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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1145
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Posted - 2014.02.08 17:30:00 -
[1] - Quote
Gallente: +10% efficacy ot repairer modules per level. -5% kick and dispersion for blaster tech. (really don't know why you guys were going to give this to the Amarr)
Caldari: +10% efficacy to energizers and rechargers per level. -5% weapons reload speed for rail tech.
Amarr: +2.5% efficacy to shield extenders and armor plates per level. -5% heat build up or laser tech.
Minmatar: +5% efficacy to biotics modules. +1 to clip size for explosives tech, plus 5% to clip size of projectile tech.
I increased the Cal and Gal Assault bonuses to 10% because quite frankly the racial bonuses really suck.
Give the CPU/PG bonus to the basic suits this should make them unique and useful.
I think that this would go over with the community quite well.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1145
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Posted - 2014.02.08 17:38:00 -
[2] - Quote
Nocturnal Soul wrote:Son-Of A-Gun wrote:Gallente: +10% efficacy ot repairer modules per level. -5% kick and dispersion for blaster tech. (really don't know why you guys were going to give this to the Amarr)
Caldari: +10% efficacy to shield mods per level. -5% to max ammo for rail tech.
Amarr: +5-10% to armor plates per level. -5% heat build up or laser tech.
Minmatar: +5% efficacy to regulators & recharge modules. +1 to clip size for explosives tech, plus 5% to clip size of projectile tech.
I increase the Cal bonuses to 10% because quite frankly the racial bonus really suck.
Give the CPU/PG bonus to the basic suits this should make them unique and useful.
I think that this would go over with the community quite well. I made it better
To much HP bonus will make for OP imbalance.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1145
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Posted - 2014.02.08 17:44:00 -
[3] - Quote
Sgt Kirk wrote:Cody Sietz wrote:I don't think they can code Fixed Really? How difficult could it be? The secondary bonuses can most definitly be individuated, so just give them two secondary bonuses. I mean seriously that simple.
Some one else was talking about sinergy between assault/logistics. Where was that sinergy when the assaults were going to get the RoF bonus?
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1146
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Posted - 2014.02.08 18:13:00 -
[4] - Quote
Joel II X wrote:Nocturnal Soul wrote:Son-Of A-Gun wrote:Gallente: +10% efficacy ot repairer modules per level. +5% RoF to Plasma weaponry per level. (really don't know why you guys were going to give this to the Amarr)
Caldari: +10% efficacy to shield mods per level. -5% to max ammo for rail tech.
Amarr: +3% to armor plates per level. -5% heat build up or laser tech.
Minmatar: +5% efficacy to regulators & recharge modules. +1 to clip size for explosives tech, plus 5% to clip size of projectile tech.
I increase the Cal bonuses to 10% because quite frankly the racial bonus really suck.
Give the CPU/PG bonus to the basic suits this should make them unique and useful.
I think that this would go over with the community quite well. I made it better Further improved. Blaster tech is too restricting.
I don't like it.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1147
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Posted - 2014.02.08 19:37:00 -
[5] - Quote
Bump
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1147
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Posted - 2014.02.08 19:56:00 -
[6] - Quote
Magnus Amadeuss wrote:Son-Of A-Gun wrote:Gallente: +10% efficacy ot repairer modules per level. -5% kick and dispersion for blaster tech. (really don't know why you guys were going to give this to the Amarr)
Caldari: +10% efficacy to energizers and rechargers per level. -5% weapons reload speed for rail tech.
Amarr: +2.5% efficacy to shield extenders and armor plates per level. -5% heat build up or laser tech.
Minmatar: +5% efficacy to biotics modules. +1 to clip size for explosives tech, +5% to clip size of projectile tech.
I increased the Cal and Gal Assault bonuses to 10% because quite frankly the racial bonuses really suck.
Give the CPU/PG bonus to the basic suits this should make them unique and useful.
I think that this would go over with the community quite well. For the love of god stop trying to make amarr suits dual tankers, CCP is finally fixing this mistake.
Really. Well all I have to go on is what the game presents to me, so... Well it's easy to fix just make it 5% to armor plates then. Fixed! And moving on.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1154
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Posted - 2014.02.08 21:14:00 -
[7] - Quote
Kaughst wrote:I like the idea of giving the assault classes a EHP/repair/shield recharge buffs instead of weapon based.
Me too.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 16:56:00 -
[8] - Quote
MINA Longstrike wrote:KAGEHOSHI Horned Wolf wrote:Assaults are about offensive capabilities, therefore they should have bonuses to increase weapon effectiveness. HP related things fit better on sentinels, not assaults.
The Minmatar (might need tweaking on the explosives thing) and Amarr bonus to their respective weapons are great, leave those alone.
About the Caldari assault bonus: I don't think the reload bonus is nearly as appealing as some of the others, I would bundle (kind of like how Minmatar scout is getting hacking speed and knife damage bundled in one bonus) it with an ammo reserves bonus, and a kick reduction bonus to make it more useful. Maybe even an effective range bonus, if the rail weapons get an effective range reduction to compensate. I guess I would also be fine with the reload bonus being bundled with a 3% shield module efficacy or recharge bonus, as long as they also keep a weapon related bonus for hybrid-railgun weapons. Being alive allows you to do 100% more damage than being dead. Assaulting isn't just about doing damage...
Lol, indeed
Also the OP has been edited.
{:)}{3GÇó>
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