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CHANCEtheChAn
0uter.Heaven
518
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Posted - 2014.07.19 15:58:00 -
[1] - Quote
So to begin, this is going to be long, so put on your reading glasses if you havn't already
But ive been around since closed beta, been through thousands of pub matches, and been through over 500 Planetary Conquest matches
Ive been through the casual side of DUST, and the competitive side multiple times, and back again
Im now using that knowledge to compile a list of ideas that would make the assault class effective again, because I do not believe that the current "Upgrades" in Hotfix Charlie will be enough to boost the Assault class back to a competitive, or hardly even casual level
Please give me your inputs, but please do not troll, and edit your quotes so people do not have to read this intro over and over
Now, the main elephant in the room of all the classes now is the assault class, everyone knows this
Even if you want to deny it, its like denying to your friends that you didnt watch Sailor Moon growing up
But you did
Its okay
We all did
But since Chrome, where assaults were the more plentiful of all the classes used, all other suits have gone through MAJOR changes, in almost every way (Logi, Scouts, Sentinel, Commando)
Yet the assault suit has mainly just, stayed the same
This is because other suits were buffed to become viable against the assault class, but eventually came to overpower it
The assault suit used to be simple enough, its the slayer suit or "Jack of all trades", but that magic has long gone
This is because other classes have been pushed to fulfill the roles of the assault suit, but better, due to: weapon buffs, racial bonus buffs, hit detection buffs, and well, whatever the hell that OPHammer that scouts were given in 1.8 was.
Examples:
Slayer Classes- Sentinel (HMG buffs), Scouts (High speed and cloak), Commando (Damage and reload buffs)
Support Classes- Logistics (E-war/ equipment spam), Scouts (E-war/ equipment spam), Commandos (AV superiority with swarms and PLC in the secondary slot and still have a primary weapon), Sentinel (Forge gun)
E-war- Scouts (Racial bonuses and cloak), Logistics (scanners, cloak)
As you can see, if there is something for the Assault class to do, another class can do it better
Much, Much, better
The assault class can fill a few of these roles, but at heavy expenses
Example:
Stack 3 Complex damage mods to rival that of the command DPS and you basically use half of your CPU/PG for 3 slots
Stack 4 precision mods on, and your looking at a suit squishier and less E-war than a scout
Put a swarm launcher on, and get mowed down by anything outside of 40 meters
So, sorry to say this CCP bros, but the only people using assault suits anymore are
A. Scrambler and Laser rifle users, because the racial bonus is just so good for those weapons
B. Under 10 million SP newbs that dont know, or understand the suit balancing issues at hand
C. Trolls, who pop in their old assault suits just to challenge themselves and brag about their good scores
So, now, we are looking at CPU/PG buffs, and also HP increases and Grenade/Light weapon fitting bonuses
Which are nice, but still wont convince me ( An assault user for over a year and a half and desperately want a reason to go back to it), or anyone else in PC environments to spend 3,000,000+ SP on it
Cpu/PG buffs have been needed since forever, HP increase doesnt mean much when a Gal or Amarr scout can stack 4 armor plates and still have a smaller hitbox, have better E-War, 2 equipment slots, might still be faster, and only have 200-300 less HP
Basically, the Assault class is being overshadowed by the scout class in every way, shape or form
SO WHAT TO DO?
