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Nitrobeacon
Freek Coalition Freek Alliance
145
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Posted - 2013.12.20 23:26:00 -
[1] - Quote
So I was thinking, since we now have all of the rifles, shouldn't the bonuses for the assault dropsuits change?
What if the bonuses changed completely, so that Gallente assaults for example, doesn't have a useless recharge skill.
It would be better if the "first" bonus was towards their racial weapon's efficacy, so Minmatar assaults get a faster ROF on their CR, or something like that.
Then the second bonus to goes to EHP/regen which depending on race, varies; So Gallente assaults get bonuses to armor while amarr assaults get bonuses to both shield and armor, but 50/50 on both sides.
Basically make assault suit bonuses better, instead of silly 5% recharge per level; that some suits don't even find useful. C'mon even scout suits have cool bonuses. |
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Nitrobeacon
Freek Coalition Freek Alliance
147
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Posted - 2013.12.21 00:27:00 -
[2] - Quote
Cyrius Li-Moody wrote:Tectonica Fusionus wrote:Caldari: 2% more shields per level Gallente: 2% reduction to armor stacking penalty per level Minmatar: 2% (I dunno...) per level Amarr: 2% more armor per level Nobody knows what to do with the minmatar suit because nobody knows what it's supposed to be good at. :( It's the fastest assault, as well as having nearly as much shields as a caldari assault, im guessing bonus to overall damage since the purpose is hit and run |
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Nitrobeacon
Freek Coalition Freek Alliance
149
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Posted - 2013.12.21 00:34:00 -
[3] - Quote
Monkey MAC wrote:Tectonica Fusionus wrote:Caldari: 2% more shields per level Gallente: 2% reduction to armor stacking penalty per level Minmatar: 2% (I dunno...) per level Amarr: 2% more armor per level No, then you end up where we were with the cal logi who got like a 10% bonus to extenders. Don't relate them to health. Caldari: -2% shield recharge delay per level Gallante: +5% Armour Repair per level Minmatar: +2% Speed per level Amarr: -2% armour stacking penalty per level Cal logies had a 25% bonus to shield extender efficacy before (at lv5), i can tell you that 10% bonus on an assault ck.0 is near worthless, it increases the module hp by 6, which is 24 with 4 modules.
So what, if you can survive 1 extra projectile of a 2400 rpm hmg? i say increase it to 5% extender (per level, sorry) efficacy for cal assault, they have less high slots anyways, one slot is bound to be used for recharges as well |
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