Pages: 1 [2] 3 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ripcord19981
KNIGHTZ OF THE ROUND Legacy Rising
418
|
Posted - 2014.02.09 01:32:00 -
[31] - Quote
KING CHECKMATE 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. Hence the term Alpha tanking. Because the Min can use SPEED to their advantage, nullifying the need for extreme tank. The amarr have DPS becasue they have already the most HP of any assault with 450 EHP without modules at lv 5 passives. CAl and Gal DONT have these advantages.
what good is speed if ttk is so low and ur f**cked if you are shot at because you can't outrun the AA. It makes me twitch every time someone mentions that the Minmatar has speed so its fine and they are balanced. A tanked out Suit can make it to cover to rep back up and go back into the fight. The speed tanked Minmatar would be dead as soon as the first few shots hit.
I can only please one person per day. Today is not ur day, tomorrow doesn't look too bright either.
Turkey sammich>taco
|
Iron Wolf Saber
Den of Swords
12972
|
Posted - 2014.02.09 01:34:00 -
[32] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4509
|
Posted - 2014.02.09 01:34:00 -
[33] - Quote
Killar-12 wrote: Speed Tanking is Dead AA killed it... sorry please try again, I'd rather see a Defense oriented assault and a offense oriented assault of every race... but let's get an offensive variant first before a defensive variant.
Please do not put words in my mouth. I never said anything about speed tanking. But more speed and Stamina than your opponents give you higher flanking or retreat opportunities taht are STILL very valid combat tactics.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4509
|
Posted - 2014.02.09 01:36:00 -
[34] - Quote
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.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
Iron Wolf Saber
Den of Swords
12972
|
Posted - 2014.02.09 01:38:00 -
[35] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Killar-12
The Corporate Raiders Top Men.
2274
|
Posted - 2014.02.09 01:40:00 -
[36] - Quote
KING CHECKMATE wrote:Killar-12 wrote: Speed Tanking is Dead AA killed it... sorry please try again, I'd rather see a Defense oriented assault and a offense oriented assault of every race... but let's get an offensive variant first before a defensive variant.
Please do not put words in my mouth. I never said anything about speed tanking. But more speed and Stamina than your opponents give you higher flanking or retreat opportunities taht are STILL very valid combat tactics. You don't run Cal or Gal Assault with their racial rifles in PC correct? I don't want the bonuses CCP is offering but I don't like the ones you're offering either. I want a gank bonus to the Gal and Cal Assaults.
Listen
I'll change the song every week
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
484
|
Posted - 2014.02.09 01:40:00 -
[37] - 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 Again checkmate, agree with you 100% +13463452352355345.7
Kills- Archduke Ferdinand
Balance!
|
Ekrano Fergus
Molon Labe.
22
|
Posted - 2014.02.09 01:40:00 -
[38] - Quote
The main issue I have with the Caldari bonus is that the other 3 assault suits get something that helps during a fight, while caldari would still be better off switching to a sidearm.
There is also the fact that it shares it's bonus with 4 other suits that do more damage and have more base health.
/)_/)
( . .)
C(") (")
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
484
|
Posted - 2014.02.09 01:41:00 -
[39] - Quote
Iron Wolf Saber wrote: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.
HP being always situational is like saying having the ability to fire your gun is always situational
Kills- Archduke Ferdinand
Balance!
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4510
|
Posted - 2014.02.09 01:42:00 -
[40] - Quote
Iron Wolf Saber wrote: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.
That makes Reload speed and hipfire even more situational then!
Look.Im just trying to get good bonuses for ALL assaults, if i was like the rest of the comunity , now that they announced the Amarr Assault bonus is staying, i would say , LOL F* y'all, too bad gal & Cal, better luck next time.
Im just trying to get some blaance going so people are happy. But it seems between you and some others, they prefer reload and Hipfire over tanking capabilities.
I was just thinking what would I like to have if i played Cal or Gal. I was just using Bonuses PREVIOUSLY mentioned by you guys...
So be it, im happy with my A.Assault anyways....
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4510
|
Posted - 2014.02.09 01:44:00 -
[41] - Quote
Killar-12 wrote:KING CHECKMATE wrote:Killar-12 wrote: Speed Tanking is Dead AA killed it... sorry please try again, I'd rather see a Defense oriented assault and a offense oriented assault of every race... but let's get an offensive variant first before a defensive variant.
