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Summ Dude
Direct Action Resources
288
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Posted - 2014.03.11 09:16:00 -
[61] - Quote
Doshneil Antaro wrote:Speed and regen will be relevant in 1.8 with the adjusted TTK. A fast suit will be able to break contact and get to cover to regen. This whole topic on balancing is off track, as all of the suggested ideas are assuming game play will be exactly the same after the next patch. Hopefully, anyway. I'd really like to see speed/shield/regen tanking become more viable in 1.8. But in case my thread title didn't give it away, my suggestions are in no way the product of ignoring 1.8. My goal here is to give Assault suits a more defined role specifically in 1.8.
Doshneil Antaro wrote:Damage mods at the old values combined with extra mod slots is why everyone went logi in the first place. At the start of 1.8, the extra mod slots is too much still, but the assaults new bonuses will help almost even it out. After which, we do need to make all the med suits equal in H/L slots. This allows the logi to still overcome the speed, regen, and tank differences the assault has, but will never be able to attain as much of either. I agree that Slayer Logis are so popular mainly because of the extra slots. On the point of bonuses, I would much rather that the suits' stats/slots were balanced against each other, as well as their bonuses independently. I don't necessarily want all H/L slots equal on medium suits across the board; there's nothing wrong with some diversity and deviation to keep things feeling unique.
Doshneil Antaro wrote:With one less H/L slots EVEN with buffs to the stats of the logi, and the logi will have no choices in how to build their suits. All mods slots would be devoted to tank only. This would still leave us with less ehp than what is achievable by assaults, less effective regen abilities, as well as being slow moving ducks waddling around, with not enough firepower to survive.This would make this suit a novelty for the rich isk/sp players only. That argument doesn't really make sense to me, as you could say exactly the same thing about Assault suits then. Anyway, having one less module than the suit with the highest module count doesn't exactly "limit" flexibility. And just as a reminder, I'd like to give Logis more base EHP, Assaults more base mobility, and then balance the total slot counts. What exactly what make Logis a "novelty for the rich"?
Doshneil Antaro wrote:All med suits all the core should be the same. The only differences should be the logi gets more equipment and reduced speed to the extra weight, and differences in class bonuses. This means regen, HP, stamina and H/L need to be the same across the board. They should be the same suits, with just minor modifications that allow them to perform in there specialty effectively. Assaults bonuses to their weapon and ability to carry a sidearm makes the combat superior to killing the logi, even the amar with their sidearm. The logis slower speed makes them sitting ducks, but they can put out equipment to help their team effectively. That sounds....incredibly uninteresting. Having the suits be 90% similar with the smallest of changes wouldn't make either suit really feel all that specialized or (in my opinion) as fun to play as.
Doshneil Antaro wrote:A high slot with shield extender is greater than a uplink. A low slot with an armor plate is greater than a rep tool. A sidearm is greater than nanoinjector. These are reasons why we cannot count total slots of a suit, and have to treat them as just part of the specialization bonus the suit gets. The only reason to have a different slot layout would be if the were their own tree and type of suit. As it is, to try out a logi, you have to spec into the basic med. This is basically an assault suit stripped of the role bonus. This implies these are the same suits, and should be built at the core the same. This would balance the two specializations out. That's all incredibly debatable. Equipment can be very useful both in regards to helping your team, and helping you by giving you a whole heaping pile of WP. I'd certainly say one Equipment slot is worth at least one Module slot. To try out an Assault, you also have to spec into the Basic Medium Frame, so I'm not sure why you're bringing that up. I do think that the Basic Frames could use some tweaking; personally I like Kagehoshi's idea on that subject.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Zahle Undt
Bullet Cluster Legacy Rising
895
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Posted - 2014.03.11 21:11:00 -
[62] - Quote
I keep telling people not to discount the new general assault bonus. With maxed light weapons and sidearms and maxed fitting optimization we'll be fitting proto weapons at the CPU/PG cost of advanced and fitting specialist weapons at the cost of standard
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Summ Dude
Direct Action Resources
