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Sir Dukey
KILL-EM-QUICK RISE of LEGION
486
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Posted - 2014.03.28 19:44:00 -
[1] - Quote
What made logis so good in 1.7? The armor repair. Well, how bout we do that to the assault suits except the caldari and minmitar get shield extender bonuses. Amarr and gallante get armor bonuses.
They keep all the bonuses they have now... (reload, heat buildup and stuff) the add-
-Caldari, 5% shield module efficiency per level
-minmitar- 5% reduction in shield recharge delay and recharge rate per level
-Gallante- 5% increase in armor repair module efficiency per level
-Amarr- 5% increase in armor plate module efficiency per level
Also- the amarr assault needs to have a better load out like the caldari assault.
Assault AK.0- 2 Highs, 4 Lows.
Caldari- 5 highs, 2 lows
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bear90211
Nyain San Dirt Nap Squad.
181
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Posted - 2014.03.28 19:45:00 -
[2] - Quote
I disagree.
Heavies are still squishy to my AR, just 5 rounds into them extra ;D
hmm, I want taco's...
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3684
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Posted - 2014.03.28 19:46:00 -
[3] - Quote
So the minmatar get a bonus that does not need a module to apply? |
Sir Dukey
KILL-EM-QUICK RISE of LEGION
486
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Posted - 2014.03.28 19:47:00 -
[4] - Quote
Bojo The Mighty wrote:So the minmatar get a bonus that does not need a module to apply?
minmitar are already sh*t to start with. |
Sir Dukey
KILL-EM-QUICK RISE of LEGION
486
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Posted - 2014.03.28 19:48:00 -
[5] - Quote
bear90211 wrote:I disagree.
oh yeah, You and your chumps want to keep the assaults in the dirt since you specced into scouts and heavies. justice will be served. |
Zahle Undt
Bullet Cluster
1151
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Posted - 2014.03.28 19:49:00 -
[6] - Quote
As someone who uses a couple assault suits I would be more than happy to have those extra bonuses. I like the 3 hi/3 low slot set up on the Ak. 0 though
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
489
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Posted - 2014.03.28 19:51:00 -
[7] - Quote
Zahle Undt wrote:As someone who uses a couple assault suits I would be more than happy to have those extra bonuses. I like the 3 hi/3 low slot set up on the Ak. 0 though
I think it's pointless not because the shield recharge delay is huge and recharge rate is bad. I rather the Assault go back to 1.7 stats with 180 shield and armor. It was an amazing dual tanker puttion out 450 shield and 530 armor. |
Bethhy
Ancient Exiles. Dirt Nap Squad.
1545
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Posted - 2014.03.28 19:52:00 -
[8] - Quote
Sir Dukey wrote:bear90211 wrote:I disagree. oh yeah, You and your chumps want to keep the assaults in the dirt since you specced into scouts and heavies. justice will be served.
Most people fought for the Assault suits... CCP didnt listen and the CPM's didn't care...
There is still a few combinations that are somewhat viable... But very isolated..
But no... Assault's don;t need a "Tank" bonus... that isn't in their job discription... "Assaulting" is... And they need a reconception in order to fulfill that role.
Heavies, Scouts, Logis, Commandos All are defined classes and roles on the battlefield..
Assault is the most confused Class in the game now... Where no one really knows what they are for...
Funny because it used to be the only class that had a clear role. |
Paran Tadec
The Hetairoi
2103
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Posted - 2014.03.28 19:52:00 -
[9] - Quote
Yes. Ducking yes. However all min suits need to be re done to give them a faster shield regen.
Caldari gets most shield buffer AND shield recharging. But min just gets adopted (lol autoaim) and the need to always fit a cpu and pg mod if you want a peo gun on a pro suit.
Bittervet Proficiency V
thanks logibro!
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Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1679
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Posted - 2014.03.28 19:52:00 -
[10] - Quote
Sir Dukey wrote:Bojo The Mighty wrote:So the minmatar get a bonus that does not need a module to apply? minmitar are already sh*t to start with.
but they make damn fine slaves.
Who wants some?
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
489
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Posted - 2014.03.28 19:55:00 -
[11] - Quote
Paran Tadec wrote:Yes. Ducking yes. However all min suits need to be re done to give them a faster shield regen.
Caldari gets most shield buffer AND shield recharging. But min just gets adopted (lol autoaim) and the need to always fit a cpu and pg mod if you want a peo gun on a pro suit.
its going to be repping 32.5 shield after the skills. PG of shield extenders needs to be lowered. |
Sir Dukey
KILL-EM-QUICK RISE of LEGION
489
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Posted - 2014.03.28 19:55:00 -
[12] - Quote
Darken-Soul wrote:Sir Dukey wrote:Bojo The Mighty wrote:So the minmatar get a bonus that does not need a module to apply? minmitar are already sh*t to start with. but they make damn fine slaves.
