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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4522
|
Posted - 2014.02.09 02:27:00 -
[61] - Quote
Ghost Kaisar wrote: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. EDIT: Gimme a sec, gonna do some math on the Repair bonus. 10% might be too much. I bet you I could get a Gal assault running 35hp/s with this.
Nah. 1 Cx Armor rep 8.75 2 Cx armir rep 17.5 3 Cs armor reps 26.25 4 cx armor reps 35
But who will use 4 Cx armor reps for a mere 262 Armor? (im not counting the soon to be NATURAL armor rep of the gallente)
People trying to mellow assault bonuses need to remember scouts will be invisible, Heavies will have Resistances and MORE HP and commandos will have 2 Light weapons with faster reload speed and Bonus Cx Dam Mods.....
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
305
|
Posted - 2014.02.09 02:28:00 -
[62] - Quote
Zahle Undt wrote:[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)
A rhetorical question,but I'd like to know your stance what's 15% of .25/.3 seconds? How is that a bonus?
32db Mad Bomber.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4522
|
Posted - 2014.02.09 02:29:00 -
[63] - Quote
Zahle Undt wrote: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
The bonus DOES NOT Affect at all the RR, and if you DO tweak it to significantly reduce spool time.... The last thing we need is RR with less spool time.
Its already minimal and non important. No disrespect.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8966
|
Posted - 2014.02.09 02:30:00 -
[64] - Quote
BL4CKST4R wrote: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... I noticed you ignored the main point (that assault should have offense-oriented bonuses), and ignored suggestions like range, and ROF. Why?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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NK Scout
Storm Wind Strikeforce Caldari State
286
|
Posted - 2014.02.09 02:31:00 -
[65] - 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. Thr caldari bonus is loads of useless, if I wanted less reload I'd go commando or get the reload skill, I never have reload issurs, EVER
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Zahle Undt
Bullet Cluster Legacy Rising
670
|
Posted - 2014.02.09 02:33:00 -
[66] - Quote
KING CHECKMATE wrote:Zahle Undt wrote: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 The bonus DOES NOT Affect at all the RR, and if you DO tweak it to significantly reduce spool time.... The last thing we need is RR with less spool time.
Its already minimal and non important. No disrespect.
I'd adjust the gun so that a fully leveled caldari assault would be using it with about the current spool up whare as all others would actually have an increased charge up on the RR. Think of it as a nerf for anyone using the RR that isn't Caldari assault.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4523
|
Posted - 2014.02.09 02:39:00 -
[67] - Quote
Zahle Undt wrote:
I'd adjust the gun so that a fully leveled caldari assault would be using it with about the current spool up whare as all others would actually have an increased charge up on the RR. Think of it as a nerf for anyone using the RR that isn't Caldari assault.
Well seems legit.... +1
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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NK Scout
Storm Wind Strikeforce Caldari State
286
|
Posted - 2014.02.09 02:41:00 -
[68] - 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 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
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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BL4CKST4R
WarRavens League of Infamy
1861
|
Posted - 2014.02.09 02:41:00 -
[69] - Quote
KAGEHOSHI Horned Wolf wrote:BL4CKST4R wrote: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... I noticed you ignored the main point (that assault should have offense-oriented bonuses), and ignored suggestions like range, and ROF. Why?
I don't feel it is my place to suggest a bonus for the Caldari. And I agreed with you up to the point of the Gallente wheRe the current bonus does not affect offense. It seems to me that CCP main goal is to NOT make the assault the primary combat suit. So I really don't know what is going on anymore with this game.
Armor and Shields are not the same!
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Philipp Achtel
Goonfeet Special Planetary Emergency Response Group
91
|
Posted - 2014.02.09 02:46:00 -
[70] - Quote
Iron Wolf Saber wrote: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.
I really appreciate what you're doing here. It's nice that someone more or less in the know is defending the proposed numbers rather than reinforcing the echo chamber or remaining silent.
I think 1.8 has people on edge, and many are just waiting for something to be outraged at. It's sadly become a regular occurrence here on the forums.
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NK Scout
Storm Wind Strikeforce Caldari State
287
|
Posted - 2014.02.09 02:49:00 -
[71] - Quote
Philipp Achtel wrote:Iron Wolf Saber wrote: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. I really appreciate what you're doing here. It's nice that someone more or less in the know is defending the proposed numbers rather than reinforcing the echo chamber or remaining silent. I think 1.8 has people on edge, and many are just waiting for something to be outraged at. It's sadly become a regular occurrence here on the forums. But if I wanted faster reload, I'd go commando or get reload skill
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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MINA Longstrike
2Shitz 1Giggle
270
|
Posted - 2014.02.09 02:50:00 -
[72] - Quote
Rynoceros wrote: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.
