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Iron Wolf Saber
Den of Swords
12966
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Posted - 2014.02.09 00:59:00 -
[1] - Quote
I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table.
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Iron Wolf Saber
Den of Swords
12967
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Posted - 2014.02.09 01:11:00 -
[2] - Quote
Arkena Wyrnspire wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. ... What? How does that work? You realise that plates and extenders have a huge impact on straight combat, right?
Yes but there is room for tanking classes and attack classes. Why should 2 get tanks and the other get well not even soemthing worthy of a gank?
As the minmatar best put it.
Why tank? Its dead.
Hence the term Alpha tanking.
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Iron Wolf Saber
Den of Swords
12967
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Posted - 2014.02.09 01:16:00 -
[3] - Quote
Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Arkena Wyrnspire wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. ... What? How does that work? You realise that plates and extenders have a huge impact on straight combat, right? Yes but there is room for tanking classes and attack classes. Why should 2 get tanks and the other get well not even soemthing worthy of a gank? As the minmatar best put it. Why tank? its dead. The Minmatar and Amarr bonuses are entirely sufficient gank bonuses. The clip size bonus will be devastating on the CR especially should the damage output be nerfed, and the overheat bonus does frightening things to the SCR. So why not?
Because its unfair and confusing that HALF a class isn't part of the class.
What is purposed here is equitable to half of the sentinels getting resistances and the other half weapon bonuses.
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Iron Wolf Saber
Den of Swords
12972
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Posted - 2014.02.09 01:30:00 -
[4] - Quote
ReGnYuM wrote:IWS before you start another PR ShitStoRM, maybe you would like to go into detail.
Furthermore, from your posts it seems like you're trying to suggest that the assault role is for class cannon DPS. Is this correct?
Its more about presenting a hostile presence and the ability to keep the pressure up on the enemy, which is why the bonuses are they way they are.
They're about keeping fire on the enemy either longer amount of time (minmatar amarr) or lowering the gaps of calmness if one had to find another name for the class id be that akin to harassment. Thus while it is an attack class its more of an attack support class more than anything designed to augment defensive or offensive positions while other classes pursue their strengths.
Plasma weaponry is supposed to be a bit more unwieldy than currently experienced but is also supposed to pack a far harder punch.
What some people are forgetting the gallente bonus is going to apply to the pr hipfire, shotgun, and ion pistol which is most likely the weapons of choice for most assaults. While true the plasma cannon won't be benefiting the assault frame is not the best home for it either. Quite a few weapons do excessively poor in a run and gun situation; this is where the gallente assault will shine and will be an absolute nightmare in cqc as he is going to go full speed strafing instead of taking that deadly critical second to ads and get shot up. Gal assault will probably get the most dynamic change in game play because of his bonus.
The currently suggested bonuses fit better with each race as is though.
Gallente is more of an urbanized cqc fighter and is able to storm interiors with little problems with his lightweight but armor defenses.
Caldari Assaults is more of a patrol and point defender able to keep people from crossing a street and ensuring that there is little to no gaps between reloading their limited magazine weapons. Caldari weapons also have some of the longer reloading times to account for their longer ranges usually. The time of reload is nearly that to close the gap and get within optimal of other weapon types.
Minmatar blow through ammo like nobody's business and the bonus will ensure he can keep fighting.
Amarr same deal with lesser chance of suicide.
All of these bonuses indirectly increase DPS by a set amount not for the 5 second engagement window but the entire potential damage over an entire minute time frames.
If you want a tanky medium class suggest it for the type Bs or another class even. Assaults have plenty of slots to already support a hefty tank as is in their class and these bonuses are irreplaceable. There are currently no modules that replace any of these bonuses. Where as with the suggest bonuses there are suits, and modules that would nullify or match suggested gains.
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Iron Wolf Saber
Den of Swords
12972
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Posted - 2014.02.09 01:34:00 -
[5] - Quote
KING CHECKMATE wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. Mr IWS, have you ever heard the saying: ''the best offense is a good defense'' ?The more HP you have , the longer you can fight........
The quicker the enemy dies the less you have to tank in the first place.
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Iron Wolf Saber
Den of Swords
12972
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Posted - 2014.02.09 01:38:00 -
[6] - Quote
KING CHECKMATE wrote:Iron Wolf Saber wrote:KING CHECKMATE wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. Mr IWS, have you ever heard the saying: ''the best offense is a good defense'' ?The more HP you have , the longer you can fight........ The quicker the enemy dies the less you have to tank in the first place. Reload speed does not help at all at killing the enemy faster since its not a DPS bonus,nor Rof,nor clip size,etc... Better hipfire is relative and situational, more HP is not.
More HP is always situational though even in the old TTK environments more HP was rather situational because there are so many times that extra 120 hp was not going to save your posterior.
