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CHANCEtheChAn
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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
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CHANCEtheChAn
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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
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CHANCEtheChAn
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Posted - 2014.07.19 16:23:00 -
[3] - 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
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CHANCEtheChAn
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Posted - 2014.07.19 16:32:00 -
[4] - Quote
*Reserved*
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CHANCEtheChAn
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529
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Posted - 2014.07.19 21:15:00 -
[5] - 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
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CHANCEtheChAn
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Posted - 2014.07.19 21:28:00 -
[6] - 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
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CHANCEtheChAn
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Posted - 2014.07.19 21:34:00 -
[7] - 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
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CHANCEtheChAn
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Posted - 2014.07.19 22:52:00 -
[8] - 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
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CHANCEtheChAn
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Posted - 2014.07.20 13:27:00 -
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John Demonsbane wrote:I agree with pretty much everything here except the second equipment slot. I guarantee you that 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 only one less equip slot (actually the same amount at STD) than my current logi suit but add that sweet sweet heat bonus instead? Sign me up. That is why I put that I only want to implement 1 of the 3 ideas
One of course being a second equipment slot that yes, because the Amarr logi bonus is all out of whack with bugs, I'm sure 75% of them would switch to the assault suit and do their logying from there
I do this with my scout suit already with the two equip slots
I don't want to take away from the logi suits
But I do want the assault suit to be more versatile
If a second equipment slot be added, I vote that the CPU/PG not be heavily increased with it, making your sacrifice in other areas if you wish to go full proto equipment with it
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CHANCEtheChAn
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Posted - 2014.07.20 13:46:00 -
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Cat Merc wrote:Would also like to say that I have been saying the same thing for a long time, just never in a single post. Good job for doing it and finally getting Rattati's attention
Well thank you first of all
Driving from New Orleans airport the other day to my house, its something I thought about again and decided to write it down
I've actually been promoting these ideas to some of the CPMs in game for a while now and it was fallen on somewhat deaf ears, so I thought the forums was the 2nd best place to go with it
And yes, if the assault suit is not going to gain any equipment slots, the only thing I can see going with it is being a slayer suit, and HP buffs is the best way I'm sure to help that along
But like I said before, if some of the base stats aren't changed such as shield recharge rates, and gals armor rep, then what's the point of miniscule HP buffs to base HP, when you still have to take away HP stacking modules away to add shield rechargers and regulators and dual armor reps to be effective slayers
A suit should never HAVE to use these modules to be effective when other suits don't have to use them (IE scouts don't have to to be effective)
WITH THE EXCEPTION
Of logistics players because logistics is a support role, and as such should be able to defend themselves, but at the same time, defending the team should be larger priority
I have a few logis in my corp that have been around since 1.1 that have over a 3 KDR and logistics are their main suits, even through multiple PCs a day
In fact, our CEO is a logi and she got over 6000 WP in a PC the other day and over 20 kills and 4 deaths using mass driver
Its all about awareness and knowing what your supposed to do in what situations
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CHANCEtheChAn
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Posted - 2014.07.20 14:50:00 -
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JRleo jr wrote: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 5 HP/s from 2 HP/s)
- Minmatar- Much more shield regen per second (Up to 40 or 35 from 25)
- 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)
I hooe ccp looks over your cal bonus It's too small and it needs to be all shield mods, maybe 10% per level for everything but extenders?
But shield extenders are what give Caldari 75% of their health
So why would you not want a bonus to shield extenders?
Caldari should be more about shield stacking
And Minmatar should be more about shield regen
At least that is how it was explained to me, and personally seems to fit a wax on and wax off personality
Just like Gallente is for armor repping
And Amarr is for armor stacking
Or am I wrong in this assumption?
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CHANCEtheChAn
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Posted - 2014.07.20 16:16:00 -
[12] - Quote
Baal Omniscient wrote:CHANCEtheChAn wrote:But shield extenders are what give Caldari 75% of their health
So why would you not want a bonus to shield extenders?
