RINON114
B.S.A.A. General Tso's Alliance
562
|
Posted - 2014.03.31 13:49:00 -
[1] - Quote
This idea is epic, I really love it. The way to balance classes and actually give them roles is to do this PG/CPU reduction of certain modules or equipment. To only apply this to one piece of equipment has worked well for scouts (but it does feel like they're almost forced into that role).
Perhaps there is another solution that doesn't pigeonhole classes, but this seems like the best one so far.
As for the shield module, I would like it to work much like the GÇ£Phalanx ShieldGÇ¥ of the Commando's Scorpio turret in Borderlands 2. The shield is relatively weak but has a cooldown and allows you to shoot out, not allowing suits to shoot out will just provide a stalemate for a short time and not really create any dynamic. The module should work much like the cloak, except the cooldown has to go all the way down and then recharge before being used again (to stop spam).
I would be assault with this skill any day. |
RINON114
B.S.A.A. General Tso's Alliance
562
|
Posted - 2014.03.31 21:53:00 -
[2] - Quote
ZDub 303 wrote:They just need their bonuses completely reworked, its very clear CCP has no clue what to do with the bonuses for assaults.
Just look at amarr, there IS a reason to run Amarr Assault over Amarr Scout... the laser weaponry heat build up bonus. I think we need to focus more on this.
The role bonus is bogus, 25% weapon fitting is a joke and everyone knows it. I would, personally, change this to a 3% per level on shield and armor module efficacy. Increase their base PG/CPU to be high enough to fit what they need, a bonus to PG/CPU fitting on weapons is not the right way to deal with PG/CPU on this class.
Assault bonuses should be to help overcome the weakness of a particular weapon type.
Being:
Gallente - Range Caldari - Dispersion Minmater - Clip size (due to high RoF) Amarr - Overheat
So we sort of have that for min and amarr assaults already, and those two classes have clear reasons to choose scout vs assault.
I do think we need more rifle nerfs to make these bonuses more pronounced though, just like was done with equipment.
Rail Weaponry - Needs a nerf to hip fire dispersion (maybe a slight damage increase to bring back to par) Combat Rifles - Need a damage reduction and an equivalent RoF boost to bring their dps back to original value. Gallente weaponry - Further reduction to range on some as needed Amarr weaponry - Increase to heat cost
Now change:
Caldari Assault Bonus: Reduced dispersion on rail weaponry per level Gallente Assault Bonus: Increased range of plasma weaponry per level. Minmatar Assault Bonus: Increased clip size of projectile weaponry per level. Amarr Assault Bonus: Decreased heat cost of laser weaponry per level.
6-7% should be the target for these bonuses.
In this way, logis, scouts, and heavies can run gimped versions of light weapon rifles while the assault suit is necessary to really make them shine.
Finally change it so that assault and logis have the same base hp and High/Low slot layout.
If Logis are still underpowered, it might be time to give them all sidearm slots. The bonuses should be reason enough to run assault over slayer logi. I agree with you on everything except the last part. Logis do not need a buff at all, they are balanced well with other classes. The logi, if anything is OP as hell, due to it's inherent ability to truly be the jack of all trades. The logi is not bound by any PG/CPU limits as they can easily just take off a piece of equipment or use lower tiered equipment and still have room for all those complex mods. The same can be said in reverse, if a logi wants proto equipment, then they run lower tiered mods.
The assault does not get this choice and neither does any other specialisation.
Therefore, if anything, the logi needs a nerf. However, I think the logi is in a good place amongst all other dropsuits except for the assault suit.
Buff the assault suit, nothing else needs to be changed.
Edit: As for the proposed changes you want to make for the assault suit skills, they still don't really pack that punch that other specialisations do. What might be interesting is if assaults got bonuses to speed and stamina as a role bonus, or something that lets them get into and out of engagements quickly. It's also important that we, as a community, figure out what the assault role should be doing. |