Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
CharCharOdell
1671
|
Posted - 2013.11.25 04:41:00 -
[1] - Quote
This makes assaults better at killing and logis better at supporting. All values are given per level
Assault: +5% armor repairer, shield regulator, shield energizer, and shield recharger effectiveness CA: rail tech: +5% range, plus 5% accuracy GA: blaster tech: -6% fitting cost, +4% stability MN: projectile tech: +2% fire rate, +8% clip size AM: laser tech: -10% heat build up
Logistics: +1armor/second repair rate (same as we have now) CA: nanohives: +5% resupply rate, +5% nanite capacity GA: scanners: +5% range, +5% scan duration MN: repair tool: +5% range, +5% repair rate AM: droplink: -5% respawn time, +5% total respawns
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
|
Mobius Kaethis
Molon Labe PC RISE of LEGION
1016
|
Posted - 2013.11.25 04:42:00 -
[2] - Quote
CharCharOdell wrote:This makes assaults better at killing and logis better at supporting. All values are given per level
Assault: +5% armor repairer, shield regulator, shield energizer, and shield recharger effectiveness CA: rail tech: +5% range, plus 5% accuracy GA: blaster tech: -5% fitting cost, +5% stability MN: projectile tech: +5% fire rate, +5% clip size AM: laser tech: -5% heat build up, -5% cooldown time
Logistics: +1armor/second repair rate (same as we have now) CA: nanohives: +5% resupply rate, +5% nanite capacity GA: scanners: +5% range, +5% scan duration MN: repair tool: +5% range, +5% repair rate AM: droplink: -5% respawn time, +5% total respawns
Giving Minmatar a bonus to both ROF and mag size with no penalties is too much.
Fun > Realism
|
CharCharOdell
1671
|
Posted - 2013.11.25 04:44:00 -
[3] - Quote
Mobius Kaethis wrote:CharCharOdell wrote:This makes assaults better at killing and logis better at supporting. All values are given per level
Assault: +5% armor repairer, shield regulator, shield energizer, and shield recharger effectiveness CA: rail tech: +5% range, plus 5% accuracy GA: blaster tech: -5% fitting cost, +5% stability MN: projectile tech: +5% fire rate, +5% clip size AM: laser tech: -5% heat build up, -5% cooldown time
Logistics: +1armor/second repair rate (same as we have now) CA: nanohives: +5% resupply rate, +5% nanite capacity GA: scanners: +5% range, +5% scan duration MN: repair tool: +5% range, +5% repair rate AM: droplink: -5% respawn time, +5% total respawns Giving Minmatar a bonus to both ROF and mag size with no penalties is too much.
changed it. hbn?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
|
Garth Mandra
The Southern Legion The Umbra Combine
229
|
Posted - 2013.11.25 05:14:00 -
[4] - Quote
The +5 armour repair with max skills is one of the problems with logis at the moment. Getting a free complex rep is really useful for almost every suit and build.
Compare this with the current assault bonus +25% to shield recharge which is equivalent to a mere enhnaced recharger and not very useful for Gal suits (and amarr to a lesser degree).
Your Logi gets an always useful bonus and the Assault get a sometimes useful bonus (they have to fit the modules).
My current preference for the bonuses is something like: Logi: -5% to equipment fitting costs per level Assault: +2% damage per level
The racial assault bonuses seem okay. The Minmatar bonus is a large increase to DPS though which I'm a little uncomfortable with.
The racial logi bonuses are a bit restrictive. Perhaps a few smaller bonuses that fit the flavour of the races would be better? Current the Amarr and Cal bonuses are weak, the Minmatar one is very niche and the Gal one is relatively OP.
I was going to write some suggestions but Kagehoshi's are better: https://forums.dust514.com/default.aspx?g=posts&t=112226 |
Chunky Munkey
Amarr Templars Amarr Empire
2312
|
Posted - 2013.11.25 05:22:00 -
[5] - Quote
I'm all for improving the assault capibilities of assault suits, but I'd prefer suit bonuses to benefit the suits, rather than requiring a select few weapons to be effective.
