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Funkmaster Whale
Ancient Exiles.
1665
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Posted - 2014.03.31 05:29:00 -
[1] - Quote
I remember some time ago CCP spoke about introducing an equipment type that would act as a deployable shield of sorts. Essentially it would act similar to a nanohive except that the surrounding bubble would act as a barrier allowing the user to create his own temporary cover.
As we now see with Scouts, CCP has begun to introduce "abilities" to classes. Yes, everyone can equip a cloak, but Scouts are the target audience while everyone else must incur penalties if they wish to make use of them. How about introduce something similar with Assaults?
Introducing "Bubble shields" or whatever you'd call them and giving Assaults a 75% fitting reduction to them would give Assaults something unique and identifyable to the battlefield. These bubbles would act as shields that can neither be penetrated from inside or out (by damage, not suits) until some threshold of damage was reached. The problem being that Assaults would also possibly require a second equipment slot. It's tricky, but I'm interested if it's something that would actually benefit Assaults.
Of course, a few other things need to be addressed like the racial bonuses, slots, and suit stats but I think this would at least give Assault suits an identity.
Thoughts?
Let me play you the song of my people!
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Operative 1171 Aajli
Bragian Order Amarr Empire
1690
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Posted - 2014.03.31 05:42:00 -
[2] - Quote
I like the bonuses for Assaults. They just don't mean much because other skills haven't been nerfed to allow those bonuses to shine.
Assaults are supposed to be run straight in and attack. The weapon is the most important thing for an assault personnel. The logi should get the equipment bonus for a shield.
I glad they took away the damage or defensive bonuses and added or kept bonuses that apply particularly to the weapons.
Let's get rid of that reload bonus on weapons skills and apply the Cal suit bonus to all weapons. Or maybe make weapons functions operate from modules that Assaults get a fitting bonus from.
"Stay stealthy scouts."
GÇô Ron Burgundy
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Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
88
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Posted - 2014.03.31 05:53:00 -
[3] - Quote
Handheld shield that momentarily stops damage, but at the cost of your weapon. If they get behind you, you're dead. |
Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3851
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Posted - 2014.03.31 05:56:00 -
[4] - Quote
Yea I like that! As a point of reference, I can see the same shields as the Halo ones of the covenant. That would be cool. Drop down a shield nanohive that would either disintegrate once too much damage is taken and/or when a certain timer is up. Whichever comes first.
I like this idea. This would be great to give to the assault class, really.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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bamboo x
Eternal Beings Proficiency V.
549
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Posted - 2014.03.31 05:57:00 -
[5] - Quote
I'd rather not make this game more like Halo than it already is.
Best idea I've seen for Assaults is giving them another high and low module slot
B.D. Wong AKA Dr. Wu returns to Jurassic Park sequel
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Canari Elphus
Dirt Nap Squad.
1336
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Posted - 2014.03.31 06:05:00 -
[6] - Quote
Operative 1171 Aajli wrote:I like the bonuses for Assaults. They just don't mean much because other skills haven't been nerfed to allow those bonuses to shine.
Assaults are supposed to be run straight in and attack. The weapon is the most important thing for an assault personnel. The logi should get the equipment bonus for a shield.
I glad they took away the damage or defensive bonuses and added or kept bonuses that apply particularly to the weapons.
Let's get rid of that reload bonus on weapons skills and apply the Cal suit bonus to all weapons. Or maybe make weapons functions operate from modules that Assaults get a fitting bonus from.
The marginal bonuses that assaults got are way too small to make a difference over other classes. The abolutely need some sort of bonus to DPS whether it be ROF or efficacy of damage mods as their roll bonus. Then the racial bonuses would be fine as they are. Assaults need to be the damage dealers who are not very good at much else.
Honestly, I would like to see shields or shield bubbles treated almost like a logi grenade to help extend a frontline for assaults have have assaults focus mainly on dps and tank. Logi sees that assault is beginning to take too much damage or needs a place to restock ammo so he throws a shield bubble nade. Once the assault is in a safe spot, the logi runs in to rep him and resupply before the bubble's time limit is up then rushes back to cover.
Canari Elphus for CPM1
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Spectral Clone
Dust2Dust. Top Men.
1995
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Posted - 2014.03.31 06:08:00 -
[7] - Quote
Assaults do need that second equipment slot. And then they need something unique to sticke in that slot.
I like this idea.
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
181
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Posted - 2014.03.31 06:13:00 -
[8] - Quote
what if you let assaults use 2 light weapons
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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HYENAKILLER X
WILL FIGHT ANYONE
690
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Posted - 2014.03.31 06:17:00 -
[9] - Quote
I say increase rate of fire and speed. There is a scale in this game. Let assault lean more towarda scouts in speed and more towards commandos with dps.
Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory.
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
181
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Posted - 2014.03.31 06:20:00 -
[10] - Quote
i personally wouldnt want to just increase ttk after its been lowered to a much nicer level, increasing dps and increasing speed essentially turns assualts into scouts with more hp and dps.
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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Kasote Denzara
A Vulture
2171
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Posted - 2014.03.31 06:22:00 -
[11] - Quote
xSir Campsalotx wrote:what if you let assaults use 2 light weapons
You see, when a very angry heavy corners a lone Assault in a dark deadend alleyway... A Commando is born.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara, Uprising 1.7
Long live the Commandos!
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
399
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Posted - 2014.03.31 06:47:00 -
[12] - Quote
I'd prefer an equip-able riot shield that breaks after a number of hits. It will be big enough so that when you crouch troops can crouch and take cover behind you. Kind of like mobile cover that can be used to leap frog across large expanses. |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
623
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Posted - 2014.03.31 06:59:00 -
[13] - Quote
xSir Campsalotx wrote: i personally wouldnt want to just increase ttk after its been lowered to a much nicer level, increasing dps and increasing speed essentially turns assualts into scouts with more hp and dps.
Ttk was just raised. Not lowered.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
623
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Posted - 2014.03.31 07:01:00 -
[14] - Quote
Akdhar Saif wrote:I'd prefer an equip-able riot shield that breaks after a number of hits. It will be big enough so that when you crouch troops can crouch and take cover behind you. Kind of like mobile cover that can be used to leap frog across large expanses.
DEAR GOD NO. This isn't modern warfare
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3851
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Posted - 2014.03.31 07:05:00 -
[15] - Quote
Oh I just thought of this. LogHvyAss. That would be the name of the "3 stooges". Logi repping heavy while Assault lays down these deployable shields for all three. Heavy uses shields to lessen hit box and wreck havoc while Logi makes sure he doesn't get lower than 50 percent on armor health. Assault mops up what the heavy has softened.
They just might call it OP...they just might.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2452
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Posted - 2014.03.31 07:08:00 -
[16] - Quote
Remove Equipment slot.
Give 2nd Sidearm Slot. or Give 2nd Grenade Slot. Possibly both.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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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 07:12:00 -
[17] - Quote
Sry was thinking damage
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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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
623
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Posted - 2014.03.31 07:18:00 -
[18] - Quote
Fizzer94 wrote:Remove Equipment slot.
Give 2nd Sidearm Slot. or Give 2nd Grenade Slot. Possibly both.
I don't use sidearms or grenades.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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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 07:40:00 -
[19] - Quote
Dual lights think Gears of War grenadiers... Gnasher and Lancer or Halo with Launcher and Combat Rifle...Mass Effect! With the ability to use shield disrupter, incendiary, cryo ammo. Essentially an assault will have an equipment wheel like normal but be able to chose ammo type in battle on weapon equipped (shield, armor, or cryo which slows) then for example after he chooses incendiary he reloads his weapon and now his weapons does 10% more armor damage but 10% less to shield... An assualt will be able to adapt to enemies he's facing and apply dps more effectively.
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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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2452
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Posted - 2014.03.31 07:45:00 -
[20] - Quote
Auris Lionesse wrote:Fizzer94 wrote:Remove Equipment slot.
Give 2nd Sidearm Slot. or Give 2nd Grenade Slot. Possibly both. I don't use sidearms or grenades.
That's your problem. Your gimping yourself by not utilizing all of your assets.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
623
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Posted - 2014.03.31 07:55:00 -
[21] - Quote
xSir Campsalotx wrote:Dual lights think Gears of War grenadiers... Gnasher and Lancer or Halo with Launcher and Combat Rifle...Mass Effect! With the ability to use shield disrupter, incendiary, cryo ammo. Essentially an assault will have an equipment wheel like normal but be able to chose ammo type in battle on weapon equipped (shield, armor, or cryo which slows) then for example after he chooses incendiary he reloads his weapon and now his weapons does 10% more armor damage but 10% less to shield... An assualt will be able to adapt to enemies he's facing and apply dps more effectively.
We do need ammo types. It'd be nice to have two or three ammo types opposed to a logis equipment slots. That way I only need my main gun. Sidearms are stupid and grenades are a last resort if I can't reach someone. Would rather have tungsten, void and antimatter ammo.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Korvin Lomont
United Pwnage Service RISE of LEGION
859
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Posted - 2014.03.31 07:59:00 -
[22] - Quote
Fizzer94 wrote:Remove Equipment slot.
