[39] - Quote
Breakin Stuff wrote:deezy dabest wrote:How about just stay away from it completely. How about providing more constructive commentary, because this isn't something I'm inclined to consider. Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle, Its a bad idea, and everyone will just switch over to the amarr commando seeing as how many already have an amarr commando or at least level3 basic heavys to have specced into amarr sent. You wont be making it more viable on other suits, you'll be giving it a damage buff and making it a new fotm for commandos lasers. Believe me the viktors will be a serious problem even moreso than now. The reason the non officer lasers arent OP now is because damage modded theyre just below the instant kill dps of a damage modded officer LR, The 10% dmg will push them over the edge when damage modded commando proto lasers can get that big enough max damage window but doing viktors level damage.
Your post is making me facepalm. ò.ó
Nyan!~~=[,,..,,]:3
Nyain SanGäó (rated ® for rape) is currently accepting hatemails.
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Mortedeamor
The Black Masquerade
2
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Posted - 2015.11.06 21:04:00 -
[40] - Quote
THEAMAZING POTHEAD wrote:Breakin Stuff wrote:deezy dabest wrote:How about just stay away from it completely. How about providing more constructive commentary, because this isn't something I'm inclined to consider. Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle, Its a bad idea, and everyone will just switch over to the amarr commando seeing as how many already have an amarr commando or at least level3 basic heavys to have specced into amarr sent. You wont be making it more viable on other suits, you'll be giving it a damage buff and making it a new fotm for commandos lasers. Believe me the viktors will be a serious problem even moreso than now. The reason the non officer lasers arent OP now is because damage modded theyre just below the instant kill dps of a damage modded officer LR, The 10% dmg will push them over the edge when damage modded commando proto lasers can get that big enough max damage window but doing viktors level damage. each lr can death touch the corresponding lvl suit ./...mlt lr death touchs all standard suits
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.11.07 02:01:00 -
[41] - Quote
THEAMAZING POTHEAD wrote:
Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle,
Doubtful, given the commando bonus plus two damage mods won't out-DPS an amarr assault by more than 3-5% as best case scenario.
I've already run the numbers. Even a two mod commando versus a three mod assault the DPS difference is the difference between 18% and some change and 21% and some change. Not enough to significantly change TTK, and even then, I'm still intending the amarr assault to be able to go longer before overheating than the commando. All this would do is close the gap between the suits, not causing the sky to fall.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.07 03:32:00 -
[42] - Quote
Breakin Stuff wrote:THEAMAZING POTHEAD wrote:
Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle,
Doubtful, given the commando bonus plus two damage mods won't out-DPS an amarr assault by more than 3-5% as best case scenario. I've already run the numbers. Even a two mod commando versus a three mod assault the DPS difference is the difference between 18% and some change and 21% and some change. Not enough to significantly change TTK, and even then, I'm still intending the amarr assault to be able to go longer before overheating than the commando. All this would do is close the gap between the suits, not causing the sky to fall. Yeah, I have done the math and a Commando at level 5 with a proto viziam lr with no proficiency will still do do 943 less damage before overheating than an Amarr Assault at level 5 under the same circumstances.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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Mortedeamor
The Black Masquerade
2
|
Posted - 2015.11.07 17:48:00 -
[43] - Quote
XxBlazikenxX wrote:Breakin Stuff wrote:THEAMAZING POTHEAD wrote:
Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle,
Doubtful, given the commando bonus plus two damage mods won't out-DPS an amarr assault by more than 3-5% as best case scenario. I've already run the numbers. Even a two mod commando versus a three mod assault the DPS difference is the difference between 18% and some change and 21% and some change. Not enough to significantly change TTK, and even then, I'm still intending the amarr assault to be able to go longer before overheating than the commando. All this would do is close the gap between the suits, not causing the sky to fall. Yeah, I have done the math and a Commando at level 5 with a proto viziam lr with no proficiency will still do do 943 less damage before overheating than an Amarr Assault at level 5 under the same circumstances. the way the lr functions makes in inherently better on the amar assault more firing time means everything
the commando could fire 10 more rounds without breaking it
but they should do that by buffing the suit...
not the lr...
if they add it to the lrs...it will make them a lot stronger on the amar assault which im probably the only person in dust to not want that but....
