Pages: 1 2 [3] 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10183
|
Posted - 2014.03.29 22:48:00 -
[61] - Quote
Mobius Kaethis wrote:I'm sure someone has already pointed this out but, just to make it more clear, med basic and assault frames would need a buff to CPU/PG inorder to make this increased slot layout plan viable. Besides that I feel like it is a decent solution. Yes, PG/CPU would need adjustments.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
ReGnYuM
Dirt Nap Squad.
2621
|
Posted - 2014.03.29 23:29:00 -
[62] - Quote
Personally, I think you're just looking for trouble when adding more modules to the assault/Basic class.
My SP GAP carries me.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10183
|
Posted - 2014.03.29 23:32:00 -
[63] - Quote
ReGnYuM wrote:Personally, I think you're just looking for trouble when adding more modules to the assault/Basic class.
Well its what they did to scouts, and now they're usurping the role of the assault. My proposal doesn't increase the upper limit of the module slot count at proto (only by one for most assaults), so they won't be able to usurp the role of heavies any more than a logi at proto currently can. I don't think its too radical.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10187
|
Posted - 2014.03.30 11:17:00 -
[64] - Quote
More input welcomed
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10204
|
Posted - 2014.03.31 18:09:00 -
[65] - Quote
Ninjas also welcomed
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
The-Errorist
607
|
Posted - 2014.04.01 08:02:00 -
[66] - Quote
KAGEHOSHI Horned Wolf wrote:ReGnYuM wrote:Personally, I think you're just looking for trouble when adding more modules to the assault/Basic class.
Well its what they did to scouts, and now they're usurping the role of the assault. My proposal doesn't increase the upper limit of the module slot count at proto (only by one for most assaults), so they won't be able to usurp the role of heavies any more than a logi at proto currently can. I don't think its too radical. Even though these ideas aren't too radical, because you're the one saying it, others might assume so, especially when someone named "The-Errorist" agrees with you. |
Spectral Clone
Dust2Dust. Top Men.
2008
|
Posted - 2014.04.01 09:36:00 -
[67] - Quote
Assaults need a bonus to reduced fitting cost of tanking mods as well.
Shield extender/recharger/regulator fitting cost reduction for minmatar and caldari. Armor plate/repper fitting cost reduction for amarr and gallente.
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10214
|
Posted - 2014.04.01 14:11:00 -
[68] - Quote
Spectral Clone wrote:Assaults need a bonus to reduced fitting cost of tanking mods as well.
Shield extender/recharger/regulator fitting cost reduction for minmatar and caldari. Armor plate/repper fitting cost reduction for amarr and gallente. I rather not go overboard.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Meee One
Hello Kitty Commandos
727
|
Posted - 2014.04.04 20:05:00 -
[69] - Quote
Spectral Clone wrote:Assaults need a bonus to reduced fitting cost of tanking mods as well.
Shield extender/recharger/regulator fitting cost reduction for minmatar and caldari. Armor plate/repper fitting cost reduction for amarr and gallente. That would be stepping into heavy territory.
John 15:13-Greater love hath no man than this, that a man lay down his life for his friends.
|
CRNWLLC
Screwy Rabbit ULC
167
|
Posted - 2014.04.04 21:02:00 -
[70] - Quote
KAGEHOSHI Horned Wolf wrote:[UPDATE]: The 6 at STD, 7 at ADV, 8 at PRO mod slot plan would make mediums competitive, & slayer brick-tanked scouts won't be able to out-tank and outperform medium frames at their own jobs. There is no need to nerf scouts, simply raise mod slot count on medium suits and the brick-tanked scouts won't be an issue. This thread was created before the brick-tanked scout problem, but I strongly believe my proposed slot layout solution for mediums will solve the issue. Read on, I will explain.[...]
Yeah, I think this is a great idea. Never really thought about it, but the gimped assault slot layout is heinous. Logis have extra equipment slots and extra PG/CPU at the cost of some EHP, but shouldn't also have such better module slot layouts. Granted, they (mostly, <3 Amarr logi) don't have sidearms, but I don't think it justifies the current difference.