Please do not put words in my mouth. I never said anything about speed tanking. But more speed and Stamina than your opponents give you higher flanking or retreat opportunities taht are STILL very valid combat tactics. You don't run Cal or Gal Assault with their racial rifles in PC correct? I don't want the bonuses CCP is offering but I don't like the ones you're offering either. I want a gank bonus to the Gal and Cal Assaults.
FAir enough.
I'll drop it.
I now actually hope Cal and Gal keep their current bonus....
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
BL4CKST4R
WarRavens League of Infamy
1859
|
Posted - 2014.02.09 01:46:00 -
[42] - Quote
Iron Wolf Saber wrote: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.
These bonuses to indeed increase the DPS of the respective weapons by minimizing the time spent not firing, but this is not the case for the AR. A reduction in dispersion and kick can actually hinder it's ability to apply DPS by making the gun more laser accurate and thus more aiming required. I personally refuse to increase sharpshooter on my AR because that dispersion is essential to how I use the weapon.
The Minmatar bonus is by far the best bonus when it comes to continuous dps, the ACR alone can maintain 164 rounds every 10 seconds. While the Caldari bonus gives the Rail rifle the best reload speed of all the guns.
But the Gallente is by far the worst bonus because it doesn't build upon a weakness or a strength of the gun. The best bonuses for the AR would be a rof/reload/damage/clip. Dispersion and kick are definitely NOT good bonuses, like I said previously dispersion is necessary for a CQC weapon, while kick is easily managed on any weapon. Also I don't know what you mean by the Gallente can go "full strafe" it's tanking style is very detrimental to that form of gameplay, in fact that gameplay style is best suited to the Minmatar Assault.
Armor and Shields are not the same!
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8964
|
Posted - 2014.02.09 01:47:00 -
[43] - Quote
While I think the Gallente and Caldari bonuses are lacking, I would prefer if they stayed with offensive bonuses instead of defensive bonuses, since that is what assaults are about. I agree with IWS.
Regarding the Caldari bonus specifically. 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.
As for the Gallente bonus, The dispersion thing might be useful for the AR, shotgun, and ion pistol (a good majority of the Gallente weapons), but I'm not exactly sure how useful it is; it certainly pales in comparison to the Minmatar and Amarr bonus. Perhaps bonus bundling should also be done for the Gallente bonus, or just give it a ROF bonus.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4510
|
Posted - 2014.02.09 01:48:00 -
[44] - Quote
BL4CKST4R wrote:Iron Wolf Saber wrote: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. These bonuses to indeed increase the DPS of the respective weapons by minimizing the time spent not firing, but this is not the case for the AR. A reduction in dispersion and kick can actually hinder it's ability to apply DPS by making the gun more laser accurate and thus more aiming required. I personally refuse to increase sharpshooter on my AR because that dispersion is essential to how I use the weapon. The Minmatar bonus is by far the best bonus when it comes to continuous dps, the ACR alone can maintain 164 rounds every 10 seconds. While the Caldari bonus gives the Rail rifle the best reload speed of all the guns. But the Gallente is by far the worst bonus because it doesn't build upon a weakness or a strength of the gun. The best bonuses for the AR would be a rof/reload/damage/clip. Dispersion and kick are definitely NOT good bonuses, like I said previously dispersion is necessary for a CQC weapon, while kick is easily managed on any weapon. Also I don't know what you mean by the Gallente can go "full strafe" it's tanking style is very detrimental to that form of gameplay, in fact that gameplay style is best suited to the Minmatar Assault.
Every commando has the CAldari Bonus But for ALL light weapons, just saying...
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
Killar-12
The Corporate Raiders Top Men.
2274
|
Posted - 2014.02.09 01:52:00 -
[45] - Quote
KING CHECKMATE wrote:Killar-12 wrote:KING CHECKMATE wrote:Killar-12 wrote: Speed Tanking is Dead AA killed it... sorry please try again, I'd rather see a Defense oriented assault and a offense oriented assault of every race... but let's get an offensive variant first before a defensive variant.
Please do not put words in my mouth. I never said anything about speed tanking. But more speed and Stamina than your opponents give you higher flanking or retreat opportunities taht are STILL very valid combat tactics. You don't run Cal or Gal Assault with their racial rifles in PC correct? I don't want the bonuses CCP is offering but I don't like the ones you're offering either. I want a gank bonus to the Gal and Cal Assaults. FAir enough.
I'll drop it.
