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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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Cody Sietz
Bullet Cluster Legacy Rising
2176
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Posted - 2014.02.08 17:32:00 -
[2] - Quote
I don't think they can code it that way sadly.
+1 for the bonuses though.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Nocturnal Soul
Fatal Absolution
1878
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Posted - 2014.02.08 17:34:00 -
[3] - Quote
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
New born sAMARRi
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2019
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Posted - 2014.02.08 17:37:00 -
[4] - Quote
Probably not going to happen. It isn't a bad idea, one of the better ones I've seen, but I don't think CCP can make the Assault bonus do different things for different suits. I also think CCP has a design plan for Logis and Assaults to mirror eachother, so I don't think they would do it anyway. My suggestion? Try to see if you can get the Gal and Call Assault bonuses sweetened a bit. See if you can get a spool time reduction thrown in for the Caldari. I'm not sure about the Gallente though, the main problem is that the AR doesn't have any downsides, so its hard to make up for downsides it doesn't have.
Fizzer94 // Forum Warrior Operation II
MAG ~ Seryi Volk Executive Response
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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 -
[5] - 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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Sgt Kirk
Fatal Absolution
4497
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Posted - 2014.02.08 17:38:00 -
[6] - Quote
Cody Sietz wrote:I don't think they can code
Fixed |
jhon hartigan
Maphia Clan Corporation
2
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Posted - 2014.02.08 17:41:00 -
[7] - Quote
Son-Of A-Gun wrote: +100% dmg to every weapon. THEY CANT KILL ME IM A ASSAULT IM THE BEST! Fixed |
Nocturnal Soul
Fatal Absolution
1878
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Posted - 2014.02.08 17:44:00 -
[8] - Quote
Son-Of A-Gun wrote: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. Op against what? I gave the minmatar your suggested cal bonus because they always wine about being second behind the caldari. I remember once i say a min scout run behind a box for 2 seconds and pop out with full shield hp it was the scariest thing i saw in my life now think what if that was on the min assault.
New born sAMARRi
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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 -
[9] - 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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Bethhy
Ancient Exiles. Renegade Alliance
1134
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Posted - 2014.02.08 17:45:00 -
[10] - Quote
Sgt Kirk wrote:Cody Sietz wrote:I don't think they can code Fixed
Well they JUUUST lifted the console bann in China... They never really had to do a lot of training for console based game coding in the Chinese tech schools.
Yes the few CCP dev's you see are just Team heads they have a bunch of cheaper chinese code grinders working under their demands
They are in Shanghai for a reason |
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Arkena Wyrnspire
Fatal Absolution
9142
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Posted - 2014.02.08 18:03:00 -
[11] - 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
A few comments on your suggested bonuses.
50% bonus for HP modules is far too much. 25% is very powerful - do not go further. 50% bonus for regen is acceptable. Generally, it is not advisable to stack regen and it's not as useful in direct combat. In the case of the Minmatar, I'd be quite happy boosting that up to 10% per level.
-5% to max ammo is hardly a bonus. I'm quite sure this is an error on your part, but even were it to be +5% it wouldn't be a very good bonus. Instead, I'd suggest a spool-up time reduction.
The Gallente bonus is meh, and although I want to suggest a 2% RoF bonus per level I'm not really sure about what they should have.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Joel II X
Dah Gods O Bacon
897
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Posted - 2014.02.08 18:09:00 -
[12] - Quote
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. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1146
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Posted - 2014.02.08 18:13:00 -
[13] - 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 -
[14] - Quote
Bump
{:)}{3GÇó>
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Vermaak Doe
SVER True Blood Public Disorder.
1347
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Posted - 2014.02.08 19:50:00 -
[15] - Quote
I'd rather have gallente and caldari bonus both hybrid weapons, since the only imbalance it causes is on paper.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
426
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Posted - 2014.02.08 19:51:00 -
[16] - Quote
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.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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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 -
[17] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8957
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Posted - 2014.02.08 19:59:00 -
[18] - Quote
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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Aaroniero d'Lioncourt
0uter.Heaven
362
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Posted - 2014.02.08 20:20:00 -
[19] - Quote
Bethhy wrote:Sgt Kirk wrote:Cody Sietz wrote:I don't think they can code Fixed Well they JUUUST lifted the console bann in China... They never really had to do a lot of training for console based game coding in the Chinese tech schools. Yes the few CCP dev's you see are just Team heads they have a bunch of cheaper chinese code grinders working under their demands They are in Shanghai for a reason
Just like telemarketers and customer support for phone companies in India. lol |
Kaughst
Nyain San Renegade Alliance
184
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Posted - 2014.02.08 20:43:00 -
[20] - Quote
I like the idea of giving the assault classes a EHP/repair/shield recharge buffs instead of weapon based.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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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 -
[21] - 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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Altipher-D Altwood
Ignominious Front
0
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Posted - 2014.02.09 02:54:00 -
[22] - Quote
+1
Signed
?
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MINA Longstrike
2Shitz 1Giggle
270
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Posted - 2014.02.09 03:06:00 -
[23] - Quote
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 - that way lies the glass cannon - assaulting is about applying pressure and quick hp recovery without tons of support, regeneration related bonuses allow you to move from engagement to engagement with minimal pause.
On the opposite side from the offensive assaultsis the massively hp and resistance oriented sentinel that basically plants itself in a spot and says 'none shall pass'. Sentinels don't need to move from theatre to theatre so they can afford to brick tank instead of rep tank. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 16:56:00 -
[24] - 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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