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Ghost Kaisar
Titans of Phoenix Legacy Rising
2801
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Posted - 2014.02.09 01:52:00 -
[1] - Quote
KING CHECKMATE wrote:I personally thank you for all the effort CCP is doing in getting the Dropsuits right. Now it seems every time you ''redo'' something you leave some players not convinced.
LEt me make your JOB EASIER and give you the formula for ASSAULT Success.
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% effectiveness on Shield Extenders and Regulators - Gallente Assault: +5% effectiveness to Armor plates and Repairers - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
These are bonuses EVERYONE will be happy to have in their assault and will give these med frames offensive/defensive advantages over their opponents.
Either the ones i proposed or GIVE all of them Weapon specific bonuses like the Amarr and Minmatar ones.
TY for reading
Please remember that TTK is getting raised.
I don't want TTK to get raised and then watch Cal Assaults and Gal Assaults eHP stacking so high it will take 2 clips to take them down.
Dump the Extender and Plate bonus and put something else on, Regulators and Repairers are what need buffs anyways.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2802
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Posted - 2014.02.09 02:02:00 -
[2] - Quote
KING CHECKMATE wrote:Ghost Kaisar wrote:
Please remember that TTK is getting raised.
I don't want TTK to get raised and then watch Cal Assaults and Gal Assaults eHP stacking so high it will take 2 clips to take them down.
Dump the Extender and Plate bonus and put something else on, Regulators and Repairers are what need buffs anyways.
I actually edited the OP regarding this. Hope you agree.
Sounds fantastic. I can live with this. Assaults will need regen powers in 1.8 more than raw eHP.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2804
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Posted - 2014.02.09 04:45:00 -
[3] - Quote
NK Scout wrote:Iron Wolf Saber wrote:Yet the math nerds would counter argue that your bonuses are too vastly superior to the amarr and minmatar ones and will instantly trash can the army doctrines about wearing anything else.
Gallente AS With Plasma Rifle, Plasma Shotgun, and Ion Pistol vs Caldari AS with Plasma Rifle, Plasma Shotgun and Ion Pistol - Rounding corner scenario no ADS 3 meter engagement
Caldari AS With Sniper Rifle, Rail Rifle, MagSec, and Bolt Pistol vs Gallente AS with Rail Rifle, MagSec, and Bolt Pistol cover to cover engagement scenario long range
Minmatar AS with Combat Rifle, SMG, Mass Driver, and Flaylock vs Amarr AS combat Rifle, SMG, Mass Driver and FLaylock bunker to bunker fight
Amarr AS with Laser Rifle and Scrambler Rifle vs Minmatar AS Laser Rifle and Scrambler Rifle defense point in preventing a rush.
Run the numbers. I dont play cal assault to be 60m away from anything, tyvm, I do it for regen and shield tankyness, reload is USELESS, I can spec reload skills, and reloads arent that long
Then you should run Minmatar.
Next build minmatar will be exactly what you want. 30hp/s shield regen and a decent shield tank. Combine with speed, and you have an excellent mid range fighter.
Caldari are supposed to be long range shield tanks. Difficult to take down at range due to their large shields, and doubled by the fact that you can't deal much damage at that range. Counter is the Amarr. They can hit you hard from 70m, and thier bonus to shield damage will offset the range penalty. Combine with a hardy tank, and they can very easily eliminate Cal Assaults at range.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2811
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Posted - 2014.02.09 05:08:00 -
[4] - Quote
David Spd wrote:Iron Wolf Saber wrote:To clarify a bit of translation : Assaults are not supposed to be ones being the ones exposed to combat, they're the ones exposing others to combat. HP recoverability would be more in theme in this as it less down time taking a breather before pressuring back on the enemy again but this is better saved for type 2s if that ever happened again which unfortunately until their icde happens is not looking good on the forecast. Thank you. I think I might not have explained that well enough, but that's essentially what I meant. Assaults get in there, agitate the opposition, but don't really "tank" anything. At least, that's the idea. 1.7 isn't really played that way. I stopped stacking extenders and instead put on a couple regulators and rechargers and suddenly people had a LOT more problems engaging me without running into the brick wall that was my team (or a smart Sentinel). If you engage a stronger opponent and take damage, just break line of sight to recharge shield or repair armor just enough to re-engage finish him off. Being an assault is about strategically choosing your opponents and causing the most team-wide damage as possible. Assaults are the ripples that turn into waves on the battlefield.