Pretty sure he's just saying some of the same things I've being saying - one of the best ways to make assaults good at their job is to make them able to keep pressure up - either with more shots on target or with more ability to recover hit points independent of other players without being supremely tanky. The only restriction that might be necessary is to outright disallow 'assault suits' the ability to equip nanite injectors. |
KenKaniff69
Fatal Absolution
2074
|
Posted - 2014.02.09 02:52:00 -
[73] - Quote
Armor repairs would still be UP
So about those vehicle locks...
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NK Scout
Storm Wind Strikeforce Caldari State
287
|
Posted - 2014.02.09 02:54:00 -
[74] - Quote
KenKaniff69 wrote:Armor repairs would still be UP Buff to 6 or 7 hp's would fix it
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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KenKaniff69
Fatal Absolution
2074
|
Posted - 2014.02.09 02:55:00 -
[75] - Quote
NK Scout wrote:KenKaniff69 wrote:Armor repairs would still be UP Buff to 6 or 7 hp's would fix it I think that armor repairs at complex level should repair at 7-8 w/o skills
So about those vehicle locks...
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NK Scout
Storm Wind Strikeforce Caldari State
287
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Posted - 2014.02.09 02:57:00 -
[76] - Quote
KenKaniff69 wrote:NK Scout wrote:KenKaniff69 wrote:Armor repairs would still be UP Buff to 6 or 7 hp's would fix it I think that armor repairs at complex level should repair at 7-8 w/o skills Thats what I meant Currently armor rep bonuses are useless because the repair sucks
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Philipp Achtel
Goonfeet Special Planetary Emergency Response Group
91
|
Posted - 2014.02.09 03:00:00 -
[77] - Quote
NK Scout wrote: But if I wanted faster reload, I'd go commando or get reload skill
I'm sure you realize that there is more to assault than this one bonus. There's the pg CPU reduction, there's the stats of the suit, there's the slot layout. Why do you zero in on this one bonus as if it's the be all and end all of caldari assaults?
And why are you so fixed on caldari assault that you insist its bonus be just right for you? Maybe the play style they want to promote isn't the same as the way you want to play, and you should consider finding a different suit.
A respec is around the corner, don't you doubt it. All your troubles will be over soon. |
Philipp Achtel
Goonfeet Special Planetary Emergency Response Group
91
|
Posted - 2014.02.09 03:03:00 -
[78] - Quote
MINA Longstrike wrote:
Pretty sure he's just saying some of the same things I've being saying - one of the best ways to make assaults good at their job is to make them able to keep pressure up - either with more shots on target or with more ability to recover hit points independent of other players without being supremely tanky. The only restriction that might be necessary is to outright disallow 'assault suits' the ability to equip nanite injectors.
If you want to build your assault that way, no one is stopping you. But you're trying to craft the assault bonus around the way you want to play. Maybe a commando is more in line with what you are looking for?
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NK Scout
Storm Wind Strikeforce Caldari State
287
|
Posted - 2014.02.09 03:03:00 -
[79] - Quote
Philipp Achtel wrote:NK Scout wrote: But if I wanted faster reload, I'd go commando or get reload skill
I'm sure you realize that there is more to assault than this one bonus. There's the pg CPU reduction, there's the stats of the suit, there's the slot layout. Why do you zero in on this one bonus as if it's the be all and end all of caldari assaults? And why are you so fixed on caldari assault that you insist its bonus be just right for you? Maybe the play style they want to promote isn't the same as the way you want to play, and you should consider finding a different suit. A respec is around the corner, don't you doubt it. All your troubles will be over soon. But the bonus is useless, and lol no one thats caldari reload bonus
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4525
|
Posted - 2014.02.09 03:04:00 -
[80] - Quote
NK Scout wrote:KenKaniff69 wrote:NK Scout wrote:KenKaniff69 wrote:Armor repairs would still be UP Buff to 6 or 7 hp's would fix it I think that armor repairs at complex level should repair at 7-8 w/o skills Thats what I meant Currently armor rep bonuses are useless because the repair sucks
Shields : Little HP , Big Regen Armor: Big HP, Little repair
Armor reps are working as intended.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Shiruba Ryou
205
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Posted - 2014.02.09 03:06:00 -
[81] - Quote
IWS a few statement of yours confuse me. Like you statement on Shotguns for Gal Assaults. Unless you know something we don't We still depend on slow armor plates. We also require a lot of mods to make us fast or dampened enough to effectively use a shotgun unless we got a skill to increase it's range a bit on the assault suit. Now I would love the ability to make use of the shotgun on my assault suit. The AR is starting to bore me after a year and as you said. The suit is no home for the PLC.