288
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Posted - 2014.03.11 23:27:00 -
[63] - Quote
Zahle Undt wrote:I keep telling people not to discount the new general assault bonus. With maxed light weapons and sidearms and maxed fitting optimization we'll be fitting proto weapons at the CPU/PG cost of advanced and fitting specialist weapons at the cost of standard Who was discounting it? I think it's a fine bonus.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Baal Roo
Subdreddit Test Alliance Please Ignore
3034
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Posted - 2014.03.11 23:34:00 -
[64] - Quote
ResistanceGTA wrote:+1 on the Assaults having more module slots than Logis. I think they should homogenize the Medium suits, slot wise, and I mean all the slots. Right now Proto Logis have- A:13, C:14, G:14, and M:14 while the Proto Assaults have A:10, C:11, G:11, and M:11 total slots. That averages out to 12 total slots on Proto suits, which I think would be great. The Assaults would have more modules in exchange the Logis have their Equipment slots. So, in my theoritcal world, which I'm sure someone else has come up with, the Logis would look kinda like this: Logistics Ak.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-3 High Slots-3 Low Slots 3 (Of course, If we make them more Armor centric, lose at least a High-slot for another Low, perhaps change two, giving it 1 High and 5 Lows, this would also differentiate it from the Gallente more than the sidearm) Logistics Ck.0 Light Weapon-1 Grenade-1 Equipment-3 High Slots-4 Low Slots-3 Logistics Gk.0 Light Weapon-1 Grenade-1 Equipment-4 High Slots-2 Low Slots-4 Logistics Mk.0 Light Weapon-1 Grenade-1 Equipment-4 High Slots-4 Low Slots-2 (I know that's a major change to the Minmatar, if we want to maximize speed, maybe a 3-3 split would work better, again, these are just rough sketches.) Likewise, the Assaults would look like this: Assault Ak.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1* High Slots-4 Low Slots-4 (Again, if we make them more Armor focused, instead of balanced, then a 3 High, 5 Low could be fun, though differentiating from Gallente would be difficult, unless we give one of them 2 equipment slots ) Assault Ck.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1 High Slots-5 Low Slots-3 Assault Gk.0 Light Weapon-1 Sidearm-1 Grenade- Equipment-1* High Slots-3 low Slots-5 (Again, giving one of them an additional equipment in exchange for a slot would help separate the two, personally, I'd give it to the Gallente) Assault Mk.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1* High Slots-4 Low Slots-4 (To keep it different from the Caldari, @ 4-4 split was all I could think of, but, giving the Minmatar an extra equipment could help split the difference, and then switch it back to the current 5-2 split.) My biggest issue is the 2 equipment on the Assaults, taking one of the best 1.8 changes from the scouts and just spreading it around. However, with a maximum number of slots available on any module type being 5, while homogenizing medium slots, leads to very similar slot configurations. This is just my thought, bash me like crazy. I've been running Logi since Open Beta time and added Assault to the mix when uprising hit. Keeping total slots the same between the two would allow you to give the Assaults a boost while not gimping Logis horribly.
This seems to me like common sense. The logis should have more Equipment slots, the Assaults should have more Highs and Lows. The fact that it's common sense tells us that CCP will likely never do it this way.
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Meee One
The dyst0pian Corporation Zero-Day
502
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Posted - 2014.03.12 05:56:00 -
[65] - Quote
Baal Roo wrote:ResistanceGTA wrote:+1 on the Assaults having more module slots than Logis. I think they should homogenize the Medium suits, slot wise, and I mean all the slots. Right now Proto Logis have- A:13, C:14, G:14, and M:14 while the Proto Assaults have A:10, C:11, G:11, and M:11 total slots. That averages out to 12 total slots on Proto suits, which I think would be great. The Assaults would have more modules in exchange the Logis have their Equipment slots. So, in my theoritcal world, which I'm sure someone else has come up with, the Logis would look kinda like this: Logistics Ak.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-3 High Slots-3 Low Slots 3 (Of course, If we make them more Armor centric, lose at least a High-slot for another Low, perhaps change two, giving it 1 High and 5 Lows, this would also differentiate it from the Gallente more than the sidearm) Logistics Ck.0 Light Weapon-1 Grenade-1 Equipment-3 High Slots-4 Low Slots-3 Logistics Gk.0 Light Weapon-1 Grenade-1 Equipment-4 High Slots-2 Low Slots-4 Logistics Mk.0 Light Weapon-1 Grenade-1 Equipment-4 High Slots-4 Low Slots-2 (I know that's a major change to the Minmatar, if we want to maximize speed, maybe a 3-3 split would work better, again, these are just rough sketches.) Likewise, the Assaults would look like this: Assault Ak.