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Shruikan Iceeye
0uter.Heaven
151
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Posted - 2014.02.08 23:44:00 -
[1] - Quote
The assault suit. The workhorse of the frontline. The "get in there and get it done" type. Unfortunately right now there aren't many things an assault suit can do that a slayer-logi can't do with equal efficiency. Actually there are none that i can think of. With it's much more desirable slot layout, and it's higher cpu/pg, the logi suit is more versatile than assaults and arguably more effective at EVERY role the assault aspires to fill.
Nearly everyone is wracking their brains for a solution to this situation i think. I originally approached it probably like most. The first few thoughts to bounce around behind my eyes were to do with the name. "Assault", aggressive, offensive. Naturally i then concurred that a damage increase across the board for, assault suits, would be the best way to give the assault class a distinct feature that no module layout or cpu/pg bonus could overcome.
However in a game with such low ttk, i don't think anyone would agree with dropping it even lower.
Assault is the role that is always at the front of the battle. Pushing the enemy back, taking objectives. I propose a way to give the workhorse more survive-ability to do what needs to be done. Resistance to small arms fire. 2% resistance to all damage types except explosives per level. This by no means makes assaults as resilient as heavies, and by every means gives assaults a clear advantage over slayer-logis in respect to combat.
A corp-mate of mine said "the assault suit is dying." I think he's right
something to think about
That Pretty Motherfucker
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1st Lieutenant Tiberius
0uter.Heaven
1055
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Posted - 2014.02.09 00:58:00 -
[2] - Quote
I will reserve my comment on this until we see the actual stats and slot layouts for the Assaults and Logistics come out, till then we can only speculate on the balance issues, if any, are to come
The Sinwarden
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Berserker007
Imperfects Negative-Feedback
391
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Posted - 2014.02.09 01:02:00 -
[3] - Quote
to me, easy fix would be doing BOTH of these 2 things (and yes it has to be both) in order to give assault that fear factor they haven't had in 6-8 months
1). Give Proto assault their 2nd equip back
2). Swap logi/assault layouts .... meaning assaults get 5/3, whereas logi get 4/3 (in caldari example). This will greatly reduce the slaylogi role and give assaults that frontline grunt force back that has been lacking since 1.5
if want more details as to why, can gladly add-on |
Shruikan Iceeye
0uter.Heaven
151
|
Posted - 2014.02.09 02:18:00 -
[4] - Quote
TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level
That Pretty Motherfucker
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8965
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Posted - 2014.02.09 02:27:00 -
[5] - Quote
There are other ways to make them superior at being offensive without giving them a damage bonus, just give them all bonuses that enhance their weapons. The Amarr laser weapon heat reduction bonus is a great example; it allows you to keep firing a scrambler or laser rifle longer without overheating. This is the direction CCP is heading in with the assault bonuses ( https://forums.dust514.com/default.aspx?g=posts&m=1813024#post1813024 ), but the Caldari and Gallente bonuses are a bit lacking, but there is still time for feedback.
HP/resistance bonuses belong better on sentinels, not assaults. Assaults are about offense, sentinels are about defense.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Shruikan Iceeye
0uter.Heaven
151
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Posted - 2014.02.09 02:33:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:There are other ways to make them superior at being offensive without giving them a damage bonus, just give them all bonuses that enhance their weapons. The Amarr laser weapon heat reduction bonus is a great example; it allows you to keep firing a scrambler or laser rifle longer without overheating. This is the direction CCP is heading in with the assault bonuses ( https://forums.dust514.com/default.aspx?g=posts&m=1813024#post1813024 ), but the Caldari and Gallente bonuses are a bit lacking, but there is still time for feedback. HP/resistance bonuses belong better on sentinels, not assaults. Assaults are about offense, sentinels are about defense. A glass cannon is all about offense and everyone sees the obvious flaws in that type fit. A dead merc is a merc who cant shoot.