If you know something like some new fitting options or new shotgun changes that will make it usable by gal assault like me then could you please share?
"Not to worry. The cards say you loved it."
- Ryoutoshi
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NK Scout
Storm Wind Strikeforce Caldari State
287
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Posted - 2014.02.09 03:06:00 -
[82] - Quote
KING CHECKMATE wrote:NK Scout wrote:KenKaniff69 wrote:NK Scout wrote:KenKaniff69 wrote:Armor repairs would still be UP Buff to 6 or 7 hp's would fix it I think that armor repairs at complex level should repair at 7-8 w/o skills Thats what I meant Currently armor rep bonuses are useless because the repair sucks Shields : Little HP , Big Regen Armor: Big HP, Little repair Armor reps are working as intended. armor needs a slight rep boost, 6 or 7 hp/s base complex, just a little, I want to play shields but cant because it isnt viable......
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4527
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Posted - 2014.02.09 03:21:00 -
[83] - Quote
NK Scout wrote: armor needs a slight rep boost, 6 or 7 hp/s base complex, just a little, I want to play shields but cant because it isnt viable......
The problem is not that Armor reps are not at all viable. The problem is that Armor tankers want more ARMOR HP while having similar regen to the SHIELDS. They already got rid of strong speed penalties. As it is, ALL GALLENTES will have Natural Armor rep of at least 1.
Want more armor regen my friend on your gallente assault?
IN 1.7 (NOW)= 2 CX Armor reps & 2 ENHANCED ARMOR PLATES will give you: 504 + 12.5 Rep
Note that Shield regen on most assaults is 20. Logis from 15-17-20 and HEavies is 20. So you are ONLY -7.5 (or less) Rep per sec, while gaining 48.5 HP (121 ENH ARMOR PLATE / COMPLEX SHIELD EXT 72 = NOT EVEN USING COMPLEX ARMOR PLATES vs COMPLEX SHIELD EXT....)
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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NK Scout
Storm Wind Strikeforce Caldari State
287
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Posted - 2014.02.09 03:27:00 -
[84] - Quote
KING CHECKMATE wrote:NK Scout wrote: armor needs a slight rep boost, 6 or 7 hp/s base complex, just a little, I want to play shields but cant because it isnt viable......
The problem is not that Armor reps are not at all viable.The problem is that Armor tankers want more ARMOR HP while having similar regen to the SHIELDS. They already got rid of strong speed penalties.As it is, ALL GALLENTES will have Natural Armor rep of at least 1. Want more armor regen my friend on your gallente assault? IN 1.7 (NOW)=2 CX Armor reps & 2 ENHANCED ARMOR PLATES will give you: 504 + 12.5 Rep Note that Shield regen on most assaults is 20. Logis from 15-17-20 and HEavies is 20. So you are ONLY -7.5 (or less) Rep per sec, while gaining 48.5 HP (121 ENH ARMOR PLATE / COMPLEX SHIELD EXT 72 = NOT EVEN USING COMPLEX ARMOR PLATES vs COMPLEX SHIELD EXT....) They need 6 base reps complex, so they dont complain, and so armor reps are decent
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1898
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Posted - 2014.02.09 03:28:00 -
[85] - Quote
I think making the gallente bonus to plates AND reps is a bit too much. Make it to rep modules only since that's what the suits are being redesigned to do anyway, with the Amarr now being the max armor tankers.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Jackof All-Trades
The Black Renaissance
462
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Posted - 2014.02.09 03:41:00 -
[86] - Quote
KING CHECKMATE wrote:Killar-12 wrote:KING CHECKMATE wrote:Delanus Turgias wrote:Arkena Wyrnspire wrote:Level 9 forum warrior approved. Maybe not a 5% bonus for extenders and plates and such (remember the CalLogi?), but I think a 3% bonus would be fine. I think the TANKING bonuses on Gallente and Caldari i proposed are in line with Amarr LAser DPS bonus and Minmatar explosive weapon buffs. or everyone get a DPS bounus of some sort I see assaults as being like attack frigs not like combat frigs. The Gal & Cal bonuses helping TANKING give you VERSATILITY. = A Cal Assault will be able to (for example) Use 2 CX Shield Extenders and 2 Cx Damage mods without loosing too much HP. The GAll assault will be able to use 2 ENh Armor paltes , 1 Cx Armor rep and a complex profile dampener,without loosing too much Hp.. ETC... So basically, it gives you the OPTION to either massively tank or use your assault for a different purpose without loosing too much EHP which Assault need to fulfill their purpose AND will need in order to deal with Commandos and Sentinels past 1.8. Plus, what do you prefer, these bonuses? Or the RELOAD / Dispersion bonuses CCP is currently proposing...? Also stops Caldari from duel tanking all the damn time.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Jackof All-Trades
