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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
707
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Posted - 2013.05.12 03:16:00 -
[1] - Quote
I say we just nuke it from the AR tree, adjust the damage variables to 100/100% to shields/armor, make it less effective when hip firing or in CQC, give it 2 more variants with different variables to damage, range, or ROF and rename it the Caldari Gauss Rifle. There, I made a new weapon for you CCP. Give me moniez. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
708
|
Posted - 2013.05.12 03:22:00 -
[2] - Quote
Murph's Meatshield wrote:
I started using the GLU today and it is God Mode. Damage is too high and it is WAY too effective in CQC.
Wait till you try the Allotek with that blanket 10% damage boost. @.@ |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
708
|
Posted - 2013.05.12 03:35:00 -
[3] - Quote
DigiOps wrote:Cosgar wrote:I say we just nuke it from the AR tree, adjust the damage variables to 100/100% to shields/armor, make it less effective when hip firing or in CQC, give it 2 more variants with different variables to damage, range, or ROF and rename it the Caldari Gauss Rifle. There, I made a new weapon for you CCP. Give me moniez. Caldari Rail Rifles are inbound. Distant future, though... lol Yeah, I know. But when you think about it, the AR class is the only one that I know of off the top of my head that has four different variants and the TAR doesn't exactly fit into the mid range, high damage Gallente combat philosophy. It's basically a tech demo for the gauss rifle, which will operate almost exactly the same. Since there's going to be an ongoing optional respec for changes to the skill tree from the 14th and onward, this would be prime time to introduce the gauss rifle into the game during that time frame. This will balance out the AR class, add more incentive to use the burst rifle, and people who love the TAR will have their own weapon tree with 2 different variants added to fit the longer range combat philosophy of the Caldari. Win, win. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
712
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Posted - 2013.05.12 04:03:00 -
[4] - Quote
Orin the Freak wrote:I think the proto TAR should do about 60 damage tops. that is more than enough. Adding to that, the TAR in general should get a significant damage penalty for anything inside its optimal range, similar to the laser. So in CQC, the user would have to resort to a sidearm. Would probably stop all the Logibees from using the TAR too. |
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