I now actually hope Cal and Gal keep their current bonus.... And I'll keep running Gal Scout and out doing Amarr Scouts in my sleep.
Listen
I'll change the song every week
|
Ghost Kaisar
Titans of Phoenix Legacy Rising
2801
|
Posted - 2014.02.09 01:52:00 -
[46] - 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.
|
David Spd
Caldari State
124
|
Posted - 2014.02.09 01:52:00 -
[47] - Quote
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.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
485
|
Posted - 2014.02.09 01:53:00 -
[48] - Quote
BL4CKST4R wrote: These bonuses to indeed increase the DPS of the respective weapons by minimizing the time spent not firing, but this is not the case for the AR. A reduction in dispersion and kick can actually hinder it's ability to apply DPS by making the gun more laser accurate and thus more aiming required. I personally refuse to increase sharpshooter on my AR because that dispersion is essential to how I use the weapon.
The Minmatar bonus is by far the best bonus when it comes to continuous dps, the ACR alone can maintain 164 rounds every 10 seconds. While the Caldari bonus gives the Rail rifle the best reload speed of all the guns.
But the Gallente is by far the worst bonus because it doesn't build upon a weakness or a strength of the gun. The best bonuses for the AR would be a rof/reload/damage/clip. Dispersion and kick are definitely NOT good bonuses, like I said previously dispersion is necessary for a CQC weapon, while kick is easily managed on any weapon. Also I don't know what you mean by the Gallente can go "full strafe" it's tanking style is very detrimental to that form of gameplay, in fact that gameplay style is best suited to the Minmatar Assault.
The gallente bonus is the best bonus of them all.....
Kills- Archduke Ferdinand
Balance!
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4513
|
Posted - 2014.02.09 01:55:00 -
[49] - Quote
I was just saying.
A dispersion reduction for a CQ weapon. Even Gallentes think this is bad.IT ACTUALLY HINDERS the usage of the weapon. I'll never hear someone say: ''Oh darn, this 25% less Heat buildup is really messing with My SCR Gun game....'' But i do hear AR users that agree this is bad even without using the skill yet. They even AVOID SNiper Skills.
The CAldari bonus is a nerfed crappy version of what all Commandos currently have. Even 2 ARMOR REPAIR at level 5 would be better XD
But then again, i'll just drop it.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
BL4CKST4R
WarRavens League of Infamy
1860
|
Posted - 2014.02.09 01:56:00 -
[50] - Quote
KAGEHOSHI Horned Wolf wrote:While I think the Gallente and Caldari bonuses are lacking, I would prefer if they stayed with offensive bonuses instead of defensive bonuses, since that is what assaults are about. I agree with IWS.
Regarding the Caldari bonus specifically. 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.
As for the Gallente bonus, The dispersion thing might be useful for the AR, shotgun, and ion pistol (a good majority of the Gallente weapons), but I'm not exactly sure how useful it is; it certainly pales in comparison to the Minmatar and Amarr bonus. Perhaps bonus bundling should also be done for the Gallente bonus, or just give it a ROF bonus.
Well you can simulate the bonuses by leveling up AR sharpshooter to V. After level 3 the bonus just reduces your effectiveness hipfiring, as for the kick I don't worry about kick on any gun really even when I hipfire the rail because it is easy to manage. As for the dispersion on the ion pistol if I have a 350 charged shot that is going to lock my weapon after I shoot chances are I will not be hipfiring, as for shooting the regular shot I won't be using that either because the gun itself is terrible. And dispersion reduction kills the shotgun and as far as I know it doesn't kick...
Armor and Shields are not the same!
|
|
BL4CKST4R
WarRavens League of Infamy
1860
|
Posted - 2014.02.09 01:58:00 -
[51] - Quote
Gavr1lo Pr1nc1p wrote:BL4CKST4R wrote: These bonuses to indeed increase the DPS of the respective weapons by minimizing the time spent not firing, but this is not the case for the AR. A reduction in dispersion and kick can actually hinder it's ability to apply DPS by making the gun more laser accurate and thus more aiming required. I personally refuse to increase sharpshooter on my AR because that dispersion is essential to how I use the weapon.
The Minmatar bonus is by far the best bonus when it comes to continuous dps, the ACR alone can maintain 164 rounds every 10 seconds. While the Caldari bonus gives the Rail rifle the best reload speed of all the guns.
