Zeylon Rho
Subdreddit Test Alliance Please Ignore
378
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Posted - 2013.05.26 08:03:00 -
[2] - Quote
I don't know about a range increasing skill. I think the optimum range for a pulse-laser should be higher than a blaster, but that seems like it would be a lot more unbalancing as a passive than something like heat-build up reduction (which is a pretty balanced change, given the current Amarr example).
I'd say to correct the ranges and passives, and balance from there.
ARs besides being plasma require practically nothing in light weapon op to unlock (at rank 1), and give the player a variety of weapons that have short high damage options (Breach), mid range, and super-long range options (Tac AR). So, they've basically made blasters/plasma weaponry the most versatile, flexible, and damaging weapons in the game. It's not even remotely balanced at the moment. It seems like the TAR belongs more in a rail rifle category that doesn't exist yet (and wouldn't or shouldn't have the fire rate it does if it did).
So, on the topic at hand, heat-build-up reduction seems like the safest change balance-wise. Heat reduction shouldn't be restricted to Amarr Assaults as a group anyhow, that's very limiting. It's one thing if they're the best at it, it's another if they're the only ones who can get it.
The range on pulse should be longer than blasters as well - I'm not sure if 4 to 1 like EVE is practical, but it definitely shouldn't be crappier like it is now.
On that note, the scrambler pistol should probably have better range than it does as well, but I guess that one's less likely to get love. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
400
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Posted - 2013.05.27 13:20:00 -
[3] - Quote
Kazeno Rannaa wrote:Zeylon Rho wrote:I don't know about a range increasing skill. I think the optimum range for a pulse-laser should be higher than a blaster, but that seems like it would be a lot more unbalancing as a passive than something like heat-build up reduction (which is a pretty balanced change, given the current Amarr example).
I'd say to correct the ranges and passives, and balance from there.
ARs besides being plasma require practically nothing in light weapon op to unlock (at rank 1), and give the player a variety of weapons that have short high damage options (Breach), mid range, and super-long range options (Tac AR). So, they've basically made blasters/plasma weaponry the most versatile, flexible, and damaging weapons in the game. It's not even remotely balanced at the moment. It seems like the TAR belongs more in a rail rifle category that doesn't exist yet (and wouldn't or shouldn't have the fire rate it does if it did).
So, on the topic at hand, heat-build-up reduction seems like the safest change balance-wise. Heat reduction shouldn't be restricted to Amarr Assaults as a group anyhow, that's very limiting. It's one thing if they're the best at it, it's another if they're the only ones who can get it.
The range on pulse should be longer than blasters as well - I'm not sure if 4 to 1 like EVE is practical, but it definitely shouldn't be crappier like it is now.
On that note, the scrambler pistol should probably have better range than it does as well, but I guess that one's less likely to get love. I see the point you bring up, yet I find the passive heat build up for both the ASCR/SCR and the Laser rifle doesn't make any sense at this point, at least not to me and not with the myriad threads that have brought up no other reason than "its a fricking laser, man!". I am still partial to the idea presented by Cinaed because of how it encourages people to fully skill into weapons to really be able to enjoy the true value each piece can bring to the battlefield. I find that since CCP started with ****-poor range on a laser and then nerfed the crap out of the beam laser rifle, the combination and the thinking behind Cinaed's proposal just makes way more sense.
The passive heat build is supposed to be a trade-off for the strengths of the weapon (mind you, I still think a heat-reduction passive makes the most sense for the weapon skill). However, it doesn't make sense at the moment because the direct competition outstrips it in every conceivable way (dispersion, range, fire-rate, etc.). So, a TAR can outrange a laser... but also outdamage it.... and it doesn't overheat. That's problematic. I can see what you're saying - drawbacks make less sense when a weapon is already underpowered in comparison to the competition.
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