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1* High Slots-4 Low Slots-4 (Again, if we make them more Armor focused, instead of balanced, then a 3 High, 5 Low could be fun, though differentiating from Gallente would be difficult, unless we give one of them 2 equipment slots ) Assault Ck.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1 High Slots-5 Low Slots-3 Assault Gk.0 Light Weapon-1 Sidearm-1 Grenade- Equipment-1* High Slots-3 low Slots-5 (Again, giving one of them an additional equipment in exchange for a slot would help separate the two, personally, I'd give it to the Gallente) Assault Mk.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1* High Slots-4 Low Slots-4 (To keep it different from the Caldari, @ 4-4 split was all I could think of, but, giving the Minmatar an extra equipment could help split the difference, and then switch it back to the current 5-2 split.) My biggest issue is the 2 equipment on the Assaults, taking one of the best 1.8 changes from the scouts and just spreading it around. However, with a maximum number of slots available on any module type being 5, while homogenizing medium slots, leads to very similar slot configurations. This is just my thought, bash me like crazy. I've been running Logi since Open Beta time and added Assault to the mix when uprising hit. Keeping total slots the same between the two would allow you to give the Assaults a boost while not gimping Logis horribly. This seems to me like common sense. The logis should have more Equipment slots, the Assaults should have more Highs and Lows. The fact that it's common sense tells us that CCP will likely never do it this way. It seems to me that assaults are ignoring their base stat advantage,just to come up with an excuse to gimp logis more than they are already being gimped in 1.8
To equal an assaults BASEstats (before they add ANY modules) would take minimal 5 slots. Shield extender,shield regulator,armor plate,cardiac regulator,kinetic catalyser.
And a basic logi Gk has 2 lows,while a basic assault Gk has 2 lows and 1 high.
So, even if a Gk.0 used 5 slots to be equal with assaults base stats it would leave them with 3 slots. All while an assault has ZERO used to attain their tank [b]and speed and [b]still has access to 100% of their slots.
I can't make it any easier for you retards to understand.
Only users lose drugs.
Time wounds all heels.
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Summ Dude
Direct Action Resources
288
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Posted - 2014.03.12 19:38:00 -
[66] - Quote
Meee One wrote:It seems to me that assaults are ignoring their base stat advantage,just to come up with an excuse to gimp logis more than they are already being gimped in 1.8
To equal an assaults BASE stats,before they add ANY modules would take minimal 5 slots. Shield extender,shield regulator,armor plate,cardiac regulator,kinetic catalyser.
And a basic logi Gk has 2 lows,while a basic assault Gk has 2 lows and 1 high.
So, even if a Gk.0 used 5 slots to be equal with assaults base stats it would leave them with 3 slots. All while an assault has ZERO used to attain their tank and speed and still has access to 100% of their slots.
I can't make it any easier for you retards to understand. Ok, just for posterity, once again: First balance the slots between the two suits, then balance the base stats. Give Assaults more base mobility, and give Logis more base EHP. Did you find that easy enough to understand?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Kaughst
Nyain San Renegade Alliance
267
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Posted - 2014.03.12 19:43:00 -
[67] - Quote
I always felt they made the suit 'master of none, incompetent in everything.'
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Baal Roo
Subdreddit Test Alliance Please Ignore
3035
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Posted - 2014.03.12 22:46:00 -
[68] - Quote
Meee One wrote:Baal Roo wrote:
This seems to me like common sense. The logis should have more Equipment slots, the Assaults should have more Highs and Lows. The fact that it's common sense tells us that CCP will likely never do it this way.
It seems to me that assaults are ignoring their base stat advantage,just to come up with an excuse to gimp logis more than they are already being gimped in 1.8 To equal an assaults BASE stats,before they add ANY modules would take minimal 5 slots. Shield extender,shield regulator,armor plate,cardiac regulator,kinetic catalyser. And a basic logi Gk has 2 lows,while a basic assault Gk has 2 lows and 1 high. So, even if a Gk.0 used 5 slots to be equal with assaults base stats it would leave them with 3 slots. All while an assault has ZERO used to attain their tank and speed and still has access to 100% of their slots. I can't make it any easier for you retards to understand.
