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Bendtner92
Imperfects Negative-Feedback
1627
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Posted - 2014.02.09 16:50:00 -
[121] - Quote
Logi Bro wrote: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. You're doing the math wrong.
Current delay on Caldari Assault is 5/8, so with three Complex Regulators it would be:
5 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 1.44 delay.
8 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 2.3 depleted delay.
That's still very powerful, but that is also using tree Complex Regulators.
Edit: For comparison I also did the numbers without the 50% suit bonus:
5 * 0.725 * approx 0.761 * approx 0.843 = approx 2.3 delay (less than 1 second more than with the bonus).
8 * 0.725 * approx 0.761 * approx 0.843 = approx 3.7 depleted delay (less than 1-+ second more than with the bonus).
You still think the bonus is insanely OP?
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
452
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Posted - 2014.02.09 17:17:00 -
[122] - Quote
Iron Wolf Saber wrote: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.
How the heck did you become a CPM?! The reload bonus for my cal assault suit is so worthless that it would make me want my SP back, something I never thought I would say. How about ALL the assault suits get this crap bonus and then watch the tears. The bonuses recommended here are way better then their new ones. I actually thought the initial ones CCP came out with were much more in making assaults actual assaults.
Please fix the mic bubble bug...
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Cody Sietz
Bullet Cluster Legacy Rising
2183
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Posted - 2014.02.09 17:19:00 -
[123] - Quote
Ares 514 wrote:Iron Wolf Saber wrote: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. How the heck did you become a CPM?! The reload bonus for my cal assault suit is so worthless that it would make me want my SP back, something I never thought I would say. How about ALL the assault suits get this crap bonus and then watch the tears. The bonuses recommended here are way better then their new ones. I actually thought the initial ones CCP came out with were much more in making assaults actual assaults. Don't attack IWS, he really does care about balance.
Disagree all you want, but leave personal attack out of it please.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Bethhy
Ancient Exiles. Renegade Alliance
1144
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Posted - 2014.02.09 17:23:00 -
[124] - Quote
John Demonsbane wrote: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, assault players have never been shy (like ever) about chiming in 24/7 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.
Then don't say the exact same bonuses we have had since Uprising launch will suddenly make the class relevant... because its silly. this entire premise is silly. |
iOwn AE Glitchers
Kinsho Swords Caldari State
67
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Posted - 2014.02.09 17:24:00 -
[125] - Quote
Nerf all weapon damage 15%
Assault- 2% to light weapon damage per level Caldari Assault- 5% to shield extender efficacy per level
Honestly this would balance things just fine
GG was VERY easy
I slay for the Empress
AE is my punching bag
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
452
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Posted - 2014.02.09 17:25:00 -
[126] - Quote
Cody Sietz wrote:Ares 514 wrote:Iron Wolf Saber wrote: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. How the heck did you become a CPM?! The reload bonus for my cal assault suit is so worthless that it would make me want my SP back, something I never thought I would say. How about ALL the assault suits get this crap bonus and then watch the tears. The bonuses recommended here are way better then their new ones. I actually thought the initial ones CCP came out with were much more in making assaults actual assaults. Don't attack IWS, he really does care about balance. Disagree all you want, but leave personal attack out of it please.
Someone who feels that the new cal assault bonus is anywhere near okay and defends the new bonuses is so far off in left field that they need a wake up call.
Please fix the mic bubble bug...
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Logi Bro
Brutor Vanguard Minmatar Republic
2908
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Posted - 2014.02.09 17:28:00 -
[127] - Quote
You would be right, if the regulators multiplied each other.
Formula is this: 1-(.25)+(.25*.87)+(.25*.57) specifically for the complex regulator. The answer will get you the multiplier to whatever number your delay is. So for a complex regulator before any skills, 3 regs will get you a 1-(.25)+(.2175)+(.1425)=.39 multiplier. So you said CalAss is 5/8, so it goes to 1.95/3.12.