Well first, before you look at buffing the assault classes as a whole, you need to start looking at individual stats to buff to make the assault suit actually pleasant to use
It used to be that the assault class was good to go in terms of versitility, you could put on shield regen mods, or other enhancer modules, but it didnt necessarily need them
Now to compete with the ungodly shield reload times, sprint speeds, E-war uses of scouts, you now have to put these modules on the assault suit to make it competitive, taking slots away from the suit actually being used as intended
So, you stack an Complex kincat to be as fast as a scout, Complex damp to be as damped as a scout, Complex shield recharge to regen shields as fast as a scout, Shield reg to reload shields as much as a scout, and basically your down to 3 slots to use, and the scout still has better stats across the board +1 equip slot
SO
Caldari and Minmatar Assaults
These are your shield guys, and are constantly put in the gutter because of it. Ive come to understand that the Cal assault is your High shields, medium recharge, and low delay suit. Basically your taking major incoming damage to your shields, but your constantly regening shields at a medium amount
While Minmatar are your Medium shields, High recharge, medium Delay suit, but have higher speed. Basically this is your run and gun suit, your going from engagement to engagement with descent shield counts, but under fire you have to take cover constantly, your shield takes a bit longer to start the recharge process, but when it does, watch out! Yes you can dual tank this suit, but it defeats the purpose altogether of the Min being speed based
This as you may know, is not the case at all, and compared to scout stats, the stats for shield regen all around are awful for the assaults compared to scouts, but what is more puzzling is that Gallente and Amarr shield regen stats are only basically 25% less than that of min assaults, and less than 50% less than cal assault stats, both regen and regen time
Also because the min assault has such low regen AND regen time, you basically HAVE to use a low and a high slot on the suit for a shield recharger and a regulator to make the
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
518
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Posted - 2014.07.19 16:02:00 -
[2] - Quote
suit even remotely effective, basically making it just easier to just tank it out with armor, which again, defeats the purpose of Minmatar being the fast suits
Cal assault shield is okay, but i think a little more seperation from Amarr and Gal shield regen rates would help solidify it as the assault shield king
Stat Changes
Assault shield regen- pushed up to
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2525
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Posted - 2014.07.19 16:10:00 -
[3] - Quote
Nerf scout Regen Buff Assault regen.
Tanker/Logi
0 The number of 7ucks given
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CHANCEtheChAn
0uter.Heaven
519
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Posted - 2014.07.19 16:23:00 -
[4] - Quote
Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol
and no, nerfing scout regen is a bad idea, Continually nerfing scouts until they are unusable is not an option
Yes, they should never have been buffed to the state that they are, but no, now that everyone likes to use it, it would be unfair to true scouts to continue to nerf it back into the ground
The options are to buff assaults back up to be competitive to take people back away from scouts
The logis, commandos, and sentinels are fine in usability and player count
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
519
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Posted - 2014.07.19 16:32:00 -
[5] - Quote
*Reserved*
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Baal Omniscient
Onslaught Inc RISE of LEGION
1975
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Posted - 2014.07.19 18:32:00 -
[6] - Quote
I actually fall under category D ~ Stubborn closed beta vet who refuses to change roles because he doesn't feel like chasing the FotM.
Something I would really like to see is assault suits getting bonuses to all regenerative modules. 5% increase to all regenerative modules per level perhaps? Regulators, rechargers, reactive plates and repair modules all getting a buff from this bonus (as well as perhaps the cardiac regulator since if buffs stamina regen). This would allow assaults to build effective suits with more diversified loadouts rather than fits that just stack eHP. This would also increase the survivability of assault suits who play smart.
Just tossing the thought out there, I'm not really here today. Shhhhhhh.....
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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CCP Rattati
C C P C C P Alliance
4561
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Posted - 2014.07.19 18:50:00 -
[7] - Quote
Read, enjoyed and liked. These are well thought out and in solid alignment with what we believe as well. These efficacy changes, that we are aiming for in Delta are very much like our Delta designs. I quite like the racial flavoring ideas.