I play as a logi jackass, this has nothing to do with "gimping" anything.
You're coming at this based on how things are currently set up, but how things are currently set up is unnecessarily obtuse in the first place. That's the entire point that we're making. You can blah blah blah about the current stats all you want, but it's completely irrelevant to a conversation about what we think would be a better way of doing things.
Considering modules and slot layouts are the bread and butter of the game, and are the main way for people to differentiate and customize their characters, it makes sense to balance the suits out first on their slot layouts and then go through and add base stat bonuses. Stay classy though, ass. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
412
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Posted - 2014.03.13 00:33:00 -
[69] - Quote
amarr needs to have more slots. 1 more low and 1 less high than gallente at least. Minmatar should have the even slot layout. |
Summ Dude
Direct Action Resources
290
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Posted - 2014.03.13 02:40:00 -
[70] - Quote
Auris Lionesse wrote:amarr needs to have more slots. 1 more low and 1 less high than gallente at least. Minmatar should have the even slot layout. I'm not against that. Honestly I was more concerned with balancing slots overall then the specific High/Low layout. But, I might add more specific layouts to flesh out the idea a bit, if I have the time.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
416
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Posted - 2014.03.13 05:57:00 -
[71] - Quote
Summ Dude wrote:Auris Lionesse wrote:amarr needs to have more slots. 1 more low and 1 less high than gallente at least. Minmatar should have the even slot layout. I'm not against that. Honestly I was more concerned with balancing slots overall then the specific High/Low layout. But, I might add more specific layouts to flesh out the idea a bit, if I have the time.
Slots overall? As in 2 equipment slots and 1 low versus 2 lows and 1 equip slot? |
Evicer
THE HECATONCHIRES
303
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Posted - 2014.03.13 06:05:00 -
[72] - Quote
Uh .........."Can I get TL:DR ?" ( he says in his southern baptist preacher voice)
Assaults are slamming into the objective and Assaulting thats what they do.
Fortune favors the Bold,but Success favors the Resolute
Unbent,Unburdened, UNSTOPPABLE Amarr loyalist
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Summ Dude
Direct Action Resources
291
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Posted - 2014.03.13 06:28:00 -
[73] - Quote
Auris Lionesse wrote:Summ Dude wrote:Auris Lionesse wrote:amarr needs to have more slots. 1 more low and 1 less high than gallente at least. Minmatar should have the even slot layout. I'm not against that. Honestly I was more concerned with balancing slots overall then the specific High/Low layout. But, I might add more specific layouts to flesh out the idea a bit, if I have the time. Slots overall? As in 2 equipment slots and 1 low versus 2 lows and 1 equip slot? Yes, I'm measuring by overall slots. Including Sidearm, Grenade, Equipment, and Module slots.
Evicer wrote:Uh .........."Can I get TL:DR ?" ( he says in his southern baptist preacher voice)
Assaults are slamming into the objective and Assaulting thats what they do. Check the bottom of the OP for a TL;DR.
That's fine as an idea for the role of Assaults, but I don't see anything in 1.8 that definitively makes them the best at doing that.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Vitharr Foebane
Living Like Larry Schwag
742
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Posted - 2014.03.13 06:56:00 -
[74] - Quote
Assaults should be the jack of all trades but master of none in my opinion. Thus it should have the slot layout to support said ideology.
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Summ Dude
Direct Action Resources
293
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Posted - 2014.03.13 07:06:00 -
[75] - Quote
Vitharr Foebane wrote:Assaults should be the jack of all trades but master of none in my opinion. Thus it should have the slot layout to support said ideology. I more or less agree. But as I've said, I tend to prefer the label Adaptable Shock Trooper. Not just a generalist suit, but a flexible suit that can be prepared for any situation, and is able to shape the battlefield to suit its needs. I believe that having the most module slots of any suit would help to encourage this role.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
417
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Posted - 2014.03.13 07:19:00 -
[76] - Quote
Vitharr Foebane wrote:Assaults should be the jack of all trades but master of none in my opinion. Thus it should have the slot layout to support said ideology.
That's the standard light-medium-heavy frame. Not the assault.Assault is specialized. You need to be good at killing and taking damage. Like a tech two cruiser.
It's supposed to be the slayer suit. Good at assaulting, being on the front line in the carnage pushing the battle.
