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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4534
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Posted - 2014.02.09 04:13:00 -
[91] - Quote
yeah yeah,back to the thread then. The updated bonuses are in.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Kigurosaka Laaksonen
DUST University Ivy League
261
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Posted - 2014.02.09 04:16:00 -
[92] - Quote
Where's the link for the 1.8 Assault bonuses?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4535
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Posted - 2014.02.09 04:22:00 -
[93] - Quote
Kigurosaka Laaksonen wrote:Where's the link for the 1.8 Assault bonuses?
Uhm...I dont have it right now...
Anybody?
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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David Spd
Caldari State
126
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Posted - 2014.02.09 04:30:00 -
[94] - Quote
NK Scout wrote: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
Choosing Commando over Assault is making a very large decision that isn't just about reload, and if you want to play Commando in an "assault" role then you're playing incredibly inefficiently. Movement speed and equipment slot differences are obvious reasons.
Reload skill PLUS reload bonus makes for (if other people's math is to believed) the second fastest reloaded light weapon in the game. Caldari Assault/Logistics suits aren't (nor were they ever) designed to be frontline tanks. Problems with global damage, lack of racial parity and Shield Extenders allowed Caldari soldiers to tank in a way CCP never intended. Notice how shield stacking became much less effective after Scrambler rifle came out, then was further nerfed with negative stats connected to extenders?
Even the Caldari's weapon is designed and intended for mid-range engagements (because of it's slower rate of fire, but higher damage and accuracy with an impressive zoom). Longer ranges = more damage dropoff which means more ammunition needed to get the same results. If you're playing Caldari the way they're supposed to be played then you're going to be reloading more often than most people. That's just the way of it.
Caldari are intended (and designed) to be engaging enemies at longer ranges than the other races. Because of these indended ranges, Caldari have better shielding but less armor (shields replenish faster than armor so "hit and move" gamplay is favored), and have a weapon better suited to longer ranges (accurate, high damage with lower RoF to make controlling recoil more skillful and a respectable zoom with very good clarity and dot sight). With an incredible reload that means you will be better at engaging enemies at ranges that will put them at a significant disadvantage and will be able to keep them at that range because you will have incredibly low downtime between magazines
If a Caldari Assault with cover & a Rail Rifle manages to catch you out in the open at a respectable distance you might as well take a bite of your grenade because it is highly unlikely you will get to your destination without re-routing to the Caldari and/or dying in the process. He or she will likely not only be able to do more damage than you more accurately, but will also be able to recharge any damage you do to them faster (due to you doing reduced damage thanks to range) to top off their superior shields, and reload before you get anywhere near their position to finish you off.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2804
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Posted - 2014.02.09 04:45:00 -
[95] - Quote
NK Scout wrote:Iron Wolf Saber wrote:Yet the math nerds would counter argue that your bonuses are too vastly superior to the amarr and minmatar ones and will instantly trash can the army doctrines about wearing anything else.
Gallente AS With Plasma Rifle, Plasma Shotgun, and Ion Pistol vs Caldari AS with Plasma Rifle, Plasma Shotgun and Ion Pistol - Rounding corner scenario no ADS 3 meter engagement
Caldari AS With Sniper Rifle, Rail Rifle, MagSec, and Bolt Pistol vs Gallente AS with Rail Rifle, MagSec, and Bolt Pistol cover to cover engagement scenario long range
Minmatar AS with Combat Rifle, SMG, Mass Driver, and Flaylock vs Amarr AS combat Rifle, SMG, Mass Driver and FLaylock bunker to bunker fight
Amarr AS with Laser Rifle and Scrambler Rifle vs Minmatar AS Laser Rifle and Scrambler Rifle defense point in preventing a rush.
Run the numbers. I dont play cal assault to be 60m away from anything, tyvm, I do it for regen and shield tankyness, reload is USELESS, I can spec reload skills, and reloads arent that long
Then you should run Minmatar.
Next build minmatar will be exactly what you want. 30hp/s shield regen and a decent shield tank. Combine with speed, and you have an excellent mid range fighter.