10 extra rounds should really do..if amar commando had a 2% reduction to heat build up per skill lvl
without changing it though amar commando lr is worthless....
ive tryed it i respecced out of amar commando two days later,,,60 rounds from a lr is useless....70..is ok they could fix that
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
|
Posted - 2015.11.07 17:49:00 -
[44] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Breakin Stuff wrote:THEAMAZING POTHEAD wrote:
Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle,
Doubtful, given the commando bonus plus two damage mods won't out-DPS an amarr assault by more than 3-5% as best case scenario. I've already run the numbers. Even a two mod commando versus a three mod assault the DPS difference is the difference between 18% and some change and 21% and some change. Not enough to significantly change TTK, and even then, I'm still intending the amarr assault to be able to go longer before overheating than the commando. All this would do is close the gap between the suits, not causing the sky to fall. Yeah, I have done the math and a Commando at level 5 with a proto viziam lr with no proficiency will still do do 943 less damage before overheating than an Amarr Assault at level 5 under the same circumstances. the way the lr functions makes in inherently better on the amar assault more firing time means everything the commando could fire 10 more rounds without breaking it but they should do that by buffing the suit... not the lr... if they add it to the lrs...it will make them a lot stronger on the amar assault which im probably the only person in dust to not want that but.... 10 extra rounds should really do..if amar commando had a 2% reduction to heat build up per skill lvl If you looked at my proposal, then that is exactly what I have done.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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Mortedeamor
The Black Masquerade
2
|
Posted - 2015.11.07 17:50:00 -
[45] - Quote
XxBlazikenxX wrote:Mortedeamor wrote:XxBlazikenxX wrote:Breakin Stuff wrote:THEAMAZING POTHEAD wrote:
Dont. If the Laser is usable on the amarr commando because overheat isnt as quick the damage bonus will lead to an inevitable nerf of the laser rifle,
Doubtful, given the commando bonus plus two damage mods won't out-DPS an amarr assault by more than 3-5% as best case scenario. I've already run the numbers. Even a two mod commando versus a three mod assault the DPS difference is the difference between 18% and some change and 21% and some change. Not enough to significantly change TTK, and even then, I'm still intending the amarr assault to be able to go longer before overheating than the commando. All this would do is close the gap between the suits, not causing the sky to fall. Yeah, I have done the math and a Commando at level 5 with a proto viziam lr with no proficiency will still do do 943 less damage before overheating than an Amarr Assault at level 5 under the same circumstances. the way the lr functions makes in inherently better on the amar assault more firing time means everything the commando could fire 10 more rounds without breaking it but they should do that by buffing the suit... not the lr... if they add it to the lrs...it will make them a lot stronger on the amar assault which im probably the only person in dust to not want that but.... 10 extra rounds should really do..if amar commando had a 2% reduction to heat build up per skill lvl If you looked at my proposal, then that is exactly what I have done. what added 2 % per skill lvl to amar commando? effectively making it better with lr and scr while not buffing the guns themselves ya i saw its an ok idea personally i hope ccp completely does the opposite though and makes all lrs overheats at 70....and thus 90 on amar assault just cause i dont want it...but ide secretly enjoy the slaughter ;)
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.07 17:58:00 -
[46] - Quote
I actually did it by 3% because I wanted it to be weaker than the 5% that the Amarr Assault got, but I wasn't sure which number to go with.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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Mortedeamor
The Black Masquerade
2
|
Posted - 2015.11.07 18:06:00 -
[47] - Quote
XxBlazikenxX wrote:I actually did it by 3% because I wanted it to be weaker than the 5% that the Amarr Assault got, but I wasn't sure which number to go with. whatever number will make it equate to the lr overheating at 70 on amar commando
70 at 10% damage modifier will make the lr actually solid at all levels on am commando ...if ur running a dmg mod with that it may ever be on par with the amar assault or close at least most lrs are dmg modded when on the assault
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
4
|
Posted - 2015.11.07 18:22:00 -
[48] - Quote
A heat build up reduction goes into a bit of an unexplained area.
