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Nitrobeacon
Freek Coalition Freek Alliance
145
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Posted - 2013.12.20 23:29:00 -
[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. |
Artificer Ghost
Bojo's School of the Trades
738
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Posted - 2013.12.20 23:44:00 -
[2] - Quote
I think that the bonuses are fine as-is, once the game get's a bit more completed.
Just like the Logistics, the Gallente potentially have the most useful bonus in the long-run, being able to fit the CreoDron Ion Pistol AND a Duvolle Assault Rifle without too much sacrifice in CPU/PG. Now if they would add the Ion Pistol...
Also, the Shield Recharge bonus isn't completely terrible for Gallente. Remember, that shield is the first line of defense. It negates a couple rounds before making it so you're in bigger trouble. If you remember to use cover, you can win a firefight without losing much of your main tank.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
540
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Posted - 2013.12.21 00:04:00 -
[3] - Quote
I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. |
Nitrobeacon
Freek Coalition Freek Alliance
149
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Posted - 2013.12.21 00:41:00 -
[4] - Quote
Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. Oh yeah great idea, perhaps 10% reduction in spool time per level, considering 5% per level will only reduce it by 0.5 which is not much. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
540
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Posted - 2013.12.21 00:51:00 -
[5] - Quote
Nitrobeacon wrote:Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. Oh yeah great idea, perhaps 10% reduction in spool time per level, considering 5% per level will only reduce it by 0.5 which is not much.
Well..spool time for the RR is .25 sec. I think level 5 in Cal Assault should bring that down to about .10 sec.
Sound about right to you? |
Nitrobeacon
Freek Coalition Freek Alliance
151
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Posted - 2013.12.21 01:10:00 -
[6] - Quote
Oh yes sorry, my bad, getting tired. I meant that 25% reduction to spool time will only decrease it by 0.0625, which is not much in my book. So 50% reduction to spool time is my next target which seems perfect, the spool up time is halved, but it's still there. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
540
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Posted - 2013.12.21 01:38:00 -
[7] - Quote
Nitrobeacon wrote:Oh yes sorry, my bad, getting tired. I meant that 25% reduction to spool time will only decrease it by 0.0625, which is not much in my book. So 50% reduction to spool time is my next target which seems perfect, the spool up time is halved, but it's still there.
Sounds like a good balance.
So something like this...
Lvl 1 - 10% reduction in rail tech spool time Lvl 2 - 20% Lvl 3 - 30% Lvl 4 - 40% Lvl 5 - 50% (end state spool time for Rail Rifle would be .12 sec) |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
164
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Posted - 2013.12.21 06:12:00 -
[8] - Quote
Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. caldari need regulation bonuses, better recharge bonus, and higher base recharge rate, and reduce reduce delay to 3-4 seconds to be useful. oh and shield regulation buffs, and shield extender buffs, and the ADV assault needs the prototype's cpu, i ONLY use highs, lows, and a light slot and cant fit crap, i made a huge sacrifice
recuruit link
5 to 11 mil isk per 100k recuruit
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Dunce Masterson
Savage Bullet
7
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Posted - 2013.12.21 06:40:00 -
[9] - Quote
Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk.
1) Amarr heat reduction bonus + 5% armor repair module effectiveness 2)Caldari % reduced kick with rail type weapons + 5% shield recharge rate 3)gallente % reduced dispersion or spread with hybrid weapons + 5% armor repair module effectiveness 4)Minmatar 5% bonus to projectile weapon magazine size + 5% reduced projectile weapon dispersion
i might have the Caldari and Gallente kick and sharpshooter backwards
also the factional medium drop suits should get a 5% reduction to their factions weapons CPU/PG need and this bonus would also be on their assault suits giving each 3 bonuses and a reason to get the medium dropsuit skill to level 5.
also the armor and module slots need to be adjusted i would recommend
1) Amarr 140 shields 200 armor 3 highs 4 lows with a boost to CPU/PG or 175 shields 250 armor 2)Caldari 200 shields 140 armor or 250 shields 175 armor 3) Gallente 160 shields 180 armor or 200 shields 225 armor 4) Mimnatar 180 shields 180 armor 4 highs 3 lows or 225 shields & armor
the problem with the 5% shield recharge bonus is that not all the assault suits have a 25 shield recharge rate like the Caldari do now if they all had that recharge rate it would not be as bad. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
540
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Posted - 2013.12.21 07:16:00 -
[10] - Quote
jerrmy12 kahoalii wrote:Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. caldari need regulation bonuses, better recharge bonus, and higher base recharge rate, and reduce reduce delay to 3-4 seconds to be useful. oh and shield regulation buffs, and shield extender buffs, and the ADV assault needs the prototype's cpu, i ONLY use highs, lows, and a light slot and cant fit crap, i made a huge sacrifice
I'm going to assume that you're being a bit over the top. ;)
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Heals Vaginas
Commando Perkone Caldari State
26
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Posted - 2013.12.21 07:45:00 -
[11] - Quote
The 10% damage increase across the board should be removed, all assault suits should get 2% damage per level then a more race based bonus. But yes thecurrent bonus' are garbage and need to be redone. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
164
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Posted - 2013.12.21 10:01:00 -
[12] - Quote
Jaysyn Larrisen wrote:jerrmy12 kahoalii wrote:Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. caldari need regulation bonuses, better recharge bonus, and higher base recharge rate, and reduce reduce delay to 3-4 seconds to be useful. oh and shield regulation buffs, and shield extender buffs, and the ADV assault needs the prototype's cpu, i ONLY use highs, lows, and a light slot and cant fit crap, i made a huge sacrifice I'm going to assume that you're being a bit over the top. ;) im serious, caldari have crap survivalbility and regen
recuruit link
5 to 11 mil isk per 100k recuruit
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
545
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Posted - 2013.12.21 23:28:00 -
[13] - Quote
jerrmy12 kahoalii wrote:Jaysyn Larrisen wrote:jerrmy12 kahoalii wrote:Jaysyn Larrisen wrote:I actually think you and halfway there with bonuses..
