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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Remnant
C C P C C P Alliance
180
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Posted - 2013.05.28 03:22:00 -
[31] - Quote
KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be. |
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Malkai Inos
The Vanguardians Orion Empire
162
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Posted - 2013.05.28 03:29:00 -
[32] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. Are there any plans to add racial equivalents of the LR? The way i see it there's a Pulse Laser of sorts (Scrambler Rifle) And a Beam Laser (LR) that could both be considered ARs.
This concept could be directly adopted for Minmatar with a low range high RoF (probably the announced one) and higher range low RoF artillery-ish gun (LMG of sorts).
Now rails and blasters are considered high range/ low range variants of the hybrid class but even they are divided into subclasses (e.g. Railguns with 425mm and dual 250mm versions of large railguns).
Is something like this beeing considered/planned? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4034
|
Posted - 2013.05.28 03:29:00 -
[33] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be. Alright, please tell us if it turns out to be feasible or likely to be done in the future |
Telcontar Dunedain
Imperfects Negative-Feedback
425
|
Posted - 2013.05.28 04:39:00 -
[34] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
Thanks. This is the post I've been asking for in IRC since fanfest.
I have some concerns with rifles in general being huge skill tree differences as you switch between the equivalent of the breach/burst/tactical as you say. But thank you for explaining where you were going.
The current combination of unclear AR situation + respecs is just ugly.
Kind of rude to expect us to hold SP for the combat rifle isn't it?
Good post though, thanks. |
Sebrone Jamleux
Namtar Elite Gallente Federation
15
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Posted - 2013.05.28 04:39:00 -
[35] - Quote
EVElopedia wrote:Beam lasers have a shorter optimal range than their hybrid railgun counterparts, but do, as a whole, more damage. Advanced coolant technologies allow beam lasers to keep firing for a long time without overheating. The heaviest lasers, battleship-class tachyon beam lasers, are regarded by many as brutally devastating sniper weapons (although their range is limited) and are often used in fleet sieges.
Pulse lasers have better range than blasters, hybrid weapon from the same class, but do considerably less damage. Anyway, pulse lasers are in favor among skilled pilots because they provide good damage/range ratio. By contrast with beam turrets, pulses fire rapidly several times in a cycle.
If you really want to make them like EVE then they have to get less damage than the TAR. In decreasing order ARs and SRs should have such damage outputs then: Breach AR Basic AR Assault SR Burst AR Tac AR Basic SR |
Etero Narciss
Seraphim Initiative. CRONOS.
142
|
Posted - 2013.05.28 04:45:00 -
[36] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part:
So when the remaining two do release, will the two relevant Assault variants be removed? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
413
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Posted - 2013.05.28 04:47:00 -
[37] - Quote
Well... they removed all the type-2 suit variants from the market with uprising... |
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CCP Remnant
C C P C C P Alliance
190
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Posted - 2013.05.28 04:54:00 -
[38] - Quote
Sebrone Jamleux wrote:EVElopedia wrote:Beam lasers have a shorter optimal range than their hybrid railgun counterparts, but do, as a whole, more damage. Advanced coolant technologies allow beam lasers to keep firing for a long time without overheating. The heaviest lasers, battleship-class tachyon beam lasers, are regarded by many as brutally devastating sniper weapons (although their range is limited) and are often used in fleet sieges.
Pulse lasers have better range than blasters, hybrid weapon from the same class, but do considerably less damage. Anyway, pulse lasers are in favor among skilled pilots because they provide good damage/range ratio. By contrast with beam turrets, pulses fire rapidly several times in a cycle. If you really want to make them like EVE then they have to get less damage than the TAR. In decreasing order ARs and SRs should have such damage outputs then: Breach AR Basic AR Assault SR Burst AR Tac AR Basic SR
EVE informs our design, but it does not dictate it. |
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Sebrone Jamleux
Namtar Elite Gallente Federation
16
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Posted - 2013.05.28 04:55:00 -
[39] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be.
You could do that simply on Sisi. It is always online as far as I know. |
SponkSponkSponk
The Southern Legion RISE of LEGION
18
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Posted - 2013.05.28 04:55:00 -
[40] - Quote
CCP Remnant wrote:weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
If you don't reduce the ROF of the TAR sharply (i.e. from 789 RPM to about 400) then it's still pointless. If your controller can shoot 13 bullets per second @ 50 damage per shot, it doesn't matter what the hip fire spread is; you're still going to carve people up. |
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Moonracer2000
Subdreddit Test Alliance Please Ignore
504
|
Posted - 2013.05.28 04:56:00 -
[41] - Quote
CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second? |
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CCP Remnant
C C P C C P Alliance
193
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Posted - 2013.05.28 04:59:00 -
[42] - Quote
Etero Narciss wrote:CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part: So when the remaining two do release, will the two relevant Assault variants be removed?
They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. |
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CCP Remnant
C C P C C P Alliance
193
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Posted - 2013.05.28 05:06:00 -
[43] - Quote
Moonracer2000 wrote:CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second?
Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen. |
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Eggress
Villore Sec Ops Gallente Federation
10
|
Posted - 2013.05.28 05:07:00 -
[44] - Quote
Seems like that's rolling an awful lot of utility into one skill (Assault Rifle Operation)... |
Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
48
|
Posted - 2013.05.28 05:11:00 -
[45] - Quote
CCP Remnant wrote:Moonracer2000 wrote:CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second? Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen. ROF and damage would probably be fine if you reduce the clip size and halve the ammo capacity. Starving the weapon would be a great way to force the user to choose their engagements carefully over simply button mashing to pray and spray. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
46
|
Posted - 2013.05.28 05:21:00 -
[46] - Quote
CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
So would each races standard version be the (arguably) most effective for that niche? (ie: Amarr Tactical > Gallente Tactical, Minmatar Burst > Caldari Burst) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4036
|
Posted - 2013.05.28 05:24:00 -
[47] - Quote
Etero Narciss wrote:CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part: So when the remaining two do release, will the two relevant Assault variants be removed? I would also like to know the answer to this |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4036
|
Posted - 2013.05.28 05:27:00 -
[48] - Quote
Ecshon Autorez wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
So would each races standard version be the (arguably) most effective for that niche? (ie: Amarr Tactical > Gallente Tactical, Minmatar Burst > Caldari Burst) The Amarr version of the tactical (scrambler rifle) is already here, and it pales in comparison to the Gallente tac rifle at the moment. I really hope the answer will be yes though after the rebalancing of the Gallente tac rifle and the scrambler, the racial versions of the variants need to be better than the existing AR versions. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4037
|
Posted - 2013.05.28 05:37:00 -
[49] - Quote
@ CCP Remnant: Any plans to lower the maximum rate of fire for the tactical nd scrambler rifle? The current ones aren't humanly possible without a modded controller. |
SponkSponkSponk
The Southern Legion RISE of LEGION
18
|
Posted - 2013.05.28 06:10:00 -
[50] - Quote
CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. |
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Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
51
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Posted - 2013.05.28 06:16:00 -
[51] - Quote
SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking:
Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr |
NoxiousMentos
Royal Uhlans Amarr Empire
8
|
Posted - 2013.05.28 06:35:00 -
[52] - Quote
I hope these changes come kinda soon,won't be easy hanging on to sp after respec but with this it would be really dumb not to. |
Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
52
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Posted - 2013.05.28 06:38:00 -
[53] - Quote
NoxiousMentos wrote:I hope these changes come kinda soon,won't be easy hanging on to sp after respec but with this it would be really dumb not to. This is probably what's holding back the respec. |
NoxiousMentos
Royal Uhlans Amarr Empire
8
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Posted - 2013.05.28 06:41:00 -
[54] - Quote
Jenova's Witness wrote:NoxiousMentos wrote:I hope these changes come kinda soon,won't be easy hanging on to sp after respec but with this it would be really dumb not to. This is probably what's holding back the respec.
According to the post about todays downtime,they are starting now. |
WyrmHero1945
SyNergy Gaming EoN.
329
|
Posted - 2013.05.28 06:55:00 -
[55] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
Remnant, the TAR is the Caldari Rail Rifle. It's supposed to be because it has the greatest range of all rifles, even more optimal than a Laser Rifle. It will follow EVE railgun and beam lasers optimal ranges. If add a very very small spool time between each shot you'll make it balanced and anti-modded controller, also bad at CQC. It doesn't makes much sense than the CQC Breach AR would turn up as the Rail Rifle. Please consider this idea. :) |
Gilbatron
Free-Space-Ranger Nulli Secunda
92
|
Posted - 2013.05.28 07:00:00 -
[56] - Quote
is there going to be a respec for weapon class XX if a complementary weapon class YY gets introduced (respec for AR if the CR gets introduced ?) |
Ten-Sidhe
Osmon Surveillance Caldari State
490
|
Posted - 2013.05.28 07:39:00 -
[57] - Quote
i suggest adding overheat to the TAC ar.
The regular ar have animation showing them heating but it never reaches overheat. Rate of fire balanced at factory to prevent overheat maybe?
Over heat prevents spamming shots well on the scrambler, it could on the tac ar as well.
Lends it self to a great background reason for game balance feature too. "Overheat prevention feature is removed to allow it to fire at max cyclic rate (the rate higher then full auto variant). This combined with boosted power output (the raised damage per shot) give it a very real overheat risk to user." |
Etero Narciss
Seraphim Initiative. CRONOS.
143
|
Posted - 2013.05.28 08:41:00 -
[58] - Quote
Jenova's Witness wrote:SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking: Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr It's possible that CCP's intentions is to make the Rail Rifle fire like a Breach, but at TAC ranges. A steady stream of fire over long distances with a low enough recoil to not get you off target.
That's how I see it anyway. Otherwise it's just weird. |
Laurent Cazaderon
What The French CRONOS.
1429
|
Posted - 2013.05.28 08:44:00 -
[59] - Quote
Hey Remnant, thanks for the update !
If you want early feedback, could you give us the range you have in mind for each racial rifle once they're all added ? I really hope the gallente wont get a nerf or then it's gonna be a useless AR compared to the others. |
Laurent Cazaderon
What The French CRONOS.
1429
|
Posted - 2013.05.28 08:52:00 -
[60] - Quote
Etero Narciss wrote:Jenova's Witness wrote:SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking: Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr It's possible that CCP's intentions is to make the Rail Rifle fire like a Breach, but at TAC ranges. A steady stream of fire over long distances with a low enough recoil to not get you off target. That's how I see it anyway. Otherwise it's just weird.
The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize.
Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle
Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle. |
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