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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7900
|
Posted - 2014.03.30 21:25:00 -
[1] - Quote
Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works!
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Piercing Serenity
Fatal Absolution Negative-Feedback
595
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Posted - 2014.03.30 21:31:00 -
[2] - Quote
Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works!
Looks okay (I haven't put any numbers in to see if they make sense), but your galente bonus still needs tweaking. Plasma Cannon and ion pistol (I think) can't possible use that bonus.
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7900
|
Posted - 2014.03.30 21:33:00 -
[3] - Quote
Piercing Serenity wrote:Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! Looks okay (I haven't put any numbers in to see if they make sense), but your galente bonus still needs tweaking. Plasma Cannon and ion pistol (I think) can't possible use that bonus. Right... It's really late now, I should go to sleep. I'll think of a bonus and see what comes up. (My best ideas came when I was nearly asleep)
Also, Ion Pistol CAN use that bonus. It's actually mandatory with how huge it's hip fire dispersion is :\
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Dingleburt Bangledack
Knights Of Ender Galactic Skyfleet Empire
96
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Posted - 2014.03.30 22:20:00 -
[4] - Quote
Stop being silly. We can't possibly have bonuses that cater to racial affinity in a useful manner.
This is CCP, after all. |
deepfried salad gilliam
Sanguine Knights
595
|
Posted - 2014.03.31 01:05:00 -
[5] - Quote
Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to regulator efficiency per level +3% to caldari(hybrid rails and missile aka swarm launcher) weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer/recharger efficency per level +3% to regulator efficiency per level +5% to magazine size of mimnatar(both explosive and projectile) weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works!
id prefer it like that
It'll help define roles, i promise:)
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7911
|
Posted - 2014.03.31 04:18:00 -
[6] - Quote
Dingleburt Bangledack wrote:Stop being silly. We can't possibly have bonuses that cater to racial affinity in a useful manner. This is CCP, after all. But... The other CCP... They did just that :(
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
23
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Posted - 2014.03.31 04:25:00 -
[7] - Quote
-1 The only thing i can agree are the currently in game bonuses for assault and your proposed CPU/PG bonus on light/sidearm weapons. But only a 5% per lvl (for the CPU/PG bonus) |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7911
|
Posted - 2014.03.31 04:27:00 -
[8] - Quote
Odigos Ellinas wrote:-1 The only thing i can agree are the currently in game bonuses for assault and your proposed CPU/PG bonus on light/sidearm weapons. But only a 5% per lvl (for the CPU/PG bonus) And right here is someone who never did the math. Literally every suit apart from the commando (who has less slots to fill) has more CPU/PG than the assault could ever save from the CPU/PG bonus.
It's a pathetic bonus.
Now, instead of posting a useless -1, tell me why don't you like the bonuses? It's pretty much how EVE does it, and it evidently, it works.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Alena Ventrallis
The Neutral Zone
1079
|
Posted - 2014.03.31 04:45:00 -
[9] - Quote
I like it. I LIKE it!
3 bonuses? Man, some Eve ships have 4. This really helps define each race. Its hard to promote a racial fighting style with 2 bonuses.
Best PVE idea I've seen.
Fixed link.
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Dingleburt Bangledack
Knights Of Ender Galactic Skyfleet Empire
101
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Posted - 2014.03.31 07:18:00 -
[10] - Quote
Cat Merc wrote:Dingleburt Bangledack wrote:Stop being silly. We can't possibly have bonuses that cater to racial affinity in a useful manner. This is CCP, after all. But... The other CCP... They did just that :(
I know... I know...
Unfortunately, we're stuck with the Dust CCP...
Maybe someday they'll listen to reason. |
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
182
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Posted - 2014.03.31 08:16:00 -
[11] - Quote
Seems a bit much heavies don't get blanket buffs they are only to a few weapons on a specific tank type, remember cal logis had 25% and they were way above OP and you want to do this plus some... Sry seems a bit much like the multiple abilities though.
