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.
CCP Saberwing wrote:
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.
I am very confused as to what the roles of Dust 514 are. If the Assault is not the main combat suit then who is?
As being a part of the CPM there are things IWS knows that we do not, but the lack of transparency does not give clarification as to what this statement means when looked outside of the context of just the assault suit.
As for the stats of the assault suits some of these changes added to the weapons in the state they are in could make them extremely powerful, like the mass driver. For these we would need some transparency on weapon stats etc, for example what justifies giving the Gallente assault that bonus? Is the AR getting nerfed even more that this bonus is actually needed? Does the shotgun need it? Ion pistol need it? In its current state the Gallente do not need that bonus and in fact would actually nerf the weapons (pre nerfed ion pistol), isn't that something? A bonus that nerfs a weapon.
Anyways, we need some clarification as to why you are doing these changes the way you are doing them. What is your goal, what are your plans for the suit roles, weapons, how are you planning on changing the combat pace of the game the direction of battle. Basically what is it that you hope 1.8 accomplishes.