I personally would be happy with a 5-6-7 basic-to-proto slot layout, instead of the (mostly) current 4-5-7 layout, since at least the suits would be more viable at the lower levels.
I'd still prefer to swap, or at least even out, the regen rates/delay times of scouts and assaults because, I don't think it makes sense to reward scout suit users (myself among them--Gal scout since the beginning of 1.6) for engaging enemies toe-to-toe; by giving them much larger regen amounts and much shorter delays than the assault suits, they are put at a double advantage, since not only can the scout suits sport almost as much EHP, they can move like ninjas and recover 20% - 50% faster, by default. That's absurd. Additionally, the improved rates/delay times of scout suits don't really make sense in light of the intended use of the suit--that is, scouts are built mostly for recon and alpha, and they already have the ability to take cover quickly and stay off the radar while they recover. Assaults, on the other hand, are in theory geared toward skirmishing and more face-to-face encounters, yet they are slower and louder and therefore can't find a good place to lay low as well as scouts, which they need to do since their regen times are so much longer.
***NOTE FOR HATERS/TROLLS: I am not prescribing anything or bad-mouthing any suit building approach or fitting when I talk about what suits are "built for" or what they are in theory "geared toward". Read the item descriptions if you want to split hairs, cuz that's all I have to say about that.
My other dropsuit is a Python.
|
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10317
|
Posted - 2014.04.06 09:33:00 -
[71] - Quote
More feedback welcomed
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10324
|
Posted - 2014.04.06 20:52:00 -
[72] - Quote
Not even comments about why it would be horrible?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
RKKR
The Southern Legion League of Infamy
886
|
Posted - 2014.04.06 21:40:00 -
[73] - Quote
Now that scouts have two equipment slots...I feel that the cost for 2 extra equipment slots is really too,insane for words. I'm a logistics...I need to be able to run all around the battlefield or in cover because people want me to be squishy...I can't because of the crap stamina stats...yeah I could fit certain modules...but as an example: the CalLogi will have major trouble fitting equipment compared to other logis (well...not sure about the Amarr one...haven't played that one yet) and people wonder why logis are turning into slagers....hah. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10347
|
Posted - 2014.04.08 06:51:00 -
[74] - Quote
Any suggestions or issues?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KalOfTheRathi
Nec Tributis
1165
|
Posted - 2014.04.08 10:34:00 -
[75] - Quote
You do know the Devs are going to update all the medium suits, at some future point in time, right?
I haven't skilled back into medium frame suits because they have not announced what the changes are. They got the basic racial changes finished and pushed the mediums out with the rest.
Your basic ideas are well thought out, except for shorting the Minmatar Logi, and it will be interesting to compare the Devs plan with your proposal. Of course we can't, theirs is super secret.
And so it goes.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10349
|
Posted - 2014.04.08 19:34:00 -
[76] - Quote
KalOfTheRathi wrote:You do know the Devs are going to update all the medium suits, at some future point in time, right? I haven't skilled back into medium frame suits because they have not announced what the changes are. They got the basic racial changes finished and pushed the mediums out with the rest. Your basic ideas are well thought out, except for shorting the Minmatar Logi, and it will be interesting to compare the Devs plan with your proposal. Of course we can't, theirs is super secret. I know they're going to update them, but I don't know exactly how. They could somehow make things worse, so I think having my feedback out there is important so I don't feel like I did nothing to try to steer them in the right direction if their solutions aren't ideal. As for the Minmatar logi, it has the same number of module slots as all the other logis, I don't see how I am shorting it. Care to explain? Your feedback is welcomed.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Medical Crash
CLONES AGAINST HUMANITY
253
|
Posted - 2014.04.08 20:06:00 -
[77] - Quote
Scouts have "2" equipment slots. I think the Logi class should receive 1 extra equipment slot as compensation.
We are the class that specializes in equipment, no? This would make us really stand out. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10350
|
Posted - 2014.04.08 20:09:00 -
[78] - Quote
Medical Crash wrote:Scouts have "2" equipment slots. I think the Logi class should receive 1 extra equipment slot as compensation.