Caldari are supposed to be long range shield tanks. Difficult to take down at range due to their large shields, and doubled by the fact that you can't deal much damage at that range. Counter is the Amarr. They can hit you hard from 70m, and thier bonus to shield damage will offset the range penalty. Combine with a hardy tank, and they can very easily eliminate Cal Assaults at range.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1399
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Posted - 2014.02.09 05:02:00 -
[96] - Quote
KING CHECKMATE wrote:Kigurosaka Laaksonen wrote:Where's the link for the 1.8 Assault bonuses? Uhm...I dont have it right now...Anybody?
Here it's on the second page. Again this is what they had in mind, very much subject to change. The Assault bonuses could have been a lot worse.
CCP Saberwing wrote:KAGEHOSHI Horned Wolf wrote:CCP Saberwing, any news on when we will see the assault and logi bonuses and stats like we saw for the other dropsuit specializations? We need to be able to give feedback on those like we got to do for everything else; its been so long since the other suits' info got released, like close to a month, why the gap? OKAY OKAY! Since you asked so nicely...this is what we're thinking. Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick 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. Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. Will copy + paste this in to the Feedback thread too.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2811
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Posted - 2014.02.09 05:08:00 -
[97] - Quote
David Spd wrote:Iron Wolf Saber wrote:To clarify a bit of translation : Assaults are not supposed to be ones being the ones exposed to combat, they're the ones exposing others to combat. HP recoverability would be more in theme in this as it less down time taking a breather before pressuring back on the enemy again but this is better saved for type 2s if that ever happened again which unfortunately until their icde happens is not looking good on the forecast. Thank you. I think I might not have explained that well enough, but that's essentially what I meant. Assaults get in there, agitate the opposition, but don't really "tank" anything. At least, that's the idea. 1.7 isn't really played that way. I stopped stacking extenders and instead put on a couple regulators and rechargers and suddenly people had a LOT more problems engaging me without running into the brick wall that was my team (or a smart Sentinel). If you engage a stronger opponent and take damage, just break line of sight to recharge shield or repair armor just enough to re-engage finish him off. Being an assault is about strategically choosing your opponents and causing the most team-wide damage as possible. Assaults are the ripples that turn into waves on the battlefield.
I like to think of it this way.
You have heavies, logi's, commando's, scouts and assaults.
Their roles are roughly as follows (I am making comparisons to MMORPG class formats for easy clarity):
Main Roles: Heavy: Tank. Made to draw attention to themselves and draw enemy fire. DPS isn't the main focus of the class, but rather the ability to absorb it. They can still dish out massive damage point blank. This is to discourage getting close to the heavy, and as a last line of defense.
Logi: Heal/Buff Support. Combat isn't the focus of the suit. This suit is made to FACILITATE combat. They provide Ammo, Rep, Spawns, Scans etc and help to keep the squad operating at maximum efficiency. A good logi will make sure that they keep the squad in tip-top shape, so that they never enter a battle at less then their best (At full ammo, health etc).
Assault: Main DPS. Pain is the name of the gain. Since this class is the main one in combat, they should excel at dealing damage and recovering from it. They aren't the tankiest troopers, but they have enough health to survive multiple back to back engagements, so long as they take advantage of cover and fight smart. They are the most versatile of the suits, able to field a large spread of fits for multiple occasions.
Specialist Roles Scout: With two equipment slots and an emphasis on speed/stealth, the scout is an excellent suit for misdirection and support. They avoid scanners, and can make for some excellent flankers or assassins, but they can also utilize their two equipment slots for uplink running or to deliver rapid support to beleaguered squads (since they can't be detected, you can probably run in and drop ammo or reps and get out without being noticed). They have the lowest eHP though, and are NOT meant to engage the enemy directly.
Commando: Weapon Versatility. They are tankier than an Assault, but have less health than a heavy. They are made to bring weapon versatility to the squad, as they can run two Light weapons. They get a damage bonus to help them apply damage, but their lack of regen makes them more difficult to use as a Main DPS. A good logi will make sure you operate at full proficiency, so it would make good sense to run a single commando in a squad over another assault so long as you have a logi. They can bring Mass Drivers, Swarm Launchers, and other niche weapons to the battlefield without reducing the effectiveness of the squad.
