shady merc
RisingSuns Public Disorder.
39
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Posted - 2014.01.28 07:34:00 -
[1] - Quote
Each time a player spends Skill point he must make a decision. Do I become better at my "role" or do I branch out and become more versatile? Ask yourself these questions assuming new 1.8 dropsuit role bonuses are in place and you only have 3 levels of your advance suit's skill: (scout 15% to cloak fitting X per level) (assault 2% ROF X per level) (logi 5% reduction to equipment fitting cost X per level)
As an advance logi I would like to have access to a cloak once in awhile. Do I train level 1 scout or use the cloak on my advance logi?
As an advance logi I would like to have access to a better slayer fit. Do I train level 1 assault or fit less equipment on my logi?
As an advance scout I would like to have a better front line fighter suit. Do I train level 1 assault or fit more plates?
As an advance assault I would like to play a sneakier role. Do i train level 1 scout to use a cloak or fit a cloak on my advance assault?
As an advance scout would like to carry more equipment. Do I stop using my cloak or train level 1 logi?
Now ask your self the same questions when the role bonus is static instead of per level. (level 1 scout = 75% reduction in cloak fitting cost) (level 1 logi = 25% reduction in equipment fitting cost) (level 1 assault = 10% rof)
Most of the question are probably pretty easy to answer. The first time you ask these question more you probably decided on keeping your current suit and adjust your fitting to attempt to do the other job. Why because the benefit you gain from switching suit is so small that you better of specializing in your suit instead. You will be able to do the job of a different specialized suit (basic level) and still partially do your job. The second go around I bet it was a lot easier to decide to spend your skill points on another suit to get the bonuses.
Each specialized dropsuit(scout,heavy,logi,commando,assault,) needs to have a role on the battlefield that it can call it's own. While many suits will try to mimic it, it should always stand the test of time. This is a major problem with dust right now has you almost always hurt yourself by expanding your skill set instead of specializing. To make that even worse most suits don't truly become effective at their job until you have the suit and most supporting skill to level 5. This leads to a couple of issues.
1. its always better to be bring proto then to bring the right suit. 2. it make the game feel more like a grind. 3. it creates a dynamic where it better to go with flow then against it. (making the feeling of FOTM feel worse) 4. it makes lower skill point players uncertain of their choices (why did I go scout when that assault guy does it better)
I think each of the role bonuses currently being look at for 1.8 work well except the assault bonus. Lets take a look at each of them.
Scout -> 75% reduction to cloak fitting requirement This along with the scout decreased signature profile make it the master of invisibility. This is a trait the scout wants to have. It also still lets you decide on how you play the scout. Want sneak behind enemy lines and place uplink while quietly taking out loners and snipers go for it. You want to bounce around the outskirt of a battle using a hit and run play style you can do that to. Maybe you want to go dirty in some crazy chaotic CQC with your shotgun or knives.
Logi -> 25% to equipment fitting requirements. You have gear aplenty how do you want to help your team. Explosives,medic,resupply, spawn points. The choice is yours. By giving the bonus to equipment across the board you have a choice on how you support your team. You can be a medic and follow one of the big guys around. You can reinforce the front lines and drop an up link, nano hive, and pick up your fallen comrades.
Commando -> 25% reload speed Suppressive fire is what you do best. Fire at will and send a ton of lead down wind. Bring in the sniper rifle and the enemy wont have time to close the gap, and if they do well you have another gun for that issue. Maybe you want to send artillery support in for your squad, with your reload speed you can make it rain once the ammo can runs dry pull your rifle back out.
Heavy -> 25% resistance to explosive damage. nothing screams "brick wall" like taking a grenade to the chin and you keep on walking. want to kick down a door with guys blazing, it take more then one grenade to scare you. playing point defense hope they gonna need friends to make you move.
Assault -> 10% Rate of Fire Now I said I didn't like the current 1.8 assault skill are here why. The only weapons that truly benefit from it are automatic weapons. Now the commando already gets a reload bonus which is very similar to this. The commando has less time between clips. Assault finish firing a clip sooner. The commando bonus benefits both automatic weapons and weapons with small mags. The assault only benefits automatic weapons. So who would benefit from using the scr? I suggest moving the assault bonus to 25% reduction in weapon and grenade fitting requirements. This puts the assault more in line with the scout and logi role bonus as well as gives the scr a good place to be used. This creates a suit that is open to multiple play styles while still ensuring they bring enough firepower to the field. The assault player is the guy that can help in every situation. Yeah the heavy and commando have more hp, but you have equipment and grenades along with increased speed. the scout fast and silent, but you have the ability to stand up in a firefight. the logi bring equipment with them, so you have one of those and a side arm.
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