We are the class that specializes in equipment, no? This would make us really stand out. In my plan all logis would start at 3 equipment slots, and have 4 at prototype; all except for the Amarr one since it doesn't lose a sidearm like the others.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Medical Crash
CLONES AGAINST HUMANITY
253
|
Posted - 2014.04.08 20:47:00 -
[79] - Quote
KAGEHOSHI Horned Wolf wrote:Medical Crash wrote:Scouts have "2" equipment slots. I think the Logi class should receive 1 extra equipment slot as compensation.
We are the class that specializes in equipment, no? This would make us really stand out. In my plan all logis would start at 3 equipment slots, and have 4 at prototype; all except for the Amarr one since it doesn't lose a sidearm like the others. I think balance issues would arise if the maximum equipment limit was pushed even further. Scouts may have 2 equipment slots, but the logis have equipment bonuses that make them preferable for the job. We may have bonuses, but 2 equipment is still 2 equipment. I believe Logis should be given 1 extra slot as balance. We are the equipment specialists, we have drawbacks already to balance this. |
KalOfTheRathi
Nec Tributis
1172
|
Posted - 2014.04.08 23:47:00 -
[80] - Quote
KAGEHOSHI Horned Wolf wrote:I know they're going to update them, but I don't know exactly how. They could somehow make things worse, so I think having my feedback out there is important so I don't feel like I did nothing to try to steer them in the right direction if their solutions aren't ideal. As for the Minmatar logi, it has the same number of module slots as all the other logis, I don't see how I am shorting it. Care to explain? Your feedback is welcomed. I really wish that you were joking about them making it worse, but with their track record I wouldn't bet on anything else. Oh well, I will keep my SP for the heavy and medium until they announce release the changes for both suits.
The Minmatar Logi always had an advantage for two things that I cared about. First was my lamented hacking bonus and that it had an extra equip slot one level earlier than the other logistic suits. Their STD had 3 equip, etc. but stopping 4/4/4 at PRO. Although 4/5/4 would be sweet I seriously doubt if I could fill the sucker up. Of course, I might be out of step as I have quit looking at them, knowing they are going to change so there is no need to get exited only to get Nerf Hammered after I spent the SP.
Here is hoping your cooler thinking will show the Devs that yanking the tiller back and forth is not the best way to cross the river.
And so it goes.
|
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10392
|
Posted - 2014.04.09 00:29:00 -
[81] - Quote
KalOfTheRathi wrote:KAGEHOSHI Horned Wolf wrote:I know they're going to update them, but I don't know exactly how. They could somehow make things worse, so I think having my feedback out there is important so I don't feel like I did nothing to try to steer them in the right direction if their solutions aren't ideal. As for the Minmatar logi, it has the same number of module slots as all the other logis, I don't see how I am shorting it. Care to explain? Your feedback is welcomed. I really wish that you were joking about them making it worse, but with their track record I wouldn't bet on anything else. Oh well, I will keep my SP for the heavy and medium until they announce release the changes for both suits. The Minmatar Logi always had an advantage for two things that I cared about. First was my lamented hacking bonus and that it had an extra equip slot one level earlier than the other logistic suits. Their STD had 3 equip, etc. but stopping 4/4/4 at PRO. Although 4/5/4 would be sweet I seriously doubt if I could fill the sucker up. Of course, I might be out of step as I have quit looking at them, knowing they are going to change so there is no need to get exited only to get Nerf Hammered after I spent the SP. Here is hoping your cooler thinking will show the Devs that yanking the tiller back and forth is not the best way to cross the river. I'm having trouble figuring out exactly what you mean, but I will do my best to reply.
The Minmatar logi has a built-in 20% faster hacking bonus in 1.8, pretty close to the 25% hacking bonus. That should be some consolation. Source.
The Minmatar logi currently has the same number of equipment per tier as the Gallente one: 3 at standard, 3 at advanced, 4 at prototype, the Minmatar logi was never special in this aspect since the Gallente logi also has this equipment progression.
