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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6194
|
Posted - 2013.09.26 01:24:00 -
[1] - Quote
The current bonuses do not appropriately or clearly emphasize the roles of the dropsuits. Some do not make sense, some are just silly; Assault shield bonus is useless for the armor-based Gallente assault, Minmatar scout melee+bonus is still lower than a medium frame melee even when maxed out, Min scout bonus to another race's knives, the sentinel bonus is useless for heavy weapons without feedback damage and even then its only useful if you're careless enough to overheat.
Below I will describe below what I think the bonuses should be like.
Relevant changes required first: The Uprising 10% damage buff to all weapons needs to be removed. Those who want to keep the 10% extra damage should spec into assault. Relevant to my proposed assault general bonus.
WP rewards for armor repair from injectors and repair tools should be proportional to armor HP repaired. Right now you make more WP from reviving someone with a crappy injector, and then repairing their armor with a crappy armor repairer to get more WP; making WP rewards for armor revived/repaired would fix this. Relevant to Gal logi bonus.
[MEDIUM SPECIALIZATIONS]
Assault bonus: 2% light weapon damage per level. Assaults are about offense, so damage should be emphasized. Amarr bonus: 5% heat buildup reduction per level for laser weaponry. I love this bonus, no need for changing.
Caldari bonus: 5% shield recharge rate per level. Very useful for a shield-based suit.
Gallente bonus: 10% armor repairer efficacy rate per level.
Minmatar bonus: 5% increase in melee damage per level. This bonus has been taken from the Min scout since even when maxed out, a scout's melee damage is crap compared to a medium frame. The previous hacking speed bonus was ok, but it would work better on a faster suit with more speed and stamina; logis' speeds and/or staminas are inferior compared to the medium frames.
Logistics bonus: 5% reduction of PG/CPU of equipment per level. Am bonus: 1 armor repair HP/s per level. As a combat logi (has a sidearm), it makes sense to have a bonus to its own survival in addition to the support-centric general logi equipment bonus. I thought about a drop uplink bonus for Amarr logi, but Am logi is the lowest medium frames; not the best suit for setting uplinks.
Cal bonus: 10% more nanite cluster for deployed nanohives per level. Nahohives are Caldari (names like Ishukone, and blue color), so makes sense.
Gal bonus: 10% nanite injector efficacy per level.
Min bonus: 5% repair tool range per level + 5% repair tool repair rate per level. Repair tool is Minmatar (names like Core, and brown color)
________________________________________________________________________________________________
[LIGHT SPECIALIZATIONS]
Scout bonus: 5% profile dampening per level. No need to change that. Am (SoonGäó) bonus: 1+ maximum spawns per unit for drop uplink. Drop uplinks are Amarr (names like Imperial, and golden color), and scouts have the speed needed to make the best use of the uplinks.
Cal (SoonGäó) bonus: 5% regular and depleted shield recharge delay reduction per level. Good for a shield-based suit.
Gal bonus: 5% range increase per level of both passive scan and active scanner. Active scanners are scouty, and active scanners are Gallente (names like CreoDron, and green).
Min bonus: 5% hacking speed bonus per level. The hacking speed bonus makes more sense on a scout because of speed and stealth. It does not make sense for the Min to have a bonus to Caldari knives; even the bonus will get changed to be for the upcoming Minmatar melee weapon (SoonGäó), it would still be odd that it would be the only melee weapon with a suit bonus to augment it.
*There should probably be a new specialization for ninja knifers where each raceGÇÖs suit has a PG/CPU fitting bonus to the melee weapons of that race, and a general bonus to sidearm damage. Perhaps 2 (or 3) sidearm slots, and no light weapon. This is because I know a lot of ninja knifers will be hurt by the changes to the Min scout I propose* ________________________________________________________________________________________________
[HEAVY SPECIALIZATIONS]
Sentinel bonus: 5% reduction of heavy weapon PG/CPU costs per level. The previous bonus to feedback damage reduction would only be useful for the upcoming heavy Amarr weapon, and would be useless to a player who is good enough to avoid overheating (basically punishing skill). Am bonus: 5% more armor plate efficacy per level.
Cal (SoonGäó) bonus: 5% more shield extender efficacy per level.
Gal (SoonGäó) bonus: 10% armor repairer efficacy rate per level.