That Pretty Motherfucker
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Squagga
The State Protectorate
188
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Posted - 2014.02.09 02:35:00 -
[7] - Quote
I like where this is going and I think that either of those two options would be good. Personally I'm leaning towards the reduction to damage. This whole high damage output as opposed to using the shields and armor we've spent all the time skilling into just seems rediculous to me
Reloading, the silent killer.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8966
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Posted - 2014.02.09 02:35:00 -
[8] - Quote
Shruikan Iceeye wrote:KAGEHOSHI Horned Wolf wrote:There are other ways to make them superior at being offensive without giving them a damage bonus, just give them all bonuses that enhance their weapons. The Amarr laser weapon heat reduction bonus is a great example; it allows you to keep firing a scrambler or laser rifle longer without overheating. This is the direction CCP is heading in with the assault bonuses ( https://forums.dust514.com/default.aspx?g=posts&m=1813024#post1813024 ), but the Caldari and Gallente bonuses are a bit lacking, but there is still time for feedback. HP/resistance bonuses belong better on sentinels, not assaults. Assaults are about offense, sentinels are about defense. A glass cannon is all about offense and everyone sees the obvious flaws in that type fit. A dead merc is a merc who cant shoot. Assaults are hardly squishy (they aren't scouts), no one is saying you can't stack extenders and plates if you want to, but they don't need the HP/resistance bonuses to be effective.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
314
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Posted - 2014.02.09 02:38:00 -
[9] - Quote
Shruikan Iceeye wrote:TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level
Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period.
You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. |
Meee One
The dyst0pian Corporation Zero-Day
318
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Posted - 2014.02.09 02:38:00 -
[10] - Quote
Berserker007 wrote:to me, easy fix would be doing BOTH of these 2 things (and yes it has to be both) in order to give assault that fear factor they haven't had in 6-8 months
1). Give Proto assault their 2nd equip back
2). Swap logi/assault layouts .... meaning assaults get 5/3, whereas logi get 4/3 (in caldari example). This will greatly reduce the slaylogi role and give assaults that frontline grunt force back that has been lacking since 1.5
if want more details as to why, can gladly add-on 1. You aren't a logi so no. 2.Sure,just give logis +1.5 passive armor repair per level
Sexy jutsu
Time to jaaam!
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Shruikan Iceeye
0uter.Heaven
151
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Posted - 2014.02.09 02:41:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote:Shruikan Iceeye wrote:KAGEHOSHI Horned Wolf wrote:There are other ways to make them superior at being offensive without giving them a damage bonus, just give them all bonuses that enhance their weapons. The Amarr laser weapon heat reduction bonus is a great example; it allows you to keep firing a scrambler or laser rifle longer without overheating. This is the direction CCP is heading in with the assault bonuses ( https://forums.dust514.com/default.aspx?g=posts&m=1813024#post1813024 ), but the Caldari and Gallente bonuses are a bit lacking, but there is still time for feedback. HP/resistance bonuses belong better on sentinels, not assaults. Assaults are about offense, sentinels are about defense. A glass cannon is all about offense and everyone sees the obvious flaws in that type fit. A dead merc is a merc who cant shoot. Assaults are hardly squishy (they aren't scouts), no one is saying you can't stack extenders and plates if you want to, but they don't need the HP/resistance bonuses to be effective. The Amarr assault in this current build has already proven how great offense-oriented bonuses can be. They are effective right now i'm not saying they aren't. I'm saying Logis are just as effective (and more versatile). And with the new suits and bonuses coming (scouts are becoming damn near OP) Assaults will need something to make them the most effective at they are designed for. Notice "most effective" meaning better than any other suit that tries to do what assaults do.
That Pretty Motherfucker
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Shruikan Iceeye
0uter.Heaven
151
|
Posted - 2014.02.09 02:43:00 -
[12] - Quote
Scalesdini wrote:Shruikan Iceeye wrote:TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period. You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. 2% per level is 10% at proto. derp. also i excluded explosives from my suggestion. derp.
That Pretty Motherfucker
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
314
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Posted - 2014.02.09 02:53:00 -
[13] - Quote
Shruikan Iceeye wrote:Scalesdini wrote:Shruikan Iceeye wrote:TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period. You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. 2% per level is 10% at proto. derp. also i excluded explosives from my suggestion. derp.
