Atiim
Living Like Larry Schwag
863
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Posted - 2013.11.11 16:28:00 -
[1] - Quote
Yep giving assaults built in complex damage mods for both sidearms and light weapons will definitely make this game balanced again.
Who knows, may even increase TTK
(In other words; your an idiot)
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Atiim
Living Like Larry Schwag
863
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Posted - 2013.11.11 16:43:00 -
[2] - Quote
Seymor Krelborn wrote:Atiim wrote:Yep giving assaults built in complex damage mods for both sidearms and light weapons will definitely make this game balanced again.
Who knows, may even increase TTK
(In other words; your an idiot) I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks. now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution. Well I give you credit for being the 3rd person on the forums to remain diplomatic when replying to me, so I guess you deserve my honest opinion.
I agree with some of your ideas, but the Amarr Logistics already gives up an equipment slot for the ability to use a sidearm (except at ADV)
And if Assaults get a built in complex damage modifier (10%), then they would easily become OP. i could place another complex damage mod with no stacking penalties giving me 20% damage. And what if I have proficiency level 5? That's 35% extra damage with only one complex damage modifier. And that only assumes that I'm using one.
Your ideas on heavies and scouts we good though. But we are already supposed to get cloacking devices in the next update, so I think you should change the cloak idea to a bonus that gives you a shorter cooldown time and/or a bonus to how long the cloak is active.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Atiim
Living Like Larry Schwag
864
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Posted - 2013.11.11 17:47:00 -
[3] - Quote
Seymor Krelborn wrote:Atiim wrote:Seymor Krelborn wrote: I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks.
now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution.
Well I give you credit for being the 3rd person on the forums to remain diplomatic when replying to me, so I guess you deserve my honest opinion. I agree with some of your ideas, but the Amarr Logistics already gives up an equipment slot for the ability to use a sidearm (except at ADV) And if Assaults get a built in complex damage modifier (10%), then they would easily become OP. i could place another complex damage mod with no stacking penalties giving me 20% damage. And what if I have proficiency level 5? That's 35% extra damage with only one complex damage modifier. And that only assumes that I'm using one. if you noticed I suggested amarr should start with 3 slots... so, problem solved? yes assaults would be more terrifying but with a nerf to that equip slot ( only being able to carry a hive) you would need more logis on the field for sticks, reps, links and explosives so there would be less assaults on the field if they actually wanted to hold a position. I appreciate your thoughts and look forward to your rebuttal to this. Problem would be solved, but then you'd have to respec everyone's SP from the Amarr Logistics. As they skilled into the role for the sidearm. I don't think that would be fair to them.
I wish you were correct on the part where you said their would be more triage logistics on the field. But if assaults were given built in damage modification Assaults would run rampant. In a perfect world yes many logistics would be on the field because of the high demand. But a majority of the community could honesty care less. Even if it meant losing the match people would flood over to the Assault class because of the high damage modification so they can have a high K/D ratio.
On paper your ideas are flawless, but the execution would be terrible due to what many people call "FOTM" players. This is the same reason why the logistics is currently imbalanced. The ability to have high eHP and a native armor regeneration was given so they could survive long enough on the field to keep the team repaired and resupplied, as well as not having to rely on other logistics to stay efficient. However because of the "FOTM" players, we currently have an assualt suit that has a native armor regeneration of 5HP/s (the same as a complex armor repairer), and 700-1k eHP.
Honestly the ideas are great, but because of human intent I just couldn't see them being balanced with the other classes.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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