The first pass at PG/CPU balancing was indeed done holistically in the first pass, keeping all the current differences in place. Upon further inspection, we can and should tailor the changes a little bit more towards the fitting opportunities each race has (Caldari specifically)
Thanks!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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JRleo jr
Xer Cloud Consortium
71
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Posted - 2014.07.19 20:52:00 -
[8] - Quote
CHANCEtheChAn wrote:Now that the Assault class minor tweaks are in place, All 4 classes should get a slight buff from the aforementioned above and everyone should be happier with their suits, and they should run much more effectively than before
- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 40-35 from 25)
- Minmatar- Much more shield regen per second (Up to 5 hp/s from 2 hp/s)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
Its the little things that matter, and these things very much do matter and change the entire way you would play or fit these classes, although I feel as though Minmatar would be the most affected, gameplay and fitting wise So lets talk about new Racial bonuses or all around Assault suit upgrades Here are a few ideas that have been throw out, or i have personally thought about and recieved much praise from my peers about Let it be known though that i Believe only 1 of these ideas should be implemented, implementing more than 1 of these could move assault suits back into the above average or OP category, and we only want them to be balanced as of now
- Damage increase for all assaults for all weapons across the board
Commando has already been given this, but in a "Each suit gets a bonus to a certain weapn" way. So i believe putting damage increases on another class would be cliche and just lazy
- Second equipment slot for assaults
I think this could work drastically to improve the role uses of the assaults and something I have thought of a lot. Personally, I believe that Assaults should have been given the second equipment slot when scouts were buffed, as it does not make sense at all that a scout can carry more equipment than the larger Assault suit (Yes I understand the whole cloak in one hand and actual equipment in the other, but it would have been much better just to leave it at 1). This would also push the assault over the Commando now that it can carry 1 more equipment than it, and puts it leagues over Sentinels. Also, when using medium frames (Not racial), a 2 equipment slot loadout now makes sense, as if you skill up into logi, you do it for more equipment, when you skill up into assault, you do it for better stats. My only problem as this might take away from those that use logi, as they may want to don the assault suit to become more battle oriented but still be able to use a moderate amount of equipment
- New Racial bonuses for each individual assault suit
This has been something I have been looking at for a few months now ever since the start of 1.8 and have compiled a list of new bonuses that would help strenghthen the modules that each assault suit is expected to use based on the way each suit is set up and handles
- Caldari Assault- 5% per level efficancy of Shield extenders, or Shield Regulators
- Gallente Assault- 5%-10% per level efficancy of Armor Repair Modules
- Minmatar Assault- 5% per level efficancy of Kinetic Catylyzers per level, and/or Shield Rechargers
- Amarr Assault- 5% per level efficancy of Armor Plate Modules
For the Caldari, This is the king of shields suit, if using 5 Complex shield extenders, would add 82.5 shields or 1 Complex Regulator would regen shields 9% faster compared to a Complex regulator with no bonus
For the Gallente, a Complex armor repair with lv 5 skills would rep at 11.25 or 13.1(or 11 or 13) hp/s. This would mean an increase in the current base repair to 5 hp/s and a Complex armor rep module would net 16-18 armor rep per second. This was originally planned with the 2 hp/s base rep in mind, and may need some tweaking due to being able to stack multiple complex armor reps and repping nearly 40 hp/s easily
For the Minmatar, the kincat bonus is of course, because the min race is speed oriented, but the truth of the matter is that with the extra speed already given, and low health, min assaults may not use kincats at all and fargo it for more E-war or HP oriented low slot modules. That is why the "And/or" is in place, so that min users could instead make a complex shield recharger module give the same shield benefits as a proto Shield Energizer module (65%) without the loss to shield HP (Which Min drastically needs every bit of)
For the Amarr, well your basically a slow HP tank, so why not give it a bonus to what it does best? With 4 lows and 4 Complex Armor plates (135 HP each 540 total) , you could gain a potential 135 Armor to this, making your total armor stacked to 675, 810 with all bonuses lv 5, and 1110 with base armor added plus lv 5 upgrades. Many might argue that this may be too much armor, but lets be honest, with this much armor on and the already slow Amarr suit, your not going anywhere anytime soon, and with little strafing left and 0 armor reps coming through the suit, its basically a sitting duck unless sitting on a rep hive. The main point of this is to be able to stack Complex Reactive plates for regen and get a good boost of health out of them as well (65 Standard, and 81 armor after bonus is applied)
1 thing that I feel isn't enough
Bring base regen of cal ass. To 40, or 50, or 45, then that will be enough, and lower base delay by 1 second, since you can't use 3 shield regs anymore.