The equipment slots will stay the same for the Minmatar logi in my plan, the only difference is that the Caldari logi will also join the 3 STD/ 3 ADV/ 4 PRO equipment club at the cost of losing a module slot at proto (it will have 8 total module slots like the Minmatar logi, instead of 9). The Minmatar logi won't have any net disadvantages over the other logis; same module slot counts, still keeps the 3 STD/ 3 ADV/ 4 PRO equipment progression, and the Caldari logi is only allowed to match the equipment slot progression at the cost of its 9th equipment slot. The Minmatar logi would still have more equipment slots than the Amarr one at standard and proto.
I'm not sure what you mean by the 4/5/4 thing, I didn't suggest this. In my proposal I kept the current 4/4/4 plan for the Minmatar logi at proto (8 module slots total). In my plan all assaults and logis will have 6 module slots at standard, 7 at advanced, and 8 at prototype like logis generally have now (though the Amarr one has too little at proto, and the Caldari has too much at proto). The difference between the 2 specializations would be that: Assaults would have a sidearm higher HP ceiling because of the higher base HP
The logis have 3/3/4 equipment slots (the exception being the Amarr logi as a tradeoff for the sidearm).
The result would be that assaults won't be comparatively UP at proto against logis, and both assaults and logis are improved significantly at lower tiers.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
The Robot Devil
Brave Bunnies Brave Collective
2285
|
Posted - 2014.04.10 02:02:00 -
[82] - Quote
I agree that the non-specialized suits are not in a good place and I think it has to do with how suit bonuses are applied. There is no bonus on a non-specialized suit and I think there should be. I made this progression picture to show how I feel the suits should be tiered and the names reflect how the suit is bonused. The bonus should be defined by the suit and applied with the level of the skill needed to use the suit.
Lets just use the medium frames because this is what this thread is about.
Standard
Entrencher - One defensive bonus applied per level of assault. Assault - One offensive bonus applied per level of assault. Field Medic - One logi bonus applied per level of logi.
Advanced
Weapons Specialist - Two bonuses per level of assault, one for weapon DPS and the other for racial defensive tank. Close Support - Two bonuses per level of assault and both would be for the racial defensive tank. Engineer - Two bonuses per level of logi, one for the equipment used by the race and the other for a racial defensive tank.
Prototype
Anti-Vehicle - Three bonuses, one static racial and two per level bonuses geared toward anti-vehicle. The static would be racial defensive tank, one per level to DPS and one per level to racial tank. Alpha Strike - Three bonuses, one static racial and two per level bonuses geared toward DPS. The static would be a racial DPS, one per level would be to range and one to DPS Ranged support-Three bonuses, one static racial and two per level bonuses geared toward range. The static would be a range bonus, one per level would be to speed and one per level to DPS. Medical Support - One static and two to per level bonuses geared towards providing team HP support. The static would be an equipment bonus, one per level of equipment effectiveness and one per level to racial defensive tank. Logistical Support - One static and two per level bonuses geared towards providing team logistical support. The static would be to racial defensive tank, one per level to racial equipment effectiveness and one to racial equipment fitting. Anti-Vehicle - Three bonuses, one static racial and two per level bonuses geared toward anti-vehicle. The static would be to racial DPS, one per level would be to AV effectiveness and one per level would be geared towards racial DPS.
I understand that not all of these suits would fit into the racial lore of each race, that is something for CCP to figure out and I don't know what bonus should be applied to what area. These suits would also have different slot layouts from one another and between the tiers. Each suit slot layout would compliment the bonuses the suit has.
The lower tier suits may have more slots but they would have fewer bonuses that improved the modules equipped and weapons used. As the merc moved up through the tiers the suits would lose slots here and there but the loss of a slot would be made up by the bonus received by the suit. The idea would be to make the suit better by having more bonuses that buff the modules used better as the merc levels the skills up. Stats would also change, no suit would have the same HP, speed, regen, CPU/PG resources and this would make each suit unique and give all suits a role to play.