Ideal Squad (IMO)
1 Heavy: eHP tanked and made to be tough to take down. 1 Logi: Running a spread of equipment with focus on infantry support. 2 Assaults: Fit for a slayer role. Emphasis on recovery, as the logi will have his hands full with the Heavy and Commando. 1 Commando: Fit weapons to map/squad. Area Denial needed? MD it is. Vehicles a problem? Swarms. Focus on damage and tank. Focus on Regen if you don't have a logi. 1 Scout: Fit for stealth/eWAR. Your job is to run ahead of the squad, elminate HVT's and inform them of incoming troops. You won't have support, so make sure you can take care of yourself.
Variations include: 1 Heavy 1 Logi 3 Assaults 1 Commando
1 Heavy 1 Logi 2 Assaults 2 Commandos
This is just my take on how the classes will seem to work in 1.8. I really like this though, as it really puts a lot of diversity into the game.
Just my 0.02 ISK.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4542
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Posted - 2014.02.09 05:39:00 -
[98] - Quote
Nice analysis Ghost.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2820
|
Posted - 2014.02.09 05:42:00 -
[99] - Quote
KING CHECKMATE wrote:Nice analysis Ghost.
Thanks
I write forums posts in between anime episodes at night.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Iron Wolf Saber
Den of Swords
12998
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Posted - 2014.02.09 11:52:00 -
[100] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Bendtner92
Imperfects Negative-Feedback
1623
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Posted - 2014.02.09 12:02:00 -
[101] - Quote
KING CHECKMATE wrote: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. I like these bonuses and actually think they would be well balanced.
+1
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Lucifalic
Nos Nothi
292
|
Posted - 2014.02.09 12:11:00 -
[102] - Quote
Bendtner92 wrote:KING CHECKMATE wrote: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. I like these bonuses and actually think they would be well balanced. +1
agree
When did you guys get so OLD!!
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Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
187
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Posted - 2014.02.09 12:34:00 -
[103] - 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 As a calassault I like this bonus.
What's not to love about the scrambler rifle, the thing is a precision weapon and at the same time a shotgun.
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Iron Wolf Saber
Den of Swords
13002
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Posted - 2014.02.09 12:45:00 -
[104] - Quote
Second fallacy with these newer bonuses, they require a module to work verses the two other races.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Bendtner92
Imperfects Negative-Feedback
1623
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Posted - 2014.02.09 12:51:00 -
[105] - Quote
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.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Iron Wolf Saber
Den of Swords
13007
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Posted - 2014.02.09 13:03:00 -
[106] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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PEW JACKSON
Fatal Absolution General Tso's Alliance
213
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Posted - 2014.02.09 13:04:00 -
[107] - Quote
@ OP, idea is effectively OP lol.
Bonuses are perfect imo. Caldari & Gallente now have a sort of rep tanking thing going on. Minnie & Amarr fit wonderfully. +1
Dead on the ground.... Think I made a wrong turn :/
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Rynoceros
Rise Of Old Dudes
2339
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Posted - 2014.02.09 13:12:00 -
[108] - 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. It was just commentary, you crybaby. At this point we've all contributed better ideas than what the dipshits that get paid to do this have come up with. But, here you can have a paycheck that I'm not authorized to issue anyways, if it'll help your needy little ego, you ******* child.
Dust514 has a place in this world - buried next to 23,000 copies of E.T. in some remote desert location.
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Bendtner92
Imperfects Negative-Feedback
1623
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Posted - 2014.02.09 13:21:00 -
[109] - Quote
Iron Wolf Saber wrote:One could argue the cal and gal bonuses are 4x more powerful than amarr and minmatar. Wrong.
Gallente Assault with 4 Complex Reps would still only have 50% more reps than any other suit with 4 Complex Reps. Caldari doesn't even have 4 low slots. Not to mention a fully Complex Reps loaded Gallente would have terrible EHP.