Yes, you're asking for a damage resistance equal in percentage to the 1.8 sentinel's off bonus, except to every damage type, while a sentinel will only get 15% to one damage type and 10% to another. Further, you didn't specify shields or armor, meaning you probably think assaults should get it to both shield and armor, meaning it would be several orders of magnitude more ridiculous than what people are already whining about the sentinels having.
Derp indeed little fella, derp indeed. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1547
|
Posted - 2014.02.09 02:53:00 -
[14] - Quote
I've been min logi since it was the logi suit and I probably hate slayerlogi more than anyone else.
I've recently realized that no changes to the logi suits will stop slayerlogi. Slaylogi is simply a mentality, no logi nerf will change that without going so far as to totally break the logi suits into absolute trash.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1898
|
Posted - 2014.02.09 02:59:00 -
[15] - Quote
So, you guys realize we don't even know what the new suit layouts look like, right?
And that the logi bonus to equipment will necessarily come with a reduction in fitting power? (Since equipment stats have been released and the fitting costs have remained the same, this is the only logical way to adjust the suits)
Just checking.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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AndyAndio
0uter.Heaven
20
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Posted - 2014.02.09 03:00:00 -
[16] - Quote
Shruikan Iceeye wrote:The assault suit.
A corp-mate of mine said "the assault suit is dying." I think he's right
something to think about
That was me, and yeah, its dying, not because of this new info on bonuses, the logi suit has always been better than the assault suit at everything. Now the scout stats CCP released tells me that a Scout gk0 will be better at frontline than the Assault gk0 (just to give an example) and so on with other racial suits except the Amarr imo.
I will never understand why logis have more highs and lows than assaults, they need to swap the modules if this bonuses stay for the assault.
PS: I have a logi too, and you can fit any logi suit of the same tier better than the assault.-
2013 DUST 514's MVP and Comeback Player of the Year.-
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8966
|
Posted - 2014.02.09 03:06:00 -
[17] - Quote
Shruikan Iceeye wrote:KAGEHOSHI Horned Wolf wrote:Shruikan Iceeye wrote:KAGEHOSHI Horned Wolf wrote:There are other ways to make them superior at being offensive without giving them a damage bonus, just give them all bonuses that enhance their weapons. The Amarr laser weapon heat reduction bonus is a great example; it allows you to keep firing a scrambler or laser rifle longer without overheating. This is the direction CCP is heading in with the assault bonuses ( https://forums.dust514.com/default.aspx?g=posts&m=1813024#post1813024 ), but the Caldari and Gallente bonuses are a bit lacking, but there is still time for feedback. HP/resistance bonuses belong better on sentinels, not assaults. Assaults are about offense, sentinels are about defense. A glass cannon is all about offense and everyone sees the obvious flaws in that type fit. A dead merc is a merc who cant shoot. Assaults are hardly squishy (they aren't scouts), no one is saying you can't stack extenders and plates if you want to, but they don't need the HP/resistance bonuses to be effective. The Amarr assault in this current build has already proven how great offense-oriented bonuses can be. They are effective right now i'm not saying they aren't. I'm saying Logis are just as effective (and more versatile). And with the new suits and bonuses coming (scouts are becoming damn near OP) Assaults will need something to make them the most effective at they are designed for. Notice "most effective" meaning better than any other suit that tries to do what assaults do. Amarr assault with SCR/LR > Amarr logi with SCR/LR The right weapon bonuses for assaults the best for assaulting.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Shruikan Iceeye
0uter.Heaven
151
|
Posted - 2014.02.09 03:09:00 -
[18] - Quote
Scalesdini wrote:Shruikan Iceeye wrote:Scalesdini wrote:Shruikan Iceeye wrote:TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period. You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. 2% per level is 10% at proto. derp. also i excluded explosives from my suggestion. derp. Yes, you're asking for a damage resistance equal in percentage to the 1.8 sentinel's off bonus, except to every damage type, while a sentinel will only get 15% to one damage type and 10% to another. Further, you didn't specify shields or armor, meaning you probably think assaults should get it to both shield and armor, meaning it would be several orders of magnitude more ridiculous than what people are already whining about the sentinels having. Derp indeed little fella, derp indeed. people whine about resistances that the sentinels are getting because they have soo much hp. Large hp wells coupled with resistance is a force to reckon with certainly. On an assault suit with around 300 shields and 600 armor (My Amarr Assault) neither number is so large that a 10% resistance makes you an unstoppable force. it would be just noticeable. and yes equal resistance to both shields and armor. Imagine a proto weapon with one less complex dmg mod thats it
That Pretty Motherfucker
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1898
|
Posted - 2014.02.09 03:15:00 -
[19] - Quote
Alaika Arbosa wrote:I've been min logi since it was the logi suit and I probably hate slayerlogi more than anyone else.