Min (SoonGäó) bonus: 5% more heavy weapon reload speed per level
*Alternatively, the sentinel bonuses can be based on their race's heavy weapon instead*
Commando bonus: 5% reduction of PG/CPU costs of light weapons per level. Am bonus: 5% reload speed of laser light weapons per level. Perfect for laser rifle and scrambler rifle combo. The previous bonus was good for tanking, but commandos aren't meant for tanking,
Cal (SoonGäó) bonus: 5% reload speed of railgun-hybrid and missile light weapons per level. Perfect for any combo of the following 2 weapons: swarm launcher, sniper rifle, and rail rifle (SoonGäó).
Gal (SoonGäó) bonus: 5% reload speed of plasma-hybrid weapons per level. Perfect for any combo of the following 2 weapons: shotgun, assault rifle rifle, and plasma cannon.
Min (SoonGäó) bonus: 5% reload speed of explosive and projectile light weapons per level. Perfect for combat rifle (SoonGäó) and mass driver combo.
These are my proposed changes. Feel free to share your thoughts in the comments. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6194
|
Posted - 2013.09.26 01:24:00 -
[2] - Quote
Reserved, just in case. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6196
|
Posted - 2013.09.26 03:09:00 -
[3] - Quote
Also reserved, and totally not just a bump. |
Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
46
|
Posted - 2013.09.26 03:19:00 -
[4] - Quote
My only minor gripe is the Gal logi bonus. Should they get a bonus to Caldari tech? I understand that Gallente ideology puts a greater importance on human life and so they're more inclined use them, but we're not great fans of using Caldari tech.
(Btw, I don't have an answer. Just putting the question out there. :P) |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 03:21:00 -
[5] - Quote
Melchiah ARANeAE wrote:My only minor gripe is the Gal logi bonus. Should they get a bonus to Caldari tech? I understand that Gallente ideology puts a greater importance on human life and so they're more inclined use them, but we're not great fans of using Caldari tech.
(Btw, I don't have an answer. Just putting the question out there. :P) Ran out of Gallente equipment, there is the active scanner, but I would rather have it on the scout. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2427
|
Posted - 2013.09.26 03:23:00 -
[6] - Quote
I'd be inclined to say the assault damage bonus should probably be closer to 1% per level. If we can agree that the current time-to-kill (with the 10% post-uprising bonus applied) is too short, then these suit changes would keep all PRO-assault players (regardless of suit) killing people too quickly, and they'd be their own separate class vs. other players.
10% is the difference between STD and PRO in damage. It's a huge damage buff that in this scenario would effectively be a nerf to all non-assault players. Sure, it might discourage the assault-logi phenomenon, but if everything else dies in seconds then it would become an assault-focused games (much as many people have fallen back on cheap fits with ARs in this build).
I'd also say that aside from melee-glitchers, you don't see much melee. It's a very specialized bonus in comparison to the others. With the Amarr Scout, I don't know that additional spawns on a link is frequently a problem/need. It seems you're more likely to have a link destroyed than run out of spawns unless you've put it on a roof (and you don't need a scout for that). |
Cosgar
ParagonX
5458
|
Posted - 2013.09.26 03:28:00 -
[7] - Quote
Leave the Minmatar logi racial as is. It fits with the logi/scout hybrid role the suit fills. |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 03:28:00 -
[8] - Quote
Small correction for you.
The min assault is currently sidearm clip size not hacking as you've claimed. I'd also advice sticking with the theme and keeping all the assaults with a tanking racial bonus. CCP can make another specialisation for the melee one. |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 03:30:00 -
[9] - Quote
The logi racial bonuses also seem a little weak to me. Perhaps give them a second bonus of some sort? The amarr scouts bonus is lame too. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
309
|
Posted - 2013.09.26 03:35:00 -
[10] - Quote
For the scout suits: The Minmatar scout bonus is very fitting (more so than min logi)
The Cal scout bonus I'm not so enthused with. That bonus seems for fitting for a suit that is expected to be in direct combat... which a scout shouldn't really. The Cal scout bonus that I like the best and find to be the most fitting is a 5% reduction in scan precision per level along with the promise that E-War equipment effectiveness will be determined by the suit's scan precision.
The Amarr Scout's bonus seems... kinda pointless. The expected life span of a scout tends to be pretty low. Combine that with fairly easy access to supply depots and the extra spawns aren't really that useful. However, I'm not sure what bonus would be appropriate for the Amarr scout.
