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Zeylon Rho
Subdreddit Test Alliance Please Ignore
217
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Posted - 2013.05.17 08:38:00 -
[1] - Quote
Bainlear Gorrilian wrote:Increasing the rate of charge per level is nice in theory, but in practice, it just means it overheats faster. Between keeping track of temperature, tracking the target, and the opaque sights, there is close to zero margin for error (whether human or technical).
I suggest 4-5% heat reduction and 2% charge up time reduction per level. This leaves enough wiggle room so that players can get used to it without losing so much money.
I'd be fine with just heat reduction really. The charge skill does nothing for the assault variants, and the scrambler rifle is the only weapon in the game to have a passive skill that does nothing for a variant. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
365
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Posted - 2013.05.25 07:55:00 -
[2] - Quote
EXASTRA INVICTAS wrote:Reduction to heat buildup is too much with the Amarr Assault skill. I suggest the Scrambler Rifle skill either:
1) Reduce overheating duration per level or 2) Reduce the damage taken by overheating per level
It makes the Amarr Assault suit the obvious choice to be using the Scrambler Rifle with still, applies to ALL Scrambler Rifles (since one model doesn't charge the bonus becomes useless), but still benefits people in Caldari suits etc. who want to use Scrambler Rifles, by reducing a penalty.
Overheating duration is already short, overheating damage at 25% reduction would be a 12-pt. dmg difference, which is beyond stupid.
The overheating-bonus would be better as the gun passive to begin with. The advantage Amarr assaults get is already comparatively small (about 2 shots), adding some percentage as a passive to someone who is a "PRO" level user would be appropriate. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
377
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Posted - 2013.05.26 06:04:00 -
[3] - Quote
I still support this.. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
391
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Posted - 2013.05.27 13:40:00 -
[4] - Quote
Kazeno Rannaa wrote:Again. Everyone is so hell bent on giving the ASCR and SCR more reduction on heat build up which doesn't make sense. Laser heat up, especially pulse lasers as they have large energy discharges at repeatedly higher intervals than a regular beam laser. Reduction in heat build up for the laser rifle makes sense since it is a continuous stream. For a pulse laser, that skill will come from specializing into Amarr Assaults. take a moment and read this thread https://forums.dust514.com/default.aspx?g=posts&m=860472. You can begin to see the sense this guy is talking about. I don't see how everyone has seemed to miss this response on this thread. Instead they have attempted to ignore the tech lore of EVE while attempting to promote their own agenda of "give me the ability to have double heat reduction on the SCR and ASCR."
That thread doesn't exist. Who is ignoring tech lore? Let me help you out.
Lasers would have problems removing heat in space because the only way to remove heat in space is by radiation. Within an atmosphere, cooling by conduction and convection is possible. Convection is much much more efficient at heat removal than radiation. Amarr are said to have great cooling tech for their lasers. If anything, Amarr cooling technology should prove superior within an atmosphere. The scrambler pistol doesn't overheat at all (also pulse laser tech).
The important EVE lore elements of Pulse Lasers are the fact they outrange Blasters by 4 to 1, and they have thermal/EM damage primarily. Right now, Pulse Lasers have less range than Blasters in many cases - so, they're already ignoring lore.
From a balance perspective, keeping heat reduction to a specific racial variant-role suit is extremely limiting for that bonus. The current charge bonus does literally nothing for the assault variant. So, another passive IS required. Heat build-up reduction is a sensible alternative. It's certainly more useful, and seems like a fair use of 600k SP. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
394
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Posted - 2013.05.27 14:11:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Heat reduction skill would be nice and all, but almost just useless as the current skill bonus for the assault scrambler rifle since it rarely ever overheats. I would suggest a range bonus (optimal range included).
I think a range bonus would be too much, and the base range should just be higher to begin with... but I think we've already had this exchange.
I have varied feelings on the ASCR. I stand by the heat-reduction passive, but I also think the heat build on it should be higher, with its accuracy and fire-rate adjusted to balance. The accuracy/dispersion element could also be addressed with a sharpshooter skill I suppose, in which case I'd default to an adjustment of range and fire-rate (along with raising the base heat-build-up). Basically, I look at it as an analogue to the AR (with respect to full-auto fire) that would require heat management, but confers advantages over the AR as a trade-off. |
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