Artificer Ghost
Bojo's School of the Trades
1130
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Posted - 2013.10.25 16:37:00 -
[1] - Quote
Heya, it' Ghost, again. I may or may not have a life.
+1 for Demolitions, and I may have a couple ideas somewhere in this black hole of a head, but first off: @Vyzion, CCP once had a little bit of a slip-up back in Uprising, where on the Skill Tree it had showed what the Minmatar and Gallente skills were for Pilots. I may have forgotten at some point, and it was hot-fixed the next day, but I remember Gallente having some kind of Torque boost, and Minmatar having a Missile Turret Damage bonus. Or it was just turrets in general. I'm not completely positive. So yea, the gunner suit MIGHT be invalid, unless I'm just going crazy.
Also, on the Demolitions suit, you said the Amarrians should have more explosive damage and the Minmatar should have increased grenade count- I'm not AGAINST this, but I'd like to point out that Minmatar invented the Mass Driver, Flaylock Pistol, and Core Locus grenades. Also, maybe make them sacrifice a Sidearm, or give them a very low slot count? Having a Mass Driver, 2 grenades and Proxies/REs would be sweet. >:)
Now for the ideas that I have: CQC Specialist CQC Specialist Bonus: 5% Increase To KinCat Efficiency Per Level Light Frame Gallente -1% Increase To Shotgun Damage At Effective Range Minmatar - 5% Increase To SMG Fire Rate Per Level Caldari - 3% Decrease In Nova Knife Charge Time Per Level Amarr - (Couldn't think of anything, anyone got an idea?)
Brute Brute Bonus: 3% Increase on Damage And Damage Resistance, 3% Decrease on Speed AND Turning Speed Heavy Frame Gallente - 3% Bonus To Armor Plating Effects (+Speed Reduction +HP) Minmatar - +5%To HMG Clip Size Caldari - 3% Bonus To ALL Shield Extender Effects (+Shield Recharge Delay +HP) Amarrian - 3% Bonus to Laser Rifle Clip Size
With the CQC Specialist, we have each race specializing in their particular CQC weapon, along with the bonus to each gun's specialty. For example, a SMG is High-RoF and Low Damage, so we increase the RoF with each level. The Shotgun has a bonus to EFFECTIVE RANGE damage, meaning that it will increase in damage outstandingly as you get closer (There's a multiplier depending on distance from target). Nova Knives get less Charge Time, making the Standard one actually viable, and I actually couldn't think of a bonus for Amarrians.
The Brute likes to take a more direct approach to combat, being able to absorb a lot of damage, and dish it out. The only drawback is that it's VERY slow and VERY hard-hitting. The reason I decreased turn speed was because if he turned at normal speed, he could kill everything. With that decreased turn speed, a Scout could dance around him with a shotgun. If the Scout makes a mistake and stops moving for a second, he's dead immediately. The bonus to Gallente and Caldari are more of a double-sided coin, as to not make them super-OP. Gallente loses even more speed, but gets even more HP. Caldari is the same way, but with SRD and HP.
Honestly, I didn't really work out the numbers that much, and these are more just concepts, rather than actual fits. The paragraphs above are trying to explain what I was thinking, in case anyone saw those stats and bonuses and thought "Holy hell, he's the Anti-Christ". So yup. Just a base for some better, more polished suits. |