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Funkmaster Whale
0uter.Heaven
1576
|
Posted - 2014.03.29 07:56:00 -
[1] - Quote
CCP you really need to address the Assault suits sometime soon. What you did to medium suits was just sad. You got rid of somewhat useful bonuses and replaced them with utterly pathetic ones.
Not only that, the stat differences between Assaults and Scouts now effectively trades a meager amount of EHP to a host of scan, speed, hack, recharge and recharge delay bonuses and arguably versatility with the added equipment slot and cloak fitting potential.
Let's do some maths. Let's assume max core skills and such. Take for example Caldari ck.0 Assault and Scout suits:
With 4x Complex Shield Extenders in the High Slots the difference between Assault and Scout is 553 Shield / 150 Armor vs 453 Shield / 88 Armor, respectively. Ok so that comes down to 100 Shield / 62 Armor difference. OK great! So about 162 EHP difference between Assault and Scout, sounds fair at first, but what do we gain as a Scout to trade for the loss of HP?
Let's start with Shield Recharge. The Assault gets 30 and the Scout gets 50. A difference of 20 that ultimately comes down to 18.4s to recharge empty -> full as Assault vs 9.0s as a Scout. If both were fluxed, for example, post-delay the Scout will be ready to fight ~9.4 seconds faster than the Assault, or ~50% faster. The difference itself would be like having a 66% Complex Shield Energizer (which is what it provides with the skill bonus) equipped on an Assault suit. Ironically, if you did that on Assault suit you not only waste 96 CPU to get up to 50 Shield Recharge, your Shield HP drops to 465 which is just barely above what a Scout had.
What about shield recharge delays? The Assault has 5s / 6s delay/depleted versus 3s / 4s on the Scout, but assuming you had 4x Complex Extenders your depleted delays would be 7.9s on an Assault vs 5.2s on a Scout, or the equivalent of having a -40% / -34% Shield Regulator.
How about Scan related stats? Not factoring in bonuses, the Profile / Precision / Radius of an Assault is 50 dB / 50 dB / 10m. The Scout is 35 dB / 40 dB / 20m. A difference of -30% / -20% / -100% between Assault and Scout. Effectively that comes down to a better than Complex Profile Dampener, Complex Precision Enhancer, and about 2x Complex Range Amplifiers.
Wow. That's already quite a bit huh? Anything else? Of course! Let's keep going.
Movement speed? Assault is 5.0 / 7.35 m/s vs Scout 5.45 / 8.01 m/s, a difference of about -8% / -9%, almost a complex Kin Cat with better base movement.
Stamina? 175 / 20/s on Assault vs 200 / 30/s on Scout. About a basic Cardiac Regulator or more worth of bonuses.
Not only that, the Scout gets an innate 5% hacking speed bonus, an extra equipment slot, and the ability to fit cloaks at the loss of a single low slot. That low slot is hardly even accounted for considering most of the bonuses gained are mostly low slot modules.
Now what about suit bonuses? Again, I'm only looking at Caldari here but I'm sure other Assault suits face this problem. The Assault suit gets 25% fitting reduction to Light Weapons / Sidearms and a 25% reload bonus to Rail weaponry (Rail Rifle, Magsec, Sniper). That ultimately comes down to about -21 CPU / -4 PG at best on something as fit costly as the Kaalakiota Rail Rifle. The reload bonus gives -0.75s reload to the RR. So we are looking at a handful of fitting bonus and less than a second to reload on a single class of weaponry. Essentially CCP has given a big middle finger to suit customization and decided to pinhole each Assault suit by giving them meager bonuses on select weaponry.
Scouts? The ck.0 for example gets 25% to scan range / precision, the equivalent of two modules (again) worth of bonuses. Now, consider for a second that these bonuses will apply and aid you no matter how you choose to fit the suit. The Cloak bonus to Scouts gives them unique access to a an extremely versatile and effective tool while still allowing them room to play with other equipment. Both of these bonuses are very useful in the meta sense of how a Scout should function. Visibility is the key to Scouts and both these bonuses are flawless in providing that. You can then go and STILL use anything you want and make use of that bonus.
The Assault gets none of that. Not only is the bonus weak and borderline useless, it forces you to use something you may not want to to make use of it. There's no sense of a bonus that aids the meta sense of what an Assault stands for. They are frontline warriors but don't get anything that provides any sort of meaningful bonus to the meta of the Assault. Anything, anything would be better than what we have now.