No.
|
Doc Noah
Algintal Core Gallente Federation
887
|
Posted - 2013.11.25 05:30:00 -
[6] - Quote
<-- *Lowers glasses with a look of dissapointment* You really havent put much thought into this have you? |
CharCharOdell
1674
|
Posted - 2013.11.25 05:35:00 -
[7] - Quote
Doc Noah wrote:<-- *Lowers glasses with a look of dissapointment* You really havent put much thought into this have you?
and what is your solution without nerfing logis?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
|
Rynoceros
Rise Of Old Dudes
1368
|
Posted - 2013.11.25 05:38:00 -
[8] - Quote
I thought you were going to suggest that your character should only get the Racial Bonus if the Dropsuit is of the character's race. Example: Only a Caldari character would get the Caldari Racial Bonus, and all others would only get the Suit Bonus.
It not being this way has always bothered me.
Cheeseburgers.
|
Vyzion Eyri
The Southern Legion The Umbra Combine
2111
|
Posted - 2013.11.25 06:06:00 -
[9] - Quote
My version:
Logistics: -2% fitting costs to equipment per level.
CA: nanohives: Lvl 1 +5% resupply rate, Lvl 3 +5% nanite capacity Lvl 5 +1 nanohive active at once
GA: scanners: Lvl 1 +5% range Lvl 3 +5% scan duration Lvl 5 -20% cooldown
MN: repair tool: Lvl 1: +5% repair rate Lvl 3 +10% range Lvl 5: +1 stream per repair tool
AM: droplink: Lvl 1-5% respawn time Lvl 3 +1 total respawn Lvl 5 +1 uplink active at once
"When nothing is going your way, go out of your way to do nothing."
|
Sinboto Simmons
SVER True Blood Public Disorder.
2340
|
Posted - 2013.11.25 06:14:00 -
[10] - Quote
Races need bonuses for their weapons this is true, however we may want to leave the percentages to the devs lol.
Players are biased after all.
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
|
|
Sgt Kirk
SyNergy Gaming EoN.
3001
|
Posted - 2013.11.25 06:19:00 -
[11] - Quote
CharCharOdell wrote:Doc Noah wrote:<-- *Lowers glasses with a look of dissapointment* You really havent put much thought into this have you? and what is your solution without nerfing logis? penalties for tanking outside your suits specialization and or race for one.
That would put a hold on dual tanking, making it more effective at putting support modules on the opposite slot instead of tanking modules, unless they want that small advantage.
Also, they need to fix that assault bonus, idk who at CCP decided that would be a good overall bonus when they are literally hundreds of better ideas than that one. |
DildoMcnutz
Science For Death The Shadow Eclipse
346
|
Posted - 2013.11.25 06:32:00 -
[12] - Quote
Sgt Kirk wrote:penalties for tanking outside your suits specialization and or race for one.
That would put a hold on dual tanking, making it more effective at putting support modules on the opposite slot instead of tanking modules, unless they want that small advantage..
Agreed, its ridiculous seeing caldari/minnie assaults with more armour than shield, i get that brick tanking is in but i still feel those two suits are more effective being fast and shield based than being an armour based wannabe. These people are in the wrong suits. |
Doc Noah
Algintal Core Gallente Federation
889
|
Posted - 2013.11.25 07:00:00 -
[13] - Quote
CharCharOdell wrote:Doc Noah wrote:<-- *Lowers glasses with a look of dissapointment* You really havent put much thought into this have you? and what is your solution without nerfing logis? Well my suggestion wouldnt end up breaking the game, most of your suggestions breaks limits made to balance weapons.
I have no strong opinions one way or the other for your assault suit bonuses. On one hand it could be useful, on the other, no one really uses it since hybrid tanking is currently the best option to survive a gunfight. Armor rep bonus could be useful but assault's lack of low slots and any natural armor rep, even at gallente proto, means we wont have a good balance of plates and armor rep to make much use out of it.