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Iron Wolf Saber
Den of Swords
12976
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Posted - 2014.02.09 01:59:00 -
[7] - Quote
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.
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Iron Wolf Saber
Den of Swords
12976
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Posted - 2014.02.09 02:04:00 -
[8] - Quote
David Spd wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. Even with as messed up as it initially sounds, I also found this statement to make a hell of a lot of sense. Since you specifically said "plates and extenders", does this mean you are against the idea of say... Regulators or Rechargers? In my opinion Assaults being "combat oriented" also means that.. theoretically they are exposed to more direct combat than other suits. I'm a Caldari Assault main that prefers mid to long ranged engagements (and was even during the "Slayer Logi" debacle) I find faster and more efficient shield recharge to be surprisingly more effective for "skirmish" type play than simply attempting to "out-tank" your opponent. As a Caldari using a Caldari Rifle, I was a lot better at doing what I was "supposed to" with this type of fitting. Obviously not having bonuses to Extenders as Caldari kind of sucks, but at the same time we shouldn't be in the kind of situations where extender stacking is absolutely necessary to ensure survival. Hopefully 1.8 will shift suit roles and playstyles into a much more..."focused" area than currently. I may come off as a bit arrogant with my next statement, and with the game being as messed up as it is I am somewhat wrong, but at the same time I feel like I need to say it. Assaults (Caldari in particular) need a mixture of damage, defense and mobility to do what they need to do. Just enough survival to not be scouts, and just enough damage to not be Sentinels. We have to sacrifice something, and the current build's "Stack defenses or die without doing anything" is a part of the messed up time to kill. As far as I understand it, the logic behind the Caldari reload is to encourage aggression and "Assault" type gameplay. We don't know 100% what the TTK is going to be in 1.8, nor do we know how all these moving parts are going to affect one another. At first glance the reload bonus seems a bit pointless, but at the same time it may both be necessary to compensate for the Rail Rifle nerf, and also help Caldari soldiers keep pressure on their targets at the distance the weapon is intended to be used. Caldari typically have higher shields than the other races (if EVE is the example that is being followed) so we all ready start ahead of them in terms of immediate defenses. CCP seems to be building suit bonuses under the impression that you're going to be playing as a certain race, wielding that race's weapon. So Caldari will have a powerful mid-ranged weapon, higher base shields and be able to reload their weapon faster than most other races (thanks to the bonus). The Rail rifle tends to reload fairly slowly without heavy skill investment otherwise. That to me sounds like quite a dangerous combination. The only way it would be underwhelming is if you're playing the game in 1.8 the way you play the game now: as a frontline Caldari soldier stacking shield extenders and nothing else. Think outside the box for a little while. Read some of the other threads CCP has made, and try looking up Iron Wolf Saber's thread about the mantras. Also keep in mind that IWS has access to information that WE don't, and also tends to drop some clues about content under NDA that has more than once landed him in hot water. He's trying to tell us, a lot of people are just really not paying attention or listening. CCP has always called Dust 514 a "thinking man's shooter" but there hasn't been a whole lot of anything to think about. I get the feeling 1.8 will change that based on the information we've been getting so far.
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.
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Iron Wolf Saber
Den of Swords
12998
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Posted - 2014.02.09 11:52:00 -
[9] - Quote
Caldari Assault V 542.6 Damage Advantage Against Assault RR armed Gallente Assault caught on a reload Caldari Assault V 487.5 Damage Advantage Against Standard RR armed Against Gallente Assault caught on a reload
and the two are far apart enough swapping to pistols is rather useless though I will say our two volunteers are terrible shots.
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Iron Wolf Saber
Den of Swords
13002
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Posted - 2014.02.09 12:45:00 -
[10] - Quote
Second fallacy with these newer bonuses, they require a module to work verses the two other races.
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Iron Wolf Saber
Den of Swords
13007
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Posted - 2014.02.09 13:03:00 -
[11] - Quote
Bendtner92 wrote:Iron Wolf Saber wrote:Second fallacy with these newer bonuses, they require a module to work verses the two other races. Yes, but Amarr and Minmatar bonuses require specific weapons to work. I don't see that as a problem. Edit: Furthermore, I seriously doubt you'll see many (if any) Caldari and Gallente Assaults not using those modules anyway.
Gal and Cal have a chance to align up to 4 modules in this manner thus doubling the bonuses's power even further when stacked onto of the suit's natural affinity (as they both are already similar to the bonus come 1.8)
Amarr and min are stuck with 2 max benefiting (and unless the scrambler pistol is changing amarr are stuck with 1) and can only take advantage of it ONE at a time.
One could argue the cal and gal bonuses are 4x more powerful than amarr and minmatar.
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