I like to think of it this way.
You have heavies, logi's, commando's, scouts and assaults.
Their roles are roughly as follows (I am making comparisons to MMORPG class formats for easy clarity):
Main Roles: Heavy: Tank. Made to draw attention to themselves and draw enemy fire. DPS isn't the main focus of the class, but rather the ability to absorb it. They can still dish out massive damage point blank. This is to discourage getting close to the heavy, and as a last line of defense.
Logi: Heal/Buff Support. Combat isn't the focus of the suit. This suit is made to FACILITATE combat. They provide Ammo, Rep, Spawns, Scans etc and help to keep the squad operating at maximum efficiency. A good logi will make sure that they keep the squad in tip-top shape, so that they never enter a battle at less then their best (At full ammo, health etc).
Assault: Main DPS. Pain is the name of the gain. Since this class is the main one in combat, they should excel at dealing damage and recovering from it. They aren't the tankiest troopers, but they have enough health to survive multiple back to back engagements, so long as they take advantage of cover and fight smart. They are the most versatile of the suits, able to field a large spread of fits for multiple occasions.
Specialist Roles Scout: With two equipment slots and an emphasis on speed/stealth, the scout is an excellent suit for misdirection and support. They avoid scanners, and can make for some excellent flankers or assassins, but they can also utilize their two equipment slots for uplink running or to deliver rapid support to beleaguered squads (since they can't be detected, you can probably run in and drop ammo or reps and get out without being noticed). They have the lowest eHP though, and are NOT meant to engage the enemy directly.
Commando: Weapon Versatility. They are tankier than an Assault, but have less health than a heavy. They are made to bring weapon versatility to the squad, as they can run two Light weapons. They get a damage bonus to help them apply damage, but their lack of regen makes them more difficult to use as a Main DPS. A good logi will make sure you operate at full proficiency, so it would make good sense to run a single commando in a squad over another assault so long as you have a logi. They can bring Mass Drivers, Swarm Launchers, and other niche weapons to the battlefield without reducing the effectiveness of the squad.
Ideal Squad (IMO)
1 Heavy: eHP tanked and made to be tough to take down. 1 Logi: Running a spread of equipment with focus on infantry support. 2 Assaults: Fit for a slayer role. Emphasis on recovery, as the logi will have his hands full with the Heavy and Commando. 1 Commando: Fit weapons to map/squad. Area Denial needed? MD it is. Vehicles a problem? Swarms. Focus on damage and tank. Focus on Regen if you don't have a logi. 1 Scout: Fit for stealth/eWAR. Your job is to run ahead of the squad, elminate HVT's and inform them of incoming troops. You won't have support, so make sure you can take care of yourself.
Variations include: 1 Heavy 1 Logi 3 Assaults 1 Commando
1 Heavy 1 Logi 2 Assaults 2 Commandos
This is just my take on how the classes will seem to work in 1.8. I really like this though, as it really puts a lot of diversity into the game.
Just my 0.02 ISK.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2820
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Posted - 2014.02.09 05:42:00 -
[5] - Quote
KING CHECKMATE wrote:Nice analysis Ghost.
Thanks
I write forums posts in between anime episodes at night.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2855
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Posted - 2014.02.10 07:41:00 -
[6] - Quote
bogeyman m wrote:A lot of good discussion on this topic, but I'd still prefer Racial bonuses to be tanking related and Assault variants to be ganking related. I also think they should all be passive bonuses as adding multipliers to modules gets too easily out of hand. For example:
Passive Racial bonuses - survival oriented: - Amarr: shield & armour capacity increases - Caldari: shield recharge rate increase - Gallenti: armour repair rate increase - Minmatar: time-to-start shield recharge reduction, time-to-start armour repair reduction, biotics increase
Passive Assault bonus - racial weapon specific: - Amarr: overheat protection & larger clip sizes - Caldari: faster ADS, weaker hip-fire, longer range - Gallenti: better hip-fire, slower ADS, faster reload - Minmatar: increased rate of fire
I'll leave the specific numbers up to the smart guys, but whatever balances out the game play without making every suit the same would be ideal and would promote diversity on the battlefield.
I stopped reading after that.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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