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BL4CKST4R
WarRavens League of Infamy
2212
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Posted - 2014.03.27 10:41:00 -
[1] - Quote
The problem with Assaults is that they are not special anymore. They are generic soldiers now. The Commando is the new Assault high damage and high tank murder specialist (once all 4 AV weapons are out), the scout is the old assaults new assault, and heavies are once again the tankers (with to much damage imo). There is no room for the assault as it currently stands.
What the Assault should bring is a highly mobile damage unit. More mobile than the scout yet slower.
What the assault needs is...
JETPACKS
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
2215
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Posted - 2014.03.27 11:21:00 -
[2] - Quote
You guys don't want to fly
On a serious note CCP needs to add something unique to the Assault, balancing their built in factors, like HP and fitting is only a small part of the extreme overhaul required to the role. It doesn't have to come in the form of a module, but maybe a new mechanic etc, I said a jetpack because it is easy to integrate with the stamina and you use sprint, and it would allow for tackle, and flank.
But there are other possibilities like a tactical debuffer, which would allow him to apply effects like web, ECM for massive equipment murder and cloak murder, target painting, etc.
For the Federation!
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Tau Lai
Seituoda Taskforce Command Caldari State
30
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Posted - 2014.03.27 12:10:00 -
[3] - Quote
Damage, assaulters need a bonus to raw damage.
I can see you
Buy a tank
Buy an assault dropship
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Joseph Ridgeson
WarRavens League of Infamy
806
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Posted - 2014.03.27 12:20:00 -
[4] - Quote
My big thing is role or "X suit does Y better than any other suit." Currently, Assaults do nothing better than anyone else. Logistic is the equipment guy, Commando is the light weapon versatility+damage guy, Sentinel is the tanky heavy weapons guy, and Scout is the sneaky guy that goes invisible a lot easier. Giving Assaults more slots doesn't change the fact that they don't do anything special compared to everyone else. I was expecting Assaults to get the bonus that Commandos got while Commandos maybe got stuff that makes them better in prolonged engagements. IE, an Assault would kill stuff and the Commando would be able to stay in an area for an extended period of time using a variety of weapons.
Having played Tribes since I was like 7, I would love me some jetpack. Not sure if it fits DUST Assaults but it would be interesting. Wait...
Damn it, now I am stuck with nostalgia for Tribes. Thanks ST4R...
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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BL4CKST4R
WarRavens League of Infamy
2217
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Posted - 2014.03.27 12:41:00 -
[5] - Quote
Joseph Ridgeson wrote:My big thing is role or "X suit does Y better than any other suit." Currently, Assaults do nothing better than anyone else. Logistic is the equipment guy, Commando is the light weapon versatility+damage guy, Sentinel is the tanky heavy weapons guy, and Scout is the sneaky guy that goes invisible a lot easier. Giving Assaults more slots doesn't change the fact that they don't do anything special compared to everyone else. I was expecting Assaults to get the bonus that Commandos got while Commandos maybe got stuff that makes them better in prolonged engagements. IE, an Assault would kill stuff and the Commando would be able to stay in an area for an extended period of time using a variety of weapons.
Having played Tribes since I was like 7, I would love me some jetpack. Not sure if it fits DUST Assaults but it would be interesting. Wait...
Damn it, now I am stuck with nostalgia for Tribes. Thanks ST4R...
For the Federation!
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4815
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Posted - 2014.03.27 12:42:00 -
[6] - Quote
Back drop.
Taco Cat backwards is still Taco Cat a¦á_a¦á
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Lorhak Gannarsein
Science For Death
2442
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Posted - 2014.03.27 12:42:00 -
[7] - Quote
I could go for a jet pack. Built in, because I only have one equipment slot.
ak.0 4 LYFE
Guess who's butthurt about light-assaults!?
<------This guy!!