Keep in mind that was before any additional bonuses. Now, skilling into Shield Regulation will increase the effectiveness by 10%, and the proposed Cal bonus will give an additional 50%. So .25*1.1*1.5=.4125 per complex extender. Same formula: 1-(.4125)+(.4125*.87)+(.4125*.57)-->1-(.4125)+(.358875)+(.235125)=1-1.0065= -.0065 multiplier. So that would make the 5/8 of the CalAss into -.0325/-.052. Though I suspect the calculation system that CCP has does not deal in negatives, so it will probably default to zero.
That is how damage resistances are calculated, at least, and this is the same concept.
Shield Recommendations
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Bendtner92
Imperfects Negative-Feedback
1627
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Posted - 2014.02.09 17:34:00 -
[128] - Quote
Logi Bro wrote:That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier.
Modules that give percentages are always multiplied against each other, not added on top of each other. This especially ensures that stuff will never reach 0, as in the case with damage resistance, or in this case shield delay.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Heinz Doofenshertz
BetaMax.
668
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Posted - 2014.02.09 17:55:00 -
[129] - Quote
Proper calc for this is (base value) * (first Module) * ((second Module) * (first stacking penalty)) * ((third Module) * (second stacking Penalty)) = final value. the final value will never be 0.
thus in the most basic form it would be 5 * (.75) * (.6525) * (.4275) = 1.0460390625 this does not take into account suit or skill bonuses because I do not have them at hand right now.
also always apply skill, then suit, then module bonuses
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Bendtner92
Imperfects Negative-Feedback
1627
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Posted - 2014.02.09 17:56:00 -
[130] - Quote
Logi Bro wrote:You would be right, if the regulators multiplied each other.. Furthermore, if you still don't believe me feel free to test it yourself.
By your logic you would be able to achieve 100% damage resistance with two Shield Hardeners (60% + 52.2% resistance). I promise you that you will still take about 20% damage as the correct math is:
100% damage taken * 0.4 (first mod) * approx 0.478 (second mod with penalty) = approx 19.12% damage taken.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Logi Bro
Brutor Vanguard Minmatar Republic
2909
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Posted - 2014.02.09 17:59:00 -
[131] - Quote
Bendtner92 wrote:Logi Bro wrote:That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier. Modules that give percentages are always multiplied against each other, not added on top of each other. This especially ensures that stuff will never reach 0, as in the case with damage resistance, or in this case shield delay.
Any source for this?
Shield Recommendations
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Bendtner92
Imperfects Negative-Feedback
1627
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Posted - 2014.02.09 18:02:00 -
[132] - Quote
Logi Bro wrote:Bendtner92 wrote:Logi Bro wrote:That is how damage resistances are calculated, at least, and this is the same concept. It is not. Damage resistance is calculated the same way as I described earlier. Modules that give percentages are always multiplied against each other, not added on top of each other. This especially ensures that stuff will never reach 0, as in the case with damage resistance, or in this case shield delay. Any source for this? See Heinz' post. He is a math guru.
Alternatively you can test it yourself with two Shield Hardeners.
Edit: Plus it should be public knowledge that mods are always multiplied against each other (or do you also believe that Damage Mods are added together? Because it's really the same math used here).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Heinz Doofenshertz
BetaMax.
668
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Posted - 2014.02.09 18:04:00 -
[133] - Quote
a math guru who some times can't type properly :P
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4570
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Posted - 2014.02.09 22:43:00 -
[134] - Quote
Edited bonuses based on my incorrect math.
I changed the REGULATOR bonus for a energizer/recharger bonus.
Why you may ask?
WEll Caldaris recharging 400+Shields every 1 second DOES seem OP. Not only this but Gallentes have to equip their ARMOR REPAIRERS in their LOW slots, which they share with armor plates. While caldaris could use their 4 high SLots for extenders and abusing the bonus without sacrificing EHP ,unlike the gallente. Considering the equal number of high and low slots plus the homogenic HP of both suits, i decided rechargers/Energizers could use the bonus better, while avoiding abuse since using 3+ Energizers/Rechargers would result,same as the gallente with 4 armor reps, in really low EHP.
