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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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Mordecai Sanguine
What The French
430
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Posted - 2014.02.09 18:29:00 -
[2] - Quote
No. I could give reasons. But would be too long.
Having a great Regen is more a defensive role than something else. |
Cat Merc
Ahrendee Mercenaries EoN.
6322
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Posted - 2014.02.09 18:30:00 -
[3] - 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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Denn Maell
PIanet Express Canis Eliminatus Operatives
159
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Posted - 2014.02.09 19:05:00 -
[4] - Quote
+1 I agree, strong defensive capabilities provide a great offense.
I would suggest every Assault suit get a class bonus (PG/CPU reduction for weapons), as well as racial offensive and Defensive bonuses in keeping with their race's established lore.
In addition to bonuses helping racial weapons:
Amarr bonuses to plates Caldari bonuses to Shield Extenders
Min/Gal are the speedy ones so Gallente bonuses to armor rep modules Minmatar bonuses to shield regenerators (or regulators)
This would solidify the Ground/Space Theaters with Strategies that reflect what is happening in New Eden as a whole.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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BL4CKST4R
WarRavens League of Infamy
1878
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Posted - 2014.02.09 20:32:00 -
[5] - Quote
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.
I was think of removing shield recharge delay and allowing shields to repair constantly also but they cycle every 3 seconds instead of every 1 second. But when the shield is depleted it poops and it has to go through a recharge delay. From here we can buff armor repairers to decent numbers wwhere armor repair is still lower but not 10 times lower maybe 2x lower with every suit getting a passive armor repair. This means a shield suit has the quickest up time as long as shield don't go down, and armor can fight through without having to stop but if he is overwhelmed he is dead.
Armor and Shields are not the same!
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Cat Merc
Ahrendee Mercenaries EoN.
6352
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Posted - 2014.02.09 20:39:00 -
[6] - 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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General12912
Gallente Marine Corps
54
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Posted - 2014.02.09 20:44:00 -
[7] - Quote
each race has their own idea on what assault should be. minmatar/caldari favor offense and higher hp regen, amarr and gallente favor defense. |
BL4CKST4R
WarRavens League of Infamy
1878
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Posted - 2014.02.09 20:45:00 -
[8] - Quote
Cat Merc wrote: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.
Just edited the post for an idea for passive repairing. Even with a repairer we would be greatly outclassed unless they are quite significant. Unless CCP made a repairer that lowered armor HP for a great repair. Idk passive tanking doesn't work in dust so I can't really say anything intelligent or makes sense. I think I am going to wait until 1.8 and see what CCP does because I honestly don't have any good ideas left.
Armor and Shields are not the same!
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Texs Red
DUST University Ivy League
177
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Posted - 2014.02.09 20:53:00 -
[9] - Quote
General12912 wrote:each race has their own idea on what assault should be. minmatar/caldari favor offense and higher hp regen, amarr and gallente favor defense.
I am pretty sure that is incorrect. Minmatar and Gallente favor hp regeneration while Caldari and Amarr favor large amounts of HP. |
BL4CKST4R
WarRavens League of Infamy
1878
|
Posted - 2014.02.09 21:01:00 -
[10] - Quote
Texs Red wrote:General12912 wrote:each race has their own idea on what assault should be. minmatar/caldari favor offense and higher hp regen, amarr and gallente favor defense. I am pretty sure that is incorrect. Minmatar and Gallente favor hp regeneration while Caldari and Amarr favor large amounts of HP.
Minmatar is speed Gallente is armor and repair Amarr is high armor Caldari is shields and repair
Armor and Shields are not the same!
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General12912
Gallente Marine Corps
54
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Posted - 2014.02.09 21:14:00 -
[11] - Quote
Texs Red wrote:
I am pretty sure that is incorrect. Minmatar and Gallente favor hp regeneration while Caldari and Amarr favor large amounts of HP.
minmatar suit are for hit and run tactics. they kill, depend on their fast hp regen to fully recoverr while usually hiding, and kill again. that is why they have extra speed. for running
Caldari favor shields. shields regenerate faster than armor.
