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TheD1CK
Dead Man's Game RUST415
1528
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Posted - 2014.12.14 22:53:00 -
[1] - Quote
The bonus on Cal Assault is not appreciated by many but adds to the Hit n' Run style of a shield tanked suit the recent changes to Charge time and Kick were put in to balance the Rail Rifle, and worked well. To remove the reload bonus, and add a bonus to undo the balancing changes (kick/charge) is not a good idea imo
Min/Amarr bonuses help you engage for longer, where the Cal bonus encourages you to use cover suppress enemies and always have the next magazine ready, so while it doesn't directly increase your engagement window, it does reduce the delay in taking cover, regening some shield and reloading so your back in the fight faster...
So I think the bonus should be left alone, and balance come form tweaking other areas, such as
- Complex Shield Extenders giving about 75hp - Fitting buff (PG) - Lower shield recharge delays - ScR alpha dmg (the charge dmg multiplier, along with dmg shield bonus near insta kills even a Ck.0 Assault) - 4th low slot (as with Callogi) but this leaves 9 modules so unbalances Assaults (reason for 9th slot being, a shield user takes a lot of cost via rechargers/regulators/extenders, so needs a CPU/PG mod)
I would like to know what opinions there are on this? should we bring back the OP RR just to give Cal Assaults a role? Or balance it so a shield tanked Ck.0 is not a suicide mission from the start..
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TheD1CK
Dead Man's Game RUST415
1530
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Posted - 2014.12.16 11:09:00 -
[2] - Quote
Have any changes been confirmed by CCP for Caldari Assaults? It would be good to see them balance around it rather than sticky tape a new bonus onto it Several things can help the Caldari Assault be a good option in combat with the other suits.
The upcoming Plate nerf will help some. Alpha DMG of shield weapons could be lower Shield modules (extenders/regulators) Shield recharge delays Low slot DMG mods
I'd like to see some of this attempted before they go back to the drawing board on bonuses. |
TheD1CK
Dead Man's Game RUST415
1531
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Posted - 2014.12.16 11:28:00 -
[3] - Quote
True Adamance wrote:Even if the Profiling Damage value on Profiling Values on Protofits are correct and the per shot damage is 112....the modifier is only 3.5x for the charged shot.
At best the Scr Charged shot deals 392 damage vs Shielded targets assuming 2x Damage Modules and Proficiency V....... this does not instantly deplete a well shield tanked suit.
So a Ck.0 is shot once by ScR - 392dmg. I am left with either 133 or 225 (shield) depending on fitting one more slight charge shot I'm either dead or on a slither of armour ... It is not a blanced fight will never be with that dmg total.
392 in one a shot of a Rifle is way too much even with resistance the Armour will not even survive that,
^ I suppose its arguable to go 2 ways to fix this - Buff shields - Nerf ScR charge multiplier
Currently Shield users are forced to Armour tank to deal with high alpha dmg weapons or Flux Making anti shield weapons deal reasonable dmg is one option or we could make shields hp totals or resistances better to add some survivability to the Cal Assault. I really want to see it balanced rather than have bonuses flipped to suit Slayers
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TheD1CK
Dead Man's Game RUST415
1534
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Posted - 2014.12.16 20:36:00 -
[4] - Quote
Bahirae Serugiusu wrote:The great Caldari Assault bonus comes also from the role bonus of all Commando suits and something you can skill into.
The Commando deals extra damage but the Assault has some advantages in mobility and fitting options While the bonus overlaps, I would not consider them the same role in combat..
Simply put the Calmando is a good defence option, but the Caldari Assault does exactly what it should, fast regen, good mobility and the Reload bonus adds to that playstyle a lot when maxed out. The Kick on RR is what it needs to be, putting a bonus to 'break' a weapon should not be considered |
TheD1CK
Dead Man's Game RUST415
1535
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Posted - 2014.12.17 00:50:00 -
[5] - Quote
Benjamin Ciscko wrote:Cal assault bonus blows and should be replaced w/ kick reduction.
This skill benefits Slayer Assaults more than Shield tankers, and should not be used The RR kick was increased for a reason and should be kept that way on all suits
Regulators/Rechargers and Fast Reloads make the Ck.0 the ideal shield tank Assault The weaponry and modules should be balanced rather than trying to find an OP bonus.
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TheD1CK
Dead Man's Game RUST415
1536
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Posted - 2014.12.17 01:42:00 -
[6] - Quote
TYCHUS MAXWELL wrote:TheD1CK wrote:Benjamin Ciscko wrote:Cal assault bonus blows and should be replaced w/ kick reduction. This skill benefits Slayer Assaults more than Shield tankers, and should not be used The RR kick was increased for a reason and should be kept that way on all suits Regulators/Rechargers and Fast Reloads make the Ck.0 the ideal shield tank Assault The weaponry and modules should be balanced rather than trying to find an OP bonus. Why would you need to reload faster while you're hiding behind a box waiting for your shields to tick back up? Don't say you won't be hiding, because that's just bad news for shield tanking. 0 damage from an assault rifle 150 meters away will constantly reset your shield delay.
With the Rail your are tracking targets having to allow for charge time if you re-adjust your aim ... This leads to a lot of situations you will fire half your clip, then need to stop and adjust your shots ^ In between doing this constant reloads are vital
In any Caldari Assault you have shield delays of about 2 secs (unless you are being a scrub) Reloading in this time is perfect especially when the red who drives you into cover, rushes in for the kill..
Removing the reload bonus will increase difficulty for Shield tanked Cal Assaults... And most likely make Dual tank/DMG mod the common fit (especially if bonus is to kick/charge) ^ This is why CCP need to balance shield tanking, it is the main issue on the Caldari Assault
I hope more of you agree that changes to Shields//Shield weapons would be the greater benefit for this The bonus is perfect, but the Armour meta along with ScR alpha holds it back from competing with other Assaults Changes are needed in one of those areas, the bonus is not the problem...
If Rattati gets bored enough to read this I would like his opinion on the Caldari Assault |
TheD1CK
Dead Man's Game RUST415
1540
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Posted - 2014.12.17 14:51:00 -
[7] - Quote
Reload combined with fast regen is ideal for a Shield tanker, covering teammates keeping near cover It benefits the Caldari Assault using that setup, rather than tankin up and going in for CQC
Kick reduction, would leave Caldari Assault tanking hp/dmg and going right into CQC As they will be able to land a good number of shots as we could before (RR nerfs) Rather than balance the suits, some of you seem to be proposing that a Cal Assault should perform a similar role to the Amarr, sounds tasty but are you serious ???
Having a suit that should be the opposite in playstyle (Amarr CQ/Caldari Long-Range) Is great for gameplay, add some variety to the playstyles on offer... mercs need to accept that It should not be intended to do the same ffffiiinngg thing as the others......
I would like some Dev feedback about changes for Cal Assaults or Shield tanking in general, as most will agree that they are not on par with their Armour counterparts |
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