Recommendation: 1) Amarr heat reduction bonus stays 2) Minmatar ammo increase for sidearms is upgraded to allow it to work for the combat rifle and HMG 3) Gallente keeps the hybrid weapon resource reduction perk 4) Caldari should get a decrease in spool time for rail weapons or another weapon related perk. caldari need regulation bonuses, better recharge bonus, and higher base recharge rate, and reduce reduce delay to 3-4 seconds to be useful. oh and shield regulation buffs, and shield extender buffs, and the ADV assault needs the prototype's cpu, i ONLY use highs, lows, and a light slot and cant fit crap, i made a huge sacrifice I'm going to assume that you're being a bit over the top. ;) im serious, caldari have crap survivalbility and regen
I not entirely sure I agree with you. It really depends on your playstyle, trading DPS doesn't usually work but hit and run works pretty well.
You are correct that it's a fine line from taking the first hit getting into cover and letting the shield support mods work or getting wiped out. I don't think things are quite right yet but being able to stay at range with the new rifles helps. |
Cosgar
ParagonX
8953
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Posted - 2013.12.22 02:32:00 -
[14] - Quote
The entire bonus system needs to be redone. A blanket bonus and a semi-useful racial is wishful thinking but I'd rather see suits have 1~2 flat bonuses that you get for using/unlocking the suit and another pair of bonuses that are fitting to the racial suit's style of combat. Nothing that's 100% racial weapon related, but something that's open ended enough to a player's interpretation to mix and match their fittings. Making everything racial based would be way too restricting, even from a lore standpoint since we're mercenaries to begin with. A good example of what I'm getting at is the Gallente assault/logi and Minmatar assault. The Gallente gets to stuff as much gear into their fittings, even able to use better meta level stuff on lower tier suits. The Minmatar plays into the hit-and-run style by making close ranged weapons (sidearms aren't just for finishing people off) more potent than they already are by using their speed advantage. Both races do so without limiting them to their specific racial weapons/gear. I don't know where this x race needs to use y weapon mentality came from, but even EVE players mix and match racial technology in their fittings. Dust should take it a step further.
As far as the assault suit goes, it's nothing but a slightly cheaper basic suit with two bonuses and a paint job. It's an improvement over the former, just not worth the SP investment. This is why we've had so many assault vs logi threads in the past. The assault suits aren't worse than their logi counterpart at all, just not as attractive. Logis trade base stats and a sidearm for more equipment and an extra module slot. Assaults should be the opposite with better base stats to make them less HP module reliant. More base shields and recharge rate for Caldari and Minmatar, base armor for Gallente and a little of both for Amarr would make a world of difference allowing these suits to focus a little less on extenders and plates and more on weapon mods, rechargers/regulators, armor repair, and other modules. Of course this would have to come with a tradeoff to keep the basic frame from being nothing more than a stepping stone, but you get the idea.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Nitrobeacon
Freek Coalition Freek Alliance
162
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Posted - 2013.12.23 18:42:00 -
[15] - Quote
Cosgar wrote:The entire bonus system needs to be redone. A blanket bonus and a semi-useful racial is wishful thinking but I'd rather see suits have 1~2 flat bonuses that you get for using/unlocking the suit and another pair of bonuses that are fitting to the racial suit's style of combat. Nothing that's 100% racial weapon related, but something that's open ended enough to a player's interpretation to mix and match their fittings. Making everything racial based would be way too restricting, even from a lore standpoint since we're mercenaries to begin with. A good example of what I'm getting at is the Gallente assault/logi and Minmatar assault. The Gallente gets to stuff as much gear into their fittings, even able to use better meta level stuff on lower tier suits. The Minmatar plays into the hit-and-run style by making close ranged weapons (sidearms aren't just for finishing people off) more potent than they already are by using their speed advantage. Both races do so without limiting them to their specific racial weapons/gear. I don't know where this x race needs to use y weapon mentality came from, but even EVE players mix and match racial technology in their fittings. Dust should take it a step further.
As far as the assault suit goes, it's nothing but a slightly cheaper basic suit with two bonuses and a paint job. It's an improvement over the former, just not worth the SP investment. This is why we've had so many assault vs logi threads in the past. The assault suits aren't worse than their logi counterpart at all, just not as attractive. Logis trade base stats and a sidearm for more equipment and an extra module slot. Assaults should be the opposite with better base stats to make them less HP module reliant. More base shields and recharge rate for Caldari and Minmatar, base armor for Gallente and a little of both for Amarr would make a world of difference allowing these suits to focus a little less on extenders and plates and more on weapon mods, rechargers/regulators, armor repair, and other modules. Of course this would have to come with a tradeoff to keep the basic frame from being nothing more than a stepping stone, but you get the idea.
Exactly, your answer to this must be shown public |
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