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I-Shayz-I
I-----I
1937
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Posted - 2014.01.16 02:58:00 -
[1] - Quote
Hey guys! Figured I'd organize the new skills for the people out there that might be a bit confused, and so that the changes would be easier to see. I mainly did this for Logistics, but figured I'd go and do the Assault and Sentinel bonuses as well. I didn't do Scouts because their skills relate to an item we have no stats for, and I didn't do Commandos because their new skills are pretty easy to understand.
Keep in mind that none of these bonuses are final, and this is purely just speculation on what it might be like. They have not mentioned anything about changes to equipment, but we won't know for sure until 1.8. You can however, use these numbers to argue one way or another why a certain skill might need to be changed before 1.8.
Also, I didn't do a very in-depth look at the Assault/Sentinel bonuses because of this quote:
CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).|
For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor. Hope you enjoy! (Please, DO NOT quote this entire thing if you want to reply. Thank you.)
____________________________________________________________________
LOGISTICS SECTION
New Logistics Skills
Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level.
Amarr Logistics Bonus: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. Caldari Logistics Bonus: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. Gallente Logistics Bonus: +10% to active scanner visibility duration and +5% to active scanner precision per level. Minmatar Logistics Bonus: +10% to repair tool range and +5% to repair amount per level. _____________________________________________________________________
Max Amarr Logistics Bonus: 50% reduction to drop uplink spawn time and +10 to max. spawn count per level.
STD Uplink: 10 second spawn time, 10 max spawns | 5 second spawn time, 20 max spawns
ADV Uplink: 9 second spawn time, 15 max spawns | 4.5 second spawn time, 25 max spawns ADV Flux: 6.75 second spawn time, 15 max spawns | 3.38 second spawn time, 25 max spawns
PRO Uplink: 5 second spawn time, 20 max spawns | 2.5 second spawn time, 30 max spawns PRO Flux: 3.75 second spawn time, 20 max spawns | 1.88 second spawn time, 30 max spawns PRO 'Abyss': 2.5 second spawn time, 5 max spawns | 1.25 second spawn time, 15 max spawns _____________________________________________________________________
Max Caldari Logistics Bonus: +50% to nanohive max. nanites and +25% to supply rate and repair amount per level.
STD Nanohive: 36 nanites, 10% supply rate | 54 nanites, 12.5% supply rate STD Compact: 25 nanites, 25% supply rate, 50 HP/s | 38 nanites, 31.25% supply rate, 62.5 HP/s
ADV Nanohive: 72 nanites, 15% supply rate | 108 nanites, 18.75% supply rate ADV Nanohive (R): 72 nanites, 7.5% supply rate, 20 HP/s | 108 nanites, 9.38% supply rate, 25 HP/s
PRO Nanohive: 72 nanites, 30% supply rate | 108 nanites, 37.5% supply rate PRO Nanohive (R): 72 nanites, 15% supply rate, 40 HP/s | 108 nanites, 18.75% supply rate, 50 HP/s PRO Triage: 101 nanites, 70 HP/s | 151.5 nanites, 87.5 HP/s _____________________________________________________________________
Max Gallente Logistics Bonus: +50% to active scanner visibility duration and +25% to active scanner precision per level.
STD Scanner: 5 second visibility, 46 dB | 7.5 second visibility, 34.5 dB STD Flux: 8 second visibility, 46 dB | 12 second visibility, 34.5 dB
ADV Scanner: 5 second visibility, 36 dB | 7.5 second visibility, 27 dB ADV Quantum: 16 second visibility, 36 dB | 24 second visibility, 27 dB
PRO Scanner: 5 second visibility, 28 dB | 7.5 second visibility, 21 dB PRO Quantum: 25 second visibility, 28 dB | 37.5 second visibility, 21 dB PRO Focused: 5 second visibility, 15 dB | 7.5 second visibility, 11.25 dB _____________________________________________________________________
Max Minmatar Logistics Bonus: +50% to repair tool range and +25% to repair amount per level.