Some say that continuous fire builds damage on the laser rifle while others say it is simply tied to the amount of heat the weapon has built up. Personally I feel like it is tied to heat build up.
So we enter into 2 very different but very broken scenarios.
Option A) Damage is tied to continuous fire.
If this is the case then a huge reduction to heat build up then the commando would be able to reach DPS levels that the LR was never meant to reach. Add that in with damage mods and warbarge bonuses and we revert to the old days of the laser rifle becoming a light saber that you just swing around with the damage built up and cut people in half.
Needless to say shield users will flip and the nerf is already incoming.
Option B) Damage is tied to heat build up
This would mean that by giving the commando a reduction to heat build up you are making it take longer to reach the DPS levels of every other suit which is effectively a nerf. That would also lower the total damage output of single clip which seems odd as a "bonus".
This just makes it even less popular than it is and hurts the current users.
The solution to either problem is simple.
Give the commando an increased bonus to cool down time. The exact number on this would depend heavily on which mechanic actually multiplies the damage but no matter what it proves to be far more beneficial than playing with heat build up which I think we have already seen is one tough cookie to balance.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
|
Posted - 2015.11.07 18:27:00 -
[49] - Quote
Damage depends on how long you have been continuously firing it, not how much heat is built up. Gosh, that is like laser rifle 101 right there.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
4
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Posted - 2015.11.07 18:32:00 -
[50] - Quote
XxBlazikenxX wrote:Damage depends on how long you have been continuously firing it, not how much heat is built up. Gosh, that is like laser rifle 101 right there.
First of all there is no clarification there what so ever. We know how quiet CCP is about EXACT mechanics but that is why I covered both scenarios.
Assuming you are correct that means a heat build up reduction would send per clip DPS through the roof for the commando / lr combo. When you account for a native damage bonus, damage mods, profile, and warbarge bonuses you have an OP situation which means the nerf bat is incoming before it has even happened.
Also lets not forget that at the same time an increase in cool down would give the commando more ability to natively use the ScR without creating a situation like we are seeing with the ScR/Assault combo.
Show there is a future #CCPSpeakOn514
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
|
Posted - 2015.11.07 18:40:00 -
[51] - Quote
deezy dabest wrote:XxBlazikenxX wrote:Damage depends on how long you have been continuously firing it, not how much heat is built up. Gosh, that is like laser rifle 101 right there. First of all there is no clarification there what so ever. We know how quiet CCP is about EXACT mechanics but that is why I covered both scenarios. Assuming you are correct that means a heat build up reduction would send per clip DPS through the roof for the commando / lr combo. When you account for a native damage bonus, damage mods, profile, and warbarge bonuses you have an OP situation which means the nerf bat is incoming before it has even happened. Also lets not forget that at the same time an increase in cool down would give the commando more ability to natively use the ScR without creating a situation like we are seeing with the ScR/Assault combo. Actually it does say when you first spawn in, "Continuous fire increases damage dealt" or something like that.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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Mortedeamor
The Black Masquerade
2
|
Posted - 2015.11.07 18:51:00 -
[52] - Quote
XxBlazikenxX wrote:deezy dabest wrote:XxBlazikenxX wrote:Damage depends on how long you have been continuously firing it, not how much heat is built up. Gosh, that is like laser rifle 101 right there. First of all there is no clarification there what so ever. We know how quiet CCP is about EXACT mechanics but that is why I covered both scenarios. Assuming you are correct that means a heat build up reduction would send per clip DPS through the roof for the commando / lr combo. When you account for a native damage bonus, damage mods, profile, and warbarge bonuses you have an OP situation which means the nerf bat is incoming before it has even happened. Also lets not forget that at the same time an increase in cool down would give the commando more ability to natively use the ScR without creating a situation like we are seeing with the ScR/Assault combo. Actually it does say when you first spawn in, "Continuous fire increases damage dealt" or something like that. the exact mechanics are known musta tornius and others with some collaboration from me ran the full numbers on lr