The way suits are now upper tier suits are just the same thing with more resources and it doesn't make any sense to use a lower tier suit because they are clearly inferior to the upper tiers. In the progression I propose the suits are better as you move up through the tier but they are clearly different and do not just have more slots. In fact the upper tier will have less because they are specialized and highly bonused instead of generic and lightly bonused. This just my Idea but it think it would encourage the use of lower tier suits more often because the higher tiers would be expensive and highly specialized and not do as well in every situation as a lower tier suit would.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10393
|
Posted - 2014.04.10 02:55:00 -
[83] - Quote
The Robot Devil wrote:I agree that the non-specialized suits are not in a good place and I think it has to do with how suit bonuses are applied. There is no bonus on a non-specialized suit and I think there should be. I made this progression picture to show how I feel the suits should be tiered and the names reflect how the suit is bonused. The bonus should be defined by the suit and applied with the level of the skill needed to use the suit. Lets just use the medium frames because this is what this thread is about.Standard Entrencher - One defensive bonus applied per level of assault. Assault - One offensive bonus applied per level of assault. Field Medic - One logi bonus applied per level of logi. Advanced Weapons Specialist - Two bonuses per level of assault, one for weapon DPS and the other for racial defensive tank. Close Support - Two bonuses per level of assault and both would be for the racial defensive tank. Engineer - Two bonuses per level of logi, one for the equipment used by the race and the other for a racial defensive tank. Prototype Anti-Vehicle - Three bonuses, one static racial and two per level bonuses geared toward anti-vehicle. The static would be racial defensive tank, one per level to DPS and one per level to racial tank. Alpha Strike - Three bonuses, one static racial and two per level bonuses geared toward DPS. The static would be a racial DPS, one per level would be to range and one to DPS Ranged support-Three bonuses, one static racial and two per level bonuses geared toward range. The static would be a range bonus, one per level would be to speed and one per level to DPS. Medical Support - One static and two to per level bonuses geared towards providing team HP support. The static would be an equipment bonus, one per level of equipment effectiveness and one per level to racial defensive tank. Logistical Support - One static and two per level bonuses geared towards providing team logistical support. The static would be to racial defensive tank, one per level to racial equipment effectiveness and one to racial equipment fitting. Anti-Vehicle - Three bonuses, one static racial and two per level bonuses geared toward anti-vehicle. The static would be to racial DPS, one per level would be to AV effectiveness and one per level would be geared towards racial DPS. I understand that not all of these suits would fit into the racial lore of each race, that is something for CCP to figure out and I don't know what bonus should be applied to what area. These suits would also have different slot layouts from one another and between the tiers. Each suit slot layout would compliment the bonuses the suit has. The lower tier suits may have more slots but they would have fewer bonuses that improved the modules equipped and weapons used. As the merc moved up through the tiers the suits would lose slots here and there but the loss of a slot would be made up by the bonus received by the suit. The idea would be to make the suit better by having more bonuses that buff the modules used better as the merc levels the skills up. Stats would also change, no suit would have the same HP, speed, regen, CPU/PG resources and this would make each suit unique and give all suits a role to play. The way suits are now upper tier suits are just the same thing with more resources and it doesn't make any sense to use a lower tier suit because they are clearly inferior to the upper tiers. In the progression I propose the suits are better as you move up through the tier but they are clearly different and do not just have more slots. In fact the upper tier will have less because they are specialized and highly bonused instead of generic and lightly bonused. This just my Idea but it think it would encourage the use of lower tier suits more often because the higher tiers would be expensive and highly specialized and not do as well in every situation as a lower tier suit would. I like the general idea, you may want to go support Zeylon Rho's idea.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
The Robot Devil
Brave Bunnies Brave Collective
2286
|
Posted - 2014.04.10 02:57:00 -
[84] - Quote
KAGEHOSHI Horned Wolf wrote:The Robot Devil wrote:I agree that the non-specialized suits are not in a good place and I think it has to do with how suit bonuses are applied. There is no bonus on a non-specialized suit and I think there should be. I made this progression picture to show how I feel the suits should be tiered and the names reflect how the suit is bonused. The bonus should be defined by the suit and applied with the level of the skill needed to use the suit. Lets just use the medium frames because this is what this thread is about.Standard Entrencher - One defensive bonus applied per level of assault. Assault - One offensive bonus applied per level of assault. Field Medic - One logi bonus applied per level of logi. Advanced Weapons Specialist - Two bonuses per level of assault, one for weapon DPS and the other for racial defensive tank. Close Support - Two bonuses per level of assault and both would be for the racial defensive tank. Engineer - Two bonuses per level of logi, one for the equipment used by the race and the other for a racial defensive tank. Prototype Anti-Vehicle - Three bonuses, one static racial and two per level bonuses geared toward anti-vehicle. The static would be racial defensive tank, one per level to DPS and one per level to racial tank. Alpha Strike - Three bonuses, one static racial and two per level bonuses geared toward DPS. The static would be a racial DPS, one per level would be to range and one to DPS Ranged support-Three bonuses, one static racial and two per level bonuses geared toward range. The static would be a range bonus, one per level would be to speed and one per level to DPS. Medical Support - One static and two to per level bonuses geared towards providing team HP support. The static would be an equipment bonus, one per level of equipment effectiveness and one per level to racial defensive tank. Logistical Support - One static and two per level bonuses geared towards providing team logistical support. The static would be to racial defensive tank, one per level to racial equipment effectiveness and one to racial equipment fitting. Anti-Vehicle - Three bonuses, one static racial and two per level bonuses geared toward anti-vehicle. The static would be to racial DPS, one per level would be to AV effectiveness and one per level would be geared towards racial DPS. I understand that not all of these suits would fit into the racial lore of each race, that is something for CCP to figure out and I don't know what bonus should be applied to what area. These suits would also have different slot layouts from one another and between the tiers. Each suit slot layout would compliment the bonuses the suit has. The lower tier suits may have more slots but they would have fewer bonuses that improved the modules equipped and weapons used. As the merc moved up through the tiers the suits would lose slots here and there but the loss of a slot would be made up by the bonus received by the suit. The idea would be to make the suit better by having more bonuses that buff the modules used better as the merc levels the skills up. Stats would also change, no suit would have the same HP, speed, regen, CPU/PG resources and this would make each suit unique and give all suits a role to play. The way suits are now upper tier suits are just the same thing with more resources and it doesn't make any sense to use a lower tier suit because they are clearly inferior to the upper tiers. In the progression I propose the suits are better as you move up through the tier but they are clearly different and do not just have more slots. In fact the upper tier will have less because they are specialized and highly bonused instead of generic and lightly bonused. This just my Idea but it think it would encourage the use of lower tier suits more often because the higher tiers would be expensive and highly specialized and not do as well in every situation as a lower tier suit would. I like the general idea, you may want to go support Zeylon Rho's idea.
I will, thanks for the link.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10409
|
Posted - 2014.04.10 21:38:00 -
[85] - Quote
More thoughts welcomed
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
137H4RGIC
SVER True Blood General Tso's Alliance
155
|
Posted - 2014.04.11 22:45:00 -
[86] - Quote
KAGEHOSHI Horned Wolf wrote:Any objections? Then you can out tank and out strafe heavies making them I've again on the bottom of the food chain. Assaults ate dinner with their hp right now. But they need a bonus to their suit that fits their role.
What you're suggesting is that assaults be the end all to scouts, the speed demons of the game. So you want to maintain your mobility, but increase your tank. No good. Leaves heavies obsolete.
You would balance this by increasing the base hp of the heavy to be on par with the update. And then scouts are useless for their frailty.