As for the other suits, I don't play as them and don't have enough info to give credible input into them. |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 03:49:00 -
[11] - Quote
Garth Mandra wrote:Small correction for you.
The min assault is currently sidearm clip size not hacking as you've claimed. I'd also advice sticking with the theme and keeping all the assaults with a tanking racial bonus. CCP can make another specialisation for the melee one. I am suggesting the the Min assault gets changed to a melee bonus.
Oops, put it in the wrong section, the thing about the current bonus was meant for the Min logi section. Fixed now. I want Min assault to have melee bonus, Min logi to have repair tool bonus, and Min scout to have hack bonus.
EDIT: Trying to think of a better uplink bonus now. Opened to suggestions. |
Wombat in combat
TeamPlayers EoN.
83
|
Posted - 2013.09.26 04:04:00 -
[12] - Quote
I just recently made a post about the injector/repair problem, see point 7 and agree with you fully. I'm however fairly certain it doesn't matter what repair tool you use, I could be wrong though. I recall it used to be the way you described it (i.e. more rewarding to use vehicle repair tools on infantry because you'd get more ticks) but doing some testing a while back I found that at least when using the Core Focused repair tool the 25WP ticks come in faster. In my proposed fix I suggested that the extra 20-50% (compared to the militia/std 30%) armor repaired by better injectors should award equally many war points as if you repaired it with a repair tool.
But on to your other proposed changes. I've got used to the extra 10% and don't think it should be removed, killing took weirdly long before.
Medium assault. I agree with the 2% light weapon damage bonus per skill level, but I can't comment on the other assault changes as it's not my area of expertise.
Medium logi. The 5% reduction of PG/CPU to equipment makes allot of sense to all the logistics suits. It's in fact why I picked Gallente Logistics when Uprising came and I haven't regretted it, it's a fitting beast. As a logistics player I can't however say I agree with the rest of the logi bonuses. IMO the Amarr bonus should be repair tool related (the +5% to range and rate sounds good though). 10% more clusters per level might be a bit high number, I'd prefer if it were 5% more clusters and/or 5% increased rate of resupply. The Gallente bonus is the most weird and crappy one. Does 10% nanite injector efficacy per level mean when you use a 30% injector at level 5 it repairs 80%? And a 50% one 100%? What if you use the 80% one? I'd much rather pay the CPU/PG price of carrying the prototype injector and get some other relevant bonus. As a Gallente logistics the equipment I use the most are nanohives and a scanner so I'd prefer a bonus to one of them.
Light. Not my area of expertise but I agree with that the hacking bonus is better suited on a Minmatar scout suit rather than the logistics suit. I don't think though that the scouts should be getting bonuses to equipments, not unless they'd receive at least more equipment slots at prototype level. I think more suit passive abilities would be better ... suited.
Overall though good write and suggestions. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 04:05:00 -
[13] - Quote
Anyone know the signature profile of a drop uplink? I'm thinking of having the Amarr scout bonus be about decrease uplink sig profile to keep them hidden.
EDIT: Could also just make it spawn time reduction. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6201
|
Posted - 2013.09.26 04:16:00 -
[14] - Quote
Changed Amarr scout bonus to sig profile reduction to hide uplinks.
I have no problem with the current time-to-kill, so I see no problems with assaults keeping it. Lowering it to 1% per level though since I understand many do not feel the same way. |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 04:21:00 -
[15] - Quote
I don't mind the 10% damage. It's basically a free damage mod. Just like current logis get a free complex rep. Seems fine to me. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2431
|
Posted - 2013.09.26 04:24:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:Anyone know the signature profile of a drop uplink? I'm thinking of having the Amarr scout bonus be about decrease uplink sig profile to keep them hidden.
EDIT: Could also just make it spawn time reduction.
If you could get enough of a bonus to keep uplinks of scanners, that would be pretty impressive.
I'm a little curious how they'd get all the equipment stats to stay persistent if an Amarr Scout say, dropped links, died, then was in another suit the rest of the match. Similar question on nanohive benefits, if you throw out a bunch from the supply depot in your suit that gives bonuses - do they remain "bonus-ed" hives after you've swapped to an assault for the rest of the game?
They've apparently had issues getting the sort of granular suit bonuses they want, and it seems like some bonuses on existing things supposedly don't work (bug threads about these things occasionally). Perhaps this is a sad way to look at it, but with some bonuses I'd be concerned about my ability to be sure it's actually working as intended with the length of the fixing-cycle in this game vs. the time investment required for a lot of the gear. If something doesn't work, you may be out a month's worth of SP with no even vague estimate of when the fix might come.