And the bonus should be to all shield mods...
Max level brony.
My special magic is trolling.
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2528
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Posted - 2014.07.19 21:06:00 -
[9] - Quote
CHANCEtheChAn wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol and no, nerfing scout regen is a bad idea, Continually nerfing scouts until they are unusable is not an option Yes, they should never have been buffed to the state that they are, but no, now that everyone likes to use it, it would be unfair to true scouts to continue to nerf it back into the ground The options are to buff assaults back up to be competitive to take people back away from scouts The logis, commandos, and sentinels are fine in usability and player count If you nerfed the Regen scouts would still be good for single encounters, would maintain their Ewar capabilities to scan remain hidden, get off speed hacks, use cloak to their advantage and essentially be like an actual scout! Scouts are not the intended slayers assaults are.
Tanker/Logi
0 The number of 7ucks given
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
661
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Posted - 2014.07.19 21:10:00 -
[10] - Quote
Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen.
dumbest idea ever...
destiny isn't close to what dust could have been...neither is dust destiny>dust
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CHANCEtheChAn
0uter.Heaven
529
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Posted - 2014.07.19 21:15:00 -
[11] - Quote
CCP Rattati wrote:Read, enjoyed and liked. These are well thought out and in solid alignment with what we believe as well. These efficacy c, we are aiming for in Delta are very much like our Delta designs. I quite like the racial flavoring ideas.
The first pass at PG/CPU balancing was indeed done holistically in the first pass, keeping all the current differences in place. Upon further inspection, we can and should tailor the changes a little bit more towards the fitting opportunities each race has (Caldari specifically)
Thanks! Thanks for the input Rat tat
(Its what we call you because your quick like a mouse, or rat, or whatever)
Any word on if you might be changing base stats on the individual suits like mentioned above?
Especially the shield regen parts
As a Caldari and Minmatar player I thought that originally, the more HP you could have the more regen you should have (Sounded fair)
But with the new scout 1.8 builds, having such a high regen and low regen times for such small shields blew that way out of proportion
Honestly I want to use the shield assaults, but because the scouts are so much better base stat wise, I can't justify having more EHP on an assault and using it over a scout, when in reality of a competitive environment, I probably will never get those shields back up to full health once I lose a couple hundred without stacking many modules that take away from my suit being better than a scout (ehp)
Again I do not want to Nerf the scout any more than it needs to be
With the new Cal scout changes, I will probably never play it again competitively
And the Cal heavy low shield regen makes it majorly uncompetitive without stacking shield regen mods, that take away from an already low EHP count and terrible lack of low slots
So I'm searching for a new home
I heard Assaults were getting looked at, so I feel as though I should return to where it all first started 2 years ago
But with so unenjoyable (And honestly broken) looking stats
Its hard to want to pick any of them at the moment
-Signed
A lost mercenary o7
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
530
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Posted - 2014.07.19 21:28:00 -
[12] - Quote
JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet
The problem with this is that we want the assaults to be functional
Not Overpowering again
I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once
It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically
And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows)
I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore
And rarely if ever see one for a week at a time
Yes these suits will still need enhancer mods in the highs and lows to rival scout stats
But its a start
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Dingleburt Bangledack
228
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Posted - 2014.07.19 21:28:00 -
[13] - Quote
CHANCEtheChAn wrote:- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 40-35 from 25)
- Minmatar- Much more shield regen per second (Up to 5 hp/s from 2 hp/s)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
You might want to edit that. It's not a big deal, but... it's just bugging me a little. |
CHANCEtheChAn
0uter.Heaven
530
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Posted - 2014.07.19 21:34:00 -
[14] - Quote
Dingleburt Bangledack wrote:CHANCEtheChAn wrote:- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 40-35 from 25)
- Minmatar- Much more shield regen per second (Up to 5 hp/s from 2 hp/s)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
You might want to edit that. It's not a big deal, but... it's just bugging me a little. Edited
Thanks for the catch o7
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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JRleo jr
Xer Cloud Consortium
73
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Posted - 2014.07.19 22:02:00 -
[15] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start No, it won't be op
We will still have extremely op armor hmg heavies so there's that and cal assault needs thier delay lowered by 1 second.