STD Repair: 15 meter range, 40 HP/s | 22.5 meter range, 50 HP/s STD Flux: 22.5 meter range, 40 HP/s | 33.75 meter range, 50 HP/s
ADV Repair: 18 meter range, 60 HP/s | 27 meter range, 75 HP/s ADV Triage: 18 meter range, 75 HP/s | 27 meter range, 93.75 HP/s
PRO Repair: 21 meter range, 70 HP/s (x2) | 31.5 meter range, 87.5 HP/s (x2) PRO Flux: 31.5 meter range, 70 HP/s (x2) | 47.25 meter range, 87.5 HP/s (x2) (Vehicle 131) PRO Triage: 21 meter range, 88 HP/s (x2) | 31.5 meter range, 110 HP/s (x2) PRO Focused: 10.5 meter range, 175 HP/s | 15.75 meter range, 218.75 HP/s (Vehicle 151)
Links:
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I make logistics videos!
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I-Shayz-I
I-----I
1937
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Posted - 2014.01.16 02:58:00 -
[2] - Quote
ASSAULT SECTION
New Assault Skills
Assault Suit Bonus: 2% to light weapon RoF per level.
Amarr Assault Bonus: 5% to repair rate of armor repair modules per level. Caldari Assault Bonus: 5% to HP bonus of shield extender modules per level. Gallente Assault Bonus: 5% to HP bonus of armor plate modules per level. Minmatar Assault Bonus: 5% to damage bonus of damage modifier modules per level. _____________________________________________________________________
Max Amarr Assault Bonus: 25% to repair rate of armor repair modules per level. (With Armor Repair 5) Basic: 2.5 HP/s | Enhanced: 3.75HP/s | Complex: 6.25 HP/s Basic: 3.13 HP/s | Enhanced: 4.69 HP/s | Complex: 7.81 HP/s
Max Caldari Assault Bonus: 25% to HP bonus of shield extender modules per level. (With Shield Extension 5) Basic: 24.2 HP | Enhanced: 36.3 HP | Complex: 72.6 HP Basic: 30.25 HP | Enhanced: 45.38 HP | Complex: 90.75 HP
Max Gallente Assault Bonus: 25% to HP bonus of armor plate modules per level. (With Armor Plating 5) Basic: 93.5 HP | Enhanced: 121 HP | Complex: 148.5 HP Basic: 116.88 HP | Enhanced: 151.25 HP | Complex: 185.63 HP
Max Minmatar Assault Bonus: 25% to damage bonus of damage modifier modules per level. Damage mods are changing in 1.8, therefore I don't want to speculate ____________________________________________________________________
SENTINEL SECTION
New Sentinel Skills
Sentinel Suit Bonus: 5% resistance to blast damage per level
Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons. _____________________________________________________________________
Max Sentinel Suit Bonus: 25% resistance to blast damage per level Grenades | STD: 400 HP | 500 HP | 600 HP | STD: 300 HP | 375 HP | 450 HP Strong resistance to: FGs, MDs, PCs, Flaylocks
Max Amarr Sentinel Bonus: 15% armor resistance to projectile weapons, 10% shield resistance to blaster weapons. Strong armor resistance to: HMGs, CRs, SMGs | Decent shield resistance to: ARs
Max Caldari Sentinel Bonus: 15% shield resistance to blaster weapons, 10% shield resistance to laser weapons. Strong shield resistance to: ARs | Decent shield resistance to: SCRs, LRs, SCR Pistols
Max Gallente Sentinel Bonus: 15% armor resistance to railgun weapons, 10% armor resistance to projectile weapons. Strong armor resistance to: FGs, RRs, Snipers | Decent armor resistance to: HMGs, CRs, SMGs
Max Minmatar Sentinel Bonus: 15% shield resistance to laser weapons, 10% armor resistance to blaster weapons. Strong shield resistance to: SCRs, LRs, SCR Pistols | Decent armor resistance to: ARs _____________________________________________________________________
MISC SECTION
New Commando Skills
Commando Suit Bonus: 5% reduction to reload speed of light weapons per level.
Amarr Commando Bonus: +2% damage to laser light weapons per level Caldari Commando Bonus: +2% damage to hybrid - railgun light weapons per level. Gallente Commando Bonus: +2% damage to hybrid - blaster light weapons per level. Minmatar Commando Bonus: +2% damage to projectile and explosive light weapons per level. _____________________________________________________________________
New Scout Skills
Scout Suit Bonus: 10% bonus to PG/CPU cost of cloak field per level.
Amarr Scout Bonus: 5% reduction to cloak field cooldown per level. Caldari Scout Bonus: 5% reduction to firing cloak cost per level. Gallente Scout Bonus: 5% to dropsuit scan radius and 5% reduction to scan profile per level. Minmatar Scout Bonus: 5% to melee and nova knife damage per level.
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I make logistics videos!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1540
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Posted - 2014.01.16 03:29:00 -
[3] - Quote
Nice post! Feel free to link to my thread (link in signature) with more exact values on Sentinel Resistances. I'll do the same in my thread because this is good stuff.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Sick Metagamer
Circle of Huskarl Minmatar Republic
10
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Posted - 2014.01.16 03:39:00 -
[4] - Quote
Great thread. If we get a respec I am drooling over what to respec my 3 characters into....
1- Will be a Caldari Commando with Rail Gun and Sniper Rifle Skills. 2- Will be a Minmatar Sentinel Shield Tanked with HMG Skills. 3- Will be a Logi or a Scout, Amarr. Can't decide which yet...
Fun fun fun fun fun!!!!!!!!!!! |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5160
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Posted - 2014.01.16 03:50:00 -
[5] - Quote
For Commandos Normal Reload | Reload at Lv5 | Reload at Lv5 and Rapid Reload 5
Assault Rifle: 3 s | 2.25 s | 1.688 s Combat Rifle: 2.6 s | 1.95 s | 1.463 s Laser Rifle: 4 s | 3 s | 2.25 s Mass Driver: 4 s | 3 s | 2.25 s Plasma Cannon: 3.5 s | 2.625 s | 1.969 s Rail Rifle: 3.2 s | 2.4 s | 1.8 s Scrambler Rifle: 2.5 s | 1.875 s | 1.406 s Shotgun: 0.6 s | 0.45 s | 0.338 s Sniper Rifle: 4 s | 3 s | 2.25 s Swarm Launcher: 4.5 s | 3.375 s | 2.531 s
CCP stated some weapon damage may be getting lowered, so I won't speculate on that part.
ARC Commander
CPM Info and Q&A - Status: Open
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KING CHECKMATE
Ametat Security Amarr Empire
3625
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Posted - 2014.01.16 04:01:00 -
[6] - Quote
So basically, i'll just start saving my SP for cloaks and Amarr scouts...
GIVE ME A RESPEC CCP.
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shady merc
RisingSuns Public Disorder.
37
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Posted - 2014.01.16 05:33:00 -
[7] - Quote
My thoughts on the "NEW" dropsuit bonuses.
Scout:
With the information we have I don't believe the 10% reduction to fitting cloak per level is going to be sufficient. Assuming that they are going to balance the fitting power( talked about it here droupsuits of all the suits. If we take the theoretical max CPU and pg a cloaking device with the max being the same amount of CPU and pg an assault suit starts with we would have the following.
cpu 150 pg 30
level scout bonus +15 cpu +3 pg
Now with numbers technical you couldn't even fit a weapon but lets ignore that for a moment. We know that you can only have 1 cloaking device equip at once so what does the scout gain . The equivalent of 1 basic shield module or basic plate. Neither one of the items would put the scout on par with an assault player. So how can we change this to better even the field.
option 1: the scout comes with more CPU and pg then other suits. This is a bad plan as its the same reason we have slayer logi currently. Now the scout may not become the new Slayer Logi but we are playing with Pandora's box.
option 2: Add a third bonus to every suit. Now this is a large change but I believe it is a better not only the scout but the other suits as well. With this the scout could receive a 50% reduction to fitting a cloak module. then 2 other bonuses that would help shape the play style for that races scout.
Currently I don't have an issue with the other scout bonuses we have 2 scouts that care about cloak usage. 1 that cares about being invisible on the tacnet and 1 knife assassin. 1 suit multiple play style choices
Assault bonuses.
I personally don't agree with 2% rate of fire as this doesn't effect weapons equally at all. So lets change this bonus to something that affects Dmg and doesn't make them simply a faster version of the Commando. So what are the difference between the commando and assault suit when on the offense. The Commando play better to a suppressive fire / versatile weapon solider. They are the slower moving front line that keeps pressure on the opponent. While the assault is more of a shoot to kill / shock troop type fighter. Lets take the minmitar bonus of 5% to damage modifier and apply that to all assaults. While this change helps with the difference between weapons it does bring in the concern of which race it helps more. Currently this would benefits armor tanks more then shield tanks. However due to stacking penalties the effect is less noticeable then the current ROF bonus. Also with the mentioned change to Dmg modifiers one would assume they are will be less effective since TTK is a know issue.
Amarr assault bonus: While there is nothing wrong with the bonus I don't think it helps define the Amarr as being a different. Part of the problem is Amarr simply do not have the slot to make it effective or noticeable to an enemy. Currently the Amarr receive a bonus to weapon overheat. I believe a version of this bonus should stay. It not only helps the Amarr overcome the inherent disadvantages of having less slots but it truly help the race feel unique. If that is not an option then I suggest switching Amarr and Gallente bonus. 5% hp bonus would help far more with the limited slots they have letting them stack plates. This would make them feel more tankish. It also falls in line with the suits base stats of having the highest HP and slowest movement.
Gallente Bonus: As mentioned above they should have the Amarr bonus of 5% repair rate. Since Gallente have more low slots then the Amarr they can more effectively use armor repairs. with 2 complex repair modules they would rep at over 15 HP/s. This should make it very noticeable when facing a Gallente assault player. It also give a tactical side to encountering them. As a Gallente player you would want to break combat for mere seconds allowing you to gain some hp back but reengaging before the opponents shields start to Regen.
Caldari Bonus this is not a bad bonus at all however i feel its so very plain. You are always going to lose the HP race vs armor so I would rather see then gain a strong bonus to shield regulators. with the Caldari race preferred range weapons being able to step behind a rock and quickly start your Regen would seem to play to their advantages. I also feel the 5% hp bonus plus the Caldari use of range would quickly put the Minmatar in a distant last place in the assault suit race.
Minmatar Bonus: Since I stole there bonus we are going to need a new one. I suggest a bonus to Shield energizers. this would work similar to the Gallente play style except the Minmatar would use it speed to quickly engage and finish a fight. then attempt to Regen it shield before the next encounter. While the Gallente would want an extended fight the Minmatar is look to provide burst damage then flee the scene until shields are full again.
That all I have for now will update with logi later. . |
Viktor Hadah Jr
Critical-Impact
1905
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Posted - 2014.01.16 05:35:00 -
[8] - Quote
My god that Amarr bonus is so sh*t...
Selling Templar BPO 300Mil
Earn 50Mil+ ISK in Dust
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I-Shayz-I
I-----I
1947
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Posted - 2014.01.16 08:51:00 -
[9] - Quote
shady merc wrote:My thoughts on the "NEW" dropsuit bonuses.
...
That all I have for now will update with logi later. .
Honestly, while your thoughts are good and strong, the idea is that commandos are getting bonuses to weapons, and assaults are getting bonuses to modules. To continue on, logistics are getting bonuses to equipment.
I'm not going to point out specific parts, but we should try and stay with that idea. Instead, things like the current Amarr Assault bonus could always be changed to something like "Amarr Assault Proficiency".
I'd still like to see your thoughts on logi stuff though.
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I-Shayz-I
I-----I
1955
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Posted - 2014.01.16 19:14:00 -
[10] - Quote
Bump
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I make logistics videos!
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Iron Wolf Saber
Den of Swords
12160
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Posted - 2014.01.16 19:33:00 -
[11] - Quote
Due to the early nature of you guys getting this information do not throw a rage fit if it changes.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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I-Shayz-I
I-----I
1956
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Posted - 2014.01.16 19:42:00 -
[12] - Quote
Iron Wolf Saber wrote:Due to the early nature of you guys getting this information do not throw a rage fit if it changes.
It better change, just not all of it.
That nanohive bonus is kind of ridiculous. But the Repair Tool bonus is perfect.
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I make logistics videos!
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Galthur
Fatal Absolution Covert Intervention
236
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Posted - 2014.01.16 19:59:00 -
[13] - Quote
Iron Wolf Saber wrote:Due to the early nature of you guys getting this information do not throw a rage fit if it changes. Don't change Commando bonuses, I've said this too many times but give all Comando at least 1 high/low slot at basic and increase from there.