For example, with drop-uplinks and spawn time, actually timing spawns to see if you've getting the bonus after you've died, or if it still works if the Amarr Scout user has died, etc. That would have some issues nailing it down vs. default spawn time/how long you sat bleeding out/server lag/etc. Compared to signature profile though, that's at least sort of straightforward to test. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2431
|
Posted - 2013.09.26 04:33:00 -
[17] - Quote
Garth Mandra wrote:I don't mind the 10% damage. It's basically a free damage mod. Just like current logis get a free complex rep. Seems fine to me.
Armor reps never keep pace with damage though, it's additive as well, without any stacking issues. A complex damage mod is relatively hard to fit, and also has stacking penalties. A suit damage bonus has no stacking penalties with damage mods or proficiency.
So, a 10% bonus (single complex mod) is the difference between a STD AR and a Duvolle AR. Normally, adding another damage mod won't give you 10% more, it'll give you 8%, and less after that. Since this bonus would exist exterior to damage mods/stacking or proficiency, it's effectively like give every Standard AR user with a PRO assault (even when wearing a STD suit) a free Duvolle damage-wise. No stacking penalties, no other issues.
Comparatively, a 5% bonus is like giving everyone a "free Gek". Or an enhanced damage mod with no stacking penalties - that's still a very strong bonus compared to many of the other bonuses proposed that don't have a direct impact on your killing/surviving.
This makes the damage bonus relatively "stronger" than many other bonuses. It's different for things like a hacking bonus, because people tend not to use slots for them in the first place, and they have no stacking penalty (you get the full bonus for every hacking module you bother to slot). |
The-Errorist
Mannar Focused Warfare Gallente Federation
232
|
Posted - 2013.09.26 04:38:00 -
[18] - Quote
Wombat in combat wrote:I just recently made a post about the injector/repair problem, see point 7 and agree with you fully. I'm however fairly certain it doesn't matter what repair tool you use, I could be wrong though. I recall it used to be the way you described it (i.e. more rewarding to use vehicle repair tools on infantry because you'd get more ticks) but doing some testing a while back I found that at least when using the Core Focused repair tool the 25WP ticks come in faster. In my proposed fix I suggested that the extra 20-50% (compared to the militia/std 30%) armor repaired by better injectors should award equally many war points as if you repaired it with a repair tool.
Thats not how percent bonuses work in this game; it's not an additive bonus, but a multiplicative bonus. A militila/standard 30% injecter with the 50% from the Lv5 Gal Logi bonus will work this way: 30+ù(1+(0.1+ù5)) = 45 Advanced 60% injecter with the 50% from the Lv5 Gal Logi bonus: 60+ù(1+(0.1+ù5)) = 90 Proto 80% injecter with the 50% from the Lv5 Gal Logi bonus: 60+ù(1+(0.1+ù5)) = 120
Also KAGEHOSHI The difference between the std and adv is big, while the difference between the adv and proto is small. A 5% bonus would make more sense and also let the pro injecter revive at 100% armor. |
The-Errorist
Mannar Focused Warfare Gallente Federation
232
|
Posted - 2013.09.26 04:44:00 -
[19] - Quote
Ok, I see you changed it to 5%. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6204
|
Posted - 2013.09.26 05:20:00 -
[20] - Quote
Added inject speed bonus to Gal logi bonus also. |
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Awry Barux
Shining Flame Amarr Empire
139
|
Posted - 2013.09.26 05:33:00 -
[21] - Quote
Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts? |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 05:54:00 -
[22] - Quote
Awry Barux wrote:Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts?
I say keep the bonus as it is for now but add a module that does the same thing. ie. a heat sink that reduces heat build up of weapons by x%. |
Awry Barux
Shining Flame Amarr Empire
140
|
Posted - 2013.09.26 05:59:00 -
[23] - Quote
Garth Mandra wrote:Awry Barux wrote:Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts? I say keep the bonus as it is for now but add a module that does the same thing. ie. a heat sink that reduces heat build up of weapons by x%.
That's totally not an acceptable fix. While I would love to see heat sinks added as modules, it wouldn't alleviate the problem- an Amarr Assault would still have the highest heat mitigation, which would still provide direct DPS benefits from the suit bonus.