Caldari should be more about shield stacking
And Minmatar should be more about shield regen
At least that is how it was explained to me, and personally seems to fit a wax on and wax off personality
Just like Gallente is for armor repping
And Amarr is for armor stacking
Or am I wrong in this assumption?
I think one of the issues is people undervalue the effectiveness of eHP. A Caldari vs a Minmatar assault in a 1v1 between evenly matched players goes to whomever has the most eHP (hint: starts with a "C"). And yet for some reason everyone seems to believe the Caldari should have less delay than the Minmatar who has to rely on it's regen far more. I believe that giving the Minmatar both lower delays AND either an equal or a slightly higher regen rate to shields will make the Minmatar assault a much more viable choice. Additionally, the Caldari shield extender HP bonus is a very good idea. Another alternative to this (or perhaps even an addition to this) could be to give a % decrease to the delay penalty caused by stacking shield extenders. It's the one module that the Caldari assault is guaranteed to rely on the most, and a delay penalty reduction will help the Caldari assault with the new module layouts of 5/2, reducing their need for regulators and indirectly increasing the regulator's effectiveness. TL;DR: Yes, the Minmatar should have better regen abilities, but that should also include delays. Since they have less eHP to begin with, they need less downtime before getting their shields back. And yes to Caldari shield extender buffs.
I agree with this almost completely
But with Minmatar having so many other passive bonuses to it (Hacking, Speed, stamina, stamina regen) over Caldari, that to have a shield delay time lower than that of the Caldari, with also the bonus of having an extra low slot (Which are arguably the most useful slot out of the highs and lows)
Would make the Minmatar the better choice out of the two by far
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CHANCEtheChAn
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Posted - 2014.07.20 19:54:00 -
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Baal Omniscient wrote:CHANCEtheChAn wrote:[quote=Baal Omniscient]I agree with this post completely
But with Minmatar having so many other passive bonuses to it (Hacking, Speed, stamina, stamina regen) over Caldari, that to have a shield delay time lower than that of the Caldari, with also the bonus of having an extra low slot (Which are arguably the most useful slot out of the highs and lows)
Would make the Minmatar the better choice out of the two by far
I'm... fairly certain that the Minmatar assault has no hacking speed bonus over the other assaults. I could be wrong, but I've never seen that difference. In either case, depending on the numbers of course, the double bonus to shield extenders that also doubles as a regulator bonus could easily allow the Caldari to maintain a delay close to (if not better than) that of the Minmatar suit while stacking more shield modules since they receive less delay from the extenders. Random thought: (this may need to be coupled with reduced regen-per-pulse to remain balanced) Medium Frame shield tankers need both of their base delays cut drastically, perhaps even in half. When you enter a firefight it is rarely ever 1v1, and in order for a shield suit to survive it needs to be able to recover before the next enemy is able to round his cover on him. With the majority of the suits on the field running above 6m (some upwards of 11) per second that takes no time at all, especially in CQC areas. That last bit may just be wishful thinking or me getting greedy, but it's the only way I can really see shields ever properly rivaling armor on the front lines again.
The Minmatar has a 1.05 while the rest have a 1.00 hacking speed, enough to cut down half a second when hacking for 10 seconds
Well here is the thing about cutting medium frame shield delays down
In order for a Armor tanker to properly regen without outside influences, is to stick an armor repair module on a suit in the low slot
Now as a medium frame shield user, with the current regen times, you do not HAVE to stick a regulator in the low slot, but it would be severely detrimental to your survival if you dont
So CCP will look st this as balanced (Both types of suits have to use low slots for regen)
What they do not see, is that in this scenario, shield suits do not have to use a regulator to regen shields, and can use it for something else (Probably speed or reactive plates)
And Armor users could simply Fargo a repair module for armor plates and use the equipment slot for a rep hive, or have a logi nearby
In this scenario the armor user probably has more HP but once its down it stays down, unless coupled with a rep hive or logi in which said suit is "OP" in this state
If this is the case, it is up tO the shield user, to either flee, or get rid of the enemy repair first
Back in chrome, TTK was low enough that everyone could make these split second decisions and were rewarded for being smart
But now the game has just turned into a twitch shooter, so its hit or miss
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CHANCEtheChAn
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Posted - 2014.07.20 20:08:00 -
[14] - Quote
Summ Dude wrote:CHANCEtheChAn wrote:Thesis Paper I agree with pretty much all of your ideas here; they make Assault suits more viable while further strengthening the racial styles of each suit. So enjoy my +1s. However I'm still looking for a clear definition of which role Assault suits are meant to be filling from CCP. If they're supposed to be the pure slayers of the game, that's fine. But it requires altering their bonuses (and probably the Commando bonuses as well) to actually fit that role. Giving Assaults buffs that just make them better overall suits is great, but at the end of the day, Dust 514 (as I understand it) is a game focused on niches and teamwork, and without a solid role to fill, I feel that Assault suits will continue to be heavily overshadowed.