NO , to the people saying this is WRONG since it forces the player to use a Module: GÖª Amarr and Min are being forced to use specific weapons tu make use of their weapons(Min Mass D,CR,SMG and FP. Amarr Laser Rifle and SCR Rifle)AND still we dont think this is bad at ALL. IT applies in similar way,except you are not being forced to use your ONLY L weapon slot to use the bonus. GÖª Amarr and Min have Bonuses that Helps them SHOOT FOR LONGER PERIODS OF TIME , while Gallente and CAl have bonuses that help them get back into battle faster.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1240
|
Posted - 2014.02.09 23:06:00 -
[135] - 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.
Umm how do the current Gallente bonuses fit that concept? Dispersion is only an issue in ranged combat. Low dispersion is almost a hinderance in CQC. If the Gallente assault are supposed to be CQC skirmish fighters than they should be getting either a damage bonus, a mag size bonus, or a RoF bonus. This dispersion bonus will not actually help the class at all. I already have sharpshooter 5 with the AR and another 25% reduction in dispersion isn't going to be a big help even at range.
Fun > Realism
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6815
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Posted - 2014.02.09 23:09:00 -
[136] - 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: 7% Shield Energizers & Re-chargers effectiveness per level (total 35%) - Gallente Assault: 10% Armor Repairer effectiveness per level (Total 50%) - 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
Why are you giving assault survivability bonuses? Assaults are Gank, No Tank.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4571
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Posted - 2014.02.09 23:10:00 -
[137] - Quote
True Adamance 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: 7% Shield Energizers & Re-chargers effectiveness per level (total 35%) - Gallente Assault: 10% Armor Repairer effectiveness per level (Total 50%) - 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 Why are you giving assault survivability bonuses? Assaults are Gank, No Tank.
Those are NOT tanking bonuses. Energizers/rechargers and Repairers =/= Tanking. On the contrary, im pushing towards more rapid repairs instead of high HP values.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Bendtner92
Imperfects Negative-Feedback
1639
|
Posted - 2014.02.09 23:15:00 -
[138] - Quote
KING CHECKMATE wrote:I changed the REGULATOR bonus for a energizer/recharger bonus.
Why you may ask?
WEll Caldaris recharging 400+Shields every 1 second DOES seem OP. Why exactly? I already showed that the Regulator bonus isn't even OP in the slightest?
Here's the numbers with three Complex Regulators once again (assuming 5/8 delays on Caldari Assault):
With 50% bonus: 5 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 1.44 delay.
8 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 2.3 depleted delay.
Without 50% bonus: 5 * 0.725 * approx 0.761 * approx 0.843 = approx 2.3 delay (less than 1 second more than with the bonus).
8 * 0.725 * approx 0.761 * approx 0.843 = approx 3.7 depleted delay (less than 1-+ second more than with the bonus).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4571
|
Posted - 2014.02.09 23:17:00 -
[139] - Quote
Bendtner92 wrote:KING CHECKMATE wrote:I changed the REGULATOR bonus for a energizer/recharger bonus.
Why you may ask?
WEll Caldaris recharging 400+Shields every 1 second DOES seem OP. Why exactly? I already showed that the Regulator bonus isn't even OP in the slightest? Here's the numbers with three Complex Regulators once again (assuming 5/8 delays on Caldari Assault): With 50% bonus: 5 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 1.44 delay. 8 * 0.5875 * approx 0.6411 * approx 0.7649 = approx 2.3 depleted delay. Without 50% bonus: 5 * 0.725 * approx 0.761 * approx 0.843 = approx 2.3 delay (less than 1 second more than with the bonus). 8 * 0.725 * approx 0.761 * approx 0.843 = approx 3.7 depleted delay (less than 1-+ second more than with the bonus).
YES.You did. But still= ''Not only this but Gallentes have to equip their ARMOR REPAIRERS in their LOW slots, which they share with armor plates. While caldaris could use their 4 high SLots for extenders and abusing the bonus without sacrificing EHP ,unlike the gallente. Considering the equal number of high and low slots plus the homogenic HP of both suits, i decided rechargers/Energizers could use the bonus better, while avoiding abuse since using 3+ Energizers/Rechargers would result,same as the gallente with 4 armor reps, in really low EHP.''
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4571
|
Posted - 2014.02.09 23:20:00 -
[140] - Quote
BTW,i posted a couple of ''DPS ORIENTED'' bonuses too on the Main post in case someone is still interested in this post....