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Orin the Freak
The Solecism of Limitation
739
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Posted - 2014.03.27 12:45:00 -
[8] - Quote
A second grenade slot, or a second sidearm slot for dual-wielding sidearms (whilst sacrificing ADS, and perhaps a bit of reload speed) |
BL4CKST4R
WarRavens League of Infamy
2217
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Posted - 2014.03.27 12:47:00 -
[9] - Quote
Orin the Freak wrote:A second grenade slot, or a second sidearm slot for dual-wielding sidearms (whilst sacrificing ADS, and perhaps a bit of reload speed)
I like this, a little to COD for my taste but it's not generic :)
For the Federation!
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al nize mk2
DUST University Ivy League
50
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Posted - 2014.03.27 12:48:00 -
[10] - Quote
Jet Packs for Assaults could save a dying class of mercenary. Do it!!
GÇ£All that I know most surely about morality and obligations I owe to football.GÇ¥
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NAV HIV
The Generals General Tso's Alliance
1221
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Posted - 2014.03.27 13:13:00 -
[11] - Quote
Tau Lai wrote:Damage, assaulters need a bonus to raw damage.
That ^ |
BL4CKST4R
WarRavens League of Infamy
2219
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Posted - 2014.03.27 15:03:00 -
[12] - Quote
NAV HIV wrote:Tau Lai wrote:Damage, assaulters need a bonus to raw damage. That ^
But then we have to classes doing the same thing, the commando and the Assault.
For the Federation!
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Zahle Undt
Bullet Cluster
1114
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Posted - 2014.03.27 15:08:00 -
[13] - Quote
The assault is sort of the jack of all trades. I still find great utility in both my assault suits. That being said I think a second grenade slot and the CPU/PG to fit it would be perfect. Yes it is very COD/every other FPS, but that's because it is a formula that works.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Exodeon Salviej
The Phoenix Federation
75
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Posted - 2014.03.27 15:09:00 -
[14] - Quote
I would vote for the multiple Grenade Slots. Imagine Carrying around a Flux, and a Locus. But then again, I don't want to do that as it'd just bring back the grenade spamming, which they attempted to fix(seems like it worked) by lowering the grenade count. Not sure what else would work for them, as Jetpacks would just...meh. I can imagine the usefulness of them, but how would they be integrated...? Would you jump once, then jump again to fly high while guiding with the analog stick? I can imagine getting shot out of the air incessantly a problem... Edit: I think a dash mechanic would work well, like for example, instead of jumping, you would dash. But it only applies to left, right, and back. If you're moving foward, it would be a regular jump. this would allow for an instant way to escape a firefight and recuperate in cover. Edit 2: And no, it won't be overpowered. As it gets integrated into the Stamina, and you can't do it when you run out of it. The Amarr and Minmatar Assaults would benefit most from this as the Amarr has Endurance, and Minmatar have Stamina Recharge.
Your face is something to shoot, so I will shoot. Don't be offended, I do it to everyone.
Commandoooo punch! >:D
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10149
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Posted - 2014.03.27 15:14:00 -
[15] - Quote
More slots = versatility. 6 modules STD, 7 ADV, 8 PRO. Current slot gap w/ scouts too low, allows scout to tank same/more HP, while have scout advantages: scanning, profile, speed, 2 equip [Request] Medium frame (basic/assault/logistics) changes
KAGEHOSHI Horned Wolf wrote:[Assault & logistics issues] The slayer logi issue originates from the logis to tank more HP than their assault counterparts, allowing them to be more survivable killing platforms. This problem won't truly go away until the slots are handled correctly. Logis sacrifice sidearms, a bit of mobility, & base shields in exchange for for 2 or 3 more equipment slots than their assault counterparts. That seems like a fair deal, but on top of the 2 or 3 more equipment slots, there is some crazy weirdness with the slot layouts that leads to imbalance. - At standard (STD) tier all logistics (with the odd exception of the Amarr (Am) one) have inferior module slot layouts compared to the STD assault counterparts. - At advanced (ADV) tier logis either get equal or superior module slot layouts compared to their ADV assault counterparts. - At prototype (PRO) tier logis all gain an extra low slot than their PRO assault counterpart, the caldari one also gains an extra high slot also. To sum up the above, logis are underpowered (UP) at STD tier, balanced or overpowered (OP) at ADV tier, & all OP at PRO.
