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Vell0cet
SVER True Blood Public Disorder.
745
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Posted - 2014.01.07 21:23:00 -
[1] - Quote
I agree with everything except the bonus to damage mods. The bonus should be tied to the racial weapons similar to how the commando bonuses will be, but affecting different stats. The current Amarr assault should be the TEMPLATE for the other assault bonuses. I'd like to see bonuses like increased clip sizes for racial assault suit/racial weapon pairs, or something along those lines.
I agree that the repper bonus is garbage on the Amarr assault. At the very least just build in the reps like the existing Amarr logi suit so you can fit an extra plate if you want. That should help keep things better in-line with the Gallente's armor bonus.
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Vell0cet
SVER True Blood Public Disorder.
745
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Posted - 2014.01.07 21:57:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Vell0cet wrote:I agree with everything except the bonus to damage mods. The bonus should be tied to the racial weapons similar to how the commando bonuses will be, but affecting different stats. The current Amarr assault should be the TEMPLATE for the other assault bonuses. I'd like to see bonuses like increased clip sizes for racial assault suit/racial weapon pairs, or something along those lines.
I agree that the repper bonus is garbage on the Amarr assault. At the very least just build in the reps like the existing Amarr logi suit so you can fit an extra plate if you want. That should help keep things better in-line with the Gallente's armor bonus. What do you want for the general (not race specific) assault bonus? Not sure. I kind of think they should both be race-specific. One should be defensive (Amarr/Gallente get Armor, Minmatar/Caldari get Shield) and the other offensive and linked to their race's weapons. I'd like to see a focus on racial suit/weapon synergy. It will make the game much more interesting and tactical.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
745
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Posted - 2014.01.07 22:22:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:Vell0cet wrote:KAGEHOSHI Horned Wolf wrote:Vell0cet wrote:I agree with everything except the bonus to damage mods. The bonus should be tied to the racial weapons similar to how the commando bonuses will be, but affecting different stats. The current Amarr assault should be the TEMPLATE for the other assault bonuses. I'd like to see bonuses like increased clip sizes for racial assault suit/racial weapon pairs, or something along those lines.
I agree that the repper bonus is garbage on the Amarr assault. At the very least just build in the reps like the existing Amarr logi suit so you can fit an extra plate if you want. That should help keep things better in-line with the Gallente's armor bonus. What do you want for the general (not race specific) assault bonus? Not sure. I kind of think they should both be race-specific. One should be defensive (Amarr/Gallente get armor, Minmatar/Caldari get shield) and the other offensive and linked to their race's weapons. I'd like to see a focus on racial suit/weapon synergy. It will make the game much more interesting and tactical. It doesn't work that way, each specialization (not just assaults) get a general role bonus that they all share, and one unique racial bonus. If assaults got two racial bonuses, and no general role bonus, then every other specialization should as well. Maybe they should too. It seems like a stupid and arbitrary limitation IMO.
Edit: If it HAD to be a generic bonus, maybe something like a 5%/level reduction in PG/CPU of all defensive modules.
Quick/Dirty Test Range Idea
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