These proposed bonuses would be incredibly balanced in my honest opinion, and would each enhance the Assault suits in their own way.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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demonkiller 12
G.L.O.R.Y
386
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Posted - 2014.02.09 13:29:00 -
[110] - 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 these bonuses are only good for PROTO, what about the other 99% of players? unless proto suits only cost 10k now and not a whole matches earnings.... |
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Bendtner92
Imperfects Negative-Feedback
1624
|
Posted - 2014.02.09 13:37:00 -
[111] - Quote
demonkiller 12 wrote:these bonuses are only good for PROTO, what about the other 99% of players? unless proto suits only cost 10k now and not a whole matches earnings.... Not really correct since you can skill to level 5 and get the full bonus on your standard suits.
If you're talking about the bonuses being terrible if you only have the skills at level 1, then they aren't worth much no, but are the Sentinel bonuses that? Or any of the other classes bonuses?
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
5
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Posted - 2014.02.09 13:56:00 -
[112] - Quote
what about having 1 bonus for weapons and 1 for modules. a lot of the suits have 2 bonuses that do slightly different things. e.g. amarr: current heat bonus plus something to armor plates (extra armor, maybe reduced pg use for them) caldari: ads aim bonus(making sure it affects snipers as well), shield extender buff of some form gallente: hipfire aim bonus or reload(more useful at close range i think), and rep bonus minmatar: clip size bonus to projectiles and explosives, shield recharger/speed mod bonus? |
Atheor Sindromer
Ahrendee Mercenaries EoN.
52
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Posted - 2014.02.09 14:09:00 -
[113] - Quote
Ekrano Fergus wrote:Iron Wolf Saber wrote:I disagree with these bonuses. Assaults are combat oriented. Thus things like plates and extenders are off the table. How good will you be in combat if you're dead.
How good will you be in supporting your team with a Logi when you're dead?
See? Works both ways, Logi's don't get Armor/Shield bonuses either. They get EQUIPMENT bonuses. You're thinking in flawed logic.
Love the sinner, hate the Sindromer.
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Neo Rinzler
Commando Perkone Caldari State
13
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Posted - 2014.02.09 14:21:00 -
[114] - Quote
David Spd wrote:NK Scout wrote: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 Choosing Commando over Assault is making a very large decision that isn't just about reload, and if you want to play Commando in an "assault" role then you're playing incredibly inefficiently. Movement speed and equipment slot differences are obvious reasons. And not only this, but TTK in 1.7 is incredibly low. It is being raised (and Rail Rifle is getting tweaked or nerfed) and all weapons/suits seem to be getting adjusted for 1.8. 1.7 logic will not work with 1.8. Reload skill PLUS reload bonus makes for (if other people's math is to believed) the second fastest reloaded light weapon in the game. Caldari Assault/Logistics suits aren't (nor were they ever) designed to be frontline tanks. Problems with global damage, lack of racial parity and Shield Extenders allowed Caldari soldiers to tank in a way CCP never intended. Notice how shield stacking became much less effective after Scrambler rifle came out, then was further nerfed with negative stats connected to extenders? Even the Caldari's weapon is designed and intended for mid-range engagements (because of it's slower rate of fire, but higher damage and accuracy with an impressive zoom). Longer ranges = more damage dropoff which means more ammunition needed to get the same results. If you're playing Caldari the way they're supposed to be played then you're going to be reloading more often than most people. That's just the way of it. Caldari are intended (and designed) to be engaging enemies at longer ranges than the other races. Because of these indended ranges, Caldari have better shielding but less armor (shields replenish faster than armor so "hit and move" gamplay is favored), and have a weapon better suited to longer ranges (accurate, high damage with lower RoF to make controlling recoil more skillful and a respectable zoom with very good clarity and dot sight). With an incredible reload that means you will be better at engaging enemies at ranges that will put them at a significant disadvantage and will be able to keep them at that range because you will have incredibly low downtime between magazinesIf a Caldari Assault with cover & a Rail Rifle manages to catch you out in the open at a respectable distance you might as well take a bite of your grenade because it is highly unlikely you will get to your destination without re-routing to the Caldari and/or dying in the process. He or she will likely not only be able to do more damage than you more accurately, but will also be able to recharge any damage you do to them faster (due to you doing reduced damage thanks to range) to top off their superior shields, and reload before you get anywhere near their position to finish you off. And this is only a 1v1 scenario. A smart Caldari doesn't run & gun, but instead stays near their team to pick off enemies trying to flank or retreat. Good luck fighting back in those situations.
