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Thread Statistics | Show CCP posts - 1 post(s) |
Yelhsa Jin-Mao
TheLostLegion
269
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Posted - 2014.02.04 04:18:00 -
[1] - Quote
The 'Assault Suit Variant' bonus for all suits should be an additional 5% efficiency to all 'weapon operation' skills. That way, at level 5, people who use a SCR would get an additional 25% cooldown speed, AR's would have 25% less recoil, snipers would have 25% less scope sway, Swarms would have 25% reduction to lock on speed, shotguns would get 25% more spread, etc. I think this would be more fitting for Assault suits as they are supposed to be the most adept at handling and operating light weapons.
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Yelhsa Jin-Mao
TheLostLegion
282
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Posted - 2014.02.04 15:58:00 -
[2] - Quote
I'd have seen this particular 'Assault Bonus' as a balanced alternative to CCPs +10% to ROF for all weapons at level 5, as many weapons such as the sniper rifle and scrambler rifle, swarm, mass driver and just about any weapon wouldn't really benefit from this. However having an Assault bonus that allows for Assault suit users to be the most versatile players in the game as far as handling any and all light weapons is concerned seems only logical. And besides, this would solve a lot of the problems people have had with losing their current assault suit bonuses in 1.8.
For example, Scrambler Rifle users would be able to still use their Scr's because the heat dissipation rate would compensate for the loss in their rifles reduced heat build up If they use an Amarr Assault suit, shotguns would be viable again as they would have more spread and a greater effective range (something a breach would benefit greatly from), snipers will be able to ADS quicker and may even be able to get closer to the battle instead of sitting in the redline (adopting a marksman esq role), rail rifles would benefit from reduced recoil at range to compensate for their impending nerf (as would CR's and AR's), swarms can be used to target faster moving vehicles sooner such as turbo charged tanks, mass drivers would benefit from the added splash range and may actually be able to hit people again, LR's would benefit from a more rapid heat dispersion just like Scr's, etc.
I think that a level 5 assault suit with a level 5 proficiency in whatever light weapon or even sidearm they choose to equipped would be much more effective and efficient on the battle field, and this assault suit bonus would go a long way to remedy and effectively solve a lot of the issues that people have been complaining about now, and undoubtedly will do in 1.8.
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:09:00 -
[3] - Quote
Joseph Ridgeson wrote:It is a fascinating idea however it is a sink upon a sink. Let's look at Sentinels. They give a resistance bonus to blast weaponry (useful as they cannot easily avoid 'explosives') and the racial variants give a big bonus against their most hated enemy and a smaller bonus against their ally's weaponry. That is a flat bonus that is useful no matter where else you have your points, providing you are using a Heavy suit of course.
But a Suit that says "gives you a 5% per level bonus to another skill" is almost useless until that skill in question is higher level. A level 3 Assault Rifle Operation that reduces kick by 15% only goes up by .75% per level. Having to work on bother the percentage AND the base is extremely frustrating. It is like having to spend money to increase both the interest rate and the principal.
I really do like the idea though. It wouldn't be so small, it would be like an additional 25% added to whatever benefit the 'Operation Skill' provides at 1-5 so with Operation 5 and Assault Suit 5, Swarms would have a 50% lock on time reduction, shotugns would have a 50% tighter spread and accuracy, AR/RR/CR would have 50% less recoil, scrambler pistols would have a 50% larger clip (16 instead of 6 rounds), nova knives would be.... Hnnnggg, sniper rifles would have 50% leas scope sway, and every gun would just be more epic in general.
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:23:00 -
[4] - Quote
Dexter307 wrote:That would 'fix' the 'breach' shotgun
Corrected that for you.
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:31:00 -
[5] - Quote
Drapedup Drippedout wrote:Its an interesting idea, I don't know if it necessarily holds true to CCP's goal of racial parity though. It does however allow merc's the freedom of equipping whatever weapon they wish.