G0DS AM0NG MEN Director
1.8 is going to be Heavy 514 they said... Looking around all I see are twig men
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
25
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Posted - 2014.03.31 09:03:00 -
[12] - Quote
Cat Merc wrote:Odigos Ellinas wrote:-1 The only thing i can agree are the currently in game bonuses for assault and your proposed CPU/PG bonus on light/sidearm weapons. But only a 5% per lvl (for the CPU/PG bonus) And right here is someone who never did the math. Literally every suit apart from the commando (who has less slots to fill) has more net CPU/PG from the assault than the assault could ever save from the CPU/PG bonus. It's a pathetic bonus. Now, instead of posting a useless -1, tell me why don't you like the bonuses? It's pretty much how EVE does it, and evidently, it works. Maybe if this was a RPG like eve it could work BUT this is a FPS something totaly diferent. Your vision of OP assaults has nothing to do with balancing the game. |
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
25
|
Posted - 2014.03.31 09:05:00 -
[13] - Quote
And your titel is new bonuses to difine roles but you are talking ONLY ABOUT assaults!!!! If you cant see the game from all angels and just want your role to be buffed then give the right titel "fix assaults" "where is the love for assaults" "i want my role OP" |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7923
|
Posted - 2014.03.31 11:14:00 -
[14] - Quote
xSir Campsalotx wrote:Seems a bit much heavies don't get blanket buffs they are only to a few weapons on a specific tank type, remember cal logis had 25% and they were way above OP and you want to do this plus some... Sry seems a bit much like the multiple abilities though. "Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works!"
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
|
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7923
|
Posted - 2014.03.31 11:15:00 -
[15] - Quote
Odigos Ellinas wrote:And your titel is new bonuses to difine roles but you are talking ONLY ABOUT assaults!!!! If you cant see the game from all angels and just want your role to be buffed then give the right titel "fix assaults" "where is the love for assaults" "i want my role OP" "Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works!"
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
467
|
Posted - 2014.03.31 13:51:00 -
[16] - Quote
Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! You just made the GAL a super trooper . 10 percent to ( Fifty percent ..??.. that's dam near un-killable ) armor rep per level ???? Come on , that's just TOO much and including the fact that they already get a rep as a basic ... sssshhhhheeeesssee . Even 5 percent is too much for the race that has the largest base armor in the game along with the basic rep that are a given for them . 24 percent to spray and pray accuracy ??? You are rewarding players for being bad shots . Why would anyone wear anything else ??? People cry FOTM at anything but this would give some justification to that .
I as a Caldari use energizers not rechargers so that should apply to both . I know you have given that to the MIMI but the two could share . That 3 percent per-level would turn the RR into a sharpshooter to sniper rifle . Suggestion : How about apply that to accuracy like you gave to the GAL's ???
7.5 percent to armor efficacy and 5 to armor repairer ??? WOW , let me take a toke of what you were smoking on when these numbers sounded anywhere near balanced in your mind . I would prob be high for the whole day . Must have been some good $h!t .
Just bring those 10's and 7's down to even up with the rest and it sounds alright .
Kill the 5's too because that's just too much . Now you know that the numbers get multiplied so bring them down to 2's and 3's .
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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10204
|
Posted - 2014.03.31 14:02:00 -
[17] - Quote
+1, I support
While i do like these bonuses, and do support it this proposal (especially for Caldari and Gallente since their bonuses suck), it is not the main issue with assaults. The main issue is the slot layouts of assaults allow scouts to close the HP gap too easily. while most scouts can't out-tank an assault of the same race/tier (exception of the Amarr because assault actually has less module slots at STD-ADV than the scout), the scouts are still overall better because not only can they be tanky with a very small HP game with assaults, but they can simultaneously be faster, stealthier, and better at detecting, etc. Solution here
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.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 Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; they shouldn't have to give up a slot, and neither should the Am 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.
[ REDACTED BASIC FRAME PROBLEM TO SAVE SPACE IN QUOTE ] [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 [ REDACTED BASIC FRAME SOLUTION TO SAVE SPACE IN QUOTE ] Obviously PG/CPU should be tweakedRelated suit thread: Basic frames & specializations differentiation
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Dauth Jenkins
Ultramarine Corp
341
|
Posted - 2014.03.31 15:21:00 -
[18] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! You just made the GAL a super trooper . 10 percent to ( Fifty percent ..??.. that's dam near un-killable ) armor rep per level ???? Come on , that's just TOO much and including the fact that they already get a rep as a basic ... sssshhhhheeeesssee . Even 5 percent is too much for the race that has the largest base armor in the game along with the basic rep that are a given for them . 24 percent to spray and pray accuracy ??? You are rewarding players for being bad shots . Why would anyone wear anything else ??? People cry FOTM at anything but this would give some justification to that . I as a Caldari use energizers not rechargers so that should apply to both . I know you have given that to the MIMI but the two could share . That 3 percent per-level would turn the RR into a sharpshooter to sniper rifle . Suggestion : How about apply that to accuracy like you gave to the GAL's ??? 7.5 percent to armor efficacy and 5 to armor repairer ??? WOW , let me take a toke of what you were smoking on when these numbers sounded anywhere near balanced in your mind . I would prob be high for the whole day . Must have been some good $h!t . Just bring those 10's and 7's down to even up with the rest and it sounds alright . Kill the 5's too because that's just too much . Now you know that the numbers get multiplied so bring them down to 2's and 3's .