On Caldari, -10% to shield delays per level, or +10% to shield recharge rate would make way more sense. On Gallente, +1 Armor/s per level or -10% to armor speed penalty pet level. On Minmatarr, +2% to movement speed Amarr is tough to say. They need their laser bonus but I think heat buildup should just be lowered across the board and give them a meaningful armor bonus, possibly the +1 armor/a if Gallente were to get speed reduction.
Of course, these are all just examples but they definitively provide an Assault-orienting bonus without forcing the suit user to use particular modules or weapons to make use of them.
Please CCP, you really gotta address this. There's very little reason to go Assault arm all you sacrifice is a handful of EHP and a low slot for a plethora of way more meaningful bonuses.
TL;DR : Assault suits are whack and outclassed by Scouts in almost every way. Don't nerf Scouts, buff Assaults.
Let me play you the song of my people!
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RemingtonBeaver
Molon Labe. General Tso's Alliance
403
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Posted - 2014.03.29 07:57:00 -
[2] - Quote
Gimp suits are Assault?
We can pickle that.
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
594
|
Posted - 2014.03.29 08:12:00 -
[3] - Quote
Amarr should get passive resistances. Gallente are the repper suits but reps are so underpowered. You can do 70-140 a second standing on a nanohive but you can't get your suit past 30 armor rep with any tank capabilities.
The way they handled assaults is a joke really. Scouts and logis are just better assaults. Dont use an assault unless your an amarr or standard frame at all.
Unless your a beast player and you want to handicap yourself.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
953
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Posted - 2014.03.29 08:37:00 -
[4] - Quote
CCP does not know how to balance stuff. They went overboard with scouts as they usually do with balancing in general. I am a committed scout, have always been since early 2013 and imo scouts are ridiculous now. They used to be near useless and very 'real' skill intensive. Now they are just OP. there is never middle ground with CCP - too bad.
1.8 is very fun for scouts but again it's at the expense of everyone else. Much like 1.7 was a bone toss to tankers but screwed other players and the game itself along with it - if there is no balance there is no game.
Specifically now scouts have too many up sides: excellent suit bonuses, an extra hi/low slot, an extra equip slot, and cloaking modules that have OP mechanics.
If scouts just got their bonuses and an extra equip slot for cloak they woulda still been OP simply because cloaks are just too powerful - 30 sec duration with minimum cooldown is just insane.
There is nothing wrong with mediums, it's just that scouts and heavies got buffed too hard.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Mossellia Delt
Militaires Sans Jeux
1108
|
Posted - 2014.03.29 08:46:00 -
[5] - Quote
Ludvig Enraga wrote:CCP does not know how to balance stuff. They went overboard with scouts as they usually do with balancing in general. I am a committed scout, have always been since early 2013 and imo scouts are ridiculous now. They used to be near useless and very 'real' skill intensive. Now they are just OP. there is never middle ground with CCP - too bad.
1.8 is very fun for scouts but again it's at the expense of everyone else. Much like 1.7 was a bone toss to tankers but screwed other players and the game itself along with it - if there is no balance there is no game.
Specifically now scouts have too many up sides: excellent suit bonuses, an extra hi/low slot, an extra equip slot, and cloaking modules that have OP mechanics.
If scouts just got their bonuses and an extra equip slot for cloak they woulda still been OP simply because cloaks are just too powerful - 30 sec duration with minimum cooldown is just insane.
There is nothing wrong with mediums, it's just that scouts and heavies got buffed too hard.
How are cloaks too powerful? Maybe its just me but playing on a 32 inch gaming monitor I can see the very distinct outlines of a cloaked person very easily. Maybe eyesight is OP
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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alias lycan
Federated Consultants PMC Lokun Listamenn
9
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Posted - 2014.03.29 09:06:00 -
[6] - Quote
I find the assault bonuses very useful. I had so much extra fitting space on my assaults after the update and I'm loving the 85 round assault combat rifle clips. Most of my suits get 800 ehp and I still maintain decent speed. The Gallente and Caldari are the only suits that need a better bonus. the current ones don't really seem to make sense they're just extra sharpshooter and reload skills. |
Joseph Ridgeson
WarRavens League of Infamy
838
|
Posted - 2014.03.29 09:10:00 -
[7] - Quote
The thing is that Assaults don't have a role, niche, basically something that says "I am better at this than anyone else." People like to say "Assaults are good at assaulting" but that is like saying "dropships are good at dropshipping."; merely stating the name without giving a definition of what 'assaulting' is to them. Don't fall into that trap: give a definition and purpose by which you mean "give them bonus for assaulting."