It's quite fun to kill amarr suits with a knife to the back. |
Beck Weathers
Ghosts of Dawn General Tso's Alliance
900
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Posted - 2014.03.28 19:58:00 -
[13] - Quote
I think all assults need a built in 2 armor HP per secon regen, and a bonus to max ammo carried and should be the only roll to get +1 to granade count.
they need to be better at assulting not just get more HP
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
489
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Posted - 2014.03.28 20:00:00 -
[14] - Quote
Beck Weathers wrote:I think all assults need a built in 2 armor HP per secon regen, and a bonus to max ammo carried and should be the only roll to get +1 to granade count.
they need to be better at assulting not just get more HP
Do you even know what assaulting is? It's like a hit and run tactic minmitar are good at, caldari. |
Joseph Ridgeson
WarRavens League of Infamy
828
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Posted - 2014.03.28 20:03:00 -
[15] - Quote
You can just use 5% for everything. 25% of a Complex Shield Extender is 16.5. 25% of a Complex Armor Repairer is 1.5 25% of a Complex Armor Plate is 33.75
A basic armor plate would become 106.25, a basic shield extender would become 27.6, and a basic armor repairer would become 2.5.
The Assault doesn't need more slots or more tank; it needs to be able to do something better than everyone else. The Scout is a better sneaky guy than everyone else, Logistics is a better support than everyone else, Commando does the most damage with basic weapons, and Sentinels are more tanky than everyone else. The Assault getting more tanky doesn't change the fact that you still have to ask "what can this do better than anyone else?"
I disagree; Assaults need a more in depth change than a simple boost in tank.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10174
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Posted - 2014.03.28 20:04:00 -
[16] - Quote
I disagree. Assaults are about offense, so bonuses should to weapons. They need more slots: [Request] Medium frame (basic/assault/logistics) changes
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-taned scout problem, but I strongly believe my proposed slot layout solution for mediums will solve the issue. Read on, I will explain.There are big problems with the medium frame slot layouts that need to be addressed. "Too long; didn't read" (TL;DR) version on post 2 (click here). [Assault & logistics issues] 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, just right now brick-tank scouts are bigger issue. Logis sacrifice sidearms, mobility, & base HP in exchange for for 2-3 more equipment (equip) slots than their assault counterparts. That seems like a fair deal, but on top of the 2 or 3 more equip slots, there is some crazy weirdness with the slot layouts that leads to imbalance. - At standard (STD) tier all logis (with the odd exception of the Amarr (Am) one) have inferior module (mod) slot layouts compared to the STD assault counterparts. - Advanced (ADV) tier logis either get equal or superior mod slot layouts compared to their ADV assault counterparts. - 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. Summary: logis underpowered (UP) at STD tier, balanced or overpowered (OP) at ADV, & all OP at PRO.
No reason for the Caldari (Cal) logi only having 2 equip at STD instead of 3; it isn't gaining anything extra compared to other STD logis or its assault counterpart for the 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).
AM assault has less mod slots than other assaults. Yes it has a tiny 30 more base HP than the Caldari and Gallente assault, a small advantage already countered by being the slowest assault. It should be noted that the Amarr scout, Amarr sentinel, and Amarr commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Amarr suits aren't forced to give up a slot; they shouldn't have to give up a slot, and neither should the Amarr assault since the extra HP is already balanced by the speed loss. This problem makes the AM assault suffer the most from the brick-tanked scout problem, since the AM scout has more mod slots at STD-ADV than the assault, and same mod slot count at PRO; this allows the AM scout to surpass the AM assault in HP, while being faster, having a 2nd equip, stealthier, etc.
[Basic medium frame issues] 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; useless because they're inferior versions of the specialized suits (ex: assaults, scouts, etc), & they can't even be used as a way to save money since they cost the same as the specialized suits; there is no reason to use a basic frame after unlocking specialization. We should never have 36 items that are worthless. For more on the basic frame issue go here. Basic mediums 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 added. 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 can't test a logi role with their parent basic frame. Current set up is bad for testing roles. [Solution] Part 1: assault & logi Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange).
Give all assaults the same number of mod slots.
Equalize the mod slot layouts for assaults & logis of the same race & tier:
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip 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 equip for logi) Min: 4/4 Part 2: basic medium framesTo fix the aforementioned issue, basic medium frames should have: One more equip 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 mod slot than their assault & logi counterparts. This is a tradeoff for more mod slots.
Basic medium MLT (high/low/equip) 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/...
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zahle Undt
Bullet Cluster
1152
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Posted - 2014.03.28 20:04:00 -
[17] - Quote
Paran Tadec wrote:Yes. Ducking yes. However all min suits need to be re done to give them a faster shield regen.