Max level brony.
My special magic is trolling.
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CHANCEtheChAn
0uter.Heaven
531
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Posted - 2014.07.19 22:52:00 -
[16] - Quote
JRleo jr wrote:CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start No, it won't be op We will still have extremely op armor hmg heavies so there's that and cal assault needs thier delay lowered by 1 second.
I can see by the way that you talk that you are obviously an Cal assault player, and that your are completely and utterly biased to the situation at hand
So I'll play
"Extremely OP armor heavies" are finally getting the Nerf to HMG heat build up that they have been needing for quite some time so that the gun isn't just a spray everything and watch it die gun, and the Burst HMG is finally gearing up to be a major competition to the base HMG
As one of my corp mates Lunatic Kota said before, "I always overheat my HMG while battling 3 or 4 heavies in a row". This is a bit rediculous, and thanks to the new heat build up, your looking at a lot of mistakes from HMG users over the next few weeks
Even though I think an even LARGER heat build up is needed for the HMG than what will be applied because the damn thing shoots hundreds of bullets in a few seconds, the heat output is steller
You'll be looking at a quite a few heavies making crucial mistakes in the upcoming weeks
But if your going g against an armor heavy, attack passively, not actively
Once that armors down, it stays down usually
And I can deal with a 1 second less Cooldown on both shield recharge and charge depleted delay
IF all other assault suits get a 1 second delay reduction as well
Believe it or not, Gal and Amarr still use shields too, especially on Assault suits
- Armor sentinels- What are shields? Oh that health bar that's always empty
- Armor Commandos- Shields? Oh you meant damage mods
- Armor scouts- Oh shields? Yeah I put those on when I'm not stacking armor plates
- Armor logis- We have rep hives, who needs shields?
- Armor assaults- More HP? Yeah I kinda need that bro
Basically how it goes
Would like to see a 1 second less shield delay and depleted delay for both Cal and Minmatar Assaults (Still giving them less than scouts)
And also a 2 second less shield delay and depleted delay for Gal and Amarr Assaults
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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JRleo jr
Xer Cloud Consortium
73
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Posted - 2014.07.19 23:13:00 -
[17] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start No, it won't be op We will still have extremely op armor hmg heavies so there's that and cal assault needs thier delay lowered by 1 second. I can see by the way that you talk that you are obviously an Cal assault player, and that your are completely and utterly biased to the situation at hand So I'll play "Extremely OP armor heavies" are finally getting the Nerf to HMG heat build up that they have been needing for quite some time so that the gun isn't just a spray everything and watch it die gun, and the Burst HMG is finally gearing up to be a major competition to the base HMG As one of my corp mates Lunatic Kota said before, "I always overheat my HMG while battling 3 or 4 heavies in a row". This is a bit rediculous, and thanks to the new heat build up, your looking at a lot of mistakes from HMG users over the next few weeks Even though I think an even LARGER heat build up is needed for the HMG than what will be applied because the damn thing shoots hundreds of bullets in a few seconds, the heat output is steller You'll be looking at a quite a few heavies making crucial mistakes in the upcoming weeks But if your going g against an armor heavy, attack passively, not actively Once that armors down, it stays down usually And I can deal with a 1 second less Cooldown on both shield recharge and charge depleted delay IF all other assault suits get a 1 second delay reduction as well Believe it or not, Gal and Amarr still use shields too, especially on Assault suits
- Armor sentinels- What are shields? Oh that health bar that's always empty
- Armor Commandos- Shields? Oh you meant damage mods
- Armor scouts- Oh shields? Yeah I put those on when I'm not stacking armor plates
- Armor logis- We have rep hives, who needs shields?