Let's be honest here
With 1 equipment slot
And the most HP (besides logis, but most of them are either too slow or don't have sidearms) of any light weapon user
The assault is, and always has been the front line slayer suit
Instead of the Commandos getting the bonuses they have
Those should have went to the assault suit
And commandoes should have simply been given a big HP buff (More than assaults, less than sentinels)
And things would have balanced out
(But why would someone not simply use a sentinel over a Commando? Because Commandos would be faster and be able to carry two light weapons)
But now your stuck with Commandos that kill very easy and die very easy
And can lay down extreme AV fire from the secondary slot
And an assault class with no real purpose because their "Racial bonuses" are pretty terrible (Minus Amarr)
Assaults used to be the slayer suit
But then Logis got a buff which made them better
HMG got a buff that made Sentinels better
Commandos got a Racial bonus that made them better
And scouts got a buff that made them Lol good
While the assault suit kinda just sat here since Chrome with nothing going on
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Posted - 2014.07.20 22:32:00 -
[15] - Quote
CCP Rattati wrote:Assaults are not getting another equipment slot.
As they shouldn't
I saw you talking about the idea in another thread so I assume the idea got shot down
So now that Logistics class is the main support class
While scouts can be the long range support class (They can get equipment to certain areas faster and undetected)
All that's left for Assaults are to be basically, an Assault class (Or slayer, front line, on the ground, in the thick of it suit)
Correct?
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Posted - 2014.07.20 22:41:00 -
[16] - Quote
Sgt Kirk wrote:Someone please tell me why giving the assault an extra equipment slot will make it better at killing people with its light and sidearm?
huh? nothing? just stuck on the assaults of the Beta days huh?
No, assault doesnt need an equipment slot for any reason.
So you want to take away ALL of the equipment slots from assault suits?
And replace it with what per se?
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Posted - 2014.07.21 02:33:00 -
[17] - Quote
Cavani1EE7 wrote:CCP Rattati wrote:Assaults are not getting another equipment slot. Yes they are. Looks like an HP buff was favored over an extra equipment slot
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Posted - 2014.07.21 18:56:00 -
[18] - Quote
Grimmiers wrote:Posted a thread and feedback and ideas about a potential assault damage bonus where each level would buff a weapon's weakness. The idea was to create the same offset damage profile that the combat rifle has for the assault class to make them better at slaying more types of suits.
Deeby suggested that while using the assault suit the proficiency skill would apply to both shields and armor for the racial weapon which I like more than my suggestion.
It is a shame tthat the first suit I leveled up to 5 was the assault suit and I now only use it for option C...
That being said delta can't come soon enough. The damage mod changes will be good too, but will end up better on other suits. Yeah, the problem with damage mods is that shield users have to choose between damage mods or shields
While armor users get to choose between damage mods and...
Well damage mods
Again with the high slot/low slot imbalance
And the TTK is already borderline COD levels
Increasing damage mod usage is just going to increase that
Especially when Heavies with HMGs are typically the main users of damage mods
TTK being low is pretty upsetting when your running around in a proto suit it took you 2 years to build the experience for
And a 2 day old new guy can kill you in a second or two with a militia AR in the back
When back in chrome you still had the time to turn around and outmaneuver the new guy
So sad DUST
So sad...