Killing, being fast, killing, eating damage and more killing, |
HYENAKILLER X
Kang Lo Directorate Gallente Federation
665
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Posted - 2014.03.13 07:42:00 -
[77] - Quote
I dont know about other assaults but gallente assaults can light tank or "scout tank"
Assault g series has 2 high and 3 low. If you cant find a roll for that take up painting.
Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory.
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Summ Dude
Direct Action Resources
294
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Posted - 2014.03.13 22:16:00 -
[78] - Quote
So I had the idea that maybe instead of Assaults getting slightly better overall base stats than Logis, they could just get another module slot somewhere.
Suggested Medium Suit Slot Layouts
Assault: Amarr: 1LW/2S/1G/1EQ/3H/5L Caldari: 1LW/1S/1G/1EQ/5H/4L Gallente: 1LW/1S/1G/2EQ/3H/5L Minmatar: 1LW/1S/2G/1EQ/4H/4L
Logi: Amarr: 1LW/1S/1G/3EQ/3H/4L Caldari: 1LW/1G/3EQ/5H/3L Gallente: 1LW/1G/4EQ/2H/5L Minmatar: 1LW/1G/4EQ/4H/3L
So this leaves all medium suits with 13 total slots at PRO. All of the Logis get 7 module slots, except for the Caldari which gets 8, due to not having a bonus Sidearm or Equipment slot. All of the Assaults get 8 module slots, again except for the Caldari, which has 9. The Amarr Assault gets an extra Sidearm; this is in line with the Amarr Logi, and allows the suit to constantly have a weapon ready to switch to. The Gallente Assault gets a bonus Equipment slot, in keeping with Gallente's philosophy of preserving life. The Minmatar Assault gets an extra Grenade slot, as the Minmatar love explosions, and it's arguably the best with grenades due to it's speed.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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The Robot Devil
Molon Labe. General Tso's Alliance
1953
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Posted - 2014.03.15 06:31:00 -
[79] - Quote
Suits
Each starter fit would have a static bonus and each bonus would be different from the others in that race. That static bonus would reflect one of that race's style. Amarr bonus would be to energy weapons and armor and Caldari would be more focused on shield and ranged combat and so on. The slots can be slightly different in the starters but mostly the same
When we move to the light frames each suit would get a per level of light frame bonus. Similar slots to the starter.
Light Advanced frames would get a per level of light frame bonus and a per level of scout bonus. These bonuses would be different than the standard frame per level bonuses to give them their specialty. The standard may have 5% per level to armor mods but the advanced would have 5% to armor repairer per level and 3% reduction in armor repairer CPU. There are Two Light suits in the tree I made and both would have different bonuses given on the suit and per level of skill.
Light Prototype suits would have a static bonus and two unique bonus per level but it would come with a missing slot or a slot moved to high from low, anything to make it different to almost the point of gimping if not used within its role. Giving a suit an extra sidearm or grenade slot would be a perfect way to give a proto suit a unique feel as long as it comes with some type of drawback.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
447
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Posted - 2014.03.15 07:24:00 -
[80] - Quote
The Robot Devil wrote:SuitsEach starter fit would have a static bonus and each bonus would be different from the others in that race. That static bonus would reflect one of that race's style. Amarr bonus would be to energy weapons and armor and Caldari would be more focused on shield and ranged combat and so on. The slots can be slightly different in the starters but mostly the same When we move to the light frames each suit would get a per level of light frame bonus. Similar slots to the starter. Light Advanced frames would get a per level of light frame bonus and a per level of scout bonus. These bonuses would be different than the standard frame per level bonuses to give them their specialty. The standard may have 5% per level to armor mods but the advanced would have 5% to armor repairer per level and 3% reduction in armor repairer CPU. There are Two Light suits in the tree I made and both would have different bonuses given on the suit and per level of skill. Light Prototype suits would have a static bonus and two unique bonus per level but it would come with a missing slot or a slot moved to high from low, anything to make it different to almost the point of gimping if not used within its role. Giving a suit an extra sidearm or grenade slot would be a perfect way to give a proto suit a unique feel as long as it comes with some type of drawback.