Give 2nd Sidearm Slot. or Give 2nd Grenade Slot. Possibly both.
I like the second grenade slot, but I would say keep the equipment. Just add a second grenade slot this would give them a quite unique role especially after the grenade nerf. |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
623
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Posted - 2014.03.31 08:02:00 -
[23] - Quote
lol at thinking a second grenade will fix assaults.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2452
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Posted - 2014.03.31 08:04:00 -
[24] - Quote
Auris Lionesse wrote:lol at thinking a second grenade will fix assaults. Want would fix assaults then? Enlighten us.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Lorhak Gannarsein
Science For Death
2500
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Posted - 2014.03.31 08:09:00 -
[25] - Quote
Fizzer94 wrote:Auris Lionesse wrote:lol at thinking a second grenade will fix assaults. Want would fix assaults then? Enlighten us.
Not a second grenade.
That leads to flux+AV combos, and AV grenades got nerfed for a reason - grenades should not be the go to for AV.
Double capacity I could see, definitely.
But multiple grenade slots should be left to a specialised suit type.
ak.0 4 LYFE
CCP GIB LANCE TURRET PLOX
LET ME MELEE PEOPLE WITH MY STEED
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2452
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Posted - 2014.03.31 08:13:00 -
[26] - Quote
Lorhak Gannarsein wrote:Fizzer94 wrote:Auris Lionesse wrote:lol at thinking a second grenade will fix assaults. Want would fix assaults then? Enlighten us. Not a second grenade. That leads to flux+AV combos, and AV grenades got nerfed for a reason - grenades should not be the go to for AV. Double capacity I could see, definitely. But multiple grenade slots should be left to a specialised suit type. The Assault is supposed to be a specialized suit type. Not a jack of all trades. Except that now all it is is a cheaper, better Medium Basic Suit.
The Logi loses weapons to get more equipment. Why not reverse it for the Assault? Lose the equipment for more weapons.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Korvin Lomont
United Pwnage Service RISE of LEGION
859
|
Posted - 2014.03.31 08:13:00 -
[27] - Quote
Lorhak Gannarsein wrote:Fizzer94 wrote:Auris Lionesse wrote:lol at thinking a second grenade will fix assaults. Want would fix assaults then? Enlighten us. Not a second grenade. That leads to flux+AV combos, and AV grenades got nerfed for a reason - grenades should not be the go to for AV. Double capacity I could see, definitely. But multiple grenade slots should be left to a specialised suit type.
Just to be clear even before the second nerf AV nades were barely able to kill a LAV (three packed ones). And since 1.7 I have rarely seen any kills through AV nades.
Currently there is little to no reason using them at all, so I don't think your argument is valid. |
xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
182
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Posted - 2014.03.31 08:23:00 -
[28] - Quote
Read earlier post ammo types just for assualts mass effect style... If you don't get the reference I put an example in earlier post.
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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al nize mk2
DUST University Ivy League
54
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Posted - 2014.03.31 09:48:00 -
[29] - Quote
Good idea - Shield is the perfect bit of kit for an Assault player.
GÇ£All that I know most surely about morality and obligations I owe to football.GÇ¥
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
11913
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Posted - 2014.03.31 10:00:00 -
[30] - Quote
I'd like a quick regeneration type module - assaults have always seemed to me like they should be used for constant aggression and somewhat self-sufficiency.
Like a shield booster or an active armour repairer. You switch to it, and the shield booster will give you an immediate injection of shields and start your shield regen going, and the active armour repairer will start repping you at something like half the rate of a repair tool.
Both would run on charge like a cloak field - the shield booster would have one use then need to charge for a bit, the repairer would only be able to run for a short time before needing to recharge.
You have long since made your choice. What you make now is a mistake.
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Joel II X
Dah Gods O Bacon
2100
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Posted - 2014.03.31 10:41:00 -
[31] - Quote
I like the idea. |
Canari Elphus
Dirt Nap Squad.
1348
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Posted - 2014.03.31 13:10:00 -
[32] - Quote
I agree that Assaults are a specialized suit as they do need some differentiation with basic medium frames besides being cheaper (which is bass ackward in my opinion).
I do not think, however, that they should have a strict dps bonus as part of the role though. Giving them an efficacy for damage mods means that it gives the suit focus without overpowering it. It would mean that they could be better killers at the expense of ehp which then gives reason for the logi as a support suit.