I've recently realized that no changes to the logi suits will stop slayerlogi. Slaylogi is simply a mentality, no logi nerf will change that without going so far as to totally break the logi suits into absolute trash.
Not true, actually. If you take the new universal bonus to equipment, and make a proportionate decrease in suit CPU/PG, you can still make a decent support logi fit.
Just for the sake of argument with easy maths, let's say you get 2 people to make fittings with a suit with 300 CPU.
Player 1: I am a proper logi, and have used 200 for modules/weapons and 100 for equipment.
Player 2: Umad bro? I only roll killer bee style, get rid of that nerd equipment and use all 300 for modules and weapons.
Now, you apply the new equipment bonus but drop the available CPU to 275 and try to make the same fits:
Player 1: No problem my good man, my equipment now only costs me 75 CPU so I still have 200 for modules/weapon. See you on the field of battle!
Player 2: wtf? With 25 less CPU I can only run 2 complex damage mods! I want a respec b/c you nerfed my suit after listening to all the crybabies on the forums! U suck CCP!
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
314
|
Posted - 2014.02.09 03:15:00 -
[20] - Quote
Shruikan Iceeye wrote:Scalesdini wrote:Shruikan Iceeye wrote:Scalesdini wrote:Shruikan Iceeye wrote:TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period. You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. 2% per level is 10% at proto. derp. also i excluded explosives from my suggestion. derp. Yes, you're asking for a damage resistance equal in percentage to the 1.8 sentinel's off bonus, except to every damage type, while a sentinel will only get 15% to one damage type and 10% to another. Further, you didn't specify shields or armor, meaning you probably think assaults should get it to both shield and armor, meaning it would be several orders of magnitude more ridiculous than what people are already whining about the sentinels having. Derp indeed little fella, derp indeed. people whine about resistances that the sentinels are getting because they have soo much hp. Large hp wells coupled with resistance is a force to reckon with certainly. On an assault suit with around 300 shields and 600 armor (My Amarr Assault) neither number is so large that a 10% resistance makes you an unstoppable force. it would be just noticeable. and yes equal resistance to both shields and armor. Imagine a proto weapon with one less complex dmg mod thats it
The business end of your crackpipe is clearly hot to the touch.
I'm done with the nincompoopery that is this thread. |
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Shruikan Iceeye
0uter.Heaven
151
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Posted - 2014.02.09 03:25:00 -
[21] - Quote
Scalesdini wrote:Shruikan Iceeye wrote:Scalesdini wrote:Shruikan Iceeye wrote:Scalesdini wrote:Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period. You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. 2% per level is 10% at proto. derp. also i excluded explosives from my suggestion. derp. Yes, you're asking for a damage resistance equal in percentage to the 1.8 sentinel's off bonus, except to every damage type, while a sentinel will only get 15% to one damage type and 10% to another. Further, you didn't specify shields or armor, meaning you probably think assaults should get it to both shield and armor, meaning it would be several orders of magnitude more ridiculous than what people are already whining about the sentinels having. Derp indeed little fella, derp indeed. people whine about resistances that the sentinels are getting because they have soo much hp. Large hp wells coupled with resistance is a force to reckon with certainly. On an assault suit with around 300 shields and 600 armor (My Amarr Assault) neither number is so large that a 10% resistance makes you an unstoppable force. it would be just noticeable. and yes equal resistance to both shields and armor. Imagine a proto weapon with one less complex dmg mod thats it The business end of your crackpipe is clearly hot to the touch. I'm done with the nincompoopery that is this thread. logic prevails, well thanks for the input
That Pretty Motherfucker
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ADAM-OF-EVE
Dead Man's Game
970
|
Posted - 2014.02.09 03:33:00 -
[22] - Quote
Berserker007 wrote:to me, easy fix would be doing BOTH of these 2 things (and yes it has to be both) in order to give assault that fear factor they haven't had in 6-8 months
1). Give Proto assault their 2nd equip back