it does increased dmg over time based on continuous fire each round can be measured
look it up pffft
the modifiers are even known they scale now btw
i believe viziams is 1.05 now.... elm was .94 ithink it has been ages you could ask ccp or pull up the numbers
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Mortedeamor
The Black Masquerade
2
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Posted - 2015.11.07 18:53:00 -
[53] - Quote
XxBlazikenxX wrote:deezy dabest wrote:XxBlazikenxX wrote:Damage depends on how long you have been continuously firing it, not how much heat is built up. Gosh, that is like laser rifle 101 right there. First of all there is no clarification there what so ever. We know how quiet CCP is about EXACT mechanics but that is why I covered both scenarios. Assuming you are correct that means a heat build up reduction would send per clip DPS through the roof for the commando / lr combo. When you account for a native damage bonus, damage mods, profile, and warbarge bonuses you have an OP situation which means the nerf bat is incoming before it has even happened. Also lets not forget that at the same time an increase in cool down would give the commando more ability to natively use the ScR without creating a situation like we are seeing with the ScR/Assault combo. Actually it does say when you first spawn in, "Continuous fire increases damage dealt" or something like that. the exact mechanics are known musta tornius and others with some collaboration from me ran the full numbers on lr
it does increased dmg over time based on continuous fire each round can be measured
look it up pffft
the modifiers are even known they scale now btw
https://forums.dust514.com/default.aspx?g=posts&t=146762&find=unread
musta thread explaining
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
4
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Posted - 2015.11.07 19:07:00 -
[54] - Quote
XxBlazikenxX wrote:deezy dabest wrote:XxBlazikenxX wrote:Damage depends on how long you have been continuously firing it, not how much heat is built up. Gosh, that is like laser rifle 101 right there. First of all there is no clarification there what so ever. We know how quiet CCP is about EXACT mechanics but that is why I covered both scenarios. Assuming you are correct that means a heat build up reduction would send per clip DPS through the roof for the commando / lr combo. When you account for a native damage bonus, damage mods, profile, and warbarge bonuses you have an OP situation which means the nerf bat is incoming before it has even happened. Also lets not forget that at the same time an increase in cool down would give the commando more ability to natively use the ScR without creating a situation like we are seeing with the ScR/Assault combo. Actually it does say when you first spawn in, "Continuous fire increases damage dealt" or something like that.
Yes and all bonuses are listed on all suits. OOPs no they arent.
Oh and everyone knows the ScR has a 3.5x full charge multiplier based on older data. OOPs not true either myself and Thaddeus debunked that.
Uplinks have never mysteriously had their spawn direction changed either. OHHH not true either.
Trusting anything in this game unless it has been VERY recently tested is like trusting the guy that broke into your house with your wallet.
I love how all you guys like to pass over the real fact that the bonuses being proposed are broken no matter what in favor of bitching over the fact that I listed more than one scenario to cover all the possible bases.
Show there is a future #CCPSpeakOn514
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Mortedeamor
The Black Masquerade
2
|
Posted - 2015.11.07 19:12:00 -
[55] - Quote
deezy dabest wrote:A heat build up reduction goes into a bit of an unexplained area.
Some say that continuous fire builds damage on the laser rifle while others say it is simply tied to the amount of heat the weapon has built up. Personally I feel like it is tied to heat build up.
So we enter into 2 very different but very broken scenarios.
Option A) Damage is tied to continuous fire.
If this is the case then a huge reduction to heat build up then the commando would be able to reach DPS levels that the LR was never meant to reach. Add that in with damage mods and warbarge bonuses and we revert to the old days of the laser rifle becoming a light saber that you just swing around with the damage built up and cut people in half.
Needless to say shield users will flip and the nerf is already incoming.