There is no actual reason for the Caldari (Cal) one only having 2 equipment at STD instead of 3; it isn't gaining anything extra compared to other STD logis or its assault counterpart for that sacrifice. The STD Cal logi is UP, even compared to the other UP STD logis.
There is also the issue of the Am medium slot layouts. 1.8 has Am mediums shifting from hybrid tanking (equal shields & armor) to predominantly having armor; this requires a slot layout change of more low slots for effective armor tanking. Right now the progression of Am mediums is odd, they start with more high slots (2 at militia (MLT) & STD).
[Basic medium frame issues] I would like to give basic frames a purpose, in 1.8 there is 36 STD-PRO basic frames; way too many suits in the game to have be completely useless. I say they are useless because for the most part they are inferior versions of the specialized suits (like assaults, logis, sentinels, etc), & they can't even be used as a way to save money since they're oddly more expensive (reversed for vehicles, specialized vehicles like assault dropsips cost more than the basic ones); there is just no reason to use a basic frame when you have unlock the specialization. We should never have 36 items that are worthless. For more on the basic frame issue go here. The basic medium frames should be generalized middle-ground between the assault & logi, it would make the assault truly specialized by comparison instead of just being basic frames with bonuses slapped on. It would also give players the ability to test-drive both assault & logi roles before specializing; right now you can test out the assault role with a basic medium, but you can't test a logi role with their parent basic frame. The current set up is bad for testing roles. [Solution] Part 1: assault & logi Give the Cal logistics 3 equipment slots at STD. Also 4 equipment at PRO (reduce module slot from 9 to 8 in exchange).
Equalize the module slot layouts for assaults & logis of the same race & tier (with exception of Am logi; loses slot to gain sidearm):
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equipment for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equipment for logi) Min: 4/4 Part 2: basic medium framesTo fix the aforementioned issue, I think basic medium frames should have: One more equipment for a total of 2; this is why the Cal & Am STD logis should have at least 3 to start out with, it is to differentiate them from my proposed basic mediums.
1 less module slot than their assault & logi counterparts. This is a tradeoff for more module slots.
Basic medium MLT (high/low/equipment) Am: 2/2/2 Ga: 1/3/2 Ca: 3/1/2 Min: 2/1/2 Basic medium STD Am: 2/3/2 Ga: 2/3/2 Ca: 3/2/2 Min: 3/2/2 Basic medium ADV Am: 2/4/2 Ga: 2/4/2 Ca: 4/2/2 Min: 3/3/2 Basic medium PRO Am: 3/4/2 Ga: 2/5/2 Ca: 5/2/2 Min: 4/3/2 [TL;DR] 1.8 Am mediums still have more high slots than low slots at MLT & STD tier, despite being primarily armor tankers in 1.8. Give Am suits more low slots at MLT & STD tier.
Make logis & assaults have the same number of module slots. Generally by raising assault slots, not nerfing logis.
Make medium frames gain an equipment slot, but have 1 less module slot than logis & assaults. This will give it purpose, & make the assaults truly specialized by comparison instead of being a basic frame with a bonus.
Make Cal logi have 3 equipment slots at STD, & 4 at PRO in exchange for losing 9th mod sot.
My proposed numbers makes mod slot progression less steep between tiers.
These changes would make assault vs logistics balanced at all tiers, making the assault's higher base HP actually matter, give basic mediums a purpose of being a good way to try both an assault & logi playstyles (instead of just assault playstyles), & solves the issue with Amarr slot layouts at MLT & STD tier. Obviously PG/CPU should be tweakedBoth assaults & logis have the same module slot counts: 6 STD, 7 ADV, 8 ...
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10149
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Posted - 2014.03.27 15:24:00 -
[16] - Quote
I would love jetpacks though, will never happen.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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