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Posted - 2014.07.22 23:56:00 -
[19] - Quote
Skylight Atoma wrote:CHANCEtheChAn wrote:
Instead of the Commandos getting the bonuses they have
Those should have went to the assault suit
Pretty much this, the bonuses should be swapped. IIRC commandos were intended to be the "ultimate suppression suit", not "ultimate slayer suit". To suppress you need to have more potential application and less dps downtime, not higher damage. Higher damage is for slaying.
Because we have E-war/slayer/support/suppression mentioned when we talk about different classes and suits
No one has really ever mentioned AV for a suit
Every single suit can be an AV threat
Every class can carry a swarm launcher and AV nades
And because sentinels have no AV grenade capacity, they have forge guns
I didn't really talk about the roles I believe every suit should play, before in this thread
But I am a HEAVY pursuiter in that the Commando suit should be the designated AV or AV-Suppression class in DUST
Because the Commando can use a Swarm launcher in the second light weapon slot
And a primary weapon (That they probably get a bonus to damage and reload speed for) to kill infantry
I feel like in a squad of 5 players, with every player playing as 1 of every class
The Assault should be in front, pushing the objective, followed by the sentinel to clear out the mess of enemies when they begin to converge on the assault, followed by its logistics with a rep tool or rep hives and uplinks to repair his fellow comrades, but enough tank and speed to survive if the others fall, and respawn them if they fall, followed by the Commando and scout protecting each other and providing covering fire from afar.
The Scout provides passive scans while staying hidden to protect the Commando, while the Commando stays back from the fight to cover his squad, and then provides AV superiority from afar if an enemy vehicle roles up on his team with a PLC or Swarms. Then when the objective is clear, the scout moves up to hack with the assault, the assault of course being the sponge for enemy fire while the sentinel/logi provide point defense and the commando sits back with overwatch
I feel as though maybe the assault suit should get a flat 5%-10% damage bonus to all light weapons (Probably 5%) and then add on a 5%-25% bonus to AV damage for Commandos (And I don't own either of these classes by the way in case you believe I'm being biased for these two classes)
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Posted - 2014.07.24 14:46:00 -
[20] - Quote
Oh yeah
So another thing to further mention
Bump
Because you know I got to
Huge discussion needs to be made here
And with 4 pages, this kind of just died
Maybe because there are so few assault players left in DUST
well let's change that my friends
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Posted - 2014.07.24 15:03:00 -
[21] - Quote
RendonaSix wrote:CHANCEtheChAn wrote:Oh yeah
So another thing to further mention
Bump
Because you know I got to
Huge discussion needs to be made here
And with 4 pages, this kind of just died
Maybe because there are so few assault players left in DUST
well let's change that my friends That's what happens to everything that matters. I'll bet if I made a thread labeled 'I fapped', it would probably last ages lol.
Longer than Dust lasted I suppose
"10 year plan"
Turned into
"COD life cycle"
Sure hope legion gets ported and lasts longer
Don't wish for my time here to have been a waste
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Posted - 2014.07.24 15:23:00 -
[22] - Quote
Adipem Nothi wrote:I don't think you'll have to worry much longer about a shortage of Assault frames. You say that now
But assault frames are still going to be underpowered compared with scout frames
There is no E-war
And low low regen
You will see an increase in pubs
But not an increase in competitive play
You can't simply go "I'm an assault and I kill things" and be viable in competitive play(Unless your Amarr)
When you offer little benefit to your squad or team
When a scout can say "I'm a scout and I kill things, and provide equipment like a logi, and I can be invincible, and I can scan huge areas of enemies, and I can run super fast from point to point, oh and I kill things"
The new assault bonuses can't come soon enough
And if they are beneficial enough like I believe they will be, then MAYBE
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Posted - 2014.07.24 15:50:00 -
[23] - Quote
RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but e a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout. From a post I made not 10 minutes ago...