- Armor assaults- More HP? Yeah I kinda need that bro
Basically how it goes Would like to see a 1 second less shield delay and depleted delay for both Cal and Minmatar Assaults (Still giving them less than scouts) And also a 2 second less shield delay and depleted delay for Gal and Amarr Assaults Tldr atm
I play hmg heavy, proto scout, recently proto assault, so don't tell me I'm biased
Increasing heat buildup doesn't lower the hmg's way too high dps, they will still kill you before overheat.
As for withering thier armor down, you can't on most maps because everybody is in a ciy heavy whoring and it makes the game boring and unplayable and they have enough range to kill you when you run because you can't 1v1 them, atleast not with a RR, cr maybe, haven't used a cr in awhile.
Max level brony.
My special magic is trolling.
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2532
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Posted - 2014.07.19 23:28:00 -
[18] - Quote
Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... Least intelligent person ever...
Tanker/Logi
0 The number of 7ucks given
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Atiim
Fooly Cooly. Anime Empire.
10719
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Posted - 2014.07.19 23:30:00 -
[19] - Quote
I haven't completely read your post yet, but it the ideas are exquisite.
And on that day, that very day, not a single Pilot lived...
-HAND
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2535
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Posted - 2014.07.20 00:12:00 -
[20] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start Does that few hundred HP matter when the scout has the movement speed advantage (strafe), the element of surprise (Ewar). How much of a gap will there be between your proposed regen of scouts and assaults? The min assault fit I've been theory crafting uses 1 complex recharger and 2 complex regulators to keep up with scouts if regen stays the same I would only be able to get 1 second faster regen delay and -12 HP/s of shield regen if he were to completely stack shields and run no modules that benefit shield regen or shorten delay he would also have higher shields and two free slots to run armor or Ewar while I have 1 or he could use those modules for shield benfit lose a tad bit of tank and beat my fit out in every way except having only 20 less shields and 70 les armor. If the scout beats me out will I at least be able to beat him out by using modules.
Oh and 20K sp left till I proto out my min assault.
Tanker/Logi
0 The number of 7ucks given
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
663
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Posted - 2014.07.20 00:25:00 -
[21] - Quote
Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... I am the Least intelligent person ever...
FTFY
destiny isn't close to what dust could have been...neither is dust destiny>dust
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JRleo jr
Xer Cloud Consortium
73
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Posted - 2014.07.20 00:32:00 -
[22] - Quote
Benjamin Ciscko wrote:CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start Does that few hundred HP matter when the scout has the movement speed advantage (strafe), the element of surprise (Ewar). How much of a gap will there be between your proposed regen of scouts and assaults? The min assault fit I've been theory crafting uses 1 complex recharger and 2 complex regulators to keep up with scouts if regen stays the same I would only be able to get 1 second faster regen delay and -12 HP/s of shield regen if he were to completely stack shields and run no modules that benefit shield regen or shorten delay he would also have higher shields and two free slots to run armor or Ewar while I have 1 or he could use those modules for shield benfit lose a tad bit of tank and beat my fit out in every way except having only 20 less shields and 70 les armor. If the scout beats me out will I at least be able to beat him out by using modules. Oh and 20K sp left till I proto out my min assault. I went from cal assault 4 to 5 yesterday.
Max level brony.