I am still hesitant to jump on board with this idea, as I feel for the assault class, the only true way to seperate them from the logi class is to directly buff offensive capability. But I'm not even sure where to begin, I would say give assaults a reduced cost to fitting dmg mods and increase the cost of dmg mods. (Along the same line of thinking for cloaks and scouts; if you want to equip them, you will sacrifice resources and ultimately your usefulness on the battlefield). However, if you did this, then shield tankers would need a rework to shield extenders(Or armor plates need heftier speed penalties) or if dmg mods get split into shields and armor then shield dmg mods become low slot, and armor dmg mods become high slot). Split the dmg mods so if GAL/AMA want to punish CAL/MIN any further than their weapons already allow, they must sacrifice main tank to do so.
If they shifted the assault bonus to the blanket "weapon ops" bonuses it doesn't necessarily bring racial parity. The minmatar assault would benefit from the ScR cooldown bonus same as the Amarr, however he could stack 3-4 dmg mods and armor tank. Us matari don't want bastard suits like that running around :) I dunno though, interesting concept because it certainly does open up the fittings.
I think this particular bonus would go a long way to fixing some of the current problems that certain weapon types suffer from, and would be a lot simpler for the DEVs, bypassing many of the issues and complexities you highlighted with your suggestion, and have a minimal negative implications upon the different and varied playstyles of DUST514 players.
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:36:00 -
[6] - Quote
CCP Logibro wrote:Moved to Feedback/Requests But, but, nobody ever looks there, not even you Devs. This thread is doomed to die.
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Yelhsa Jin-Mao
TheLostLegion
287
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Posted - 2014.02.04 16:50:00 -
[7] - Quote
Dexter307 wrote:Yelhsa Jin-Mao wrote:Dexter307 wrote:That would 'fix' the 'breach' shotgun Corrected that for you. Breach shotgun already has small spread so it would make it even worse
Have you ever played bf3/bf4 with a slug loaded shotgun, it's about the only way to play when you have a fully auto.
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Yelhsa Jin-Mao
TheLostLegion
288
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Posted - 2014.02.04 17:10:00 -
[8] - Quote
Drapedup Drippedout wrote:Yelhsa Jin-Mao wrote:Drapedup Drippedout wrote:Its an interesting idea, I don't know if it necessarily holds true to CCP's goal of racial parity though. It does however allow merc's the freedom of equipping whatever weapon they wish.
I am still hesitant to jump on board with this idea, as I feel for the assault class, the only true way to seperate them from the logi class is to directly buff offensive capability. But I'm not even sure where to begin, I would say give assaults a reduced cost to fitting dmg mods and increase the cost of dmg mods. (Along the same line of thinking for cloaks and scouts; if you want to equip them, you will sacrifice resources and ultimately your usefulness on the battlefield). However, if you did this, then shield tankers would need a rework to shield extenders(Or armor plates need heftier speed penalties) or if dmg mods get split into shields and armor then shield dmg mods become low slot, and armor dmg mods become high slot). Split the dmg mods so if GAL/AMA want to punish CAL/MIN any further than their weapons already allow, they must sacrifice main tank to do so.
If they shifted the assault bonus to the blanket "weapon ops" bonuses it doesn't necessarily bring racial parity. The minmatar assault would benefit from the ScR cooldown bonus same as the Amarr, however he could stack 3-4 dmg mods and armor tank. Us matari don't want bastard suits like that running around :) I dunno though, interesting concept because it certainly does open up the fittings.
