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Summ Dude
Militaires-Sans-Frontieres
34
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Posted - 2013.09.27 11:16:00 -
[1] - Quote
+1. Overall I think you've got a good general set of ideas in place here. I do however have a few notes/suggestions:
KAGEHOSHI Horned Wolf wrote: The Uprising 10% damage buff to all weapons needs to be removed. Those who want more damage should spec into assault. Relevant to my proposed assault general bonus.
I'm not really sure this is necessary. I actually think the average time-to-kill was right around where it should be before aim-assist came in and started screwing stuff up.
KAGEHOSHI Horned Wolf wrote:Assault bonus: 1% 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 magazine size per level for projectile weapons; SMG and Combat rifle (SoonGäó).
I found it just a little odd that two of these suits have weapon based bonuses, while the other two are more HP-regen based. It seemed like you wanted the suits to have a more streamlined coherent set of bonuses, specifically offensive bonuses for the assault suits. So why not just give them all bonuses to the signature weapon type of that race? Maybe something like:
Caldari bonus: X% increase to range of railgun weapons.
Gallente bonus: X% increase to fire rate of all plasma weapons
KAGEHOSHI Horned Wolf wrote: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).
Similar to your point about assault suits, I feel that Sentinels should be about defense, and that should be reflected in the base suit bonus. I was thinking 1-2% damage resistance per level. This is seems pretty modest, and I think emphasizes the defensive role more. |
Summ Dude
Militaires-Sans-Frontieres
36
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Posted - 2013.09.28 05:06:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Did some changes
Assault bonus: 5% light weapon PG/CPU reduction per lv. Assaults are about offense, weapons should be emphasized. Caldari bonus: 3% range increase of railgun weapons per lv; good for sniper, rail rifle (SoonGäó), & magsec SMG(SoonGäó). Gallente bonus: 1% damage per level of plasma weapons; AR, shotgun, plasma cannon. Minmatar bonus: 5% increase in magazine size per lv for projectile & explosive weapons; SMG, flaylock, MD, & Combat rifle (SoonGäó).
Sentinel bonus: 3% resistance to light weapons per lv; this is to emphasize the defensive nature of sentinels. Am bonus: 2% per lv armor plate + shield extender bonus. Amarr are about HP, and dual tank in Dust (unlike in EVE). Cal bonus: 5% shield recharge rate per lv.
This all seems pretty good. My only real concern is that 15% DR may be too high, but I suppose we'd need to see it in action to be sure. I'm also a little ok the fence about the bonus only applying against light weapons. But I suppose it does make sense with he suit'a in-game description, and it would add an interesting dynamic of needing a heavy to counter a heavy. So it might work alright.
As to your logistics bonuses, I think they're fine. Remember people, it's not like you'd only be able I use their race's equipment, you'd just be better at using that one than the others. I don't see how that's a problem. I mean, I wouldn't expect every assault suit to get a bonus to every gun. |
Summ Dude
Militaires-Sans-Frontieres
38
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Posted - 2013.09.29 18:32:00 -
[3] - Quote
Meeko Fent wrote:Read the first paragraph.
Liked it, except the Gallente Assault bonus should be like a unrelated bonus, however appreciable bonus.
Like max ammo, or optimal range for blaster hybrids. Or damage mod efficency
Because relegating the ten percent bonus to a suit will make it the one assault suit to use.
Otherwise, I like it.
That's kind of a good point. I did like when the Assaults just got 1% per level to damage, that was cool. Maybe just give different bonuses for different weapons. Something like: X% reduction to dispersion for assault rifle and shotgun; X% increase to splash radius of plasma cannon. |
Summ Dude
Militaires-Sans-Frontieres
39
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Posted - 2013.09.30 02:15:00 -
[4] - Quote
Zero Harpuia wrote:KAGEHOSHI Horned Wolf wrote:Arc-08 wrote:That's a horrible bonus for gallente, and i don't mean cause it's op i mean cause it's under powered, a measly 1 %, no i think that gallente needs to get something like an armor repair bonus, or a resistance against other plasma weapons/weapons that damage armor. Maxed out is 5% damage bonus. Think it should be 2% instead (and 10% maxed out)? Assaults should get bonuses to offense and weapons, not HP things like resistances and repair. I would like built in repair rates for certain suits, but that's a different issue. I'm not so sure I like it either, but for a differing reason. It alters TTK, which as we have seen can very easily alter the flow of the entire game. Thinking on it, what are Blasters? High RoF, High DPS, decent reloads, low range. We can't alter RoF as I stated before, we all saw what happened when we altered range profiles with Sharpshooter, reloads are the realm of the Commando, and as of 1.4 we saw what a decreased TTK could do. Mayhaps a further fitting ease would be prudent, as the Gallente are kings of managing power and CPU on a suit, evidenced by the lack of a bulky back mounted structure. Another decent idea would be to cinch up the dispersion rate of Blaster weapons, if they ever get around to widening them up to the level they aught to be.
I still vote for having the suit give different bonuses to different weapons. Specifically maybe dispersion for ARs. |
Summ Dude
Militaires-Sans-Frontieres
40
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Posted - 2013.10.01 22:06:00 -
[5] - Quote
I was thinking about the logi suits and while I do like your suggested bonuses Kage, I actually think they might be better off with some reps. Just because if they're always healing/supporting everyone else, there's no one to be healing them. Since they can't shoot themselves with their rep tool (yet), it kinda makes sense to give them some passive armor reps. So how about just giving the dropsuits themselves an armor repair rate of 1HP/s or something like that, just like the Minmatar assault suit. Of course, this would also mean thinking of a new passive bonus for the Amarr logi, unless you just wanna keep it and let the reps stack. |
Summ Dude
Militaires-Sans-Frontieres
49
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Posted - 2013.10.13 22:57:00 -
[6] - Quote
Cosgar wrote:Is it just me or is this topic just another nerf logi campaign?
It's just you. It's an effort to give the logistics suits actual logi bonuses. |
Summ Dude
Militaires-Sans-Frontieres
49
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Posted - 2013.10.14 23:00:00 -
[7] - Quote
Mr Sprinklez wrote:Bringing up D&D doesn't qualify you as an expert on logistics. There are no defined roles in this game, smart guy, the only reason we have the great in-depth suit customization is so we can do what we want how we want. I can equip an AR and stack damage mods on a logi suit, and there is nothing wrong with that, because there are no defined roles. Like I already said, the only clearly defined aspect of the logistics class is the abundance of equipment slots. That does not in any way set it specifically as a healer.
But I am getting the feeling that I am talking to a brick wall.
D&D? Try again chief.
But wait, did you just seriously try to say that Dust isn't meant to have defined roles? Have you payed attention to anything CCP has said like, ever? |
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