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Alldin Kan
Imperfects Negative-Feedback
885
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Posted - 2014.01.08 04:25:00 -
[1] - Quote
CCP Logibro wrote:Saxbrin Shain wrote:Logibro just dropped the Assault stats in IRC:
All Assault get +2% to light weapon RoF bonus per level.
Caldari Assault: +5% to HP bonus of shield extender modules per level.
Gallente Assault: +5% to HP bonus of armor plate modules per level.
Minmatar Assault: +5% to damage bonus of damage modifier modules per level.
Amarr Assault: +5% to repair rate of armor repair modules per level. Stats you were all slow on pulling from Sisi! I'm disappointed in all of you. If these changes come in then the assaults will become just as devastating as the Slayer Logis we have now. When comparing the suits to each other they seem balanced (except Ammar, I fell bad for you), unfortunately we have other dropsuit types. Right now I'm able to solo any heavy user (medium is able to go toe-to-toe with heavy?) and scouts can only kill me if they have a Shotgun or Nova Knife (not often btw).
The Caldari Assault could potentially gain 625.5 Shields or 534.8 with a damage mod and my MAXIMUM ARMOR! Gallente Assault would have 798.75 Armor (I still get to fit all my other good stuff, only used 2x ADV plates + 2x STD plates). The Minmatar Assault won't be as deadly as the above two classes but will certainly be a go-to fit for snipers (5x damage mods).
Instead of the above bonuses I propose this:
Caldari Assault: +3% to HP bonus of shield extender modules per level. Gallente Assault: +5% to repair rate of armor repair modules per level. Minmatar Assault: Keep it I guess, it's not like everyone will have x5 dmg mod fits right? ... Ammar Assault: +5% to HP bonus of armor plate modules per level. (At least the SR is no longer OP)
Anyone got a good bonus for MA that doesn't make it too good?
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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Ryder Azorria
Amarr Templars Amarr Empire
792
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Posted - 2014.01.08 04:29:00 -
[2] - Quote
Stopped reading there... |
CHICAGOCUBS4EVER
TeamPlayers
2590
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Posted - 2014.01.08 04:29:00 -
[3] - Quote
Movement increase. Minmatar already move a little faster, and we all know movement speed is a big factor in fits.
perhaps a kin cat/regulator hybrid skill of sorts, or a simple movement speed increase
Common Sense and Logic are 2 things you have to forget when posting on these forums.
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Cosgar
ParagonX
9064
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Posted - 2014.01.08 04:31:00 -
[4] - Quote
The entire bonus system needs to be scrapped and redone. This one blanket bonus that's usually crap for some suits and one x per level racial that's questionably useful at best system is horrible. Give each suit 3-5 flat bonuses on each tier of suit with a side of tiericide to make each suit tier different through incomparibles instead of power creep.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Logi Bro
Greatness Achieved Through Training EoN.
2582
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Posted - 2014.01.08 04:37:00 -
[5] - Quote
You have no real idea what these changes might actually do. You spread your doom and gloom, a true doomsayer, but do you even realize the impact of the simultaneous changes to other classes?
As if it matters that an assault can brick tank as much health as a heavy, if that heavy has the same amount of total health, has passive resistances, and has a full range of empty slots that he can do with as he pleases.
As if it matters that assaults can have such a high eHP when Commando's are getting a 10% damage buff to the already devastating rifles.
We don't even know what scouts are getting.
Logi's will now actually do what they were meant to do, or they will gtfo and go into the assault class.
If EVERYTHING becomes overpowered, then aren't we at balance?
No, I am not CCP Logibro.
Not actually a Logi Bro anymore, more like a Big Bro.
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Amarrgheddon
Warcaste
53
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Posted - 2014.01.08 04:39:00 -
[6] - Quote
The Amarr assault should have something along the lines of 3%to shield/armor mods per level. Minmatar assault a 1-2%bonus to movement/sprint speeds. |
Alldin Kan
Imperfects Negative-Feedback
887
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Posted - 2014.01.08 04:41:00 -
[7] - Quote
Logi Bro wrote:You have no real idea what these changes might actually do. You spread your doom and gloom, a true doomsayer, but do you even realize the impact of the simultaneous changes to other classes?
As if it matters that an assault can brick tank as much health as a heavy, if that heavy has the same amount of total health, has passive resistances, and has a full range of empty slots that he can do with as he pleases.
As if it matters that assaults can have such a high eHP when Commando's are getting a 10% damage buff to the already devastating rifles.
We don't even know what scouts are getting.
Logi's will now actually do what they were meant to do, or they will gtfo and go into the assault class.
If EVERYTHING becomes overpowered, then aren't we at balance? Heavies are slow and easy to hit so high HP is irrelevant for them and with all Assaults getting 10% RoF it's like they're having the 10% damage bonus from Commando except that it applies to ALL weapons.
Scouts will get cloak at some point which will get an instant buff due to bad framerate.
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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LEHON Xeon
Pradox XVI
22
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Posted - 2014.01.08 04:42:00 -
[8] - Quote
I guess here's another concern of mine that there's no answers to necessarily at this time which has a very large importance. According to these new findings, for gallente and caldari assault suits, there's supposed to be a 5% per level add on to all respective armor and shielding dropsuit modules. Does this compound now with already existing skills? We will end up with a cumulative total of armor or will existing skills become removed and obsolete? Because under this principle we'd have the following with keeping current skills and combining them with the new suit bonuses:
Gallente suits
Gallente Assault Bonus: +5% to HP bonus of armor plate modules per level. +5% per level to maximum armor, +2% armor module efficacy per level
Caldari Suits
Caldari Assault Bonus: +5% to bonus of shield extender modules per level. +5% per level to maximum shields, +2% shield extender efficacy per level
Or now will the overall maximum increase skills be removed and replaced by these suit bonuses? If those skills disappear, are we going to get that SP back or is it just going to disappear entirely as some people have had happen to them prior?