The pic is too small and blurry. I can't tell what it is
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Summ Dude
Direct Action Resources
298
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Posted - 2014.03.15 08:40:00 -
[81] - Quote
The Robot Devil wrote:SuitsEach starter fit would have a static bonus and each bonus would be different from the others in that race. That static bonus would reflect one of that race's style. Amarr bonus would be to energy weapons and armor and Caldari would be more focused on shield and ranged combat and so on. The slots can be slightly different in the starters but mostly the same When we move to the light frames each suit would get a per level of light frame bonus. Similar slots to the starter. Light Advanced frames would get a per level of light frame bonus and a per level of scout bonus. These bonuses would be different than the standard frame per level bonuses to give them their specialty. The standard may have 5% per level to armor mods but the advanced would have 5% to armor repairer per level and 3% reduction in armor repairer CPU. There are Two Light suits in the tree I made and both would have different bonuses given on the suit and per level of skill. Light Prototype suits would have a static bonus and two unique bonus per level but it would come with a missing slot or a slot moved to high from low, anything to make it different to almost the point of gimping if not used within its role. Giving a suit an extra sidearm or grenade slot would be a perfect way to give a proto suit a unique feel as long as it comes with some type of drawback. Yea I'm....not sure exactly what I'm looking at here.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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bamboo x
Eternal Beings Proficiency V.
224
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Posted - 2014.03.15 08:47:00 -
[82] - Quote
Joel II X wrote:The thing about the Gallente Assault is that it only benefits one weapon: the AR.
How is a shotgun going to benefit? Plasma Cannon? Perhaps Ion Pistol will, too. So only half of their weapons. I'd say we get a RoF increase to match our assault style (it's the Gallente's niche)
Take a second to forget about Dust and think about other FPS games.
I always hated the shotgun, because the range is horrendous. It's less of a shotgun and more of a portable shrapnel launcher.
I'd love to see how this turns out for shotguns because REAL shotguns have short to medium range, not short to point blank.
bamboo x in 1.8 (Boundless Heavy Machine Gun) you
bamboo x (Ion Pistol) you
bamboo x (Forge Gun) you
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Summ Dude
Direct Action Resources
298
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Posted - 2014.03.15 08:52:00 -
[83] - Quote
bamboo x wrote:Joel II X wrote:The thing about the Gallente Assault is that it only benefits one weapon: the AR.
How is a shotgun going to benefit? Plasma Cannon? Perhaps Ion Pistol will, too. So only half of their weapons. I'd say we get a RoF increase to match our assault style (it's the Gallente's niche) Take a second to forget about Dust and think about other FPS games. I always hated the shotgun, because the range is horrendous. It's less of a shotgun and more of a portable shrapnel launcher. I'd love to see how this turns out for shotguns because REAL shotguns have short to medium range, not short to point blank. This is pretty unrelated, but it's worth saying: What happens in real life has no bearing on this game, at all. I don't care what a real world assault rifle can do. Because in Dust, we're not shooting real world assault rifles at real world infantry. We're shooting future space guns that actually fire ionized plasma bolts at mercenaries in high-tech super space Iron Man suits. Real life doesn't really mean squat.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Evicer
THE HECATONCHIRES
303
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Posted - 2014.03.15 10:29:00 -
[84] - Quote
I dont often insult people on the forums but this has to be the dumbest thread Ive seen in along time.......
You want more slots on the assaults but you wont have enough pgu/cpu to run all those modules not only that. If say they (CCP) did bump the cpu/pg of the assaults AND give you more slots then you just change the names of the suits.They're both medium frames.......except the logi's ARE slower.Have less base hp.Slower strafe speed.Slower turn speed. Less stamina.Slower sprint speed......AAAAAAANNNNNNNNDDDDD LESS SP REQUIREMENT.
LOL wow let me get off these forums while all these ******** germs are floating around lest they contaminate me.......
Fortune favors the Bold,but Success favors the Resolute
Unbent,Unburdened, UNSTOPPABLE Amarr loyalist
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
448
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Posted - 2014.03.15 10:41:00 -
[85] - Quote
Summ Dude wrote:bamboo x wrote:Joel II X wrote:The thing about the Gallente Assault is that it only benefits one weapon: the AR.