Caldari gets most shield buffer AND shield recharging. But min just gets adopted (lol autoaim) and the need to always fit a cpu and pg mod if you want a peo gun on a pro suit.
Really? My min assault runs 4 complex shields, 1 enhanced damage mod, 1 enhanced reactive plate, 1 enhanced armor plate. Boundless combat rifle, Ishukone assault SMG, M1 locus and a compact hive. Do you not have your electronics and engineering maxed maybe?
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Zahle Undt
Bullet Cluster
1152
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Posted - 2014.03.28 20:08:00 -
[18] - Quote
@ KAGEHOSHI your proposal turns assaults into half-assed logis and doesn't do much to differentiate the assault. Small CPU/PG bonuses so we can more effectively use all the slots we have and a second grenade slot is what I would like to see.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10174
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Posted - 2014.03.28 20:08:00 -
[19] - Quote
Also, I like the Minmatar and Amarr assault bonuses, they're great (when they work, skill bonuses have been buggy in 1.8). I would have put that in my original reply, but used up all characters with that quote.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zene Ren
Bullet Cluster
65
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Posted - 2014.03.28 20:09:00 -
[20] - Quote
my fix to the light/medium/heavy would be "tanking" modules efficiency so: lights get -10% EHP to "tank" modules output medium is on no penalty no bonus heavy gets +10% EHP to "tank" modules output
percentage can vary
other thing could be CPU/PG cost for EHP modules with % cost as typed above,the only diffrence would be +10% CPU/PG for lights and -10% for heavy suit when equipping EHP modules, or movement penalty that is bigger for light suits, normal for mediums and lesser for heavy
"tank" modules are straight EHP buffing modules and all variations that give more EHP (shield extenders, armor plates)
keep in mind that this would have to be made with turning speed for suits in which light>medium>heavy
this is ofc IMO
Balance is the key to achieve knowledge and understanding
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
902
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Posted - 2014.03.28 20:11:00 -
[21] - Quote
Sir Dukey wrote:Beck Weathers wrote:I think all assults need a built in 2 armor HP per secon regen, and a bonus to max ammo carried and should be the only roll to get +1 to granade count.
they need to be better at assulting not just get more HP Do you even know what assaulting is? It's like a hit and run tactic minmitar are good at, caldari.
hence the built in armor regen for hitting and running, because it wont rep full anytime soon without a logi but it sure helps, also more granades on the front line units is ok, and not havign to run back for ammo as often is pretty useful.
nothing about hit and run has to mean More HP, not that I feel that assults really should be all hit and run, thats more scouts job.
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10174
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Posted - 2014.03.28 20:11:00 -
[22] - Quote
Zahle Undt wrote:@ KAGEHOSHI your proposal turns assaults into half-assed logis and doesn't do much to differentiate the assault. Small CPU/PG bonuses so we can more effectively use all the slots we have and a second grenade slot is what I would like to see. How the hell would it turn them into haf-assed logis? I'm not suggesting giving assaults equipment slots, I suggested giving them more module slots. Did you even read it? Don't you think a Caldari assault starting with 4 high slots and 2 low slots at standard tier would be great?
EDIT: A second grenade slot would be bad; not all assaults use grenades, or want to. Second, there is no mechanic to cycle between grenades. I use an assault suit, and I sure as hell don't think more grenades would be a desirable fix.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
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Posted - 2014.03.28 20:12:00 -
[23] - Quote
People that want to MAKE all Caladri shield tank ( I'm aware of some of the lore ) are not thinking about those who don't .
To give them just two low slots at advanced of their medium suits are calling for a death warrant .
There not that fast to flee out of harms way half the time , extra armor serves as a buffer and how shields depend more on a depleted recharge rate more than anything , would lead to them being at a bigger disadvantage then they are now .
The efficacy did help and that's why I would except that as a role bonus but that has to be with three low slots .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Joseph Ridgeson
WarRavens League of Infamy
828
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Posted - 2014.03.28 20:14:00 -
[24] - Quote
KAGEHOSHI Horned Wolf wrote:Zahle Undt wrote:@ KAGEHOSHI your proposal turns assaults into half-assed logis and doesn't do much to differentiate the assault. Small CPU/PG bonuses so we can more effectively use all the slots we have and a second grenade slot is what I would like to see. How the hell would it turn them into haf-assed logis? I'm not suggesting giving assaults equipment slots, I suggested giving them more module slots. Did you even read it? Don't you think a Caldari assault starting with 4 high slots and 2 low slots at standard tier would be great? It would be great but it doesn't differentiate between the Logistic or Assault suit at all. It is basically "You can have a sidearm or you can have more PG/CPU and 2 more equipment." It doesn't have Assaults being able to do anything better than anyone else, meaning they have no niche.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Ace Boone
G0DS AM0NG MEN D.E.F.I.A.N.C.E
61
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Posted - 2014.03.28 20:15:00 -
[25] - Quote
Beck Weathers wrote:I think all assults need a built in 2 armor HP per secon regen, and a bonus to max ammo carried and should be the only roll to get +1 to granade count.
they need to be better at assulting not just get more HP This Is the perfect solution.
meh.