If you look at any other suit, you can immediately see what they are meant to do and their bonuses help them with that: Scout: Sneaky, fast dude. Bonuses help espionage, using cloaks. Sentinel: Tanky, heavy weapons guy. Bonuses help them resist damage making their high HP go even farther. Commando: High damage, good defense, high versatility with light weapons. Bonuses help them do damage with racial light weapons. Logistics: Support via equipment. Bonuses make it easier to fit equipment and make racial equipment better. Assaults: Medium suit. Bonus saves some CPU/PG for fitting weapons (Assaults still have the second lowest CPU/PG of all other suits) and help in non-focused ways with racial weapons. Amarr and Minmatar help prolong fire, Gallente helps hip-fire, and Caldari gives reload speed.
To use a stupid analogy, there was a dance between Dropsuits and Bonuses. Logistics starts cleaning up with Support, Scout and Stealth snuck out into ally to be alone, Sentinel and Defense are at a table eating pie, Commando and Damage are trying to break into the liquor closet with a stool, and poor little ol' Assault is sitting in the corner waiting for Prince Charming. It was pretty much bound to happen that way to either Commando or Assault. If Assault got the damage bonus, Commando would be the one standing in the corner and we would be asking "what is the point of Commando suits?"
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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RINON114
B.S.A.A. General Tso's Alliance
551
|
Posted - 2014.03.29 09:18:00 -
[8] - Quote
alias lycan wrote:I find the assault bonuses very useful. I had so much extra fitting space on my assaults after the update and I'm loving the 85 round assault combat rifle clips. Most of my suits get 800 ehp and I still maintain decent speed. The Gallente and Caldari are the only suits that need a better bonus. the current ones don't really seem to make sense they're just extra sharpshooter and reload skills. But as the OP said, there's still very little reason to use them over other suits. Use a commando and you get more damage and two light weapons, use two assault CR's and you're onto a winner.
The assault suit should get an extra equipment slot at bare minimum to keep up with logi suits and to offer a higher eHP than scouts. |
RemingtonBeaver
Molon Labe. General Tso's Alliance
409
|
Posted - 2014.03.29 09:19:00 -
[9] - Quote
Assault gimps are Suited?
We can pickle that.
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RemingtonBeaver
Molon Labe. General Tso's Alliance
409
|
Posted - 2014.03.29 09:21:00 -
[10] - Quote
Gas Imps are Saluted?
We can pickle that.
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Joseph Ridgeson
WarRavens League of Infamy
839
|
Posted - 2014.03.29 09:21:00 -
[11] - Quote
RINON114 wrote: But as the OP said, there's still very little reason to use them over other suits. Use a commando and you get more damage and two light weapons, use two assault CR's and you're onto a winner.
The assault suit should get an extra equipment slot at bare minimum to keep up with logi suits and to offer a higher eHP than scouts.
Which is funny that you mention the first part and then the second part because that still gives little reason to use an Assault over a Logistics. More highs and lows, more equipment, and all for 1 sidearm.
I have the Curse of the Consumer: "I only know what I don't like/won't work and have no idea what I like/will work."
Assaults need something that makes people go "wow, that is useful/cool; I better put some points in Assault Suit if I want to do that." What that something is? I have no damn idea but I certainly hope CCP can figure it out.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Funkmaster Whale
0uter.Heaven
1584
|
Posted - 2014.03.29 09:22:00 -
[12] - Quote
Joseph Ridgeson wrote:The thing is that Assaults don't have a role, niche, basically something that says "I am better at this than anyone else." People like to say "Assaults are good at assaulting" but that is like saying "dropships are good at dropshipping."; merely stating the name without giving a definition of what 'assaulting' is to them. Don't fall into that trap: give a definition and purpose by which you mean "give them bonus for assaulting."