Giving them a bonus to being frontline fighters is the only way to have the suit mean something and have it be a viable choice compared to other suits. Im not talking about an extreme increase in TTK either. If you gave assaults a 10% increase in effectiveness of damage mods per level then it would increase a complex mod from 5% to 7.5% with maxed skills. This would not be a huge change but enough to make it a viable option as a suit role.
Canari Elphus for CPM1
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RINON114
B.S.A.A. General Tso's Alliance
562
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Posted - 2014.03.31 13:49:00 -
[33] - 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. |
Operative 1171 Aajli
Bragian Order Amarr Empire
1692
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Posted - 2014.03.31 15:08:00 -
[34] - Quote
xSir Campsalotx wrote:what if you let assaults use 2 light weapons
Lol yeah. Then the commando gets three light weapon slots! Mwuhahaha!
"Stay stealthy scouts."
GÇô Ron Burgundy
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
958
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Posted - 2014.03.31 15:20:00 -
[35] - Quote
they should take away the scout sidearm. Scouts already have 2 equip, and the strongest ewar in the game. They shouldn't have the resilience of a frontliner and even more options. (I am a career scout, btw). The closed beta Type II scout had 2 equip and no sidearm, and I always thought it was the best scout CCP has designed to date. CCP instead rolled out Uprising with the Type I which was essentially "tiny assault" = faster with lower HP + 1 Sidearm and 1 equip. Same build as the assault suit but with less fitting and easier to kill.
Nowadays though, scouts are sitting pretty. Great EWAR, cloak is balanced, racial abilities are awesome. Just take away scout sidearm to make them more of a utility role. The you don't need to give the assaults anything at all. They will default to the frontline grunts, being faster than heavy suits and having more types of bullets than Scouts.
Damage Based, attack = Assault Damage Based, defense = Sentinel Damage Based, support = Commando
Utility Based, attack = Scout Utility Based, support = Logistics
Hail Bacon
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deepfried salad gilliam
Sanguine Knights
596
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Posted - 2014.03.31 15:51:00 -
[36] - Quote
i would prefer a shield projector use it it shoots out a shield array that looses charge from time and damage id like it to look like a ward from skyrim but more techy looking
It'll help define roles, i promise:)
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ZDub 303
TeamPlayers Negative-Feedback
2413
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Posted - 2014.03.31 16:33:00 -
[37] - Quote
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. |
RINON114
B.S.A.A. General Tso's Alliance
562
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Posted - 2014.03.31 21:53:00 -
[38] - 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. |
Monkey MAC
Rough Riders..
2334
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Posted - 2014.03.31 21:58:00 -
[39] - Quote
Funkmaster Whale wrote:I remember some time ago CCP spoke about introducing an equipment type that would act as a deployable shield of sorts. Essentially it would act similar to a nanohive except that the surrounding bubble would act as a barrier allowing the user to create his own temporary cover.
As we now see with Scouts, CCP has begun to introduce "abilities" to classes. Yes, everyone can equip a cloak, but Scouts are the target audience while everyone else must incur penalties if they wish to make use of them. How about introduce something similar with Assaults?
Introducing "Bubble shields" or whatever you'd call them and giving Assaults a 75% fitting reduction to them would give Assaults something unique and identifyable to the battlefield. These bubbles would act as shields that can neither be penetrated from inside or out (by damage, not suits) until some threshold of damage was reached. The problem being that Assaults would also possibly require a second equipment slot. It's tricky, but I'm interested if it's something that would actually benefit Assaults.
Of course, a few other things need to be addressed like the racial bonuses, slots, and suit stats but I think this would at least give Assault suits an identity.
Thoughts?
I think the Shield Bubble is more of a Logi/Medic thing. Assaults need something like a laser designator, that allows you to send support requests to the field commamder. or when T3 weapons get released, the ability to mod them mid-firefight.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Asha Starwind
DUST University Ivy League
689
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Posted - 2014.03.31 22:03:00 -
[40] - Quote
In other words something akin to the assault's over shield from PS2. I guess it could work in say the form of personal shield armor hardeners .
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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ZDub 303
TeamPlayers Negative-Feedback
2420
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Posted - 2014.03.31 22:42:00 -
[41] - Quote
RINON114 wrote: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.
What is to differentiate scouts from assaults then if all assault suits got was increased speed and stamina? No I don't like that at all, its about as bad as the weapon fit bonus imo.
If assault suits are too slow, then they should just increase their speed.
A bonus to the rifles is the right way to do it imo. The amarr bonus is well loved, it 'packs a punch' as you say, I truly believe that is the model we need to follow for the other suits.
