With tha freshly smoked up dropsuit stats busted up fo' 1.8, playas is worryin mo' than eva dat tha Assault suit is ghon be heavily overshadowed by other suits, n' you can put dat on yo' toast. We all aware of tha current problem wit Slayer Logis, n' while I be still pimped outly buckwild fo' it, 1.8 don't straight-up seem ta be solvin dis problem. Well shiiiit, it feels like tha Assault suit aint straight-up had a thugged-out defined role ta fill fo' a while. Right back up in yo muthafuckin ass. Right back up in yo muthafuckin ass. So I gots ta thinking: what tha **** tha **** should tha designated role of Assault suits be?
For a phat startin place, letz check tha in-game description:
Quote:Da Assault dropsuit be a versatile front-line combat suit dat combines pimpin protection, phat mobilitizzle n' sufficient shiznit hard points fo' mission-specific customizations.
Assault dropsuits is intended fo' standard combat operations or dem up in which objectives is likely ta chizzle at a momentz notice. Its mobilitizzle ta carry anythang from lil' small-ass arms n' explosives ta heavy anti-vehicle munitions n' deployable support gear make it da most thugged-out adaptable suit on tha battlefield.
So, as has been holla'd time n' time again, it seems tha basic scam of tha Assault suit is ta truly be tha "jack of all trades, masta of none". Right back up in yo muthafuckin ass. So it should be tha least niche suit; able ta big-ass up nuff different rolez effectively yo, but not straight-up excellin at any one. But I'd like ta take dis a step farther, specifically analyzin dis line:
Quote:Assault dropsuits is intended fo' standard combat operations or dem up in which objectives is likely ta chizzle at a momentz notice.
This seems ta imply dat tha Assault suit be also phat at switchin locations quickly, as well as bein prepared fo' nuff different scenarios. From this, we could extrapolate dat Assault suits is meant ta be straight-up phat at dictatin when n' where they engagements happen, n' always bein able ta switch ta a mo' advantageous posizzle durin engagements, n' you can put dat on yo' toast. Given all this, I've come up wit dis as a mo' solid designated role: Da Adaptable Shock Trooper n' shiznit fo' realz. Able ta move swiftly both between locations n' they role on tha battlefield. Y'all KNOW dat ****, muthafucka! Da suit wit unmatched flexibility, also able ta git up in quick n' hit tha enemy hard n' fast when need-be.
So, now dat we've gots a idea, how tha **** do we chizzle tha current Assault suit ta fill dis role?
Step 1: Modules- In order ta truly be da most thugged-out flexible n' adaptable suit, I believe dat tha Assault suit need ta have da most thugged-out module slotz of any suit. If dis weren't legit before, I'd say it definitely is wit 1.8 on tha rise, n' all tha other suits findin specific niches ta fill. In order ta avoid raisin tha overall juice scale of tha game, I'd recommend lowerin all Logi suits' total slot count by 1, n' then raisin tha Assault suits ta have 1 mo' than Logis overall yo. Havin da most thugged-out modulez available means you can customize yo' suit fo' whatever specific scenario you want, or cook up some fuckin hodgepodge up in between specific specializations. This reinforces tha flexibilitizzle aspect of tha suitz role.
Step 2: Bonuses- So letz take a quick peep tha current 1.8 Assault suit bonuses:
Quote:Assault [5% reduction ta PG/CPU cost of light/sidearm weapons]
- Caldari Assault: +5% ta reload speed of hybrid railgun light/sidearm weapons per level.
- Gallente Assault: 5% reduction ta hybrid - blasta light/sidearm hip-fire dispersion n' kick per level.
- Minmatar Assault: +5% ta projectile light/sidearm clip size per level.
- Amarr Assault: 5% reduction ta laser weaponry heat build-up per level.
Da overall scam of these bonuses seems ta be allowin tha Assault suit ta spend mo' time blasting, n' less time havin ta worry bout ammo conservation/heat build-up/reloading/etc. This would seem ta fit up in sickly wit tha shock trooper aspect of tha suit, allowin you ta keep on tha move n' keep hittin targets from different sides without havin ta stop ta worry bout yo' ammo thang. But **** dat shiznit yo, tha word on tha street is dat while I feel dat tha Minmatar n' Amarr bonuses bust dis like feel, I have some discrepancies wit tha other two.
Da Caldari bonus, while up in some sense reducin tha time dropped not firing, don't straight-up straight-up allow mo' continuous fire though, or allow you ta mo' effectively dictate where yo' fights is happening. I would prefer either a reduction ta tha charge-up time of railgun weaponry (Note: dis option also requires a increase of tha RR charge-up time ta at least 0.5 seconds, which I believe need ta happen anyway) or a increase ta tha effectizzle rangez of railgun weaponry (with a cold-ass lil correspondingly less steep falloff, at least ta tha effectizzle range). Either of these would allow tha Caldari Assault ta focus less on ammo conservation, as well as mo' betta controllin fights.
Da Gallente bonus aint ******. Well shiiiit, it should effectively allow you ta hit wit mo' of yo' shots, meanin dat you gonna gotta fire less overall. In some sense, dis would mean dat mo' continuous fire within one clip is possible. In addition, tha bonus affectin yo' hip-fire accuracy reinforces tha mobile shock trooper role, actively encouragin you ta fire from tha hip while stayin on tha move. Right back up in yo muthafuckin ass. So, yea like I holla'd, not ****** fo' realz. Although I be also not shizzle itz necessarily da bomb. If mah playas has a funky-ass mo' betta suggestion, please post it below.
Anyways, thatz dat ****. Gee...that ended up longer than I expected. Y'all KNOW dat ****, muthafucka! This type'a shiznit happens all tha time. Right back up in yo muthafuckin ass. So, whatz mah playas think?