Caldari Weapons already have a reload skill, 1/2 a second faster reload than another suit using the same weapon is NOT a good enough reason to use the Caldari Assault 3.2 to 2.04 with max reload and max cal assault or 2.62 with just max reload skill
Seriously 2.04 v 2.62 ..... 2 Million extra SP for 0.58 faster reload ?? This is why it is such a terrible bonus
in fact I wouldn't even waste SP skilling the damn thing to Proto I'd just use the basic Caldari Assault suit .. that is how pointless a reload skill bonus is
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Neo Rinzler
Commando Perkone Caldari State
16
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Posted - 2014.02.09 16:12:00 -
[115] - 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
Havign the Gallente and Caldari bonuses dependent on fitting specific modules isn;t balanced
Give both suits Passive bonuses
Caldari Assault :- +5% Passive Shield Regulation and Shield recharge rate per level Gallente Assault:- +2 Passive Armor Repair Rate per level
The Gallente 1 I'm unsure about because ... I simply don't know if 10 passive armor repair rate is too much or too little maybe +1 armor repair rate per level like the old logi bonus would be satisfactory
But I certainly think giving the 2 suits better passive hp regen is better than a bonus dependant on modules
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1908
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Posted - 2014.02.09 16:27:00 -
[116] - Quote
I can tell you one thing, 10hp/sec armor regen is DEFINITELY not too little.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Bethhy
Ancient Exiles. Renegade Alliance
1144
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Posted - 2014.02.09 16:36:00 -
[117] - Quote
Yes let's make a Tank bonus on a DPS class...
It's funny to see nothing but people who run logi suit's have massive opinions on assault suits that have been obsolete since 1.2...
Instead of having glass cannon DPS suits running around to balance the game we are gonna have a brick tanked very specialized class and in almost every circumstance except highly specialized ones be inferior.
These changes will kill the entire competitive aspect of the Assault class. |
Ekrano Fergus
Molon Labe. General Tso's Alliance
29
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Posted - 2014.02.09 16:40:00 -
[118] - Quote
If the caldari bonus gets changed to effect shields, it should alter shield amount and not shield regen.
/)_/)
( . .)
C(") (")
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Logi Bro
Brutor Vanguard Minmatar Republic
2908
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Posted - 2014.02.09 16:42:00 -
[119] - Quote
I don't think you realize how powerful regulators are. With that bonus, the CalAss would be able to get LITERALLY zero shield recharge delay. 41.25 for one complex, 35.8875 for the second, 23.5125, for the third. Add those together, get -100.65% delay.
Yeah, that's totally not OP or anything.
Shield Recommendations
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1909
|
Posted - 2014.02.09 16:47:00 -
[120] - Quote
Bethhy wrote:Yes let's make a Tank bonus on a DPS class...
It's funny to see nothing but people who run logi suit's have massive opinions on assault suits that have been obsolete since 1.2...
Instead of having glass cannon DPS suits running around to balance the game we are gonna have a brick tanked very specialized class and in almost every circumstance except highly specialized ones be inferior.
These changes will kill the entire competitive aspect of the Assault class.
We went from a DPS bonus ON A DPS CLASS that well over 60% of the community AGREED on to the same bonuses that where offered to us on the assault's in the Chromosome Dev blogs on Uprising launch...
Either you people like being sold on the exact same that has never made the class competitive. Or you think brick tanking a DPS class is a good thing and really have been playing this messed up version of DUST for way to long.
Bye Bye Assault suits for anything but Pubs... Cuz you certainly won;t be competitive in the new DUST.
All Hail Scout and Heavy 514 in 1.8
I agree that the tank bonus doesn't fit, but I'm sorry, but assault players have never been shy (like ever) about chiming in on what to do with logi suits so you're just going to have to deal with it. Nobody's opinion (in a general sense) is more important than anyone elses, not even yours.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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