2). Swap logi/assault layouts .... meaning assaults get 5/3, whereas logi get 4/3 (in caldari example). This will greatly reduce the slaylogi role and give assaults that frontline grunt force back that has been lacking since 1.5
if want more details as to why, can gladly add-on
and that would kill off the logi completely
what makes you think an assault should be able to supply itself but a logi not be able to protect itself. what you suggest turns assaults into logi's and increases their dps and tank at the same time
if anything they should reduce our logi loadout but increase base stats to compensate while removing all equipment from everyone but scouts. this way logis get less versatility and assault will actually protect us if they want supplies instead of doing their own thing
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1898
|
Posted - 2014.02.09 03:33:00 -
[23] - Quote
Sorry OP, but I have to say I think that Checkmate has a far superior proposal.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1547
|
Posted - 2014.02.09 03:52:00 -
[24] - Quote
John Demonsbane wrote:Alaika Arbosa wrote:I've been min logi since it was the logi suit and I probably hate slayerlogi more than anyone else.
I've recently realized that no changes to the logi suits will stop slayerlogi. Slaylogi is simply a mentality, no logi nerf will change that without going so far as to totally break the logi suits into absolute trash. Not true, actually. If you take the new universal bonus to equipment, and make a proportionate decrease in suit CPU/PG, you can still make a decent support logi fit. Just for the sake of argument with easy maths, let's say you get 2 people to make fittings with a suit with 300 CPU. Player 1: I am a proper logi, and have used 200 for modules/weapons and 100 for equipment. Player 2: Umad bro? I only roll killer bee style, get rid of that nerd equipment and gimme all 300 for modules and weapons. Now, you apply the new equipment bonus but drop the available CPU to 275 and try to make the same fits: Player 1: No problem my good man, my equipment now only costs me 75 CPU so I still have 200 for modules/weapon. See you on the field of battle! Player 2: wtf? With 25 less CPU I can only run 2 complex damage mods! I want a respec b/c you nerfed my suit after listening to all the crybabies on the forums! U suck CCP! (p.s. This fixes things better than the OP or giving assaults a 2 equip slot... Terribad idea, that) Yeah, I wasn't saying that I agreed with the OP, just that I don't really want to theorycraft and give CCP any more bad ideas. I added my two cents about hating Slayerlogi and provided some background to help validate my stance.
Nothing more, nothing less.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Berserker007
Imperfects Negative-Feedback
394
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Posted - 2014.02.09 06:02:00 -
[25] - Quote
ADAM-OF-EVE wrote:Berserker007 wrote:to me, easy fix would be doing BOTH of these 2 things (and yes it has to be both) in order to give assault that fear factor they haven't had in 6-8 months
1). Give Proto assault their 2nd equip back
2). Swap logi/assault layouts .... meaning assaults get 5/3, whereas logi get 4/3 (in caldari example). This will greatly reduce the slaylogi role and give assaults that frontline grunt force back that has been lacking since 1.5
if want more details as to why, can gladly add-on and that would kill off the logi completely what makes you think an assault should be able to supply itself but a logi not be able to protect itself. what you suggest turns assaults into logi's and increases their dps and tank at the same time if anything they should reduce our logi loadout but increase base stats to compensate while removing all equipment from everyone but scouts. this way logis get less versatility and assault will actually protect us if they want supplies instead of doing their own thing
actually it wouldn't kill logi's at all. When assaults had their 2nd equip slot, the logi was a 3/3 slot if I remember correctly, along w/ lower base hp then their current starting hp. So by no means will making logi's 4/3 , 3/4, etc be killing the class. They would lliterally have the current hp assault suits have (ie 650 ehp ), and assaults at what a logi currently is. As need to remember, the logi (medic) who isn't frontline soldier shouldn't really out tank/dps your frontline soldier; but be behind them repping, giving nanos, etc
Reason for the hp swap, is to hinder this slayer-logi role that has been going on for months (since 1.6); and give assaults that threat back; b/c as it logis out dps, the dps class and out tank it and out utility it. So what exactly does the assault do (besides have a sidearm, which is much less needed w/ ttk being quite low)?