If their "rep tanking, then they can't be armour tanking.... so they can be overwhelmed. Assaults need to be better. They should be frontline battle suits. Right now, that role goes to scouts and support troops, because they can be made more survivable. That needs to change.
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7934
|
Posted - 2014.03.31 15:22:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:+1, I support While i do like these bonuses, and do support it this proposal (especially for Caldari and Gallente since their bonuses suck), it is not the main issue with assaults. The main issue is the slot layouts of assaults allow scouts to close the HP gap too easily. while most scouts can't out-tank an assault of the same race/tier (exception of the Amarr because assault actually has less module slots at STD-ADV than the scout), the scouts are still overall better because not only can they be tanky with a very small HP game with assaults, but they can simultaneously be faster, stealthier, and better at detecting, etc. Solution here 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.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 Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; they shouldn't have to give up a slot, and neither should the Am 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.
[ REDACTED BASIC FRAME PROBLEM TO SAVE SPACE IN QUOTE ] [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 [ REDACTED BASIC FRAME SOLUTION TO SAVE SPACE IN QUOTE ] Obviously PG/CPU should be tweakedRelated suit thread: Basic frames & specializations differentiation This isn't an "assaults suck" thread. This is just how CCP should do bonuses, strengthening the racial affinity.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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xAckie
Ahrendee Mercenaries Dirt Nap Squad.
423
|
Posted - 2014.03.31 15:27:00 -
[20] - Quote
bonuses shouldn't apply to racial weapons/ suits. The tie in is wrong. Its constrictive for no reason. The suits should promote shield or armour play etc
Recharge and depleted rates need to be reduced across the board
bonus to rechargers should also apply to energisers
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
4979
|
Posted - 2014.03.31 15:29:00 -
[21] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! You just made the GAL a super trooper . 10 percent to ( Fifty percent ..??.. that's dam near un-killable ) armor rep per level ???? Come on , that's just TOO much and including the fact that they already get a rep as a basic ... sssshhhhheeeesssee . Even 5 percent is too much for the race that has the largest base armor in the game along with the basic rep that are a given for them . 24 percent to spray and pray accuracy ??? You are rewarding players for being bad shots . Why would anyone wear anything else ??? People cry FOTM at anything but this would give some justification to that . I as a Caldari use energizers not rechargers so that should apply to both . I know you have given that to the MIMI but the two could share . That 3 percent per-level would turn the RR into a sharpshooter to sniper rifle . Suggestion : How about apply that to accuracy like you gave to the GAL's ??? 7.5 percent to armor efficacy and 5 to armor repairer ??? WOW , let me take a toke of what you were smoking on when these numbers sounded anywhere near balanced in your mind . I would prob be high for the whole day . Must have been some good $h!t . Just bring those 10's and 7's down to even up with the rest and it sounds alright . Kill the 5's too because that's just too much . Now you know that the numbers get multiplied so bring them down to 2's and 3's . Hold up guys, we got a forum badass over here.
I wish I was cool enough to jump into threads presenting reasonable suggestions and accuse the OP of being high on drugs.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
467
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Posted - 2014.03.31 15:30:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote:+1, I support While i do like these bonuses, and do support it this proposal (especially for Caldari and Gallente since their bonuses suck), it is not the main issue with assaults. The main issue is the slot layouts of assaults allow scouts to close the HP gap too easily. while most scouts can't out-tank an assault of the same race/tier (exception of the Amarr because assault actually has less module slots at STD-ADV than the scout), the scouts are still overall better because not only can they be tanky with a very small HP game with assaults, but they can simultaneously be faster, stealthier, and better at detecting, etc. Solution here 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.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 Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; they shouldn't have to give up a slot, and neither should the Am 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.
[ REDACTED BASIC FRAME PROBLEM TO SAVE SPACE IN QUOTE ] [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 [ REDACTED BASIC FRAME SOLUTION TO SAVE SPACE IN QUOTE ] Obviously PG/CPU should be tweakedRelated suit thread: Basic frames & specializations differentiation I like those slot layout numbers and given an increase in CPU / PG and that would be nice .
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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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7934
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Posted - 2014.03.31 15:32:00 -
[23] - Quote
xAckie wrote:bonuses shouldn't apply to racial weapons/ suits. The tie in is wrong. Its constrictive for no reason. The suits should promote shield or armour play etc
Recharge and depleted rates need to be reduced across the board
bonus to rechargers should also apply to energisers
Racial affinity is a thing in EVE, and should exist in DUST too.