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Bendtner92
Imperfects Negative-Feedback
1642
|
Posted - 2014.02.09 23:24:00 -
[141] - Quote
KING CHECKMATE wrote:YES.You did. But still= ''Not only this but Gallentes have to equip their ARMOR REPAIRERS in their LOW slots, which they share with armor plates. While caldaris could use their 4 high SLots for extenders and abusing the bonus without sacrificing EHP ,unlike the gallente. Considering the equal number of high and low slots plus the homogenic HP of both suits, i decided rechargers/Energizers could use the bonus better, while avoiding abuse since using 3+ Energizers/Rechargers would result,same as the gallente with 4 armor reps, in really low EHP.''
Well, in a perfect world a Caldari Assault would consist of Extenders/Rechargers/Energizers in high slots and Regulators in low slots while Gallente Assault would consist of Plates/Reps in low slots and Damage Mods in high slots.
Assuming this, what would be the problem with enhancing respectively Regulators and Reps on Caldari/Gallente?
Gallente should be using Reps even if they don't have a bonus, so they actually don't give up any tank if they get a bonus to them.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
Imperfects Negative-Feedback
1642
|
Posted - 2014.02.09 23:28:00 -
[142] - Quote
KING CHECKMATE wrote:This is the same reson why it could be abused. 2cx Shield ext, 3 Shield Regulators and 2 shield energizers or rechargers would result in 400HP being recharged in less than 6 seconds total.
Is...way too much of an advantage, that the CALDARI SCOUT is best to abuse. Did you do the math based on your new proposed bonus?
Because with a bonus to Rechargers/Energizers I think a Caldari Assault with the same fit as you listed above would recharge it's shields in about the same time as it would with a Regulator bonus (remember that even without a bonus to Regulators the shield delay would be around 2.3 and 3.7).
So if you think a Regulator bonus is OP, then so would a Recharger/Energizer bonus.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
182
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Posted - 2014.02.09 23:28:00 -
[143] - Quote
Lol iron wolf saber lost all his credibility in this thread. no idea how he became a cpm, no wonder this game is so broken.
Galente are active tankers. Complex repairer should be able to get to 10 armor rep a second or slightly over that after adding in skills. Caldari desperately need a regulator buff.
while medium suits are cruisers. with 1 slot no Caldari heavy will be able to rep like a drake which it should. Caldari assault needs to be able to rep quickly.
Ideally we'd have mid slots also, more mods like shield/armor resistance mods and tracking mods to help turning speed on shotguns while ads.
suits need a 4 bonus system like eve, if you went tech 2 you'd get two bonuses for that ships role.
This is the thorax from eve: Gallente Cruiser skill bonus per level: 5% bonus to Medium Hybrid Turret damage 7.5% bonus to Medium Hybrid Turret tracking speed
That's just the basic gallente cruiser, not even tech 2, I.e. gallente medium, then you get two bonuses for going assault, or two bonuses for going logistics.
The op is fine for all races as the game currently is because ccps not giving enough bonuses and assault and logistics are basically acting as the tech two stand ins for medium standard frames being tech one with no role bonuses.
If iron wolf wants to give the assault suit combat bonuses and not tank bonuses, do this and give each assault suit a weapon bonus like eve would to encourage use of that weapon on the suit of the race it belongs to. |
zibathy numbertwo
Nox Aeterna Security
480
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Posted - 2014.02.09 23:38:00 -
[144] - Quote
Works for me and everyone else.
/thread
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4574
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Posted - 2014.02.09 23:42:00 -
[145] - Quote
Bendtner92 wrote:KING CHECKMATE wrote:This is the same reson why it could be abused. 2cx Shield ext, 3 Shield Regulators and 2 shield energizers or rechargers would result in 400HP being recharged in less than 6 seconds total.
Is...way too much of an advantage, that the CALDARI SCOUT is best to abuse. Did you do the math based on your new proposed bonus? Because with a bonus to Rechargers/Energizers I think a Caldari Assault with the same fit as you listed above would recharge it's shields in about the same time as it would with a Regulator bonus (remember that even without a bonus to Regulators the shield delay would be around 2.3 and 3.7). So if you think a Regulator bonus is OP, then so would a Recharger/Energizer bonus.