All things I keep thinking about...
Other inputs/ideas?????
If Walking Is So Good For You, Then Why Does My Mailman Look Like Jabba The Hut?
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Drud Green
Royal Uhlans Amarr Empire
185
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Posted - 2014.01.08 04:44:00 -
[9] - Quote
How do you kill something that is already dead? |
Zekain K
Expert Intervention Caldari State
993
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Posted - 2014.01.08 04:46:00 -
[10] - Quote
Alldin Kan wrote:CCP Logibro wrote:Saxbrin Shain wrote:Logibro just dropped the Assault stats in IRC:
All Assault get +2% to light weapon RoF bonus per level.
Caldari Assault: +5% to HP bonus of shield extender modules per level.
Gallente Assault: +5% to HP bonus of armor plate modules per level.
Minmatar Assault: +5% to damage bonus of damage modifier modules per level.
Amarr Assault: +5% to repair rate of armor repair modules per level. Stats you were all slow on pulling from Sisi! I'm disappointed in all of you. If these changes come in then the assaults will become just as devastating as the Slayer Logis we have now. When comparing the suits to each other they seem balanced (except Ammar, I feel sorry for you), unfortunately we have other dropsuit types. Right now I'm able to solo any heavy user (medium is able to go toe-to-toe with heavy?) and scouts can only kill me if they have a Shotgun or Nova Knife (not often btw). The Caldari Assault could potentially gain 625.5 Shields or 534.8 with a damage mod and my MAXIMUM ARMOR! Gallente Assault would have 798.75 Armor (I still get to fit all my other good stuff, only used 2x ADV plates + 2x STD plates). The Minmatar Assault won't be as deadly as the above two classes but will certainly be a go-to fit for snipers (5x damage mods). Instead of the above bonuses I propose this: Caldari Assault: +3% to HP bonus of shield extender modules per level. Gallente Assault: +5% to repair rate of armor repair modules per level. Minmatar Assault: Keep it I guess, it's not like everyone will have x5 dmg mod fits right? ... Ammar Assault: +5% to HP bonus of armor plate modules per level. (At least the SR is no longer OP) Anyone got a good bonus for MA that doesn't make it too good? All I have now is 10% bonus to biotic modules (the passive for hand-to-hand combat would then need to be reduced to 2%). Give min assault a +2 to base speed per level.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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Rynoceros
Rise Of Old Dudes
2039
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Posted - 2014.01.08 04:47:00 -
[11] - Quote
All Assaults - 1 HPs Armor Rep per level (RoF increase is super whack.) Caldari and Gallente bonuses seem fine enough. Amarr should get CPU/PG bonuses. Minmatar should get Biotics Efficacy bonus. (Basically, each race would have its own specialization branch of the 4 main Dropsuit Upgrades.)
Beer before Liquor, never sicker.
Toothpaste before Orange Juice, you're dead.
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Bleeding Knight
Sardaukar Merc Guild General Tso's Alliance
94
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Posted - 2014.01.08 04:50:00 -
[12] - Quote
Have you guys not seen the new minmatar logy bonus... Just think of the Core Focus. It's going to be fun |
Logi Bro
Greatness Achieved Through Training EoN.
2583
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Posted - 2014.01.08 04:54:00 -
[13] - Quote
Alldin Kan wrote:Logi Bro wrote:You have no real idea what these changes might actually do. You spread your doom and gloom, a true doomsayer, but do you even realize the impact of the simultaneous changes to other classes?
As if it matters that an assault can brick tank as much health as a heavy, if that heavy has the same amount of total health, has passive resistances, and has a full range of empty slots that he can do with as he pleases.
As if it matters that assaults can have such a high eHP when Commando's are getting a 10% damage buff to the already devastating rifles.
We don't even know what scouts are getting.
Logi's will now actually do what they were meant to do, or they will gtfo and go into the assault class.
If EVERYTHING becomes overpowered, then aren't we at balance? Heavies are slow and easy to hit so high HP is irrelevant for them and with all Assaults getting 10% RoF it's like they're having the 10% damage bonus from Commando except that it applies to ALL weapons. Scouts will get cloak at some point which will get an instant buff due to bad framerate.
You must have missed the part where I said heavies had a full range of empty module slots. Kin cats help speed, or, you know, you could just NOT go out in the open where you will get shot.
RoF and damage both increase DPS the same amount, except that RoF also increases recoil build up, heat build up(ScR), reduces clip lifetime, and overall hurts undisciplined players. Firing in bursts to compensate for high recoil reduces DPS, so it even slightly hurts disciplined players. Not as much as it helps them, but the Commando's have no drawback to their bonus, so I'd say it's a good tradeoff.
Just to be clear, you are saying that assaults having a single passive complex damage mod via skills will break the game, despite the fact that logissaults currently use stacked triple complex damage mods and the game still functions well enough. Tell me exactly how this game is getting worse by making these changes.
No, I am not CCP Logibro.
Not actually a Logi Bro anymore, more like a Big Bro.
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demonkiller 12
G.L.O.R.Y Public Disorder.
315
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Posted - 2014.01.08 05:06:00 -
[14] - Quote
personaly yes the skill bonus all need overhauls - to eve extent, each races suit should be devastating ine 2 particular areas to the point that a caldari NEVER wants to face a gallente in CQC and a gallente NEVER wants to be seen by a caldari at range |
Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
322
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Posted - 2014.01.08 05:10:00 -
[15] - Quote
Why did you take the Caldari to 3 % and left the rest at 5 % ???
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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