I promoted a viable fix for the scout class to the CPMs several months ago before 1.8 launched, and I KNEW scouts were gonna be OP in every way
Was to move rifles into a Medium weapon category
This way, what was left in the light weapon category was Snipers, Mass driver, shotguns, PLC, Swarm launcher, etc
So now the scout class should only be allowed to carry a light weapon and a sidearm as most previous 1.8 scouts used to use their sidearms more than primaries anyway
And then move assaults, logis, and Commandos into the medium weapon slots
That way you take away the long/medium range slayer ability of scouts without having to continuously Nerf them into the ground
(Oddly enough, it was shown at the Legion presentation a month or two after that scouts can no longer carry primary weapons until later down the skilltree)
Could EASILY have been implemented and made everyone go back into other suits instead of rushing into the FOTM due to all the new light weapons being either situational or not everyone's cup of tea
Yeah, you would still have a bunch of scouts with shotguns scrubbing it up, but whatever, Shotguns are CQC and scouts are a CQC suit
But the true assault players like me would have never specced into a scout without my rifles ready
Simple additions and solutions that are just not looked at
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Posted - 2014.07.24 16:53:00 -
[24] - Quote
RendonaSix wrote:CHANCEtheChAn wrote:RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but e a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout. From a post I made not 10 minutes ago... I promoted a viable fix for the scout class to the CPMs several months ago before 1.8 launched, and I KNEW scouts were gonna be OP in every way
Was to move rifles into a Medium weapon category
This way, what was left in the light weapon category was Snipers, Mass driver, shotguns, PLC, Swarm launcher, etc
So now the scout class should only be allowed to carry a light weapon and a sidearm as most previous 1.8 scouts used to use their sidearms more than primaries anyway
And then move assaults, logis, and Commandos into the medium weapon slots
That way you take away the long/medium range slayer ability of scouts without having to continuously Nerf them into the ground
(Oddly enough, it was shown at the Legion presentation a month or two after that scouts can no longer carry primary weapons until later down the skilltree)Could EASILY have been implemented and made everyone go back into other suits instead of rushing into the FOTM due to all the new light weapons being either situational or not everyone's cup of tea Yeah, you would still have a bunch of scouts with shotguns scrubbing it up, but whatever, Shotguns are CQC and scouts are a CQC suit But the true assault players like me would have never specced into a scout without my rifles ready Simple additions and solutions that are just not looked at Yeah it was just obvious it'd be broken when they announced cloaks. It was fun for a bit but its getting old fast. The whole 'be more aware' argument is simply just rhetoric, I feel like I lose brain cells when I see that argument and especially when there's a 4 page spread of delusional crap and static paper math to back it up. Scouts are important for stealth and E-war
Shouldn't have been pushed past that
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Posted - 2014.07.25 02:16:00 -
[25] - Quote
Still want to know what the new assault racial houses will be
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Posted - 2014.07.25 14:39:00 -
[26] - Quote
Ydubbs81 RND wrote:Damn...am I too late?
ROF bonus to all assault suits amarr - bonus as is caldari - bonus to shields... (either recharge delay or regen) gallente - bonus to efficacy of armor rep modules per level minmatar - bonus as is Sorry Ydubbsy
But this is out of the question bro
Problems
- ROF does not effect all weapons, case in point the scrambler rifle and combat rifle and many others(But the argument can be made that the scrambler is already so good with RoF and the Amarr bonus is so good to it that this can be overlooked, but the combat rifle has a set time between each burst so would have to be fixed to use. Although argument can also be made that the CR is already OP)
- Keeping the Amarr and Min bonus the same, restricts their usage to JUST using certain set of weapons to get bonuses, while Caldari and Gallente CLEARLY now have the best bonuses of the bunch, as they get bonuses to thing study are nearly GARUNTEED to use always
- Gallente and Caldari have always been the main suits of choice for nearly every class, we want to move away from that and make all the suits balanced in power. IE if this was a popularity contest you shouldn't know who to vote for.
- Devs have already shot it down BUT
I would like to revisit the issue
What WOULD be the negatives and positives of a ROF bonus across the board of a small, say, 2% per level (Like the Commando)?