If you look at any other suit, you can immediately see what they are meant to do and their bonuses help them with that: Scout: Sneaky, fast dude. Bonuses help espionage, using cloaks. Sentinel: Tanky, heavy weapons guy. Bonuses help them resist damage making their high HP go even farther. Commando: High damage, good defense, high versatility with light weapons. Bonuses help them do damage with racial light weapons. Logistics: Support via equipment. Bonuses make it easier to fit equipment and make racial equipment better. Assaults: Medium suit. Bonus saves some CPU/PG for fitting weapons (Assaults still have the second lowest CPU/PG of all other suits) and help in non-focused ways with racial weapons. Amarr and Minmatar help prolong fire, Gallente helps hip-fire, and Caldari gives reload speed.
To use a stupid analogy, there was a dance between Dropsuits and Bonuses. Logistics starts cleaning up with Support, Scout and Stealth snuck out into ally to be alone, Sentinel and Defense are at a table eating pie, Commando and Damage are trying to break into the liquor closet with a stool, and poor little ol' Assault is sitting in the corner waiting for Prince Charming. It was pretty much bound to happen that way to either Commando or Assault. If Assault got the damage bonus, Commando would be the one standing in the corner and we would be asking "what is the point of Commando suits?" Bonuses are one thing. Suit stats are another.
Assaults being good at assaulting to me means this: effective at advancing the line of battle. That means they should have the least downtime of all the suits as they are the ones constantly engaging in and out of battle in the frontlines.
This comes down to having the ability to sustain a decent amount of fire as evident in their HP but more importantly being effective at recovering from the skirmish to continue the push. An Assault is hardly useful if he/she has to sit 20 seconds behind cover getting his bearings back just so they can re-engage in battle.
Why is it then that Assaults have lower recharge and higher delays than Scouts and Logis? Start by buffing recharge/rep on Assault suits as well as delays on suits that need it. Scouts have the ability to escape via cloaks and speed. It doesn't make sense that their recharge delays on Caldari are massively better than the Assault. Gallente Assaults in turn should have good enough armor rep to recover effectively and timely. Minmatarr and Amarr are tricky but something similar should apply to them in terms of striking tht balance between speed/health/recovery.
Scouts have speed/visibility. Sentinels have HP. Commandos have damage. Logistics have versatility. Give Assaults recovery. We should have the least delay in effectively recovering between one confrontation and another.
Let me play you the song of my people!
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RINON114
B.S.A.A. General Tso's Alliance
551
|
Posted - 2014.03.29 09:24:00 -
[13] - Quote
Joseph Ridgeson wrote:The thing is that Assaults don't have a role, niche, basically something that says "I am better at this than anyone else." People like to say "Assaults are good at assaulting" but that is like saying "dropships are good at dropshipping."; merely stating the name without giving a definition of what 'assaulting' is to them. Don't fall into that trap: give a definition and purpose by which you mean "give them bonus for assaulting."
If you look at any other suit, you can immediately see what they are meant to do and their bonuses help them with that: Scout: Sneaky, fast dude. Bonuses help espionage, using cloaks. Sentinel: Tanky, heavy weapons guy. Bonuses help them resist damage making their high HP go even farther. Commando: High damage, good defense, high versatility with light weapons. Bonuses help them do damage with racial light weapons. Logistics: Support via equipment. Bonuses make it easier to fit equipment and make racial equipment better. Assaults: Medium suit. Bonus saves some CPU/PG for fitting weapons (Assaults still have the second lowest CPU/PG of all other suits) and help in non-focused ways with racial weapons. Amarr and Minmatar help prolong fire, Gallente helps hip-fire, and Caldari gives reload speed.
To use a stupid analogy, there was a dance between Dropsuits and Bonuses. Logistics starts cleaning up with Support, Scout and Stealth snuck out into ally to be alone, Sentinel and Defense are at a table eating pie, Commando and Damage are trying to break into the liquor closet with a stool, and poor little ol' Assault is sitting in the corner waiting for Prince Charming. It was pretty much bound to happen that way to either Commando or Assault. If Assault got the damage bonus, Commando would be the one standing in the corner and we would be asking "what is the point of Commando suits?" Agreed. The main thing is that all the other suits simply perform better in any given role. You could say the assault role is literally to just fill the gap of the non-specialist (which essentially makes them better medium frames).
IMO the bonuses we have for assaults should be given to the basic medium frames and then the assaults get much better bonuses as well as the extra equipment slot and maybe that final high/low to match their logistics counterparts. |
Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3775
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Posted - 2014.03.29 09:30:00 -
[14] - Quote
Yea I know. In order to adapt and survive, I went scout. I'm having much more fun now.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
681
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Posted - 2014.03.29 09:31:00 -
[15] - Quote
Funkmaster Whale wrote:GOOD IDEA.