+5% (or +25% max) range on an already long range rail weapons would effectively jump them up into a new variant. Short range assault rifles will have the range of tacticals, tacticals will have more range than laser rifles and could probably hit snipers depending on how this game calculates optimal increase to effective increase
+5% accuracy, I dont think accuracy ever mattered as thats a fictional number put there with no discernible relationship with the weapon, hell I dont think theres a single skill that increases accuracy which tells me CCP intended it to stay the same no matter what.
-6% (or 30% at max) PG/CPU for blaster weapons doesnt really do much considering the -25% we already have saves us a grand total of 3 glorious PG on a prototype weapon, which assaults lack resources to fit double proto light and sidearm anyways without seriously sacrificing something else or heavily downgrading whether it be armor/shield or simply not using any complex mods
+5% stability, stabalize what?
+5% RoF sure, I cant see anything wrong with killing 25% faster than every other class and race +5% clip, 25% more of killing-25%-faster? *lowers glasses* really?xzibit approves
-10% heat build up (-50% max), great, so amarr can empty their 36round x 100dmg+ 100m SCR without overheating Overheat is suppose to limit SCR from being OP right? So kinda counter intuitive that everyone supports the idea that theres a skill that lowers this limiter dontcha think?
I have no qualms with your listed logi based skills except the +1 armor rep per level, if you get 1-2 extra slots, why dont you use those to fit the necessary armor rep should you need it? I rather it be equipment usage reduction since their specialty is in their equipment, not in their ability to tank like a heavy. |
The Robot Devil
Molon Labe. RISE of LEGION
1273
|
Posted - 2013.11.25 08:13:00 -
[14] - Quote
As long as the perks come from the suit being worn and not just a level from skills. I don't want a skill that gives me a bonus per level when I wear the suit I want a suit that gives me a per level bonus when I wear the suit. Right now the assault skill gives bonuses per level no matter what assault tier in that race you wear. Instead, I would like to see the standard, advanced and proto all have different perks that defines the suit and makes them different per tier beside an extra slot and more CPU/PG.
Some suits would end up losing slots to make up for the gain in bonuses. I don't think we are going to see too many suits if we stick with the system we have because there is no way to make the suits different from each other. The racial perks we have now will be all we get if we don't incorporate perks into suits.
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
|
Korvin Lomont
United Pwnage Service RISE of LEGION
261
|
Posted - 2013.11.25 08:34:00 -
[15] - Quote
Garth Mandra wrote:The +5 armour repair with max skills is one of the problems with logis at the moment. Getting a free complex rep is really useful for almost every suit and build. Compare this with the current assault bonus +25% to shield recharge which is equivalent to a mere enhnaced recharger and not very useful for Gal suits (and amarr to a lesser degree). Your Logi gets an always useful bonus and the Assault get a sometimes useful bonus (they have to fit the modules). My current preference for the bonuses is something like: Logi: -5% to equipment fitting costs per level Assault: +2% damage per level The racial assault bonuses seem okay. The Minmatar bonus is a large increase to DPS though which I'm a little uncomfortable with. The racial logi bonuses are a bit restrictive. Perhaps a few smaller bonuses that fit the flavour of the races would be better? Current the Amarr and Cal bonuses are weak, the Minmatar one is very niche and the Gal one is relatively OP. I was going to write some suggestions but Kagehoshi's are better: https://forums.dust514.com/default.aspx?g=posts&t=112226
5 HP Armor per sec seems like a lot, but you are not correct this is not a complex repair module, because by the time you cann equip them they already give 6.25 HP/sec.
And just to be fair even the Gal assault get the same bonus (in absolute numbers) for its shield so its +5HP/sec to shields. Stranely enough the Minni assault gets the smallest bonus from the recharge skill...
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |