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KING CHECKMATE
Ametat Security Amarr Empire
3748
|
Posted - 2014.01.18 23:15:00 -
[1] - Quote
Lets see what each race gets as an ASSAULT BONUS: GÖªGallente: ARMOR tanking bonus. GÖªCaldari: Shield tanking bonus GÖªMinmatar: DAMAGE Mod Bonus GÖªAmarr: Armor repairer bonus (bringing the Complex all the way up to an amazing 7.25 P/S. >.>)
AGain,CCP has given Amarr race BAD bonuses compared to their counter parts. Not only the Only REAL way to make use of this bonus is to have at LEAST 2 Cx armor repairers, but the amarr race counts with a miserable 3 low slot count at PROTO level. I know WHO would take better advantage of this bonus. The Gallente. with 4 LOW slots they could in good theory equip 2 Cx Reps and 2 Armor plates ,netting 450+ of Armor only Plus a repair rate of 15 per second. PLUS, if CCP keeps up the 1.8 Trend,maybe give the Gallente Assault a 1 or 2 innate armor repair per sec to this suit. Give the Amarr the Armor plate Bonus. WE are supposed to be the ones with Higher HP values,not the Gallente. PLUS,it suits us better: Amarr : High armor values (almost 600 but low Armor rep, around 6.25) Gallente: High Armor regen and Above avarege armor values (around 500 Armor and 15+ Armor rep per sec)
NOw since gallentes are all filthy pirates and they will probably say this proposition is ridiculous just to **** me off, then i have a second one: Increase the Amarr repair bonus to: +15 Armor repair bonus effectiveness per level.
This way, at level 5 the bonus gets all the way up to 75%. PLUS the 25% you can get as passive skill for Armor Reps, its 100% Effectiveness. This means an amarr Asault can repair 10HP/sec with only 1 Cs armor rep and still have around 500 armor. OR Sacrifice some armor and keep it at 330(ish) and have 20 Armor rep per sec... etc..
This way the bonus WILL be considered as effective as the others in keeping the player alive/killing enemies faster...
Discuss
GIVE ME A RESPEC CCP.
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1st Lieutenant Tiberius
0uter.Heaven Ishuk-Raata Enforcement Directive
862
|
Posted - 2014.01.18 23:20:00 -
[2] - Quote
I'm inclined to believe that we might see a complete overhaul in terms of medium suits' stats and slot layouts, but this is all speculation.
I must say though, the heat bonus is one of the best bonuses in the game that made the Amarr Assault the only true assault suit that had a bonus which directly augmented its ability to assault.
Gal and Cal get more health, thats cool
Now if we look at Min and Amarr, the Minmatar get a DPS bonus.. okay cool, the Amarr should just keep the bonus we have already which would in turn make it a DPS bonus; mirroring the Minmatar
Gal/Cal: Tank Min/Amarr: Gank
Makes sense no?
The Sinwarden
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Mr Machine Guns
Nyain San Renegade Alliance
274
|
Posted - 2014.01.18 23:21:00 -
[3] - Quote
1st Lieutenant Tiberius wrote:I'm inclined to believe that we might see a complete overhaul in terms of medium suits' stats and slot layouts, but this is all speculation.
I must say though, the heat bonus is one of the best bonuses in the game that made the Amarr Assault the only true assault suit that had a bonus which directly augmented its ability to assault.
Gal and Cal get more health, thats cool
Now if we look at Min and Amarr, the Minmatar get a DPS bonus.. okay cool, the Amarr should just keep the bonus we have already which would in turn make it a DPS bonus; mirroring the Minmatar
Gal/Cal: Tank Min/Amarr: Gank
Makes sense no? Agree Amarr probably had the second best bonus for an assault suit behind cal, gal had the worst assault bonus |
KING CHECKMATE
Ametat Security Amarr Empire
3751
|
Posted - 2014.01.18 23:29:00 -
[4] - Quote
Mr Machine Guns wrote:1st Lieutenant Tiberius wrote:I'm inclined to believe that we might see a complete overhaul in terms of medium suits' stats and slot layouts, but this is all speculation.
I must say though, the heat bonus is one of the best bonuses in the game that made the Amarr Assault the only true assault suit that had a bonus which directly augmented its ability to assault.
Gal and Cal get more health, thats cool
Now if we look at Min and Amarr, the Minmatar get a DPS bonus.. okay cool, the Amarr should just keep the bonus we have already which would in turn make it a DPS bonus; mirroring the Minmatar
Gal/Cal: Tank Min/Amarr: Gank
Makes sense no? Agree Amarr probably had the second best bonus for an assault suit behind cal, gal had the worst assault bonus
Second that, edited OP.
GIVE ME A RESPEC CCP.
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Nocturnal Soul
Immortal Retribution
1638
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Posted - 2014.01.18 23:30:00 -
[5] - Quote
Keep the heat reduction bonus and make the Amarr the true armor tankers and you'll get no complaints from me
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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1st Lieutenant Tiberius
0uter.Heaven Ishuk-Raata Enforcement Directive
863
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Posted - 2014.01.18 23:37:00 -
[6] - Quote
KING CHECKMATE wrote:Mr Machine Guns wrote:1st Lieutenant Tiberius wrote:I'm inclined to believe that we might see a complete overhaul in terms of medium suits' stats and slot layouts, but this is all speculation.
I must say though, the heat bonus is one of the best bonuses in the game that made the Amarr Assault the only true assault suit that had a bonus which directly augmented its ability to assault.
Gal and Cal get more health, thats cool
Now if we look at Min and Amarr, the Minmatar get a DPS bonus.. okay cool, the Amarr should just keep the bonus we have already which would in turn make it a DPS bonus; mirroring the Minmatar
Gal/Cal: Tank Min/Amarr: Gank
Makes sense no? Agree Amarr probably had the second best bonus for an assault suit behind cal, gal had the worst assault bonus Second that, edited OP.
Honestly the rep bonus would/could be nice, and I have a few fits in mind which will revolve around the speculative bonuses but it just makes no sense to me; if perhaps the Gal got the rep bonus and the Amarr would get a plate bonus it would make a bit more sense since the Gal has the low slots to play around with and the Amarr can just focus on durability and gungame
but if were going for Racial Symmetry its illogical to give the Minmatar a DPS bonus (which I am not against since the Min assaults are in need of a buff and this is an interesting, risk vs reward buff) whereas the Amarr get a near insignificant regeneration bonus.
I'll restate once more: Racial Symmetry
Gal/Cal: EHP bonus, Armor and Shields respectively
Min/Amarr: DPS bonus. Fast Hit n Run and Slow Brawler respectively
Minmatar gets a bonus that only works if you put on a damage mod on one or more of your highs and the Amarr has a bonus that only works when you use 1 of the only 2 laser weapons in the game, the most useful of the two being high in CPU/PG resources and revolves around an overheat mechanic.
With that said; I am excited to see what CCP has in store for the medium suits
The Sinwarden
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KING CHECKMATE
Ametat Security Amarr Empire
3751
|
Posted - 2014.01.18 23:41:00 -
[7] - Quote
1st Lieutenant Tiberius wrote:KING CHECKMATE wrote:Mr Machine Guns wrote:1st Lieutenant Tiberius wrote:I'm inclined to believe that we might see a complete overhaul in terms of medium suits' stats and slot layouts, but this is all speculation.
I must say though, the heat bonus is one of the best bonuses in the game that made the Amarr Assault the only true assault suit that had a bonus which directly augmented its ability to assault.
Gal and Cal get more health, thats cool
Now if we look at Min and Amarr, the Minmatar get a DPS bonus.. okay cool, the Amarr should just keep the bonus we have already which would in turn make it a DPS bonus; mirroring the Minmatar
Gal/Cal: Tank Min/Amarr: Gank
Makes sense no? Agree Amarr probably had the second best bonus for an assault suit behind cal, gal had the worst assault bonus Second that, edited OP. Honestly the rep bonus would/could be nice, and I have a few fits in mind which will revolve around the speculative bonuses but it just makes no sense to me; if perhaps the Gal got the rep bonus and the Amarr would get a plate bonus it would make a bit more sense since the Gal has the low slots to play around with and the Amarr can just focus on durability and gungame but if were going for Racial Symmetry its illogical to give the Minmatar a DPS bonus (which I am not against since the Min assaults are in need of a buff and this is an interesting, risk vs reward buff) whereas the Amarr get a near insignificant regeneration bonus. I'll restate once more: Racial Symmetry Gal/Cal: EHP bonus, Armor and Shields respectively Min/Amarr: DPS bonus. Fast Hit n Run and Slow Brawler respectively Minmatar gets a bonus that only works if you put on a damage mod on one or more of your highs and the Amarr has a bonus that only works when you use 1 of the only 2 laser weapons in the game, the most useful of the two being high in CPU/PG resources and revolves around an overheat mechanic. With that said; I am excited to see what CCP has in store for the medium suits
Well regarding that. I have actually gotten back to scouting.But even if i dont plan on using Med Frames any more, it does not mean i wont speak my mind on them.... ;)
Again, well elaborated response. +1
GIVE ME A RESPEC CCP.
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BL4CKST4R
WarRavens League of Infamy
1596
|
Posted - 2014.01.18 23:53:00 -
[8] - Quote
I agree with you, but only if the 5% per level is removed from the Gallente AND the Caldari, then have that bonus given to the Amarr and the Gallente get a rep bonus and the Caldari a Idk bonus |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8003
|
Posted - 2014.01.18 23:58:00 -
[9] - Quote
KING CHECKMATE wrote:
NOw since gallentes are all filthy pirates and they will probably say this proposition is ridiculous just to **** me off, then i have a second one: Increase the Amarr repair bonus to: +15% Armor repair bonus effectiveness per level.
This way, at level 5 the bonus gets all the way up to 75%. PLUS the 25% you can get as passive skill for Armor Reps, its 100% Effectiveness. This means an amarr Asault can repair 10HP/sec with only 1 Cs armor rep and still have around 500 armor. OR Sacrifice some armor and keep it at 330(ish) and have 20 Armor rep per sec... etc..
I don't think this suggestion is terrible at all. Amarrians have traditionally been the brick tanked juggernauts while Gallenteans have typically active tanked.
I must ask, though: I get the impression that you think one or the other should happen. Why not both?
25% armour repair bonus is a poor bonus to anyone. No, it is not a good bonus to Gallente because they have 1 extra low slot, they could make much much better use of the plate bonus. However, if the repair bonus was boosted then it would certainly become useful. It doesn't even need to be 75% - 50% would be adequate. That way Gallente suits fulfil the Gallente philosophy of active tanked armour, Amarrians stick to their battle philosophy, and they both have suitable effective bonuses.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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1st Lieutenant Tiberius
0uter.Heaven Ishuk-Raata Enforcement Directive
870
|
Posted - 2014.01.18 23:59:00 -
[10] - Quote
KING CHECKMATE wrote:Well regarding that. I have actually gotten back to scouting.But even if i dont plan on using Med Frames any more, it does not mean i wont speak my mind on them.... ;)
Again, well elaborated response. +1
I too have recently gotten into Scouts for multiple reasons, but mostly due to me having maxed out my assault suit in the way thats perfect for me, now I have 2 roles I am proficient in.
I think no matter what I'm going to stick to the Amarr Assault, and in preparation for the possibility of losing my heat sink I've been practicing by using a ScR on my Scout.
I've played with the ScR since they day it came out and it is the most fascinating weapon in the game IMO. The Weapon performs two distinct roles that depend on what kind of soldier is carrying it:
ScR without Assault ak.0: Mid-Long range Marksman Wielded on any suit the ScR becomes the ultimate mid-range sniper, the way I use it is like a bolt-action sniper; making every single charge shot count aiming for critical mass to take down low health opponents or center of mass to inflict burst alpha damage and finish off engagements with a sidearm
If you treat it like a rifle, running and gunning with it you'll most likely be caught with your pants down and your palms scorched
ScR with Assault ak.0: The Dedicated Marksman of the Amarr Empire's Imperial Forces Wielded by Elite marksmen with specialized dropsuits the ScR becomes something akin to the modern DMR, Semi-automatic high accuracy rifle. When a ScR is paired with an Assault ak.0 the terms Dedicated Marksman starts to make more sense, the built in heat sink allows the Assault ak.0 to maximize its role as Dedicated Marksman, able to pick off 2 or 3 targets with deadly efficiency at range or clear a room with clever heat management and smart use of a sidearm.
The thing is if you take away the bonus from the Assault ak.0 it's not so much that it becomes underpowered since the Reps (and a possibile rebalancing of TTK) could prove to be a useful bonus, but it just completely changes what I thought the intended role of the suit is. I love the ScR and without the ak.0 Bonus I would use it as I mentioned above; a Mid to long range marksman, mostly likely fit on a Gallente scout.
It simply DeIncentivizes the use of the Assault ak.0 when using the Racial suit and the Racial weapon is just as effective when used by any other suit for that matter
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8004
|
Posted - 2014.01.19 00:07:00 -
[11] - Quote
1st Lieutenant Tiberius wrote:KING CHECKMATE wrote:Well regarding that. I have actually gotten back to scouting.But even if i dont plan on using Med Frames any more, it does not mean i wont speak my mind on them.... ;)
Again, well elaborated response. +1 I too have recently gotten into Scouts for multiple reasons, but mostly due to me having maxed out my assault suit in the way thats perfect for me, now I have 2 roles I am proficient in. I think no matter what I'm going to stick to the Amarr Assault, and in preparation for the possibility of losing my heat sink I've been practicing by using a ScR on my Scout. I've played with the ScR since they day it came out and it is the most fascinating weapon in the game IMO. The Weapon performs two distinct roles that depend on what kind of soldier is carrying it. If you treat it like a rifle, running and gunning with it you'll most likely be caught with your pants down and your palms scorched -snip- It simply DeIncentivizes the use of the Assault ak.0 when using the Racial suit and the Racial weapon is just as effective when used by any other suit for that matter
See, life without the heat bonus DOES exist! I used it for months without the Ak.0 bonus.
Anyhow, I think the thing I'm most sore about isn't how effective the bonus is but more that it was the only bonus to let a suit have proper synergy with a weapon. It's a brilliant thing, really. What I'd love to see is something along these lines:
1x damage bonus 1x tank bonus
E.g. Damage:
- Amarr: 25% reduction to heat build-up with laser weaponry
- Gallente: x% bonus to damage and RoF with plasma weaponry
- Caldari: x% reduction to charge-up time and x% increase to range/decrease in recoil of rail weaponry (not so sure about this one)
- Minmatar: 50% bonus to damage mod efficacy.
Tank:
- Amarr: 25% bonus to plate HP bonus
- Gallente: 50% bonus to armour repairer efficacy
- Caldari: 25% bonus to extender HP bonus
- Minmatar: 50% bonus to shield regen speed
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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McFurious
TeamPlayers Negative-Feedback
485
|
Posted - 2014.01.19 00:13:00 -
[12] - Quote
As a Gallente, I support armor tanking going to Amarr and Gallente getting armor repair. Amarr suits even look like they're supposed to be armor bricks.
I usually keep my armor mods basic or enhance with complex reppers or repair hives anyway. I'd love the repair bonus instead.
Half Irish. Often angry.
Closed Beta Masshole
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1st Lieutenant Tiberius
0uter.Heaven Ishuk-Raata Enforcement Directive
873
|
Posted - 2014.01.19 00:14:00 -
[13] - Quote
Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:KING CHECKMATE wrote:Well regarding that. I have actually gotten back to scouting.But even if i dont plan on using Med Frames any more, it does not mean i wont speak my mind on them.... ;)
Again, well elaborated response. +1 I too have recently gotten into Scouts for multiple reasons, but mostly due to me having maxed out my assault suit in the way thats perfect for me, now I have 2 roles I am proficient in. I think no matter what I'm going to stick to the Amarr Assault, and in preparation for the possibility of losing my heat sink I've been practicing by using a ScR on my Scout. I've played with the ScR since they day it came out and it is the most fascinating weapon in the game IMO. The Weapon performs two distinct roles that depend on what kind of soldier is carrying it. If you treat it like a rifle, running and gunning with it you'll most likely be caught with your pants down and your palms scorched -snip- It simply DeIncentivizes the use of the Assault ak.0 when using the Racial suit and the Racial weapon is just as effective when used by any other suit for that matter See, life without the heat bonus DOES exist! I used it for months without the Ak.0 bonus. Anyhow, I think the thing I'm most sore about isn't how effective the bonus is but more that it was the only bonus to let a suit have proper synergy with a weapon. It's a brilliant thing, really. What I'd love to see is something along these lines: 1x damage bonus 1x tank bonus E.g. Damage:
- Amarr: 25% reduction to heat build-up with laser weaponry
- Gallente: x% bonus to damage and RoF with plasma weaponry
- Caldari: x% reduction to charge-up time and x% increase to range/decrease in recoil of rail weaponry (not so sure about this one)
- Minmatar: 50% bonus to damage mod efficacy.
Tank:
- Amarr: 25% bonus to plate HP bonus
- Gallente: 50% bonus to armour repairer efficacy
- Caldari: 25% bonus to extender HP bonus
- Minmatar: 50% bonus to shield regen speed
But we have to work within the boundaries of: 1x Blanket Bonus and 1x Racial Bonus
Which is why I like the idea of each opposing pair of factions focusing on one particular thing; Gal/Cal: Tank and Min/Amarr; Gank
The simplest, most logical has to be:
Amarr: 25% reduction to heat build-up with laser weaponry
Gallente: 50% bonus to armour plate efficacy
Caldari: 25% bonus to extender HP bonus
Minmatar: 50% bonus to damage mod efficacy.
It just. Makes. Sense.
The Sinwarden
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
735
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Posted - 2014.01.19 00:19:00 -
[14] - Quote
Personally I don't like the proposed Min Assault bonus. For my advanced suits I would probably try to fit and extender, recharger and single damage mod in my 3 highs - I will miss the better recovery assaults currently enjoy so I get at best a 2.5% bonus to damage at suit skill lvl 5 (which I don't have and wouldn't use a complex on an adv suit anyway so would actually be far less, but I digress)
I did hear an idea somewhere that damage mods are getting changed to increase its bonus to damage type instead of overall damage - meaning the % increase may be higher and the suit skill would be more advantageous. Personally thats a mathematical headache I'm not willing to tackle in a game I just wanna have fun with so I cant be bothered to look into that idea
I envy the Amarr bonus - nice and simple and gets you back into the fight faster
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8011
|
Posted - 2014.01.19 00:21:00 -
[15] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:KING CHECKMATE wrote:Well regarding that. I have actually gotten back to scouting.But even if i dont plan on using Med Frames any more, it does not mean i wont speak my mind on them.... ;)
Again, well elaborated response. +1 I too have recently gotten into Scouts for multiple reasons, but mostly due to me having maxed out my assault suit in the way thats perfect for me, now I have 2 roles I am proficient in. I think no matter what I'm going to stick to the Amarr Assault, and in preparation for the possibility of losing my heat sink I've been practicing by using a ScR on my Scout. I've played with the ScR since they day it came out and it is the most fascinating weapon in the game IMO. The Weapon performs two distinct roles that depend on what kind of soldier is carrying it. If you treat it like a rifle, running and gunning with it you'll most likely be caught with your pants down and your palms scorched -snip- It simply DeIncentivizes the use of the Assault ak.0 when using the Racial suit and the Racial weapon is just as effective when used by any other suit for that matter See, life without the heat bonus DOES exist! I used it for months without the Ak.0 bonus. Anyhow, I think the thing I'm most sore about isn't how effective the bonus is but more that it was the only bonus to let a suit have proper synergy with a weapon. It's a brilliant thing, really. What I'd love to see is something along these lines: 1x damage bonus 1x tank bonus E.g. Damage:
- Amarr: 25% reduction to heat build-up with laser weaponry
- Gallente: x% bonus to damage and RoF with plasma weaponry
- Caldari: x% reduction to charge-up time and x% increase to range/decrease in recoil of rail weaponry (not so sure about this one)
- Minmatar: 50% bonus to damage mod efficacy.
Tank:
- Amarr: 25% bonus to plate HP bonus
- Gallente: 50% bonus to armour repairer efficacy
- Caldari: 25% bonus to extender HP bonus
- Minmatar: 50% bonus to shield regen speed
But we have to work within the boundaries of: 1x Blanket Bonus and 1x Racial Bonus Which is why I like the idea of each opposing pair of factions focusing on one particular thing; Gal/Cal: Tank and Min/Amarr; Gank The simplest, most logical has to be: Amarr: 25% reduction to heat build-up with laser weaponry
Gallente: 50% bonus to armour plate efficacy
Caldari: 25% bonus to extender HP bonus
Minmatar: 50% bonus to damage mod efficacy.
It just. Makes. Sense.
It does make sense, and I agree.
I just wish we weren't stuck with a blanket bonus. The only weaponry oriented thing that works there is a raw damage bonus, because RoF doesn't really matter to semi-autos and suchlike. But it's just boring, honestly. Having a bonus on each assault synergising with their racial weapon while their tank gets reinforced by the other bonus is much more interesting than just having a shade more damage and a chunk of tank or a bit of gank. Of those bonuses, the Amarr is by far the most interesting. No comment on it balance wise, but it's interesting. I'd love to see more of that kind of thing.
And those bonuses are pretty solid really, though 50% on plates is too much. 25% for raw HP, 50% for regen I should think. Do note that with a 50% bonus you could feasibly break 1000 raw armour with a Gallassault, which is getting a little unreasonable.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Texs Red
DUST University Ivy League
114
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Posted - 2014.01.19 00:21:00 -
[16] - Quote
I would rather see bonuses that show's a stronger interest in ones racial weapon types rather than simply makes it have more tank.
Caldari: Hybrid weapon range Gallente: Hybrid weapon rotation speed while aiming down sights and increased snap to aim down sights Amarr: Keep heat buildup reduction bonus for laser weapons. Minmatar: Increased clip size and spare ammo for projectile weapons.
Raw eHP is a heavy thing and in the end the new commandos will probably do it better. Assault suits should improve weapon performance so they can bring superior weapon use to the field and will also give more room for creative fits. If you give bonuses to tank what do you get? Those suits will just focus on tanking, period, no creativity. However what happens if the Caldari get a bonus to hybrid weapon ranges? This would apply to Ion pistols, magsec SMGs, bolt pistols, assault rifles, rail rifles, sniper rifles, plasma cannons?, and shotguns. So you could have a creative mashup of any of those weapons instead of just boring old tank.
Think big people! |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8011
|
Posted - 2014.01.19 00:23:00 -
[17] - Quote
Texs Red wrote:I would rather see bonuses that show's a stronger interest in ones racial weapon types rather than simply makes it have more tank.
Caldari: Hybrid weapon range Gallente: Hybrid weapon rotation speed while aiming down sights and increased snap to aim down sights Amarr: Keep heat buildup reduction bonus for laser weapons. Minmatar: Increased clip size and spare ammo for projectile weapons.
+1 for initial concept -1 for suggestions
Sorry, but if you want to turn around faster you can just turn up the sensitivity in the menu. That's a horrible bonus.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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True Adamance
Kameira Lodge Amarr Empire
5885
|
Posted - 2014.01.19 00:24:00 -
[18] - Quote
Broonfondle Majikthies wrote:Personally I don't like the proposed Min Assault bonus. For my advanced suits I would probably try to fit and extender, recharger and single damage mod in my 3 highs - I will miss the better recovery assaults currently enjoy so I get at best a 2.5% bonus to damage at suit skill lvl 5 (which I don't have and wouldn't use a complex on an adv suit anyway so would actually be far less, but I digress)
I did hear an idea somewhere that damage mods are getting changed to increase its bonus to damage type instead of overall damage - meaning the % increase may be higher and the suit skill would be more advantageous. Personally thats a mathematical headache I'm not willing to tackle in a game I just wanna have fun with so I cant be bothered to look into that idea
I envy the Amarr bonus - nice and simple and gets you back into the fight faster
However as a racial bonus which is supposed to reinforce and represent that racial groups combat doctrines....it fails miserably to represent the Amarr.
What most Amarrian players in the game want is not the most effective bonus we can have, only the bonus that actually makes sense of an Amarrian suit to have.
Rep rates are not something the Amarr do. They prefer resistance tanking, though we cannot have resistance tanking in Dust. We would rather keep our heat sinks, a module which is unique to the Amarr in most cases improving, EVE side, the weapons DPS.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Nocturnal Soul
Immortal Retribution
1638
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Posted - 2014.01.19 00:27:00 -
[19] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:KING CHECKMATE wrote:Well regarding that. I have actually gotten back to scouting.But even if i dont plan on using Med Frames any more, it does not mean i wont speak my mind on them.... ;)
Again, well elaborated response. +1 I too have recently gotten into Scouts for multiple reasons, but mostly due to me having maxed out my assault suit in the way thats perfect for me, now I have 2 roles I am proficient in. I think no matter what I'm going to stick to the Amarr Assault, and in preparation for the possibility of losing my heat sink I've been practicing by using a ScR on my Scout. I've played with the ScR since they day it came out and it is the most fascinating weapon in the game IMO. The Weapon performs two distinct roles that depend on what kind of soldier is carrying it. If you treat it like a rifle, running and gunning with it you'll most likely be caught with your pants down and your palms scorched -snip- It simply DeIncentivizes the use of the Assault ak.0 when using the Racial suit and the Racial weapon is just as effective when used by any other suit for that matter See, life without the heat bonus DOES exist! I used it for months without the Ak.0 bonus. Anyhow, I think the thing I'm most sore about isn't how effective the bonus is but more that it was the only bonus to let a suit have proper synergy with a weapon. It's a brilliant thing, really. What I'd love to see is something along these lines: 1x damage bonus 1x tank bonus E.g. Damage:
- Amarr: 25% reduction to heat build-up with laser weaponry
- Gallente: x% bonus to damage and RoF with plasma weaponry
- Caldari: x% reduction to charge-up time and x% increase to range/decrease in recoil of rail weaponry (not so sure about this one)
- Minmatar: 50% bonus to damage mod efficacy.
Tank:
- Amarr: 25% bonus to plate HP bonus
- Gallente: 50% bonus to armour repairer efficacy
- Caldari: 25% bonus to extender HP bonus
- Minmatar: 50% bonus to shield regen speed
But we have to work within the boundaries of: 1x Blanket Bonus and 1x Racial Bonus Which is why I like the idea of each opposing pair of factions focusing on one particular thing; Gal/Cal: Tank and Min/Amarr; Gank The simplest, most logical has to be: Amarr: 25% reduction to heat build-up with laser weaponry
Gallente: 50% bonus to armour plate efficacy
Caldari: 25% bonus to extender HP bonus
Minmatar: 50% bonus to damage mod efficacy.
It just. Makes. Sense. Honestly CCP doesn't have to stick to the same class bonus. And I'd if a was head of development would do exactly what lieutenant said just because it adds balance to the game.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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1st Lieutenant Tiberius
0uter.Heaven Ishuk-Raata Enforcement Directive
879
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Posted - 2014.01.19 00:31:00 -
[20] - Quote
Arkena Wyrnspire wrote:though 50% on plates is too much
lol I got lazy and copy-pasted your list from your post and changes the Armor Repair to Armor Plate, and forgot to change the 50% :/
Numbers are not what concern me though, just the nature of the bonuses themselves
The Sinwarden
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Cody Sietz
Bullet Cluster Legacy Rising
2020
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Posted - 2014.01.19 00:36:00 -
[21] - Quote
I would take the reps, not that low however.
You wanna trade? Get CCP to up those rep percentages, then is be happy to give up armour plate bonus.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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1st Lieutenant Tiberius
0uter.Heaven Ishuk-Raata Enforcement Directive
880
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Posted - 2014.01.19 00:38:00 -
[22] - Quote
Cody Sietz wrote:I would take the reps, not that low however.
You wanna trade? Get CCP to up those rep percentages, then is be happy to give up armour plate bonus.
You can keep your bonuses, all i want is to keep mine :)
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8013
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Posted - 2014.01.19 00:39:00 -
[23] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:though 50% on plates is too much lol I got lazy and copy-pasted your list from your post and changes the Armor Repair to Armor Plate, and forgot to change the 50% :/ Numbers are not what concern me though, just the nature of the bonuses themselves
Yep yep. Though numbers are still fairly important. A 25% armour rep bonus is meh. A 50% one... vOv
We will see.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
735
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Posted - 2014.01.19 00:54:00 -
[24] - Quote
True Adamance wrote:Broonfondle Majikthies wrote:Personally I don't like the proposed Min Assault bonus. For my advanced suits I would probably try to fit and extender, recharger and single damage mod in my 3 highs - I will miss the better recovery assaults currently enjoy so I get at best a 2.5% bonus to damage at suit skill lvl 5 (which I don't have and wouldn't use a complex on an adv suit anyway so would actually be far less, but I digress)
I did hear an idea somewhere that damage mods are getting changed to increase its bonus to damage type instead of overall damage - meaning the % increase may be higher and the suit skill would be more advantageous. Personally thats a mathematical headache I'm not willing to tackle in a game I just wanna have fun with so I cant be bothered to look into that idea
I envy the Amarr bonus - nice and simple and gets you back into the fight faster However as a racial bonus which is supposed to reinforce and represent that racial groups combat doctrines....it fails miserably to represent the Amarr. What most Amarrian players in the game want is not the most effective bonus we can have, only the bonus that actually makes sense of an Amarrian suit to have. Rep rates are not something the Amarr do. They prefer resistance tanking, though we cannot have resistance tanking in Dust. We would rather keep our heat sinks, a module which is unique to the Amarr in most cases improving, EVE side, the weapons DPS. Well yes without resistance mods / dynamics in game it is difficult to implement. What you are talking in essence is being sustainable and taking more damage over time, on that front it is spot on. My only experience with Amarr suits currently is the Heavy but I find tanking the armour very restrictive. With maxing out reps over plates I can engage far more opponents over time and my end of match damage received stat looks like I should have lost 4x more suits than I actually do. Ok it means I can't just stand in the open and gun folks down with 'righteous fury' but seriously with how destructive weapons are currently I don't think anyone can even with 2 logi's repping simultaneously
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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