Gallente and Amarr are both armor tanks, however, Amarr like extremely strong armor, Gallente like tanking with faster regen with not as much armor. but they both prefer defense. they are both tankers, just two different kinds of tankers. |
Texs Red
DUST University Ivy League
178
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Posted - 2014.02.09 21:16:00 -
[12] - Quote
BL4CKST4R wrote:Texs Red wrote:General12912 wrote:each race has their own idea on what assault should be. minmatar/caldari favor offense and higher hp regen, amarr and gallente favor defense. I am pretty sure that is incorrect. Minmatar and Gallente favor hp regeneration while Caldari and Amarr favor large amounts of HP. Minmatar is speed Gallente is armor and repair Amarr is high armor Caldari is shields and repair
Minmatar don't rely strictly on speed and the Caldari don't focus on repair. The Caldari are more about having a big shield buffer (Rokh and Drake come to mind) where as the Minmatar like active shield regeneration (Like the Maelstrom and the Vagabond).
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zibathy numbertwo
Nox Aeterna Security
479
|
Posted - 2014.02.09 22:28:00 -
[13] - 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.
????????????????????
How is that DEFENSIVE?
You sit back and regenerate your health instantly back to full to...? What exactly? What the hell made you say that? You fight, and then your health regenerates and then you decide to sit back and do nothing at full health??
Uh, okay?
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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zibathy numbertwo
Nox Aeterna Security
480
|
Posted - 2014.02.09 22:46:00 -
[14] - Quote
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
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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Cat Merc
Ahrendee Mercenaries EoN.
6380
|
Posted - 2014.02.09 22:48:00 -
[15] - 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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zibathy numbertwo
Nox Aeterna Security
480
|
Posted - 2014.02.09 22:49:00 -
[16] - Quote
I was thinking that but I wanted to follow the armor pattern.
How about Minmatar 70hp/s and Caldari 50hp/s?
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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Toby Flenderson
research lab
252
|
Posted - 2014.02.09 22:53:00 -
[17] - Quote
I like this idea a lot but I would have no idea what numbers to use. I would be inclined to suggest something between what you suggested and what the suits currently have. I agree with the logic though fo sure. |
Cat Merc
Ahrendee Mercenaries EoN.
6381
|
Posted - 2014.02.09 22:54:00 -
[18] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8994
|
Posted - 2014.02.09 23:03:00 -
[19] - Quote
I am not against this. I think your numbers are a bit high, no suit should have more than 5hp/s of base armor regen.
Actually I think I support this. +1
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6823
|
Posted - 2014.02.10 00:30:00 -
[20] - 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.
Commando has the role of long range suppressive demon.
"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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Adelia Lafayette
Science For Death
624
|
Posted - 2014.02.10 00:58:00 -
[21] - Quote
I like this idea
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
317
|
Posted - 2014.02.10 01:24:00 -
[22] - Quote
I agree but the bonuses should be to modules
Amarr: Armor Plate bonus Caldari: Extender bonus Minmatar: Recharger bonus Gallente: Armor Repairer bonus
32db Mad Bomber.
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General12912
Gallente Marine Corps
58
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Posted - 2014.02.10 01:30:00 -
[23] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3410
|
Posted - 2014.02.10 01:43:00 -
[24] - 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.
We still don't know what the new suit stats are, so maybe there will be some regen present on the suits? They also folded the old profile bonus from scouts into the suits themselves, and so they might try adding the old shield recharge bonus onto the base suits.
That said, it's entirely possible that IWS just speaks for himself rather than the CPM or CCP.
Dren and Templar equipment stats, wrong since release.
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Alena Ventrallis
The Neutral Zone
639
|
Posted - 2014.02.10 01:45:00 -
[25] - Quote
The problem then becomes, what's the use of the rep tool?
Passive regen needs to be a shield tanking thing, and armor needs to be a buffer tanking thing. I like your idea of shields constantly regenerating through fire at 3 second intervals, but slightly lower the Regan rate. Have regulators reduce the time between regents. So a 50% regulator reduces the regen to every 1.5 seconds. Energizers would increase the amount regened, so more shield every 3 seconds.
Best PVE idea I've seen.