Get recruits for me, receive millions of ISK. Buying BPO Codes.
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XEROO COOL
Fatal Absolution Covert Intervention
364
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Posted - 2014.01.16 20:17:00 -
[14] - Quote
Great post man.. I always look forward to your stuff.
Everyone has a plan until you punch em in the face!
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Xeroo.Cool on Skype.
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Tesfa Alem
Death by Disassociation Legacy Rising
65
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Posted - 2014.01.16 20:19:00 -
[15] - Quote
+1 for a great post. It demonstrates how crap the Minmatar rep bonus is. 2.5 Million sp and all I get is enough extra hp reps to counter 1/4 of a rail rifle round at proto level. Trading my Hacking speed ( nearly as fast as two clones) for 1/4 of a bullet.
CCP TU PETITE MERDEUX
Redline for Thee, but no Redline for Me.
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Zion Shad
ZionTCD Public Disorder.
2127
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Posted - 2014.01.16 20:32:00 -
[16] - Quote
Well done Shayz ! +1
Co-Owner of Multiplexgaming.com
Co-Host of PODSIDE on iTunes
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Mister Goo
ZionTCD Public Disorder.
22
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Posted - 2014.01.17 00:42:00 -
[17] - Quote
Great information Shayz same as all ways well organized and looking out for the rest of us.
+1 |
I-Shayz-I
I-----I
1967
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Posted - 2014.01.17 02:15:00 -
[18] - Quote
Mister Goo wrote:Great information Shayz same as all ways well organized and looking out for the rest of us.
+1
GOO!
Another great logi that I have truely missed.
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I-Shayz-I
I-----I
2011
|
Posted - 2014.01.19 05:52:00 -
[19] - Quote
Bump
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I make logistics videos!
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jordy mack
Ultramarine Corp
108
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Posted - 2014.01.19 06:34:00 -
[20] - Quote
I-Shayz-I wrote:Iron Wolf Saber wrote:Due to the early nature of you guys getting this information do not throw a rage fit if it changes. It better change, just not all of it. That nanohive bonus is kind of ridiculous. But the Repair Tool bonus is perfect.
Yer loving the idea of the general equip, scan and rep tool bonuses but just not nesessarily on those suits... The caldari assault bonus should remove shield recharge delay, dosnt seem fair that gal get the same percentage but are going to have a larger base number to start with. Ideally i'd say stick with eve lore, give gal logi arm rep bonus, cal logi shield rep bonus(why don't i have a shield repper?!), and let minny's be the scanner/hacker, and ammar... get to wear gold ... look at the shiney!
Less QQ more PewPew
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Skihids
Bullet Cluster Legacy Rising
2711
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Posted - 2014.01.19 07:22:00 -
[21] - Quote
Tesfa Alem wrote:+1 for a great post. It demonstrates how crap the Minmatar rep bonus is. 2.5 Million sp and all I get is enough extra hp reps to counter 1/4 of a rail rifle round at proto level. Trading my Hacking speed ( nearly as fast as two clones) for 1/4 of a bullet. CCP TU PETITE MERDEUX
The Minmitar "bonus" is really a nerf in disguise.
Every increase in repair rate means fewer cycles required which means fewer WPs. As noted TTK is so short there's no point in trying to keep up with damage in real time, you simply can't match the DPS of the enemy's weapon. Healing is an out of battle task, especially when you are wearing the softest Logi suit in the game.
Heavies are really only viable in tight situations like indoors where long range isn't required, so you won't get much use from it.
I'll probably go Gallentee after the respec. |
I-Shayz-I
I-----I
2019
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Posted - 2014.01.19 07:51:00 -
[22] - Quote
Skihids wrote:Every increase in repair rate means fewer cycles required which means fewer WPs. As noted TTK is so short there's no point in trying to keep up with damage in real time, you simply can't match the DPS of the enemy's weapon. Healing is an out of battle task, especially when you are wearing the softest Logi suit in the game.
Yeah no. You are SO wrong. Look what I can do with a core focused: https://www.youtube.com/watch?v=P9OUEQFfao0&feature=youtube_gdata_player
1. The better the repair tool, the FASTER you gain rewards. You don't lose out on anything by using a better repair tool, only by using a better injector.