Nice Idea. Recovery can be the right think to make Ass. Useful.
Amarr SCR user.
Believe in the FORGE, young padawans
C'èSoloDoloreSuCharlie
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Espeon Bons
Escrow Removal and Acquisition Dirt Nap Squad.
88
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Posted - 2014.03.29 10:13:00 -
[16] - Quote
I am ashamed to be an assault player. :C Scout ? Yes. Why? Same as always gotta fight fire with fire to stay competative.
I QQ for respec. :)
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C Saunders
Tech Guard RISE of LEGION
597
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Posted - 2014.03.29 10:43:00 -
[17] - Quote
Scouts overpowered.....
https://www.youtube.com/watch?v=UneSP3iltQU
// Fully Speced Mass Driver Expert // Proto Min Scout // Closed Beta Vet // Tech Guards Sexy Beast //
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OgTheEnigma
The Rainbow Effect Negative-Feedback
180
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Posted - 2014.03.29 10:58:00 -
[18] - Quote
What I'd really like for assaults is a jetpack , which has a fitting cost bonus in the same way scouts have cloaks. I imagine it could be a piece of equipment that has a cooldown which works in the same way as cloaks as well. Its purpose would be to dive in and out of conflicts quickly, fulfilling the assault type role. |
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
397
|
Posted - 2014.03.29 11:02:00 -
[19] - Quote
It was always my belief that the assault class, (and medium frames in general) would be the most versatile in fittings. Finding out commandos have an equipment slot kind of makes them the new assault suit.
It would make sense to give assaults an extra equipment slot. |
Baldy bonce
Tronhadar Free Guard Minmatar Republic
5
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Posted - 2014.03.29 11:29:00 -
[20] - Quote
Removal of the light/scout frames grenade slot along with a re-balancing of the ammar logi would give assaults their role. Making Assault and basic medium frames the only ones who can equip light weapon/sidearm/grenade/equipment combinations . As-long as scouts and ammarr logi accept the re-balancing the assault suit would be stronger and better placed. |
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noob cavman
Escrow Removal and Acquisition Dirt Nap Squad.
1015
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Posted - 2014.03.29 11:54:00 -
[21] - Quote
I miss my MK.0 assault
I want to be a caveman!
Ccp: DENIED YOU DRUNK
Gö+GöüGö+ n+¦pâ+(`-ö´)n+ën+¦ Gö+GöüGö+
We are the blue waffle!
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BL4CKST4R
WarRavens League of Infamy
2281
|
Posted - 2014.03.29 11:58:00 -
[22] - Quote
Funkmaster Whale wrote:CCP you really need to address the Assault suits sometime soon. What you did to medium suits was just sad. You got rid of somewhat useful bonuses and replaced them with utterly pathetic ones.
Not only that, the stat differences between Assaults and Scouts now effectively trades a meager amount of EHP to a host of scan, speed, hack, recharge and recharge delay bonuses and arguably versatility with the added equipment slot and cloak fitting potential.
Let's do some maths. Let's assume max core skills and such. Take for example Caldari ck.0 Assault and Scout suits:
With 4x Complex Shield Extenders in the High Slots the difference between Assault and Scout is 553 Shield / 150 Armor vs 453 Shield / 88 Armor, respectively. Ok so that comes down to 100 Shield / 62 Armor difference. OK great! So about 162 EHP difference between Assault and Scout, sounds fair at first, but what do we gain as a Scout to trade for the loss of HP?
Let's start with Shield Recharge. The Assault gets 30 and the Scout gets 50. A difference of 20 that ultimately comes down to 18.4s to recharge empty -> full as Assault vs 9.0s as a Scout. If both were fluxed, for example, post-delay the Scout will be ready to fight ~9.4 seconds faster than the Assault, or ~50% faster. The difference itself would be like having a 66% Complex Shield Energizer (which is what it provides with the skill bonus) equipped on an Assault suit. Ironically, if you did that on Assault suit you not only waste 96 CPU to get up to 50 Shield Recharge, your Shield HP drops to 465 which is just barely above what a Scout had.
