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Cat Merc
Ahrendee Mercenaries EoN.
6321
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Posted - 2014.02.09 18:25:00 -
[1] - Quote
According to Iron Wolf Saber, the role of the Assault Suit is to constantly push forward, constantly keep the enemy suppressed, just all around make their lives a living hell. In order to do that, Assault suits need to be regenerative. They just have to be, you can't constantly push forward if you have to stop every 5 seconds for 30 seconds to lick your wounds.
Hence why I'm suggesting Assault suits to have much higher regeneration than even 1.8 scout suits.
For those that don't know, Caldari scouts will have a shield regeneration rate of 50hp/s, while Gallente scouts will have an armor regeneration rate of 3hp/s. Sentinels will have shields 30hp/s on Caldari, and armor 1hp/s on Gallente.
That leaves Medium frames somewhere inbetween. However, I think Assault suits should be the exception in the medium frame category, their regeneration should be above that of a scout suit.
Some random numbers I've been thinking about: Caldari Assault: 70hp/s on shields, 1hp/s on armor Minmatar: 60hp/s on shields, 2hp/s on armor Amarr: 50hp/s on shields, 4hp/s on armor Gallente Assault: 40hp/s on shields, 7hp/s on armor
DISCLAIMBER: These are numbers I pulled out of my arse, I did not do the math, I have no idea what the consequences of these exact numbers would be, don't crucify me over it.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6322
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Posted - 2014.02.09 18:30:00 -
[2] - Quote
Mordecai Sanguine wrote:No. I could give reasons. But would be too long.
Having a great Regen is more a defensive role than something else. On the contrary, it means you can push forward constantly. You can't stay behind and wait for logistics to do their thing, you have to keep moving, that's the assault's role.
I would like to see your reasons.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6352
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Posted - 2014.02.09 20:39:00 -
[3] - Quote
BL4CKST4R wrote:I like this but those numbers are way to high for an assault suit. So toning down the scout and having the assault take those numbers would work better. At this 70 hps an calamari has his entire buffer back in 15 seconds while a Gallente (at 7 hp) would have his buffer in 60-90 seconds. God knows what a regulator would do.
If we were to make assault the active tankers we will need one he'll of a buff to passive armor repair. You're forgetting that we're expected to use at least one armor repairer. Can't stack plates forever.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6380
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Posted - 2014.02.09 22:48:00 -
[4] - Quote
zibathy numbertwo wrote:Cat Merc wrote: Some random numbers I've been thinking about: Caldari Assault: 70hp/s on shields, 1hp/s on armor Minmatar: 60hp/s on shields, 2hp/s on armor Amarr: 50hp/s on shields, 4hp/s on armor Gallente Assault: 40hp/s on shields, 7hp/s on armor
IMO: Minmatar: 80hp/s on shields, 2hp/s on armor Caldari: 40hp/s on shields, 2hp/s on armor Amarr: 25hp/s on shields, 4hp/s on armor Gallente Assault: 25hp/s on shields, 8hp/s on armor Minmatar/Gallente are fast regen Amarr/Caldari are brick tank with low regen The diffferences between a Minmatar and Caldari are far, far too high.
Caldari don't have more shield HP than Minmatar to justify losing 40hp/s.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6381
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Posted - 2014.02.09 22:54:00 -
[5] - Quote
zibathy numbertwo wrote:I was thinking that but I wanted to follow the armor pattern.
How about Minmatar 70hp/s and Caldari 50hp/s? It also isn't worth 20hp/s.
At the minimum I would say regen should match. Minmatar are still speedy, it isn't like they lose HP for nothing.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6397
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Posted - 2014.02.10 12:25:00 -
[6] - Quote
General12912 wrote:by doing this, you are favoring one fighting style over another. not all that balanced.
you can go assault defensively or offensively. there is more than on way to skin a cat.
the current bonuses really dont favor either, and therefore allow players to fight in the style they are most comfortable with. Amarr and Gallente still favor defensive assaulting. You can't regen armor as fast.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6416
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Posted - 2014.02.11 05:23:00 -
[7] - Quote
Meee One wrote:-10 this would marginalise logis to be heavy humpers. Assaults have always been jealous of a logis regen,and now because of bonus changes desire to steal it for themselves. And who would want to be a slow heavy when they could be a godmode assault. This idea is horrible. IDC if you DO have a beef with logis,they are an essential part of the battlefield.
Unless,assaults are willing to lose all eq slots this would still make logis essential to assaults. It wouldn't be fair for assaults to go solo,there's a role specifically made for that it's called "commando". Logis would still be important, just not for the repair stuff.
Because ya know, half of the assaults don't even need it as is.
When I go assault, I have to use ONE equipment, that means living out either Hives, Scanners or Uplinks. All important tools, and I can't carry them all alone.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6418
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Posted - 2014.02.11 05:31:00 -
[8] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6418
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Posted - 2014.02.11 05:43:00 -
[9] - Quote
Aeon Amadi wrote: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. 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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6429
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Posted - 2014.02.11 11:44:00 -
[10] - Quote
Aeon Amadi wrote: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. Fair enough.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7952
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Posted - 2014.04.01 10:07:00 -
[11] - Quote
Meow
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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