How is a shotgun going to benefit? Plasma Cannon? Perhaps Ion Pistol will, too. So only half of their weapons. I'd say we get a RoF increase to match our assault style (it's the Gallente's niche) Take a second to forget about Dust and think about other FPS games. I always hated the shotgun, because the range is horrendous. It's less of a shotgun and more of a portable shrapnel launcher. I'd love to see how this turns out for shotguns because REAL shotguns have short to medium range, not short to point blank. This is pretty unrelated, but it's worth saying: What happens in real life has no bearing on this game, at all. I don't care what a real world assault rifle can do. Because in Dust, we're not shooting real world assault rifles at real world infantry. We're shooting future space guns that actually fire ionized plasma bolts at mercenaries in high-tech super space Iron Man suits. Real life doesn't really mean squat.
Don't forget that the bonus in no way boosts te shotguns range which makes the range perspective redundant. Though I agree shotguns need to be effective at longer ranges. Shotgun needs alot of work actually lol, higher turn speed, new iron sights... List goes on. But yeah not much to do with the assault suit because that bonus is god awful and doesn't help the plasma cannon or ion pistol either.
Arguing realism is silly. If anything weapons from the future should completely out perform real weapons. no kick, near perfect accuracy, lightweight. Given 30000 years well come up with creative solutions to kill each other more effectively. Shotguns night as well light people on fire while were at it. It's plasma afterall. Idk why everyone wants it to be like other fps games. This is new Eden. Dust should strive to be better than that.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Summ Dude
Direct Action Resources
300
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Posted - 2014.03.15 11:35:00 -
[86] - Quote
Evicer wrote:I dont often insult people on the forums but this has to be the dumbest thread Ive seen in along time.......
You want more slots on the assaults but you wont have enough pgu/cpu to run all those modules not only that. If say they (CCP) did bump the cpu/pg of the assaults AND give you more slots then you just change the names of the suits.They're both medium frames.......except the logi's ARE slower.Have less base hp.Slower strafe speed.Slower turn speed. Less stamina.Slower sprint speed......AAAAAAANNNNNNNNDDDDD LESS SP REQUIREMENT.
LOL wow let me get off these forums while all these ******** germs are floating around lest they contaminate me....... That's um, pretty far from helpful. But ok. It would seem you didn't read the whole idea, as you evidently missed the part where I suggested giving Logis more base EHP, while giving Assaults more base mobility. Balance the slots, then the stats. Make sense?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Bubba Rector
BR514
16
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Posted - 2014.03.15 15:39:00 -
[87] - Quote
I say, take away the base bonus of 5% reduction to PG/CPU cost of light/sidearm weapons and instead give a 5% bonus to damage mod effectiveness.
Add 1 extra equipment slot and increase the base CPU and PG by 10%.
Now you have a viable assault class that is very deadly and versatile.
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Monkey MAC
Rough Riders..
2198
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Posted - 2014.03.15 15:58:00 -
[88] - Quote
I don't think you quite understood the Suits orginal description, the description you suggested afterwards sounds more like a heavy scout
Assaults are meant to be versatile as in they can be used for anything and everything. Need AV? Take an Assault Suit Need Shock Trooper take an Assault Suit so on and so forth.
I don't think the T2 dropsuit systems really allow the Assault to do the job it should be capable of doing.
1) New Equipment: Laser Designator An Assault dropsuit with a laser designator is truly one of the most versatile units available. The user can designate upto 4 unique tasks ranging from bombing runs amd artillery strikes, to vehicular transportation and team orders. These requests can even be seen by team commanders who can route them to the best equipped units to respond.
2) Orbital Depot Drop: Assaults are the only unit capable of deploying new supply depots to the field. Unlike other units which can only drop small/large turret installations, the Assault suit is also capable of delivering a supply depot to ground forces nearby, this allows them to remain active no matter the circumstances, for a price.
3) T3 Weapon Customization: With the introduction of the T3 weapons systems most units obtained the ability to build weapons exactly to their liking, however the Assault suit also gained a few extra advantages. With a T3 weapons system the Assault Suit can forgo deployable equipment in order to modify their weapon on the fly mid-battle.
You can still only have 1 light weapon, but for example in T3 you get a frame and a main assembly, you can swap outmthe main assembly, so an Assault Rifle can modified into Tactical Assault Rifle or an Assault Mass Driver can be changed to a breach as the need arises. This doesn't encroach on the Commando's field as it is still only 1 weapon. But the weapon can now be tweaked mid-battle.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Summ Dude
Direct Action Resources
300
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Posted - 2014.03.15 20:18:00 -
[89] - Quote
Bubba Rector wrote:I say, take away the base bonus of 5% reduction to PG/CPU cost of light/sidearm weapons and instead give a 5% bonus to damage mod effectiveness.