Certain weapons would not be able to utilize the bonus, do yall think this would make them upset?
But it DOES stand to reason, that while the Commando gets the damage and reload bonus,someone else should get the dispersion and ROF bonus
I think personally a ROF AND Dispersion when ADS reduction would be balanced if you push it across all weapons as a general bonus (2% of both per lv)
Instead of just a "Certain weapon type bonus"
And then to better out Commandos, ALSO make their damage bonuses do 2% damage per lv to every weapon type, but their reload speed (2% per level, which should be increased to 3% so specialized Commandos are awfully good at 1 vs 1s, stays as a certain racial weapon type)
The MAIN problem with Commandos, is when I see one, I have the distinct notion of knowingnwhat kind of Commando it is, and knowing exactly what kind to gun it will have, thus being able to counter it ALWAYS before I even see the gun
While a damage increase for every weapon type will allow flexibility amongst a dying class
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Posted - 2014.07.25 23:16:00 -
[27] - Quote
Fox Gaden wrote:CHANCEtheChAn wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol What I do when posting my many multi post threads is to start with the subject saying GÇ£Thread Under ConstructionGÇ¥ and the body just being GÇ£reservedGÇ¥ until I have reserved all the posts I need. Then I edit, copy & past my posts, and finally change the Subject. I didn't even know I could cahnge the subject name...
I've only ever posted like 3 threads ever
Shows how much of a scrub I am
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Posted - 2014.07.25 23:35:00 -
[28] - Quote
Benjamin Ciscko wrote:CHANCEtheChAn wrote:Ydubbs81 RND wrote:Damn...am I too late?
ROF bonus to all assault suits amarr - bonus as is caldari - bonus to shields... (either recharge delay or regen) gallente - bonus to efficacy of armor rep modules per level minmatar - bonus as is Sorry Ydubbsy But this is out of the question bro Problems[list=1] ROF does not effect all weapons, case in point the scrambler rifle and combat rifle and many others(But the argument can be made that the scrambler is already so good with RoF and the Amarr bonus is so good to it that this can be overlooked, but the combat rifle has a set time between each burst so would have to be fixed to use. Although argument can also be made that the CR is already OP)
Or it could affect the ACR an ASCR so that it is practical to run more than just your primary variant. The DPS of the main weapon vs. the Assault variant is very large especially for the SCR the bonus could be "+2% ROF to racial weapons per level" to go in conjunction with their idea of having Amarr assault use Amarr weapons and Min Assaults use Min weapons but making the assault variant or in the case of the Plasma Rifle the breach variant more practical to run while still applying to the STD Plasma Rifle to make it the "King of Assault Rifles"
The problem with ROF with a races " Racial weapons"
Is not every race has an equal amount of usable weapons
IE Caldari is the only race with swarms
Gallente with shotguns
Etc etc
So people will sit there and moan and groan
But overall I think you can just say "Screw the moaning and groaning" and go for it
Personally, I believe EVERY rifle should have been balanced before hand so that the Main variant of a weapon is burst or semi-Auto fire (As the developers have said, the main variants should be the highest DPS of the group), and the assault variant is the fully automatic version
Such as the Rail rifle should have been burst fire charge up (Short charge up for extremely high DPS and range)
And the Duvolle should have been changed to the TAC or burst variant
This way ALL primaries with assault variants function the same
And all assault variants function the same (As not to confuse players)
Just something to think about LEGION wise if your listening Rattatati (You lurker you)
But as is not the case in DUST, I agree a ROF bonus could make the assault variants much more viable, and the underpowered primaries more viable
Example:
Combat Rifle/Scrambler rifle-Considered two of the most OP rifles in DUST get no effect
Plasma Rifle/Rail rifle/Laser Rifle-Considered to be the underpowered rifles, will all receive 10% ROF bonus at lv5
Assault Scrambler Rifle/Breach Plasma Rifle/Assault Combat Rifle/Assault Rail Rifle- All variants on the edge of being breakout success stories that would get the ROF bonus
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