I think this particular bonus would go a long way to fixing some of the current problems that certain weapon types suffer from, and would be a lot simpler for the DEVs, bypassing many of the issues and complexities you highlighted with your suggestion, and have a minimal negative implications upon the different and varied playstyles of DUST514 players. They have already acknowledged the reworking of damage mods and the increase of TTK (let the speculation abound as to how). With the devs emphatically stating that 1.8 was about racial parity, I just don't see all races receiving blanket bonuses to all weapons. If their are blanket bonuses, they will have to be class specific and class intended (logi = equip, heavy = splash dmg defense, commando = reload buff, and scout = cloaks) it would only make sense for the assault to receive a blanket bonus to offensive capability that doesn't affect racial parity such as damage mods or ROF. The racial suit itself or the specific weapon skill tree is where you can receive the reduced weapon ops. Just my opinion.
If the DEVs stick with their decision to give Assault suits a 10% to ROF, I think you will find less than 10% of players will even bother to use Assault suits in 1.8, and those who do will be using CRs, RRs and ARs.
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Yelhsa Jin-Mao
TheLostLegion
294
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Posted - 2014.02.04 19:43:00 -
[9] - Quote
This is the sort of feedback that DEVS should give serious consideration to, as people are clearly interested in this sort of bonus instead of the proposed ROF bonus.
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Yelhsa Jin-Mao
TheLostLegion
294
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Posted - 2014.02.04 21:51:00 -
[10] - Quote
The bonus I'm suggesting is purely for the Assault Suit Bonus, as it needs to be something versatile that can be suitable for all assault suits and allows assault suit users to be able to adapt to different scenarios.
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Yelhsa Jin-Mao
TheLostLegion
296
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Posted - 2014.02.05 02:39:00 -
[11] - Quote
We need to keep this thread alive to keep it in view of the Devs guys, the Assault Suit bonus needs to be addressed.
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Yelhsa Jin-Mao
TheLostLegion
300
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Posted - 2014.02.05 15:47:00 -
[12] - Quote
Spectre-M wrote:Free Beers wrote:The biggest thing is that weapons bonuses belong on weapon skills and not suits. If there is a general suit bonus such as cpu or pg reduction to help equip weapons then I am okay with. I know in the past ccp has be reluctant to give weapons specific suit bonuses for weapons and it seems they are going away from that direction.
just filling you in, not knocking your efforts But isn't the new bonus weapon based anyways? ROF if I remember correctly, unless they changed since then. Assaults also would be suitable for bonuses related to weapons, heavys to HP and scouts to speed/stealth. This thread is definitely headed in the right direction. Exactly, my understanding is that if a logi can be more efficient with equipment and receive a blanket bonus of cpu/pg reduction to equipment, why can't assault players receive a bonus that benefits how they operate light weapons, as that is what they use the most anyway.
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Yelhsa Jin-Mao
TheLostLegion
302
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Posted - 2014.02.05 19:57:00 -
[13] - Quote
Banjo Robertson wrote:Maybe it would be worded like "Assault suit bonus: Increase weapon operation bonus by 20% per level" So it would act as a multiplier to the weapon operation rather than a separate modifier that gets tacked on. I think this is a good idea, and it sucks that the only dev feedback is to let us know the thread has been moved!
This is why I have little to no respect for the Devs and even less hope for the future of DUST514.
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Yelhsa Jin-Mao
TheLostLegion
303
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Posted - 2014.02.06 21:56:00 -
[14] - Quote
shady merc wrote:For this to work more then likely it would need to be a nerf-buff like the logi equipment is getting. Nerf the weapon skill then give this to the assault player. Without that These type of reduction to recoil could be problematic as well as the splash range for md. I also like the idea of 5% reduction to weapon CPU/pg idea( counting grenades in it too).
And looking at 1.8 so far the commando is by far the dps class. With reload bonuses increasing sub stained dps and a straight dmg bonus. Giving the assault a rof bonus will make the 2 feel similar in the weapons department.
I personally hate the PG/CPU reduction idea. I have Dropsuit Core Upgrades, Engineering and Electronics maxed out at 5 giving me 30% extra CPU/PG. I do not need a further reduction to PG/CPU as I can already equip any light weapon on my medium frame. I would rather have 10% ROF BONUS than a CPU/PG reduction.
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