Option B) Damage is tied to heat build up
This would mean that by giving the commando a reduction to heat build up you are making it take longer to reach the DPS levels of every other suit which is effectively a nerf. That would also lower the total damage output of single clip which seems odd as a "bonus".
This just makes it even less popular than it is and hurts the current users.
The solution to either problem is simple.
Give the commando an increased bonus to cool down time. The exact number on this would depend heavily on which mechanic actually multiplies the damage but no matter what it proves to be far more beneficial than playing with heat build up which I think we have already seen is one tough cookie to balance. it is not tied to heat build up its tied to continuous fire you are completely wrong
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.07 19:15:00 -
[56] - Quote
Mortedeamor wrote:deezy dabest wrote:A heat build up reduction goes into a bit of an unexplained area.
Some say that continuous fire builds damage on the laser rifle while others say it is simply tied to the amount of heat the weapon has built up. Personally I feel like it is tied to heat build up.
So we enter into 2 very different but very broken scenarios.
Option A) Damage is tied to continuous fire.
If this is the case then a huge reduction to heat build up then the commando would be able to reach DPS levels that the LR was never meant to reach. Add that in with damage mods and warbarge bonuses and we revert to the old days of the laser rifle becoming a light saber that you just swing around with the damage built up and cut people in half.
Needless to say shield users will flip and the nerf is already incoming.
Option B) Damage is tied to heat build up
This would mean that by giving the commando a reduction to heat build up you are making it take longer to reach the DPS levels of every other suit which is effectively a nerf. That would also lower the total damage output of single clip which seems odd as a "bonus".
This just makes it even less popular than it is and hurts the current users.
The solution to either problem is simple.
Give the commando an increased bonus to cool down time. The exact number on this would depend heavily on which mechanic actually multiplies the damage but no matter what it proves to be far more beneficial than playing with heat build up which I think we have already seen is one tough cookie to balance. it is not tied to heat build up its tied to continuous fire you are completely wrong Yep, what he said.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
4
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Posted - 2015.11.07 19:16:00 -
[57] - Quote
Mortedeamor wrote: it is not tied to heat build up its tied to continuous fire you are completely wrong
Let me help you out with something here.
op-+tion -ê+ñpSH(+Ö)n/ noun 1. a thing that is or may be chosen.
Keep arguing over the fact that I presented multiple possible options and not over the fact that no matter what it is a broken idea to give the commando a reduction to heat build up along with a damage bonus and all of the other damage bonuses now in this game.
People wonder why balance will never happen in this game.
Here I will help you out on your next post:
No you are wrong thats not true no no no avoiding the actual facts wrong wrong no no no
Show there is a future #CCPSpeakOn514
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.07 19:23:00 -
[58] - Quote
deezy dabest wrote:Mortedeamor wrote: it is not tied to heat build up its tied to continuous fire you are completely wrong
Let me help you out with something here. op-+tion -ê+ñpSH(+Ö)n/ noun 1. a thing that is or may be chosen. Keep arguing over the fact that I presented multiple possible options and not over the fact that no matter what it is a broken idea to give the commando a reduction to heat build up along with a damage bonus and all of the other damage bonuses now in this game. People wonder why balance will never happen in this game. Here I will help you out on your next post: No you are wrong thats not true no no no avoiding the actual facts wrong wrong no no no No it is not broken to give it a heat reduction because that is the one thing which sets laser weapons apart from other weapons. The Amarr Commando is supposed to be a god with a Scrambler and Laser, but it can't do that because of the heat reduction. Likewise the Amarr Assault is OP because of that bonus, so naturally the bonus given to the Commando would be less than that. Unless we do a complete overhaul of laser weaponry, the only way the Commando will ever become balanced is through that method.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
4
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Posted - 2015.11.07 19:25:00 -
[59] - Quote
Have fun.
Show there is a future #CCPSpeakOn514
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.07 19:26:00 -
[60] - Quote
deezy dabest wrote:Have fun.
Okay.
Under contract by the Amarr Empire
Amarr Commando Forever
Ancient Exiles. Member
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