But the Gallente is by far the worst bonus because it doesn't build upon a weakness or a strength of the gun. The best bonuses for the AR would be a rof/reload/damage/clip. Dispersion and kick are definitely NOT good bonuses, like I said previously dispersion is necessary for a CQC weapon, while kick is easily managed on any weapon. Also I don't know what you mean by the Gallente can go "full strafe" it's tanking style is very detrimental to that form of gameplay, in fact that gameplay style is best suited to the Minmatar Assault.
The gallente bonus is the best bonus of them all.....
and the Amarr bonus is the worst! I can play this game to!
Armor and Shields are not the same!
|
Iron Wolf Saber
Den of Swords
12976
|
Posted - 2014.02.09 01:59:00 -
[52] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4514
|
Posted - 2014.02.09 01:59:00 -
[53] - Quote
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.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
Ghost Kaisar
Titans of Phoenix Legacy Rising
2802
|
Posted - 2014.02.09 02:02:00 -
[54] - 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.
|
Iron Wolf Saber
Den of Swords
12976
|
Posted - 2014.02.09 02:04:00 -
[55] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
BL4CKST4R
WarRavens League of Infamy
1860
|
Posted - 2014.02.09 02:07:00 -
[56] - Quote
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 if the dispersion is reduced enough it is easy for the Caldari to outstrafe Aim Assist while maintaining hipfiring on the slower Gallente. Plasma shotgun the Gallente wins because of higher HP, ion pistol well nobody really there isn't enough damage on the clip for it to kill, if the shot is charged and both it then it really depends on the primary weapon so nobody in this case.
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
Sniper rifle it is who sees who first so this can go to anybody. Rail rifle it's is tied because there is enough damage in the clip to kill either suit. Magsec smg probably the Caldari, bolt pistol probably Caldari depends on damage per clip, but if both are strafing then the reload will help bump the scenario to the caldari.
Minmatar AS with Combat Rifle, SMG, Mass Driver, and Flaylock vs Amarr AS combat Rifle, SMG, Mass Driver and FLaylock bunker to bunker fight
minmatar, minmatar, minmatar, ???? Don't know how flay lock will work.
Amarr AS with Laser Rifle and Scrambler Rifle vs Minmatar AS Laser Rifle and Scrambler Rifle defense point in preventing a rush.
Amarr
Run the numbers.
done
Armor and Shields are not the same!
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4514
|
Posted - 2014.02.09 02:07:00 -
[57] - Quote
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.
Ive come to agree with you now. I edited the main post regarding this and what G.Kaiser proposed. please give it a read tell me what you think...
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
|
MINA Longstrike
2Shitz 1Giggle
270
|
Posted - 2014.02.09 02:09:00 -
[58] - Quote
Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table.
Being alive is a pretty big bonus to being able to combat people. |
Zahle Undt
Bullet Cluster Legacy Rising
670
|
Posted - 2014.02.09 02:19:00 -
[59] - 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: 10% Shield regulator effectiveness per level - Gallente Assault: 10% Armor Repairer effectiveness per level - 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
They did give them weapon specific bonuses, just pretty crappy ones.
I think 3% to both is a bit much since they were originally at 2% to just shields or armor. I'd go 2% for shield extenders/ regulators and plates/repairers
Alternatively (totally stealing from someone in another thread)
Caldari: 2-3% reduction in rail hybrid weapon spool up time (this would be tied to a corresponding increase to the RR charge time added to the weapon)
(I'm less sure what Gallente weapon users would want because I've never been much of an AR or SG user)...something that increases optimum and effective range for plasma hybrid weapons or RoF?
AMarr assault is definitely getting the best of the assault bonuses as the weapon PG/CPU benefits them the most and keeping reduced heat build up on laser weapons is awesome.
Minmatar comes in really close second. Gets a little less out of the PG/CPU bonus if using racial weapons but, I've always loved my 100 round SMGs but now 68 round CRs and 11 round MDs!
1.8 should be interesting to say the least
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
|
Rynoceros
Rise Of Old Dudes
2339
|
Posted - 2014.02.09 02:26:00 -
[60] - 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: 10% Shield regulator effectiveness per level - Gallente Assault: 10% Armor Repairer effectiveness per level - 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 CCP owes you somebody else's paycheck.
Dust514 has a place in this world - buried next to 23,000 copies of E.T. in some remote desert location.
|
|
|
|
|
Pages: 1 [2] 3 4 5 6 :: one page |
First page | Previous page | Next page | Last page |