Assaults aren't meant to be slayers as I understand it. You use assaults for suppressive fire so sounds can go in abd flank, and give the heavies time to push up the front line. You hold up or flank so our logis won't get chewed up by flanking fire. This isn't Call of Dust, Future Warfare. This is dust. Your role is not to flank or go in to an enemy infested building. Yours is to establish a beach head abd keep them from leaving. This is assault. You're more mobile than a heavy abd have more zeroing damage potential than scouts. Scouts are working as intended: hit and run. Pick you off one by one. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10415
|
Posted - 2014.04.11 23:04:00 -
[87] - Quote
137H4RGIC wrote:KAGEHOSHI Horned Wolf wrote:Any objections? Then you can out tank and out strafe heavies making them I've again on the bottom of the food chain. Assaults ate dinner with their hp right now. But they need a bonus to their suit that fits their role. What you're suggesting is that assaults be the end all to scouts, the speed demons of the game. So you want to maintain your mobility, but increase your tank. No good. Leaves heavies obsolete. You would balance this by increasing the base hp of the heavy to be on par with the update. And then scouts are useless for their frailty. Assaults aren't meant to be slayers as I understand it. You use assaults for suppressive fire so sounds can go in abd flank, and give the heavies time to push up the front line. You hold up or flank so our logis won't get chewed up by flanking fire. This isn't Call of Dust, Future Warfare. This is dust. Your role is not to flank or go in to an enemy infested building. Yours is to establish a beach head abd keep them from leaving. This is assault. You're more mobile than a heavy abd have more zeroing damage potential than scouts. Scouts are working as intended: hit and run. Pick you off one by one. Wow
Ok, you realize I'm not asking for a base HP raise right? just slots, that means I'll have to deal with the penalties of those modules I use. Example, if I use the slots to put more armor plates and gain more HP, I will still be effected by the armor plate speed penalty. So how is that asking for both HP and speed if HP from plates comes at a tradeoff with speed?
As for your fears about assaults becoming the new heavies. In my plan assaults would only gain ONE more module slot at prototype, meaning they won't be that much stronger than they currently are in prototype. One more slot is certainly not enough to gain 1,500+ HP like sentinels can, and that's not even accounting for the damage resistances from the sentinel bonus.
I don't know where you're getting your info from, but the assaults are meant to be the general frontline combat soldier of Dust; so yes, they are supposed to be slayers. Source.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
137H4RGIC
SVER True Blood General Tso's Alliance
155
|
Posted - 2014.04.12 04:17:00 -
[88] - Quote
Your versatility is your weapon. It doesn't say anywhere that assaults should be the slayers
What you should realize, that adding on module slots to a suit is very dangerous in the matter of balance. Extremely so. That's like taking a balancing scale used for grams and throwing a metric ton weight on one side and calling it good.
|
137H4RGIC
SVER True Blood General Tso's Alliance
155
|
Posted - 2014.04.12 04:20:00 -
[89] - Quote
In eve an assault class is a Jack off all trades and a master of none. That's what makes the assault suit so great is its ability to adapt with its weapon selection and equipment slot. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10416
|
Posted - 2014.04.12 04:53:00 -
[90] - Quote
137H4RGIC wrote:In eve an assault class is a Jack off all trades and a master of none. That's what makes the assault suit so great is its ability to adapt with its weapon selection and equipment slot. Scouts have the same selection of weapons, and 2 equipment slots while assaults only have one. So your point about assault's versatility from weapons and equipment is null, scouts have the clear advantage there.
The slots scouts have allow them to get medium frame level HP while being faster, stealthier, better at scanning. HP-wise, the gap between the light and medium families have become too close, too much in the benefit of scouts. Earlier you mentioned "Scouts are working as intended: hit and run. Pick you off one by one", what you failed to acknowledge is that they do far more than that now, they're now superior assaults as frontline combat suits because of the combination of slots for tanking HP and their E-war and speed. I can fit my skinweave militia Gallente light frame to have over 600 HP, and you think that's working as intended? That militia light fit has more HP than my standard Amarr assault.
Why would anyone use an assault? the minor weapon bonuses are nothing compared the advantges of a scout.
If you really think one more module slot at proto will make an assault's HP on par with the heavies, you are seriously underestimating how much HP a sentinel can tank. Logis already have 8 or mode module slots at proto with only a tiny difference in base HP, yet they're not comparatively OP against scouts and sentinels; your fear is unfounded.
Also a frontline combat suit is by necessity a slayer, that is what you do in the frontlines; you advance, slay, and keep pushing forward.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 :: one page |
First page | Previous page | Next page | Last page |