What about shield recharge delays? The Assault has 5s / 6s delay/depleted versus 3s / 4s on the Scout, but assuming you had 4x Complex Extenders your depleted delays would be 7.9s on an Assault vs 5.2s on a Scout, or the equivalent of having a -40% / -34% Shield Regulator.
How about Scan related stats? Not factoring in bonuses, the Profile / Precision / Radius of an Assault is 50 dB / 50 dB / 10m. The Scout is 35 dB / 40 dB / 20m. A difference of -30% / -20% / -100% between Assault and Scout. Effectively that comes down to a better than Complex Profile Dampener, Complex Precision Enhancer, and about 2x Complex Range Amplifiers.
Wow. That's already quite a bit huh? Anything else? Of course! Let's keep going.
Movement speed? Assault is 5.0 / 7.35 m/s vs Scout 5.45 / 8.01 m/s, a difference of about -8% / -9%, almost a complex Kin Cat with better base movement.
Stamina? 175 / 20/s on Assault vs 200 / 30/s on Scout. About a basic Cardiac Regulator or more worth of bonuses.
Not only that, the Scout gets an innate 5% hacking speed bonus, an extra equipment slot, and the ability to fit cloaks at the loss of a single low slot. That low slot is hardly even accounted for considering most of the bonuses gained are mostly low slot modules.
Now what about suit bonuses? Again, I'm only looking at Caldari here but I'm sure other Assault suits face this problem. The Assault suit gets 25% fitting reduction to Light Weapons / Sidearms and a 25% reload bonus to Rail weaponry (Rail Rifle, Magsec, Sniper). That ultimately comes down to about -21 CPU / -4 PG at best on something as fit costly as the Kaalakiota Rail Rifle. The reload bonus gives -0.75s reload to the RR. So we are looking at a handful of fitting bonus and less than a second to reload on a single class of weaponry. Essentially CCP has given a big middle finger to suit customization and decided to pinhole each Assault suit by giving them meager bonuses on select weaponry.
Scouts? The ck.0 for example gets 25% to scan range / precision, the equivalent of two modules (again) worth of bonuses. Now, consider for a second that these bonuses will apply and aid you no matter how you choose to fit the suit. The Cloak bonus to Scouts gives them unique access to a an extremely versatile and effective tool while still allowing them room to play with other equipment. Both of these bonuses are very useful in the meta sense of how a Scout should function. Visibility is the key to Scouts and both these bonuses are flawless in providing that. You can then go and STILL use anything you want and make use of that bonus.
The Assault gets none of that. Not only is the bonus weak and borderline useless, it forces you to use something you may not want to to make use of it. There's no sense of a bonus that aids the meta sense of what an Assault stands for. They are frontline warriors but don't get anything that provides any sort of meaningful bonus to that aspect. Anything, anything would be better than what we have now.
On Caldari, -10% to shield delays per level, or +10% to shield recharge rate would make way more sense. On Gallente, +1 Armor/s per level or -10% to armor speed penalty pet level. On Minmatarr, +2% to movement speed Amarr is tough to say. They need their laser bonus but I think heat buildup should just be lowered across the board and give them a meaningful armor bonus, possibly the +1 armor/s if Gallente were to get speed reduction.
Of course, these are all just examples but they definitively provide an Assault-orienting bonus without forcing the suit user to use particular modules or weapons to make use of them.
Please CCP, you really gotta address this. There's very little reason to go Assault ATM because all you sacrifice is a handful of EHP and a low slot for a plethora of way more meaningful bonuses and access to nifty Cloaks as a Scout.
TL;DR : Assault suits are whack and outclassed by Scouts in almost every way. Don't nerf Scouts, buff Assaults.
Give assaults a 5/3 slot load out or, 2+ slots from a scout. Give the Assault relative and useful bonuses unique to them and only them not some generic BS the Commando also has and fixed.
For the Federation!
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Mortedeamor
Imperfects Negative-Feedback
1468
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Posted - 2014.03.29 12:46:00 -
[23] - Quote
Auris Lionesse wrote:Amarr should get passive resistances. Gallente are the repper suits but reps are so underpowered. You can do 70-140 a second standing on a nanohive but you can't get your suit past 30 armor rep with any tank capabilities.
The way they handled assaults is a joke really. Scouts and logis are just better assaults. Dont use an assault unless your an amarr or standard frame at all.