Let me give you an example. The Assault Combat Rifle, and the Assault Rifle.
The Assault Combat Rifle has much lower CPU/PG requirements, why? Because the Minmatar have the least CPU/PG.
But what stops me from putting this rifle on my Gallente and free up more fitting room like that?
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
467
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Posted - 2014.03.31 15:37:00 -
[24] - Quote
Mobius Wyvern wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! You just made the GAL a super trooper . 10 percent to ( Fifty percent ..??.. that's dam near un-killable ) armor rep per level ???? Come on , that's just TOO much and including the fact that they already get a rep as a basic ... sssshhhhheeeesssee . Even 5 percent is too much for the race that has the largest base armor in the game along with the basic rep that are a given for them . 24 percent to spray and pray accuracy ??? You are rewarding players for being bad shots . Why would anyone wear anything else ??? People cry FOTM at anything but this would give some justification to that . I as a Caldari use energizers not rechargers so that should apply to both . I know you have given that to the MIMI but the two could share . That 3 percent per-level would turn the RR into a sharpshooter to sniper rifle . Suggestion : How about apply that to accuracy like you gave to the GAL's ??? 7.5 percent to armor efficacy and 5 to armor repairer ??? WOW , let me take a toke of what you were smoking on when these numbers sounded anywhere near balanced in your mind . I would prob be high for the whole day . Must have been some good $h!t . Just bring those 10's and 7's down to even up with the rest and it sounds alright . Kill the 5's too because that's just too much . Now you know that the numbers get multiplied so bring them down to 2's and 3's . Hold up guys, we got a forum badass over here. I wish I was cool enough to jump into threads presenting reasonable suggestions and accuse the OP of being high on drugs. I don't mean to offend but come on >> those GAL numbers were kind of of crazy and would turn them into people from the planet that superman was from but given a yellow sun next to that planet .
I don't disagree with the bonuses , just the numbers and the Cal's range and recharger to be changed into accuracy and both chargers and energizers .
Just the numbers that's all . They just seem a little too much and maybe a 5 would be alright but 7 and 10 is just too much .
If they get that bonus ( Gal and Amarr ) they will armor tank with reps . Your playing dust right ???
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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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7945
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Posted - 2014.03.31 20:32:00 -
[25] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Mobius Wyvern wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! You just made the GAL a super trooper . 10 percent to ( Fifty percent ..??.. that's dam near un-killable ) armor rep per level ???? Come on , that's just TOO much and including the fact that they already get a rep as a basic ... sssshhhhheeeesssee . Even 5 percent is too much for the race that has the largest base armor in the game along with the basic rep that are a given for them . 24 percent to spray and pray accuracy ??? You are rewarding players for being bad shots . Why would anyone wear anything else ??? People cry FOTM at anything but this would give some justification to that . I as a Caldari use energizers not rechargers so that should apply to both . I know you have given that to the MIMI but the two could share . That 3 percent per-level would turn the RR into a sharpshooter to sniper rifle . Suggestion : How about apply that to accuracy like you gave to the GAL's ??? 7.5 percent to armor efficacy and 5 to armor repairer ??? WOW , let me take a toke of what you were smoking on when these numbers sounded anywhere near balanced in your mind . I would prob be high for the whole day . Must have been some good $h!t . Just bring those 10's and 7's down to even up with the rest and it sounds alright . Kill the 5's too because that's just too much . Now you know that the numbers get multiplied so bring them down to 2's and 3's . Hold up guys, we got a forum badass over here. I wish I was cool enough to jump into threads presenting reasonable suggestions and accuse the OP of being high on drugs. I don't mean to offend but come on >> those GAL numbers were kind of of crazy and would turn them into people from the planet that superman was from but given a yellow sun next to that planet . I don't disagree with the bonuses , just the numbers and the Cal's range and recharger to be changed into accuracy and both chargers and energizers . Just the numbers that's all . They just seem a little too much and maybe a 5 would be alright but 7 and 10 is just too much . If they get that bonus ( Gal and Amarr ) they will armor tank with reps . Your playing dust right ??? Edit : I apologize to you Cat Merc if I offended you . I apologize and like your bonuses but just think the numbers were a little too high . You simply do not realize that the net effect is tiny as **** if I gave them the same bonus.
I could argue that Gal suits would be underpowered if the bonuses I gave would be implemented.