My special magic is trolling.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
896
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Posted - 2014.07.20 00:37:00 -
[23] - Quote
i run the Cal assault in PC every night and what i find is scouts have the ewar, speed , and regen advantage while my HP is a little bit higher. this is not balanced plus my weapon bonus does not help in competitive play because the rail rifle is not competitive. so the assault suit has to be better then the scout in one of these areas i listed and the one that makes most sense is regen. i believe the assault suit should have faster regen than the scout while the scout can keep the speed and ewar advantage. foer the scout getting 2 equipment slots the assault weapon bonus needs to be fixed manly the Cal and Galente because the amarr is fine. give the rail rifle little charge up time on the Cal assault which improves damage output faster like the amarr assault bonus does.
KEQ diplomat/ intel /GC officer
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JRleo jr
Xer Cloud Consortium
73
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Posted - 2014.07.20 00:41:00 -
[24] - Quote
CUSE TOWN333 wrote:i run the Cal assault in PC every night and what i find is scouts have the ewar, speed , and regen advantage while my HP is a little bit higher. this is not balanced plus my weapon bonus does not help in competitive play because the rail rifle is not competitive. so the assault suit has to be better then the scout in one of these areas i listed and the one that makes most sense is regen. i believe the assault suit should have faster regen than the scout while the scout can keep the speed and ewar advantage. foer the scout getting 2 equipment slots the assault weapon bonus needs to be fixed manly the Cal and Galente because the amarr is fine. give the rail rifle little charge up time on the Cal assault which improves damage output faster like the amarr assault bonus does. My cal assault has 10 hp more than mu scout, proto of course, 2 hp/s more regen, higher delay though, bad passive scans, less speed, bigger hitbox...
Max level brony.
My special magic is trolling.
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2538
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Posted - 2014.07.20 01:21:00 -
[25] - Quote
Seymour KrelbornX wrote:Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... You are the Least intelligent person ever... FTFY FTFY Some comeback you had their What are you 6 "I know you are but what am I"
Tanker/Logi
0 The number of 7ucks given
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trollface dot jpg
The Bacon Corporation
221
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Posted - 2014.07.20 01:46:00 -
[26] - Quote
Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... You are the Least intelligent person ever... FTFY FTFY Some comeback you had their What are you 6 "I know you are but what am I" Throws insults; calls others immature for doing the same.
lolol
RIP MAG, you will be missed.
MAG Vet ~ Raven
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Leeroy Gannarsein
Legio DXIV
538
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Posted - 2014.07.20 02:16:00 -
[27] - Quote
Seymour KrelbornX wrote:Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... I am the Least intelligent person ever... FTFY so explain why you think it's a bad idea, O Mighty Seymor, thou who art so wise and beneficent.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2538
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Posted - 2014.07.20 02:20:00 -
[28] - Quote
trollface dot jpg wrote: Throws insults; calls others immature for doing the same.
lolol
I never said he was immature just that he comes up with awful comebacks if he didn't post "dumbest idea ever..." on every constructive post he sees me make then maybe I wouldn't respond in kind.
Tanker/Logi
0 The number of 7ucks given
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3820
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Posted - 2014.07.20 02:27:00 -
[29] - Quote
I agree with pretty much everything here except the second equipment slot. I guarantee you I and many other Amarr logi's, with the exception of PC, will end up doing a lot of our logi-ing from the Amarr assault suit instead.
Many already use scouts, if you want to basically give me one less equip slot than my current logi suit but add that sweet sweet heat bonus instead? Sign me up.
(The godfather of tactical logistics)
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trollface dot jpg
The Bacon Corporation
226
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Posted - 2014.07.20 03:17:00 -
[30] - Quote
Benjamin Ciscko wrote:trollface dot jpg wrote: Throws insults; calls others immature for doing the same.
lolol
I never said he was immature just that he comes up with awful comebacks if he didn't post "dumbest idea ever..." on every constructive post he sees me make then maybe I wouldn't respond in kind. Says guy acts six, says he didn't call him immature
lolol
RIP MAG, you will be missed.
MAG Vet ~ Raven
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