Add 1 extra equipment slot and increase the base CPU and PG by 10%.
Now you have a viable assault class that is very deadly and versatile. I actually quite like the 1.8 Assault role bonus, and remember that Damage Mods are getting nerfed in 1.8, so a bonus to them would mean even less. Simply adding one extra Equipment slot to Assaults would still leave them with less total slots than Logis, which I have a problem with. What exactly about your suggested changes would actually make the suit more versatile? Or specifically more versatile than a Logi by comparison?
Monkey MAC wrote:I don't think you quite understood the Suits orginal description, the description you suggested afterwards sounds more like a heavy scout
Assaults are meant to be versatile as in they can be used for anything and everything. Need AV? Take an Assault Suit Need Shock Trooper take an Assault Suit so on and so forth.
I don't think the T2 dropsuit systems really allow the Assault to do the job it should be capable of doing.
1) New Equipment: Laser Designator An Assault dropsuit with a laser designator is truly one of the most versatile units available. The user can designate upto 4 unique tasks ranging from bombing runs amd artillery strikes, to vehicular transportation and team orders. These requests can even be seen by team commanders who can route them to the best equipped units to respond.
2) Orbital Depot Drop: Assaults are the only unit capable of deploying new supply depots to the field. Unlike other units which can only drop small/large turret installations, the Assault suit is also capable of delivering a supply depot to ground forces nearby, this allows them to remain active no matter the circumstances, for a price.
3) T3 Weapon Customization: With the introduction of the T3 weapons systems most units obtained the ability to build weapons exactly to their liking, however the Assault suit also gained a few extra advantages. With a T3 weapons system the Assault Suit can forgo deployable equipment in order to modify their weapon on the fly mid-battle.
You can still only have 1 light weapon, but for example in T3 you get a frame and a main assembly, you can swap outmthe main assembly, so an Assault Rifle can modified into Tactical Assault Rifle or an Assault Mass Driver can be changed to a breach as the need arises. This doesn't encroach on the Commando's field as it is still only 1 weapon. But the weapon can now be tweaked mid-battle. I'm not sure what you mean by saying I misunderstood the description. I do very much like the idea of Assaults being the most flexible suits, that's pretty much what I'm going for here.
One or some of these ideas might work, but they all also require a hefty set of new resources to be added to the game first. What I'm offering is a practical solution based on what's already in the game, and that can be implemented without adding any new resources.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Martyr Saboteur
Amarrtyrs
265
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Posted - 2014.03.17 23:34:00 -
[90] - Quote
Summ Dude wrote:So I had the idea that maybe instead of Assaults getting slightly better overall base stats than Logis, they could just get another module slot somewhere. Suggested Medium Suit Slot Layouts Assault:Amarr: 1LW/2S/1G/1EQ/3H/5L Caldari: 1LW/1S/1G/1EQ/5H/4L Gallente: 1LW/1S/1G/2EQ/3H/5L Minmatar: 1LW/1S/2G/1EQ/4H/4L Logi:Amarr: 1LW/1S/1G/3EQ/3H/4L Caldari: 1LW/1G/3EQ/5H/3L Gallente: 1LW/1G/4EQ/2H/5L Minmatar: 1LW/1G/4EQ/4H/3L So this leaves all medium suits with 13 total slots at PRO. All of the Logis get 7 module slots, except for the Caldari which gets 8, due to not having a bonus Sidearm or Equipment slot. All of the Assaults get 8 module slots, again except for the Caldari, which has 9. The Amarr Assault gets an extra Sidearm; this is in line with the Amarr Logi, and allows the suit to constantly have a weapon ready to switch to. The Gallente Assault gets a bonus Equipment slot, in keeping with Gallente's philosophy of preserving life. The Minmatar Assault gets an extra Grenade slot, as the Minmatar love explosions, and it's arguably the best with grenades due to it's speed. I guess I'll give you feedback. I don't think Assaults need to have more module slots than Logis. Ideally, Logis have the same as Assaults.
I do like your idea of giving Assaults 'other' slots though. I think if just this was done, Assaults would be in a good place.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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