There's also still the reverse argument: Why should a suit have bonuses that apply to only 2 weapons? That seems unduly restrictive. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6217
|
Posted - 2013.09.26 06:07:00 -
[24] - Quote
Awry Barux wrote:Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts? I disagree with you completely. The Amarr make laser weaponry, so it only make sense that they would make their offensive suit (assault) to best utilize their weaponry. Your logi should not be able to use an LR or SCR just as well as an Amarr assault, logis aren't meant for offense, while assaults are. Why should you be able to use it just as well as an assault? The DPS still has to build up gradually with the LR, so its not just a simple DPS increase, its only on the condition that you survive the gun fight long enough to build to that higher DPS. An Amarr assault with an LR and some other suit with an LR will initially have the same DPS. That makes it fair IMO. As for the SCR, the sustained DPS is functionally the same as a bigger magazine; which is what the Minmatar assault has as a bonus for sidearms.
Consider this, some assault suits' current bonoses gives them extra HP (Caldari shield extender bonus), why is that more balanced? Also the Gallente's hybrid weapon fitting bonus could allow someone to save just the right amount of PG/CPU to fit a complex damage mod that they otherwise would be unable to fit, an indirectly can make one have much higher DPS (and without having to buildup to it like the LR). Why are those more balanced?
I play as Amarr logi, and currently the bonuses is like having a built-in complex armor repairer, plus you get the armor repairer bonus, plus you get 2 more equipment slots, plus you get 1 more low slot (great for achieving high HP with an armor mod, or getting more speed with a kin catalyzer). |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1027
|
Posted - 2013.09.26 06:10:00 -
[25] - Quote
A few things.
Good overall, but I need to point out that Uplinks should never, EVER be cloaked from the map. If you want to try and convince me otherwise, please try, you have a wonderful way with words.
The Hacking bonus on the Minmatar Logi makes sense because Logi's are group support. Therefore, the guys they support fight while the Logi hacks. Not saying a Ninjahacker suit doesn't make sense, but there is the sound logic behind the Minmatar Logi bonus... although I would rather have a rep tool bonus...
Finally, Minmatar bonus to MELEE? Howaboutno? I can think of better things, even if a few of them are relying on Soon features. 10% faster projectile charge swapping speed, to swap from EMP rounds to Titanium Sabot, or other combos, in their native guns. Somewhat similar to the Amarr bonus. The current sidearm bonus, but maybe slightly larger and only for Minmatar sidearms like the SMG. Maybe a speed bonus? Not fond of it as we already have scouts, but it is very Minmatar...
I also noticed that AV has effectively been shunted over to the Heavy class suits, which I approve of. Commando gets bonuses for the light AV and Heavy IS the Heavy AV. Assaults have the small damage buff, but the Commando will have the real edge giving them a definitive set of roles. Also, Sentinel looks pretty skimpy, but they aren't really giving you much to work with there so it's understandable. Could give the MinHeav a similar Charge Swap bonus as I outlined for MinAssa though.
Like the bulk of it though. If you reply please like this post so I'll have a message, I'm going to bed naow. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6219
|
Posted - 2013.09.26 06:18:00 -
[26] - Quote
Zero Harpuia wrote:A few things.
Good overall, but I need to point out that Uplinks should never, EVER be cloaked from the map. If you want to try and convince me otherwise, please try, you have a wonderful way with words.
The Hacking bonus on the Minmatar Logi makes sense because Logi's are group support. Therefore, the guys they support fight while the Logi hacks. Not saying a Ninjahacker suit doesn't make sense, but there is the sound logic behind the Minmatar Logi bonus... although I would rather have a rep tool bonus...
Finally, Minmatar bonus to MELEE? Howaboutno? I can think of better things, even if a few of them are relying on Soon features. 10% faster projectile charge swapping speed, to swap from EMP rounds to Titanium Sabot, or other combos, in their native guns. Somewhat similar to the Amarr bonus. The current sidearm bonus, but maybe slightly larger and only for Minmatar sidearms like the SMG. Maybe a speed bonus? Not fond of it as we already have scouts, but it is very Minmatar...
I also noticed that AV has effectively been shunted over to the Heavy class suits, which I approve of. Commando gets bonuses for the light AV and Heavy IS the Heavy AV. Assaults have the small damage buff, but the Commando will have the real edge giving them a definitive set of roles. Also, Sentinel looks pretty skimpy, but they aren't really giving you much to work with there so it's understandable. Could give the MinHeav a similar Charge Swap bonus as I outlined for MinAssa though.
