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Cat Merc
Ahrendee Mercenaries EoN.
6397
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Posted - 2014.02.10 12:25:00 -
[31] - 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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Denn Maell
PIanet Express Canis Eliminatus Operatives
163
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Posted - 2014.02.10 15:51:00 -
[32] - Quote
The problem with a bonus to modules (especially the armor rep and shield rechargers/regulators) is that we have to also look at how many slots are available. If a Gallente has a passive bonus to armor rep module, he'd be a fool not to fill up as much as he is able with armor rep modules.
If we assume the gal assault is not losing slots next build, then at pro to he has 5 slots to work with. If any logi comes by and drops a triage hive at his feet we have no need whatsoever for a sentinel.
The same is true of shields (I remember the reign of Calassault/Callogi in their FOTM glory days. Thanks to poor hit detection they were able to recharge shields as I fired at them).
If we say balance the numbers so that at pro to level these bonuses would not be OP, we would be left with bonuses we could not get until we used pro to gear now.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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MINA Longstrike
2Shitz 1Giggle
284
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Posted - 2014.02.10 19:34:00 -
[33] - Quote
Denn Maell wrote:The problem with a bonus to modules (especially the armor rep and shield rechargers/regulators) is that we have to also look at how many slots are available. If a Gallente has a passive bonus to armor rep module, he'd be a fool not to fill up as much as he is able with armor rep modules.
If we assume the gal assault is not losing slots next build, then at pro to he has 5 slots to work with. If any logi comes by and drops a triage hive at his feet we have no need whatsoever for a sentinel.
The same is true of shields (I remember the reign of Calassault/Callogi in their FOTM glory days. Thanks to poor hit detection they were able to recharge shields as I fired at them).
If we say balance the numbers so that at pro to level these bonuses would not be OP, we would be left with bonuses we could not get until we used pro to gear now.
If you're using 5 rep modules with only base hp you will die with current (or even lower) ttk. Sentinels get to stand in one spot by virtue of 1.2k hp + resists |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1431
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Posted - 2014.02.10 20:37:00 -
[34] - Quote
Asha Starwind wrote:I agree but the bonuses should be to modules
Amarr: Armor Plate bonus Caldari: Extender bonus Minmatar: Recharger bonus Gallente: Armor Repairer bonus
Amarr..works max tank, still slow Caldari...works, max shields but I fear brick tanking. Minmatar... I'd prefer regulators but recharge works, so few slots means that making the most of the bonus would leave no room for extenders. Gallente... It would have to be a bonus substantial enough to keep armor minimum.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4837
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Posted - 2014.02.10 21:19:00 -
[35] - 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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Alena Ventrallis
The Neutral Zone
641
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Posted - 2014.02.10 23:04:00 -
[36] - Quote
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.
Best PVE idea I've seen.
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Meee One
The dyst0pian Corporation Zero-Day
326
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Posted - 2014.02.10 23:24:00 -
[37] - Quote
-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".
Geso~
Neko mimi mode
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4838
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Posted - 2014.02.11 00:46:00 -
[38] - 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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Awry Barux
Paladin Survey Force Amarr Empire
472
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Posted - 2014.02.11 02:56:00 -
[39] - Quote
+1 for this idea. I won't speculate on numbers, as I have no idea- that's the job of CCP's paid game developers (not that their track record is amazing). |
Cat Merc
Ahrendee Mercenaries EoN.
6416
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Posted - 2014.02.11 05:23:00 -
[40] - 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 -
[41] - 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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Aeon Amadi
Ancient Exiles. Renegade Alliance
4853
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Posted - 2014.02.11 05:39:00 -
[42] - 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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Cat Merc
Ahrendee Mercenaries EoN.
6418
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Posted - 2014.02.11 05:43:00 -
[43] - 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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Aeon Amadi
Ancient Exiles. Renegade Alliance
4853
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Posted - 2014.02.11 05:57:00 -
[44] - 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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Cat Merc
Ahrendee Mercenaries EoN.
6429
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Posted - 2014.02.11 11:44:00 -
[45] - 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 -
[46] - 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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Spectral Clone
Dust2Dust. Top Men.
2010
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Posted - 2014.04.01 11:38:00 -
[47] - Quote
Also: Shield regulators need to add a "shield boost" effect on top of reducing the shield recharge delay/depleted delay.
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
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iliel
Capital Acquisitions LLC Dirt Nap Squad.
33
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Posted - 2014.04.22 22:15:00 -
[48] - Quote
Cat Merc wrote: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.
Isn't it better just to give assaults their originally intended ROF bonus (perhaps on top of the current bonuses)? I mean: yes, assaults ought to push forward, but they also have to have good gun game. A recharge bonus or increased hit-points (*cough* heavies with-light-weapons) would excuse poor gun game (like assault logis in 1.7), whereas a ROF bonus (in addition to the reload/ammo bonuses already there) would demand good gungame to accomplish one's intended role, that is, 'constantly push forward.' |
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