Think of it this way: Caldari Assaults - 100 HP per extender, which they can stack unlike Gallente because they don't need shield repairers Amarr Assaults - 200 HP per complex plate
With two complex repairers, you know how much the bonus gives Gallente? 6hp/s. Just six.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Meee One
Hello Kitty Commandos
646
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Posted - 2014.03.31 23:49:00 -
[26] - Quote
Cat Merc wrote:Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault: +10% to armor repairers efficiency per level +3% to ferroscale plates efficiency per level +6% to hip fire accuracy and recoil reduction on hybrid blaster weaponry per level
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to Energizer efficency per level +3% to regulator efficiency per level +5% to magazine size of projectile weaponry
As you can see, you are pushed into using your racial affinity, in both tank and gank. I have also increased the Assault CPU/PG bonus because at most it takes away a tiny tiny amount of CPU/PG. At 25% it's not nearly as good as the scout bonus, or sentinel bonus, or the commando bonus.
Some bonuses are higher than others (Armor repairer bonus for example) because the net effect is too tiny.
Now apply this method to the other suits (can't be bothered to make up bonuses to those too), and hooray, **** actually works! Ok,but what about logistics. Nothing defensive? Great,logis of 1.whatever will be the 1.7 scouts unless we brick tank.
I game over like a boss.
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Dunce Masterson
Savage Bullet
68
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Posted - 2014.04.01 00:00:00 -
[27] - Quote
Quote:Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +3% to hybrid rail weaponry range per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +5% heat reduction on laser weaponry per level
wtf......
Caldari Assault: +7.5% to shield extender efficiency per level +3% to recharger efficiency per level +5% to hybrid weaponry reload speed per level
Amarr Assault: +7.5% to armor plate efficiency per level +5% to armor repairers efficiency per level +10% heat reduction on laser weaponry per level
Fixed your welcome.
I don't even know why I bother.
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BL4CKST4R
WarRavens League of Infamy
2348
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Posted - 2014.04.01 02:16:00 -
[28] - Quote
Cat Merc wrote:xAckie wrote:bonuses shouldn't apply to racial weapons/ suits. The tie in is wrong. Its constrictive for no reason. The suits should promote shield or armour play etc
Recharge and depleted rates need to be reduced across the board
bonus to rechargers should also apply to energisers
Racial affinity is a thing in EVE, and should exist in DUST too. Let me give you an example. The Assault Combat Rifle, and the Assault Rifle. The Assault Combat Rifle has much lower CPU/PG requirements, why? Because the Minmatar have the least CPU/PG. But what stops me from putting this rifle on my Gallente and free up more fitting room like that?
I dislike that the Gallente do not get bonuses to rail rifles AND assault rifles. When range is needed we either use rails, and/or drones both of which we get bonuses from.
When a Caldari needs high dps it uses Blasters because it gets bonuses to those.
Amarr and Minmatar have their own set of racial long and short range weapons but nobody is stuck in the mud in EVE using a weapon that only works in specific scenarios. And I am sure that if EVE forced the Gallente to use Blasters you will be instapopped once it pokes you, it would be like a WALL vs a ADS.
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
2348
|
Posted - 2014.04.01 02:27:00 -
[29] - Quote
Assault Bonus: -10% to CPU/PG requirements of weaponry per level
Gallente Assault +10% to armor repairers efficiency per level +3% armor plate efficacy (unless CCP makes ferroscales worth the cost and the huge sacrifice in HP armor plates are much better) +3% rof increase and dispersion reduction on hybrid weapony
Caldari Assault: +5% to shield extender efficiency per level +3% to recharger efficiency per level (move these to the low slots slightly reduce shield repair) +3% to hybrid weaponry range increase and 3% kick reduction
Amarr Assault: +5% to armor plate efficiency per level +3% speed penalty reduction +5% heat reduction on laser weaponry per level
Minmatar Assault: +7.5% to recharger efficency per level +3% to shield extenderefficiency per level +5% to magazine size of projectile weaponry
These are my suggestions although I think the first bonus should extend to all racial suits, the second bonus extend to all Medium suit, and the third bonus to all Assault suits letting all suits benefit from a better racial profile.
For the Federation!
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TechMechMeds
SWAMPERIUM
2927
|
Posted - 2014.04.01 03:45:00 -
[30] - Quote
Odigos Ellinas wrote:And your titel is new bonuses to difine roles but you are talking ONLY ABOUT assaults!!!! If you cant see the game from all angels and just want your role to be buffed then give the right titel "fix assaults" "where is the love for assaults" "i want my role OP"
Here's a Swiss roll for now.
If you know what a telefrag match is, then I love you.
Dust for over a year, gaming for over 18 and counting.
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