Now the reason id say add the 2nd equip slot isn't to make assault OP fotm, but give them the versatility back that they need. At the moment current competitive play (from what ive seen and remember), the majority of people run logi's. By adding a 2nd equip slot; it doesn't kill the logi class, just allows for new unique setups and strategies to come back using assaults w/o having to have your class be a suicide class or 100% reliant on logi's as it would allow the more flex in gameplay situations.
though we wont know really; except that whatever it is wont be balanced |
Drapedup Drippedout
0uter.Heaven
345
|
Posted - 2014.02.09 12:09:00 -
[26] - Quote
I am willing to wager that Logis also get a cpu/pg nerf possibly an HP buff and I wouldn't be surprised if slots were taken away. It's very hard to propose anything until we see what the suits will be with final numbers and slots. Giving assaults a second equip= slayer logi. I'm neither for or against this, yet.
Ice- scalesdini is a troll and obviously just here to whine. Don't feed the trolls. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1900
|
Posted - 2014.02.09 12:51:00 -
[27] - Quote
Drapedup Drippedout wrote:I am willing to wager that Logis also get a cpu/pg nerf possibly an HP buff and I wouldn't be surprised if slots were taken away. It's very hard to propose anything until we see what the suits will be with final numbers and slots. Giving assaults a second equip= slayer logi. I'm neither for or against this, yet.
Ice- scalesdini is a troll and obviously just here to whine. Don't feed the trolls.
Thx for the 1900th like. I think the 2nd equip slot on an assault would be a bad idea.
One, like you said, it's just the slayer logi all over again. If, as the OP suggests, that's bad, then why do we want to make another one?
Two, it hurts logis because it infringes on our role.
Three, get ready for even more equipment spam!
Four, it hurts scouts because part of their buff is the 2nd slot. Nobody is going to use the Amarr scout because they can use a minmatar assault with more hp, an offensive bonus, and is inexplicably faster to boot.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Lorhak Gannarsein
Science For Death
1565
|
Posted - 2014.02.09 13:28:00 -
[28] - Quote
Scalesdini wrote:Shruikan Iceeye wrote:Scalesdini wrote:Shruikan Iceeye wrote:TL;DR Assault suit bonus (on top of the newly released ones) 2% resistance to all weapon types except explosives per level Yeah, while we're at it, instead of heavies getting a 3%/2% bonus per level to one weapon type and 5% per level to splash damage, I want 20% per level for all damage. Period. You assaults can never be content with anything possibly being better than you. At anything. I think slayer logis are ridiculous too, but come on. 2% per level is 10% at proto. derp. also i excluded explosives from my suggestion. derp. Yes, you're asking for a damage resistance equal in percentage to the 1.8 sentinel's off bonus, except to every damage type, while a sentinel will only get 15% to one damage type and 10% to another. Further, you didn't specify shields or armor, meaning you probably think assaults should get it to both shield and armor, meaning it would be several orders of magnitude more ridiculous than what people are already whining about the sentinels having. Derp indeed little fella, derp indeed.
This is actually a legitimate point; the assault has bonuses already. Giving it inherent resistances to damage very much infringes on the heavy's territory, particularly considering that the Assault can stack tank harder than before owing to the fitting bonus (which will be saving me in the order of seven PG, and therefore allow me to upgrade my plates a tier).
The heavy gets a large bonus to EHP from its resistances, absolutely. But that resistance is easily surmounted simply by using different damage typed weapons - pretty straightforward even if you're as disorganised as I am. And it's easier for you to change your weapons than for a heavy to change his resistance type. On the other side of the coin is your proposed assault bonus. This is just a flat buff to EHP. While explosives get around it, that's one out of five damage types, and not one that I frequently see on the battlefield, considering that grenade spam has abated somewhat recently.
Basically, what I'm trying to say is that the bonus is arguably OP because it's a general bonus rather than a specific one, and that side-effects would include massive explosive spam to compensate for resistances.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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