Unless your a beast player and you want to handicap yourself.
ima beast player and i run ak.o assault with a laser rifle..obviously i only use this suit for that heat reduction if that were not there than i would not be using it...
i agree with the op assaults now have no niche an are outperformed all around by scouts
A laser rifle master for life not just for when it becomes popular
Long Live the Empress
Burn the Heretics
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excillon
Nova Corps Marines Ishuk-Raata Enforcement Directive
364
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Posted - 2014.03.29 13:11:00 -
[24] - Quote
Agreed. All ccp did with bonuses was say if you want to deal or take damage you have to be heavy, if you want to be sneaky be light, and threw garbage at the rest.
I think the bonuses should be racial across the board regardless of suit class. |
Meee One
Hello Kitty Commandos
630
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Posted - 2014.03.29 13:23:00 -
[25] - Quote
Funkmaster Whale wrote:CCP you really need to address the Assault suits sometime soon. What you did to medium suits was just sad. You got rid of somewhat useful bonuses and replaced them with utterly pathetic ones.
Not only that, the stat differences between Assaults and Scouts now effectively trades a meager amount of EHP to a host of scan, speed, hack, recharge and recharge delay bonuses and arguably versatility with the added equipment slot and cloak fitting potential.
Let's do some maths. Let's assume max core skills and such. Take for example Caldari ck.0 Assault and Scout suits:
With 4x Complex Shield Extenders in the High Slots the difference between Assault and Scout is 553 Shield / 150 Armor vs 453 Shield / 88 Armor, respectively. Ok so that comes down to 100 Shield / 62 Armor difference. OK great! So about 162 EHP difference between Assault and Scout, sounds fair at first, but what do we gain as a Scout to trade for the loss of HP?
Let's start with Shield Recharge. The Assault gets 30 and the Scout gets 50. A difference of 20 that ultimately comes down to 18.4s to recharge empty -> full as Assault vs 9.0s as a Scout. If both were fluxed, for example, post-delay the Scout will be ready to fight ~9.4 seconds faster than the Assault, or ~50% faster. The difference itself would be like having a 66% Complex Shield Energizer (which is what it provides with the skill bonus) equipped on an Assault suit. Ironically, if you did that on Assault suit you not only waste 96 CPU to get up to 50 Shield Recharge, your Shield HP drops to 465 which is just barely above what a Scout had.
What about shield recharge delays? The Assault has 5s / 6s delay/depleted versus 3s / 4s on the Scout, but assuming you had 4x Complex Extenders your depleted delays would be 7.9s on an Assault vs 5.2s on a Scout, or the equivalent of having a -40% / -34% Shield Regulator.
How about Scan related stats? Not factoring in bonuses, the Profile / Precision / Radius of an Assault is 50 dB / 50 dB / 10m. The Scout is 35 dB / 40 dB / 20m. A difference of -30% / -20% / -100% between Assault and Scout. Effectively that comes down to a better than Complex Profile Dampener, Complex Precision Enhancer, and about 2x Complex Range Amplifiers.
Wow. That's already quite a bit huh? Anything else? Of course! Let's keep going.
Movement speed? Assault is 5.0 / 7.35 m/s vs Scout 5.45 / 8.01 m/s, a difference of about -8% / -9%, almost a complex Kin Cat with better base movement.
Stamina? 175 / 20/s on Assault vs 200 / 30/s on Scout. About a basic Cardiac Regulator or more worth of bonuses.
Not only that, the Scout gets an innate 5% hacking speed bonus, an extra equipment slot, and the ability to fit cloaks at the loss of a single low slot. That low slot is hardly even accounted for considering most of the bonuses gained are mostly low slot modules.
Now what about suit bonuses? Again, I'm only looking at Caldari here but I'm sure other Assault suits face this problem. The Assault suit gets 25% fitting reduction to Light Weapons / Sidearms and a 25% reload bonus to Rail weaponry (Rail Rifle, Magsec, Sniper). That ultimately comes down to about -21 CPU / -4 PG at best on something as fit costly as the Kaalakiota Rail Rifle. The reload bonus gives -0.75s reload to the RR. So we are looking at a handful of fitting bonus and less than a second to reload on a single class of weaponry. Essentially CCP has given a big middle finger to suit customization and decided to pinhole each Assault suit by giving them meager bonuses on select weaponry.
