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JRleo jr
Xer Cloud Consortium
71
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Posted - 2014.07.19 20:52:00 -
[1] - 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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JRleo jr
Xer Cloud Consortium
73
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Posted - 2014.07.19 22:02:00 -
[2] - 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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JRleo jr
Xer Cloud Consortium
73
|
Posted - 2014.07.19 23:13:00 -
[3] - 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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JRleo jr
Xer Cloud Consortium
73
|
Posted - 2014.07.20 00:32:00 -
[4] - 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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JRleo jr
Xer Cloud Consortium
73
|
Posted - 2014.07.20 00:41:00 -
[5] - 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.
|
JRleo jr
Xer Cloud Consortium
77
|
Posted - 2014.07.20 14:24:00 -
[6] - 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 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?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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JRleo jr
Xer Cloud Consortium
78
|
Posted - 2014.07.20 15:52:00 -
[7] - Quote
CHANCEtheChAn wrote: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 raise 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? Well most people would think 50% more shields from extenders would be op, so 10% per level for every other shield mod.
Then I would feel my sp actually being used for my proto cal assault.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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