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Author |
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.
I can has ISK
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Oswald Rehnquist
1209
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Posted - 2014.02.04 05:02:00 -
[2] - Quote
Yelhsa Jin-Mao wrote: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.
That is actually a very interesting out of the box idea, I'm surprised it hasn't gotten any more hits.
I would probably have to look at all the base weapon skills to see any imbalances (UP or OP) but yeah +1 for the idea
Below 28 dB
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Joel II X
Dah Gods O Bacon
815
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Posted - 2014.02.04 05:05:00 -
[3] - Quote
Haven't thought about that! It's actually a really good idea!
Expand on this, please! |
Kharga Lum
Arcana Imperii Ltd. Northern Army.
279
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Posted - 2014.02.04 05:08:00 -
[4] - Quote
Shotgun would get less spread. With a 25% bonus the shout may as well be a solid slug shot instead of the scatter it is. I'm all for this. |
Free Beers
Imperfects Negative-Feedback
1847
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Posted - 2014.02.04 05:16:00 -
[5] - Quote
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
[CCP]FoxFour> STFU beers[CCP]FoxFour> Erm
[CCP]FoxFour> I mean[CCP]FoxFour> shit
[CCP]FoxFour> you were defending me
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Sgt Kirk
Fatal Absolution
4396
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Posted - 2014.02.04 05:18:00 -
[6] - Quote
CCP needs to get away from Blanket bonuses. |
COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
120
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Posted - 2014.02.04 05:47:00 -
[7] - Quote
Sgt Kirk wrote:CCP needs to get away from Blanket bonuses.
Blanket bonuses afford freedom though. The whole premise of DUST was that you could do your fittings and play your own way....1.8 has already started to restrict that somewhat.
Subterfuge and terrorist GOD in the making
Proud Minmatar - Alt of THE GREY CARDINAL
Love the Art of War
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Joseph Ridgeson
WarRavens League of Infamy
433
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Posted - 2014.02.04 06:15:00 -
[8] - Quote
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. |
Yelhsa Jin-Mao
TheLostLegion
282
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Posted - 2014.02.04 15:58:00 -
[9] - 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.
I can has ISK
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:09:00 -
[10] - 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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Kaughst
Nyain San Renegade Alliance
175
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Posted - 2014.02.04 16:09:00 -
[11] - Quote
Good idea....This would great for my Mass Driver.
The weirdest Dust player you ever met.
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Dexter307
The Unholy Legion Of DarkStar
823
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Posted - 2014.02.04 16:13:00 -
[12] - Quote
That would kill the shotgun Also guns need more recoil, not less |
Drapedup Drippedout
0uter.Heaven Ishuk-Raata Enforcement Directive
305
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Posted - 2014.02.04 16:15:00 -
[13] - Quote
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.
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:23:00 -
[14] - Quote
Dexter307 wrote:That would 'fix' the 'breach' shotgun
Corrected that for you.
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Master Smurf
Nos Nothi
79
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Posted - 2014.02.04 16:23:00 -
[15] - Quote
So I hope OP means an Amarr Assault gets the ScR cooldown, Gallente Assault gets the AR recoil etc etc
That is the only way it could be acceptable.
We already have the blanket damage mod that affords a player to train up one low skill and then use that to apply benefit to all weapons.
"Shine bright like a diamond"
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:31:00 -
[16] - 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.
I can has ISK
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CCP Logibro
C C P C C P Alliance
4709
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Posted - 2014.02.04 16:33:00 -
[17] - Quote
Moved to Feedback/Requests
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Yelhsa Jin-Mao
TheLostLegion
286
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Posted - 2014.02.04 16:36:00 -
[18] - Quote
CCP Logibro wrote:Moved to Feedback/Requests But, but, nobody ever looks there, not even you Devs. This thread is doomed to die.
I can has ISK
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Dexter307
The Unholy Legion Of DarkStar
823
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Posted - 2014.02.04 16:46:00 -
[19] - Quote
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
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Yelhsa Jin-Mao
TheLostLegion
287
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Posted - 2014.02.04 16:50:00 -
[20] - 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.
I can has ISK
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Drapedup Drippedout
0uter.Heaven Ishuk-Raata Enforcement Directive
308
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Posted - 2014.02.04 17:00:00 -
[21] - Quote
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. |
Yelhsa Jin-Mao
TheLostLegion
288
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Posted - 2014.02.04 17:10:00 -
[22] - 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.
I can has ISK
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Glass Zeraki
The Phoenix Federation
9
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Posted - 2014.02.04 17:44:00 -
[23] - Quote
I use an assault suit with an AR or RR. The RoF bonus would just make me run out of ammo faster when I miss. There needs to be a different bonus in place BEFORE 1.8 launches. What that could be, I don't know. |
ThePlayerkyle13
PlayerArmy Industries
53
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Posted - 2014.02.04 18:06:00 -
[24] - Quote
Yelhsa Jin-Mao wrote:CCP Logibro wrote:Moved to Feedback/Requests But, but, nobody ever looks there, not even you Devs. This thread is doomed to die.