Scouts? The ck.0 for example gets 25% to scan range / precision, the equivalent of two modules (again) worth of bonuses. Now, consider for a second that these bonuses will apply and aid you no matter how you choose to fit the suit. The Cloak bonus to Scouts gives them unique access to a an extremely versatile and effective tool while still allowing them room to play with other equipment. Both of these bonuses are very useful in the meta sense of how a Scout should function. Visibility is the key to Scouts and both these bonuses are flawless in providing that. You can then go and STILL use anything you want and make use of that bonus.
The Assault gets none of that. Not only is the bonus weak and borderline useless, it forces you to use something you may not want to to make use of it. There's no sense of a bonus that aids the meta sense of what an Assault stands for. They are frontline warriors but don't get anything that provides any sort of meaningful bonus to that aspect. Anything, anything would be better than what we have now.
On Caldari, -10% to shield delays per level, or +10% to shield recharge rate would make way more sense. On Gallente, +1 Armor/s per level or -10% to armor speed penalty pet level. On Minmatarr, +2% to movement speed Amarr is tough to say. They need their laser bonus but I think heat buildup should just be lowered across the board and give them a meaningful armor bonus, possibly the +1 armor/s if Gallente were to get speed reduction.
Of course, these are all just examples but they definitively provide an Assault-orienting bonus without forcing the suit user to use particular modules or weapons to make use of them.
Please CCP, you really gotta address this. There's very little reason to go Assault ATM because all you sacrifice is a handful of EHP and a low slot for a plethora of way more meaningful bonuses and access to nifty Cloaks as a Scout.
TL;DR : Assault suits are whack and outclassed by Scouts in almost every way. Don't nerf Scouts, buff Assaults. INB4 Logis are fine -or- Are in a "good" place.
Logis are in the same boat,our bonuses trap us into a single piece of eq,but the rest are gimped. You think assaults have it bad?At least your base stats are higher. Woo we have +1 module slot,it doesn't help when everyone guns you down first.
I game over like a boss.
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1554
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Posted - 2014.03.29 13:32:00 -
[26] - Quote
Put two equally skilled players, one in a Caldari scout and one in a Caldari Assault for a 1vs1 On an open field spawning normally on either end....
And the Caldari Assault should win almost every time...
Bethhy wrote:Assaults just need the ability to fit full proto modules... Like all the other suits.
It's better for CCP and the economy aswell... When someone can fit more proto modules on a ADV and Proto suit... they often will and loose more isk... Which is what we need..
The Assault suits struggle to fit almost any combination you would goto... It's always a struggle... and the NUMBER ONE annoying and limiting factor of them.
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Funkmaster Whale
0uter.Heaven
1598
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Posted - 2014.03.29 15:30:00 -
[27] - Quote
Bethhy wrote:Put two equally skilled players, one in a Caldari scout and one in a Caldari Assault for a 1vs1 On an open field spawning normally on either end.... And the Caldari Assault should win almost every time... Bethhy wrote:Assaults just need the ability to fit full proto modules... Like all the other suits.
It's better for CCP and the economy aswell... When someone can fit more proto modules on a ADV and Proto suit... they often will and loose more isk... Which is what we need..
The Assault suits struggle to fit almost any combination you would goto... It's always a struggle... and the NUMBER ONE annoying and limiting factor of them. That's about the dumbest logic I've ever seen.
Explain why and how the Caldari Assault wins every time. Why would suit success in an open field matter? How often do you find yourself in an open field going against a Scout? What weapons would they use?
Are they just standing their not moving like idiots and firing at each other like some Civil War era battle? Your logic makes no sense. And besides, winning such a battle would prove almost nothing. You just completely made up a scenario with completely made up results and used that to justify your reasoning. Nice logic bro.
Let me play you the song of my people!
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Funkmaster Whale
0uter.Heaven
1607
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Posted - 2014.03.29 21:32:00 -
[28] - Quote
Bump
Let me play you the song of my people!
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ReGnYuM
Dirt Nap Squad.
2621
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Posted - 2014.03.29 23:09:00 -
[29] - Quote
Funk you really hit a homerun here.
I think the key to balancing Assaults is more in line with Innate base stats, compared to modules.
My SP GAP carries me.
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The Terminator T-1000
Skynet Incorporated
275
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Posted - 2014.03.29 23:17:00 -
[30] - Quote
Scouts are the best suit overall. They make better assaults and better logis. The reason I will not spec into scouts is because they will be nerfed, it is just a matter of time. |
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