You ARE CORRECT. And im a dumbass. I really dont care if caldaris recharge at 0 secs XD . I like the regulator bonus and think its useful its staying, re edited the post. Please give your opinion on the 2 ''DPS'' bonuses i added as alternatives for gal and CAl.
We still can ALL Agree they are way better, way more balanced than what CCP is currently proposing.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
185
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Posted - 2014.02.10 00:15:00 -
[146] - Quote
KING CHECKMATE wrote:Bendtner92 wrote:KING CHECKMATE wrote:This is the same reson why it could be abused. 2cx Shield ext, 3 Shield Regulators and 2 shield energizers or rechargers would result in 400HP being recharged in less than 6 seconds total.
Is...way too much of an advantage, that the CALDARI SCOUT is best to abuse. Did you do the math based on your new proposed bonus? Because with a bonus to Rechargers/Energizers I think a Caldari Assault with the same fit as you listed above would recharge it's shields in about the same time as it would with a Regulator bonus (remember that even without a bonus to Regulators the shield delay would be around 2.3 and 3.7). So if you think a Regulator bonus is OP, then so would a Recharger/Energizer bonus. You ARE CORRECT. And im a dumbass. I really dont care if caldaris recharge at 0 secs XD . I like the regulator bonus and think its useful its staying, re edited the post. Please give your opinion on the 2 ''DPS'' bonuses i added as alternatives for gal and CAl. We still can ALL Agree they are way better, way more balanced than what CCP is currently proposing.
The original bonuses in your OP were great. A fully dedicated shield tank with nothing but regs in lows shoul be able to rep passively. That's how the Caldari play. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4586
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Posted - 2014.02.10 01:00:00 -
[147] - Quote
Auris Lionesse wrote:KING CHECKMATE wrote:Bendtner92 wrote:KING CHECKMATE wrote:This is the same reson why it could be abused. 2cx Shield ext, 3 Shield Regulators and 2 shield energizers or rechargers would result in 400HP being recharged in less than 6 seconds total.
Is...way too much of an advantage, that the CALDARI SCOUT is best to abuse. Did you do the math based on your new proposed bonus? Because with a bonus to Rechargers/Energizers I think a Caldari Assault with the same fit as you listed above would recharge it's shields in about the same time as it would with a Regulator bonus (remember that even without a bonus to Regulators the shield delay would be around 2.3 and 3.7). So if you think a Regulator bonus is OP, then so would a Recharger/Energizer bonus. You ARE CORRECT. And im a dumbass. I really dont care if caldaris recharge at 0 secs XD . I like the regulator bonus and think its useful its staying, re edited the post. Please give your opinion on the 2 ''DPS'' bonuses i added as alternatives for gal and CAl. We still can ALL Agree they are way better, way more balanced than what CCP is currently proposing. The original bonuses in your OP were great. A fully dedicated shield tank with nothing but regs in lows shoul be able to rep passively. That's how the Caldari play.
THanks! i am still waiting to see what people think of my new DPS oriented bonuses. Hell... a Duvolle with 90 bullets,sounds fun
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
246
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Posted - 2014.02.10 01:55:00 -
[148] - Quote
ooooh yeahhhhh. |
Dunce Masterson
Savage Bullet
22
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Posted - 2014.02.10 01:59:00 -
[149] - Quote
if they are not going to put the heat mechanic on the RR then the laser heat mechanic needs to go so a proper amarr bonus would be,
5% armor resistance to all damage per level (since gallente get 10% to armor repairs) |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
186
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Posted - 2014.02.10 02:31:00 -
[150] - Quote
Dunce Masterson wrote:if they are not going to put the heat mechanic on the RR then the laser heat mechanic needs to go so a proper amarr bonus would be,
5% armor resistance to all damage per level (since gallente get 10% to armor repairs)
no rail technology fires through magnets, no need for overheating.
though legitimate damage resistances need to be introduced. all suits should have em, explosive, kinetic, and thermal resistances for shields and armor as base stats that varies depending on suit function and race.
im fine with an amarr suit having both tbh, not many people are good with laser weapons as it is anyway. an amount of damage resistance and the heat reduction bonus would be ideal. |
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