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Aeon Amadi
Ancient Exiles. Renegade Alliance
4837
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Posted - 2014.02.10 21:19:00 -
[1] - Quote
As stated in Skype, I'm against this for a number of reasons.
Assault suits, as describe, are about versatility and the new bonuses (reduction in PG/CPU to weaponry) go a long way to hallmark on that. IMO, the Assault suit, given it's high slot count and general freedom of fitting, is more applicable to be fit the way the player wants. A jack of all trades.
The problem that I see with regenerative bonuses are on two aspects:
1.) Passive regeneration (shield or armor) built into the suit. This is a problem because it then opens up the fitting for the player to fit more extenders or plates, relying on the passive regeneration which gets compounded when logistics support is involved but is sufficient even without it. Their base durability hallmarks this and given their slot layouts we could very quickly see suits that have very high HP and no drawbacks toward regeneration.
2.) Specific regeneration in the form of a bonus applied to modules. This is a problem because it then forces the player to fit a certain way in order to get the maximum efficiency out of their suit, turning away from versatility. Passing up on this in order to get more buffer negates the bonus entirely.
That being said, this proposal teeters on the fence between too focused and too overbearing. We're moving away from specific bonuses as we can see with the Sentinels and Commandos, both of which hallmarking on a broad spectrum (Sentinels passively resisting damage and Commandos focusing on their racial weaponry). This would also be more of a bonus to shield tankers rather than armor tankers, given armor repairing's propensity for glacial speeds.
Complain as some may, what the Assault suit needs is a broad spectrum bonus and I think that the weaponry bonuses that they received (Minmatar clip size as an example) was the best way to go because it focuses on their racial strengths as well as leaving them open to fit how the player wants. The Gallente Assault bonus is the only misnomer here.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4838
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Posted - 2014.02.11 00:46:00 -
[2] - Quote
Alena Ventrallis wrote:Aeon Amadi wrote:As stated in Skype, I'm against this for a number of reasons.
Assault suits, as describe, are about versatility and the new bonuses (reduction in PG/CPU to weaponry) go a long way to hallmark on that. IMO, the Assault suit, given it's high slot count and general freedom of fitting, is more applicable to be fit the way the player wants. A jack of all trades.
The problem that I see with regenerative bonuses are on two aspects:
1.) Passive regeneration (shield or armor) built into the suit. This is a problem because it then opens up the fitting for the player to fit more extenders or plates, relying on the passive regeneration which gets compounded when logistics support is involved but is sufficient even without it. Their base durability hallmarks this and given their slot layouts we could very quickly see suits that have very high HP and no drawbacks toward regeneration.
2.) Specific regeneration in the form of a bonus applied to modules. This is a problem because it then forces the player to fit a certain way in order to get the maximum efficiency out of their suit, turning away from versatility. Passing up on this in order to get more buffer negates the bonus entirely.
That being said, this proposal teeters on the fence between too focused and too overbearing. We're moving away from specific bonuses as we can see with the Sentinels and Commandos, both of which hallmarking on a broad spectrum (Sentinels passively resisting damage and Commandos focusing on their racial weaponry). This would also be more of a bonus to shield tankers rather than armor tankers, given armor repairing's propensity for glacial speeds.
Complain as some may, what the Assault suit needs is a broad spectrum bonus and I think that the weaponry bonuses that they received (Minmatar clip size as an example) was the best way to go because it focuses on their racial strengths as well as leaving them open to fit how the player wants. The Gallente Assault bonus is the only misnomer here. Each race has a specific style, and the suits should emphasize that. You say it takes away versatility. It does not. If you wish to shield tank, you go Caldari. Armor repair, you go Gallente. Brick tanking, Amarr. Each suit should excel in one area. The versatility comes because there is absolutely nothing stopping you from speccing into any suit you wish. Therefore, a Caldari player can spec into Gallente suits with no penalty, should he want them. Making every suit versitial hurts them all. They should all have their own individual niche, and players can spec into that niche should they choose. I am, however, against assaults being about regeneration, because that means logo isn't needed as much beyond resupplying ammo. Assault should be about dealing as much damage in as little time as possible. The long recovery makes logo a necessity.
If they're about dishing out damage than they're stepping on the toes of the Commando. If they're about defense, they're stepping on the toes of Sentinels. Just keep them in the range of versatility.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4853
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Posted - 2014.02.11 05:39:00 -
[3] - Quote
Cat Merc wrote:Aeon Amadi wrote:Assault suits, as describe, are about versatility and the new bonuses (reduction in PG/CPU to weaponry) go a long way to hallmark on that. IMO, the Assault suit, given it's high slot count and general freedom of fitting, is more applicable to be fit the way the player wants. A jack of all trades. As already explained, that versatility niche is already being taken by the scout. Assaults need a role, versatility it is not. And if you go by descriptions, SMG is semi automatic. Aeon Amadi wrote: 1.) Passive regeneration (shield or armor) built into the suit. This is a problem because it then opens up the fitting for the player to fit more extenders or plates, relying on the passive regeneration which gets compounded when logistics support is involved but is sufficient even without it. Their base durability hallmarks this and given their slot layouts we could very quickly see suits that have very high HP and no drawbacks toward regeneration. Like.. Scouts? The HP ceiling won't be as high, but as shown on the forums, it's still pretty damn high. Aeon Amadi wrote: 2.) Specific regeneration in the form of a bonus applied to modules. This is a problem because it then forces the player to fit a certain way in order to get the maximum efficiency out of their suit, turning away from versatility. Passing up on this in order to get more buffer negates the bonus entirely. That's like me taking a combat ship and fitting remote armor reps and then crying that it doesn't get bonused.
Scouts are not about versatility, would just like to point that out. Going off of descriptions, going by the word of the CPM - it's all inherently flawed.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4853
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Posted - 2014.02.11 05:57:00 -
[4] - Quote
Cat Merc wrote: And yet they're going to be as versatile if not more than assaults. A second equipment slot is worth way way more than a module.
That remains to be seen. Why don't we wait for 1.8 before making comments about Scouts.
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