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Ace Boone
G0DS AM0NG MEN D.E.F.I.A.N.C.E
61
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Posted - 2014.03.28 20:16:00 -
[26] - Quote
Beck Weathers wrote:I think all assults need a built in 2 armor HP per secon regen, and a bonus to max ammo carried and should be the only roll to get +1 to granade count.
they need to be better at assulting not just get more HP This Is the perfect solution.
meh.
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Zahle Undt
Bullet Cluster
1152
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Posted - 2014.03.28 20:16:00 -
[27] - Quote
KAGEHOSHI Horned Wolf wrote:Zahle Undt wrote:@ KAGEHOSHI your proposal turns assaults into half-assed logis and doesn't do much to differentiate the assault. Small CPU/PG bonuses so we can more effectively use all the slots we have and a second grenade slot is what I would like to see. How the hell would it turn them into haf-assed logis? I'm not suggesting giving assaults equipment slots, I suggested giving them more module slots. Did you even read it? Don't you think a Caldari assault starting with 4 high slots and 2 low slots at standard tier would be great?
Sorry I saw 2 equipment slots, but that was basic frames upon closer examination, making them half way between assault and logi (which is a cool concept). So you are saying equal modules on assault and logi with assault getting speed and starting HP bonuses like current and logi's maintaining equipment. That would be fine if their was an increase in PG/CPU to actually make decent use of that slot. I still think an extra grenade slot would be better for making the assault more "unique" but I'm sure you know the saying about opinions
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Heimdallr69
Heaven's Lost Property
1953
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Posted - 2014.03.28 20:18:00 -
[28] - Quote
Sir Dukey wrote:bear90211 wrote:I disagree. oh yeah, You and your chumps want to keep the assaults in the dirt since you specced into scouts and heavies. justice will be served. So you're saying you should change my cal ass highs and lows? You call that justice? Don't make caldari the new minmatar seriously..
Removed inappropriate content - CCP Logibro
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10174
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Posted - 2014.03.28 20:20:00 -
[29] - Quote
Joseph Ridgeson wrote:KAGEHOSHI Horned Wolf wrote:Zahle Undt wrote:@ KAGEHOSHI your proposal turns assaults into half-assed logis and doesn't do much to differentiate the assault. Small CPU/PG bonuses so we can more effectively use all the slots we have and a second grenade slot is what I would like to see. How the hell would it turn them into haf-assed logis? I'm not suggesting giving assaults equipment slots, I suggested giving them more module slots. Did you even read it? Don't you think a Caldari assault starting with 4 high slots and 2 low slots at standard tier would be great? It would be great but it doesn't differentiate between the Logistic or Assault suit at all. It is basically "You can have a sidearm or you can have more PG/CPU and 2 more equipment." It doesn't have Assaults being able to do anything better than anyone else, meaning they have no niche. Assaults are about weapon offense (same way commandos are, but more emphasis on speed), changing the bonuses to be more about tanking than weapon use would actually further diminish their role, not strengthen it.
EDIT: Oops, confused you for the OP. There are already things to differentiate the assault from the logi. Aside from the sidearm, assault has more speed, more stamina, more base HP. You can't really expect them to be that different considering they're from the same frame size.
A second grenade slot would be bad; not all assaults use grenades, or want to. Second, there is no mechanic to cycle between grenades. I use an assault suit, and I sure as hell don't think more grenades would be a desirable fix.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
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Posted - 2014.03.28 20:30:00 -
[30] - Quote
Assault bonuses :
All suits keep the percentages of CPU / PG usage reductions of light and side arm weapons .
Caldari :
Two percent shield enengizers / extender efficacy per level .
One percent to all rail weapon damage per level . >>> Keep advanced medium frames with two low slots .
Mimi :
Five percent shield efficacy flat rate no increases . One percent to overall sprint speed per level .
One percent to all Blaster / explosive weapon damage per level .
Amarr :
One percent to shield efficacy and one percent to armor efficacy per level .
One percent to all Laser damage per level .
Gal :
One percent to armor efficacy / repair rate per level .
One percent to blaster damage per level .
Doesn't look pretty and I'm sure this will get picked apart but it's simple and plain and probably would work better than the assault bonuses that we have now .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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