2. TTK might be short, but as long as you use cover as dodge as many bullets as possible, 220 HP/s makes the person practically invincible unless they're getting shot at from 5 people at the same time. You might not be able to match DPS while standing still, or on paper, but it works in the actual game.
3. Healing is NOT an out of battle task.
4. Minmatar Logi (The one I'm using in the video) is perfectly viable if you know how to fit a support logi properly (i.e. shield energizers and armor reps).
5. The bonus to range on the core focued means that it loses its only disadvantage (the 10 meter range sucks, you can even see in the video how hard it was to keep a lock sometime). Flux repair at proto is almost 50 meters. You could stand up on a building or tabletop and rep two people down below, or be far enough from the fight that people won't know where you are.
Dude, do you even logi or are you pulling all of this out of your ass?
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devonus durga
P.L.A.N. B
120
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Posted - 2014.01.19 09:42:00 -
[23] - Quote
Its those gallente numbers that scare me...... so much armor... so so so much armor.
Newbiest newberry to ever spawn a 10 page Debate
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CrotchGrab 360
The Men In The Mirror
1375
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Posted - 2014.01.19 09:55:00 -
[24] - Quote
All I can say is, CALDARI LOGI ALL THE WAY
Being a logibro got too expensive for me but this + a respec would be the best.
I'd put all my SP into support, and with the new bonuses I'm going to repping even more. Don't be surprised if you see me in game and I follow you around and heal you all game.
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I-Shayz-I
I-----I
2025
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Posted - 2014.01.19 10:51:00 -
[25] - Quote
CrotchGrab 360 wrote:All I can say is, CALDARI LOGI ALL THE WAY
Being a logibro got too expensive for me but this + a respec would be the best.
I'd put all my SP into support, and with the new bonuses I'm going to repping even more. Don't be surprised if you see me in game and I follow you around and heal you all game.
I'm honestly considering getting caldari logi to 5 just for the nanohive bonus.
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Heimdallr69
Ancient Exiles. Renegade Alliance
1395
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Posted - 2014.01.20 02:40:00 -
[26] - Quote
Kujo
tºüpü»sñºpüìpü¬pâÜpâïpé¦péƵîüpüúpüªpüäpéï
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
557
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Posted - 2014.01.27 21:45:00 -
[27] - Quote
I-Shayz-I wrote:Assault Suit Bonus: 2% to light weapon RoF per level.
Amarr Assault Bonus: 5% to repair rate of armor repair modules per level. Caldari Assault Bonus: 5% to HP bonus of shield extender modules per level. Gallente Assault Bonus: 5% to HP bonus of armor plate modules per level. Minmatar Assault Bonus: 5% to damage bonus of damage modifier modules per level. I think if these changes are even the tenative ones to go through, wouldn't it make more sense to have Gallente have increased armor repair per level and Amarr have armor % per level?
Having increased armor % per level for Amarr seems to make more sense with their "stamina" theme, given that more effectiveness on plates AND their increased stamina/stam regen make them last longer/move around more efficiently on the battlefield.
Now, I could see that if the slot layouts are moved around somewhat, as evidenced by the Commando/Sentinel/Scout suit adjustments, and if Gallente get an innate repair amount on all their suits, then perhaps making the plates more effective (with a lower slot count) and a built in repair make more sense for Gallente.
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Cody Sietz
Bullet Cluster Legacy Rising
2120
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Posted - 2014.01.27 22:30:00 -
[28] - Quote
I was not aware that the PLC was a blast type weapon.
Makes sense.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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fawkuima juggalo
Eternal Beings Proficiency V.
888
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Posted - 2014.01.28 01:19:00 -
[29] - Quote
Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level.
if they increase this to 10% and lower isk cost then ima happy logi.......
P.s. ima put this in the library sec in the registry
- LOGI REGISTRY, *LIBRARY, AND H.O.F. -
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Henchmen21
Planet Express LLC
487
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Posted - 2014.01.28 01:22:00 -
[30] - Quote
What they hell good is all the range on reppers if the moment they round a corner or put a stack of boxes between you and them you loose the lock?
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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