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Dunce Masterson
Savage Bullet
22
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Posted - 2014.02.10 01:55:00 -
[26] - Quote
if they would go off EVE online then,
the the Amarr would get 4% armor resistance per level and the Caldari would get 4% shield resistance per level.
the gallente would get the 7.5% armor repair bonus per level and the Minmatar would get faster shield recharge.
they would also get bonuses to fit their weapons better and a bonus to make them more effective. |
MINA Longstrike
2Shitz 1Giggle
277
|
Posted - 2014.02.10 07:22:00 -
[27] - Quote
BL4CKST4R wrote:Texs Red wrote:General12912 wrote:each race has their own idea on what assault should be. minmatar/caldari favor offense and higher hp regen, amarr and gallente favor defense. I am pretty sure that is incorrect. Minmatar and Gallente favor hp regeneration while Caldari and Amarr favor large amounts of HP. Minmatar is speed Gallente is armor and repair Amarr is high armor Caldari is shields and repair
Wrong. If you take a look at the minmatar ships in eve speed is just something they kind of have - but the ships that do have some type of repair bonus get a bonus to shield boosters. If anything gallente are speed oriented as they had a lot of ships with bonuses to microwarp drives.
Caldari are prettymuch just flat shields - their fleets like to run basilisks which remote rep shields. |
General12912
Gallente Marine Corps
58
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Posted - 2014.02.10 10:40:00 -
[28] - Quote
Texs Red wrote:BL4CKST4R wrote:Texs Red wrote:General12912 wrote:each race has their own idea on what assault should be. minmatar/caldari favor offense and higher hp regen, amarr and gallente favor defense. I am pretty sure that is incorrect. Minmatar and Gallente favor hp regeneration while Caldari and Amarr favor large amounts of HP. Minmatar is speed Gallente is armor and repair Amarr is high armor Caldari is shields and repair Minmatar don't rely strictly on speed and the Caldari don't focus on repair. The Caldari are more about having a big shield buffer (Rokh and Drake come to mind) where as the Minmatar like active shield regeneration (Like the Maelstrom and the Vagabond). General12912 wrote: minmatar suit are for hit and run tactics. they kill, depend on their fast hp regen to fully recoverr while usually hiding, and kill again. that is why they have extra speed. for running
Caldari favor shields. shields regenerate faster than armor.
Gallente and Amarr are both armor tanks, however, Amarr like extremely strong armor, Gallente like tanking with faster regen with not as much armor. but they both prefer defense. they are both tankers, just two different kinds of tankers.
Gallente favor skirmish warfare and the Caldari siege warfare. All you have to do is look at the Command ships in EVE, Caldari get bonuses to Information and Siege warfare while Gallente get bonuses to Armor and Skirmish Warfare. In medeval terms: Caldari and Amarr like to sit in castles while the Gallente and Minmatar raid the country side on horses. The Minmatar excel at skirmish warfare by speed and a hailstorm of bullets, Gallente do so by stealth and misdirection so they can get up close to wipe them out with superior CQC ability you are looking at two different aspects now. you are comparing suit ideals to actual battle tactics. |
X7 lion
Swamp Tempo Canis Eliminatus Operatives
109
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Posted - 2014.02.10 11:46:00 -
[29] - Quote
no, thats what the leash is for.
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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BL4CKST4R
WarRavens League of Infamy
1882
|
Posted - 2014.02.10 11:53:00 -
[30] - Quote
Alena Ventrallis wrote:The problem then becomes, what's the use of the rep tool?
Passive regen needs to be a shield tanking thing, and armor needs to be a buffer tanking thing. I like your idea of shields constantly regenerating through fire at 3 second intervals, but slightly lower the Regan rate. Have regulators reduce the time between regents. So a 50% regulator reduces the regen to every 1.5 seconds. Energizers would increase the amount regened, so more shield every 3 seconds.
What I said was just a bunch of random numbers that are easy to compare. As for the regulators they should definitely not do that that would cause a massive imbalance they should reduce the long depleted delay. As for repair tools they will remain useful because for a Gallente to get that level of repair they have to sacrifice their HP. Regardless it is a silly idea so don't speculate much on it...
Armor and Shields are not the same!
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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.
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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.
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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
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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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