Like the bulk of it though. If you reply please like this post so I'll have a message, I'm going to bed naow.
Uplinks would not be undetectable, just harder to detect. A fully skilled up scout, or a good enough active scanner should still spot it. I don't think the melee bonus would be ideal, but certainly not bad considering how well it would fit with their speed. We don't how how ammo types and stuff would work in Dust, so I think its too early to suggest something like that. |
Garth Mandra
The Southern Legion The Umbra Combine
125
|
Posted - 2013.09.26 06:19:00 -
[27] - Quote
Zero Harpuia wrote:Good overall, but I need to point out that Uplinks should never, EVER be cloaked from the map. If you want to try and convince me otherwise, please try, you have a wonderful way with words.
I would like to see Drop Uplink variants.
So we have our current drop uplinks as is.
Then Covert Drop Uplinks which have poorer stats (spawn time, number of spawns) but much lower profile such that it require high level scanning to find them (I thinking the precision proto scanner or an eyeball).
I don't really like drop suit bonuses for drop uplinks. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6219
|
Posted - 2013.09.26 06:26:00 -
[28] - Quote
Changed Minmatar assault to 5% magazine size per level bonus for projectiles; SMG and combat rifle (SoonGäó). Inspired a bit by the Amarr assault. |
Awry Barux
Shining Flame Amarr Empire
141
|
Posted - 2013.09.26 06:26:00 -
[29] - Quote
KAGEHOSHI Horned Wolf wrote:Awry Barux wrote:Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts? I disagree with you completely. The Amarr make laser weaponry, so it only make sense that they would make their offensive suit (assault) to best utilize their weaponry. Your logi should not be able to use an LR or SCR just as well as an Amarr assault, logis aren't meant for offense, while assaults are. Why should you be able to use it just as well as an assault? The DPS still has to build up gradually with the LR, so its not just a simple DPS increase, its only on the condition that you survive the gun fight long enough to build to that higher DPS. An Amarr assault with an LR and some other suit with an LR will initially have the same DPS. That makes it fair IMO. As for the SCR, the sustained DPS is functionally the same as a bigger magazine; which is what the Minmatar assault has as a bonus for sidearms. Consider this, some assault suits' current bonoses gives them extra HP (Caldari shield extender bonus), why is that more balanced? Also the Gallente's hybrid weapon fitting bonus could allow someone to save just the right amount of PG/CPU to fit a complex damage mod that they otherwise would be unable to fit, an indirectly can make one have much higher DPS (and without having to buildup to it like the LR). Why are those more balanced? I play as Amarr logi, and currently the bonuses is like having a built-in complex armor repairer, plus you get the armor repairer bonus, plus you get 2 more equipment slots, plus you get 1 more low slot (great for achieving high HP with an armor mod, or getting more speed with a kin catalyzer).
First, the Amarr logi has a sidearm slot- it's meant to be the most combat-ready logi. All logis, especially the Amarr, are meant to have non-trivial offensive capabilities. Logis do support, but that's by no means their only job. I should be able to use the LR just as well as an Amarr Assault because this restriction does not apply to any other weapon. I was certainly not saying that the Amarr Logi is less powerful overall than the Amarr assault.
All that's required to circumvent the initial build up time is a little LR preheating behind cover. Or, to put it a different way, the Amarr assault bonus makes a standard LR in their hands perform better than an ADV LR on any other suit.
For the SCR, it actually is very different than a straight clip size increase. The SCR's burst DPS, both with charge shots and uncharged shots, vastly outstrips any other weapon, including the AR. The balancing factor is the heat generation. While reduced heat generation, like clip size, does simply mean that you can fire for longer at a time, the effect on the SCR is very different than the effect on a SMG/SCP/FP. Waiting for heat to reduce is not at all the same as reloading, as you can charge the SCR during that time, or sprint, or throw grenades.
In comparison to the shield extender bonus or the Gal assault, the issue with the Amarr bonus is its extremely specific nature. Stronger shields or saving some PG/CPU is universally good and can be used in every situation, while heat reduction is either useless or incredibly good depending on your choice of weapon. |
medomai grey
WarRavens League of Infamy
176
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Posted - 2013.09.26 06:31:00 -
[30] - Quote
I came for the honeyed lamb... 4<(^.^)>-E |
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