The Black Renaissance
462
|
Posted - 2014.02.09 03:44:00 -
[87] - Quote
Iron Wolf Saber wrote: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. alright that is a fair point... Just as long as CCP aren't settling on the Gallente and Caldari bonuses
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4532
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Posted - 2014.02.09 03:50:00 -
[88] - Quote
NK Scout wrote:KING CHECKMATE wrote:NK Scout wrote: armor needs a slight rep boost, 6 or 7 hp/s base complex, just a little, I want to play shields but cant because it isnt viable......
The problem is not that Armor reps are not at all viable.The problem is that Armor tankers want more ARMOR HP while having similar regen to the SHIELDS. They already got rid of strong speed penalties.As it is, ALL GALLENTES will have Natural Armor rep of at least 1. Want more armor regen my friend on your gallente assault? IN 1.7 (NOW)=2 CX Armor reps & 2 ENHANCED ARMOR PLATES will give you: 504 + 12.5 Rep Note that Shield regen on most assaults is 20. Logis from 15-17-20 and HEavies is 20. So you are ONLY -7.5 (or less) Rep per sec, while gaining 48.5 HP (121 ENH ARMOR PLATE / COMPLEX SHIELD EXT 72 = NOT EVEN USING COMPLEX ARMOR PLATES vs COMPLEX SHIELD EXT....) They need 6 base reps complex, so they dont complain, and so armor reps are decent
Armor tankers complaining is not an issue here. I wouldn't mind giving them up to 8 ( base) Armor rep at complex level (2-4-8), but this alone would BREAK the balance , unless something is done to lever this. AKA: Bringing OLD Speed penalties back.
Im pretty sure A.Tankers prefer things how they are now....
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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David Spd
Caldari State
125
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Posted - 2014.02.09 03:52:00 -
[89] - 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.
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).
I still get enough kills to satisfy myself, but I'm not "mvp" according to scoreboard.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Zahle Undt
Bullet Cluster Legacy Rising
672
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Posted - 2014.02.09 04:00:00 -
[90] - Quote
KING CHECKMATE wrote:NK Scout wrote:KING CHECKMATE wrote:NK Scout wrote: armor needs a slight rep boost, 6 or 7 hp/s base complex, just a little, I want to play shields but cant because it isnt viable......
The problem is not that Armor reps are not at all viable.The problem is that Armor tankers want more ARMOR HP while having similar regen to the SHIELDS. They already got rid of strong speed penalties.As it is, ALL GALLENTES will have Natural Armor rep of at least 1. Want more armor regen my friend on your gallente assault? IN 1.7 (NOW)=2 CX Armor reps & 2 ENHANCED ARMOR PLATES will give you: 504 + 12.5 Rep Note that Shield regen on most assaults is 20. Logis from 15-17-20 and HEavies is 20. So you are ONLY -7.5 (or less) Rep per sec, while gaining 48.5 HP (121 ENH ARMOR PLATE / COMPLEX SHIELD EXT 72 = NOT EVEN USING COMPLEX ARMOR PLATES vs COMPLEX SHIELD EXT....) They need 6 base reps complex, so they dont complain, and so armor reps are decent Armor tankers complaining is not an issue here.I wouldn't mind giving them up to 8 ( base) Armor rep at complex level (2-4-8), but this alone would BREAK the balance , unless something is done to lever this. AKA: Bringing OLD Speed penalties back.Im pretty sure A.Tankers prefer things how they are now....
Or you buff shield extenders to like 30 50 75 with your armor rep bonus and then I think you've made things fairly vanilla between shields and armor
...since the thread has spun off into that can of worms
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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