Are developers being control freaks now? The Government is worst but this is on a whole another Level. CCP have you ever heard Freedom of Speech? or the Word "Freedom" in General? Because that is what you're taking away from this player.
& his points are very interesting to look at & to discuss in your Office.
What's the point of us giving you points if you're going to cast us aside.
Join my Corp HERE
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Dj grammer
Red Star. EoN.
131
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Posted - 2014.02.04 19:13:00 -
[25] - Quote
Yelhsa Jin-Mao wrote: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.
Positives: More bonus on the light weapon gun skill Could call for some interesting game play Swarms would become a force to any tank/drop ship pilot
Negatives: The SCR would be back at 50% same as the Amarr Assault bonus we have now. I think this might encourage spam across the board even if not in an Amarr Assault.
Shotguns are okay now but that spread may turn it into a slug instead of a buckshot. Not really a negative but something to ponder about.
Giving any weapon that reduces kick another 25% means that those weapons will literally stay on target. Example the Assault Combat Rifles would be even more of a bother. 25% additional bonus to decrease kick would make this weapon viable from close quarters to being good at mid - long range combat. The Rail Rifles would just dominate from long range to optimal long range combat. The AR would virtually never kick if we were to obtain an additional 25% decrease to kick.
Positives = Negatives no net gain. Go for it +1
Open Beta (12/13/2012) to a 1-year Vet.
Tends to flip the table when seeing the words:
YOU HAVE BEEN SCANNED
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Yelhsa Jin-Mao
TheLostLegion
294
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Posted - 2014.02.04 19:43:00 -
[26] - 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.
I can has ISK
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
722
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Posted - 2014.02.04 19:48:00 -
[27] - Quote
+1 to the OP.
I don't care for the ROF buff for assault suits and I realy do like the idea of giviing some racial flavor to the perks.
My off the cuff idea would be a 5% decrease in CPU/PG usage for racially aligned weapons for all assault suits.
Beyond that: CalAssault - 10% spool time reduction to rail weapons per level MinAssault - 5% ammo increase to projectile weapons per level AmarrAssault - 5% decrease in laser overheat per level GalAssautl - 3% max effective range for plasma weapons per level or ROF increase at same rate
"Endless money forms the sinews of War." - Cicero
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Dj grammer
Red Star. EoN.
132
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Posted - 2014.02.04 20:53:00 -
[28] - Quote
Jaysyn Larrisen wrote:+1 to the OP.
I don't care for the ROF buff for assault suits and I realy do like the idea of giviing some racial flavor to the perks.
My off the cuff idea would be a 5% decrease in CPU/PG usage for racially aligned weapons for all assault suits.
Beyond that: CalAssault - 10% spool time reduction to rail weapons per level MinAssault - 5% ammo increase to projectile weapons per level AmarrAssault - 5% decrease in laser overheat per level GalAssautl - 3% max effective range for plasma weapons per level or ROF increase at same rate
Caldari Assault: Positives 50% decrease in spool up time when maxed out sounds amazing. This could help when caught in the middle of reloading. The Assault variant would be a force to be reckoned with.
Negatives This increase the effectiveness in close quarters when in all reality the weapon should be harder to use in close quarters Users will soon find themselves running out of ammunition quickly, completely relying on supply depots and nano hives.
Minmatar Assault Positives When maxed out, 25% more ammunition for any projectile weapon use is awesome. Combine this with the ammo capacity skill maxed, users of this suit and projectile weapons will find a 50% increase in their ammo reserves. This is extremely helpful since most of Minmatar's projectile weaponry empties out all ammunition quickly
Negatives Little to no need of a supply depot and virtually little to no use of nano hives. This is the only negative I can think off
Amarr Assault: Positives SCR will build up less allowing for either spam shots or charged shots to happen more.
Neagtives Spamming SCRs will happen more for users, already a problem
Gallente Assault: Positives The AR could match up with the other guns if given range or increased RoF. 15% bonus overall at level 5. The AR returns as a threat if this bonus was to happen
Negatives The Gallente bonus are lower when compared to any other assault suit. Instead of 3% make it 5%. The prototype AR, Duvolle, at prototype assault level drastically becomes deadlier no matter what that gun may face
Open Beta (12/13/2012) to a 1-year Vet.
Tends to flip the table when seeing the words:
YOU HAVE BEEN SCANNED
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Yelhsa Jin-Mao
TheLostLegion
294
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Posted - 2014.02.04 21:51:00 -
[29] - 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 -
[30] - 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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