Otherwise its just a scout suit with more EHP and less EWAR... not interesting at all imo. |
STEALTH HUNTER ZERO
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265
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Posted - 2014.03.31 22:54:00 -
[42] - Quote
I think the first easy and simple solution to buffing assaults is to give them Plenty of cpu/pg to fit damn near ALL modules and weapon slots with proto gear on a proto suit.... and probably adding 1-2 more slots to whichever tank they have. So cal and min would get another high or 2 and the gal and amarr would get another low or 2, there problem pretty much solved. I wouldn't be against giving them a bonus to certain modules or future equipment/modules though if the above isn't enough. |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
630
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Posted - 2014.04.01 02:10:00 -
[43] - Quote
Make them the heavy assault cruisers of dust
amarr assault get 3% armor hp and 3% armor resistances per medium level the same overheat bonus and an additional laser bonus. Now the assault gets two bonuses for the medium skill that they need to get assaults, and bonuses from the assault skill itself.
Fix the caldari suit recharge rates and give them a 7.5 % regulator buff and 3% shield resistances per level. Lower energizers a bit or increase the penalty. then assault gives them a bonus to all hybrids like eve does. Optimal range-dispersion-reload. Pick two or add your own that are caldari themed. (they should have more missile weapons which would make it easy with a velocity/flight time bonus. But we have to wait for ccp for that. The idea is to get it to where at max suit level 5medium, 5 assault and max shield skills and all low slots dedicated to regulators you get close to passive recharge like the caldari logistics used to. I think cal got around to half of a second. A proper dedicated shield tank until you get fluxed.
Gallente depends on what happens with ferroscale, reactive, and repair modules. They need to be buffed because it wouldnt be fair to give the gallente giant bonuses to them to get them where they should be working for gallente. Anyway medium gives ferroscale/reactive bonus and armor repairer bonus. assault skill gives 2 gallente themed hybrid bonuses (to all hybrids, just like caldari, they share hybrids) like small damage bonus, rof, or whatever. and fix the other hybrid weapons that are already broken. ar is supposed to be highest damage. Not combat rifle. especially when combat rifle has longer range than an ar.
Minmatar get a sprint, strafe, movement speed bonus and if they're slots stay the same I guess some kind of small shield bonus like caldari. Or damage mod bonus and forgo tanking altogether. They can keep they're current ammo bonus and get another min themed bonus. Rof, falloff. I'm not sure what direction to take minmatar. Leave that up to ccp or the minmatar community. Combat rifle would be rebalanced so it's not outdoing the ar in it's own area.
All assaults switch slot layouts with logis get the CPU and pg to fit them and lose they're equipment slot. you don't need equipment on a killing suit. Your now relying on logi support to heal/resupply/spawn in/get revived. I'd argue axe the sidearm altogether on assaults
Mediums act as the current assaults. 1 equipment. 1 sidearm, 1 light weapon, 1 grenade slot and make them cheaper than logis or assaults.
do this for all specialized suits, 4 bonuses and requires two suit skills to maximize effectiveness.
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Funkmaster Whale
Ancient Exiles.
1685
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Posted - 2014.04.01 02:31:00 -
[44] - Quote
Auris Lionesse wrote:Make them the heavy assault cruisers of dust
amarr assault get 3% armor hp and 3% armor resistances per medium level the same overheat bonus and an additional laser bonus. Now the assault gets two bonuses for the medium skill that they need to get assaults, and bonuses from the assault skill itself.
Fix the caldari suit recharge rates and give them a 7.5 % regulator buff and 3% shield resistances per level. Lower energizers a bit or increase the penalty. then assault gives them a bonus to all hybrids like eve does. Optimal range-dispersion-reload. Pick two or add your own that are caldari themed. (they should have more missile weapons which would make it easy with a velocity/flight time bonus. But we have to wait for ccp for that. The idea is to get it to where at max suit level 5medium, 5 assault and max shield skills and all low slots dedicated to regulators you get close to passive recharge like the caldari logistics used to. I think cal got around to half of a second. A proper dedicated shield tank until you get fluxed.
Gallente depends on what happens with ferroscale, reactive, and repair modules. They need to be buffed because it wouldnt be fair to give the gallente giant bonuses to them to get them where they should be working for gallente. Anyway medium gives ferroscale/reactive bonus and armor repairer bonus. assault skill gives 2 gallente themed hybrid bonuses (to all hybrids, just like caldari, they share hybrids) like small damage bonus, rof, or whatever. and fix the other hybrid weapons that are already broken. ar is supposed to be highest damage. Not combat rifle. especially when combat rifle has longer range than an ar.
Minmatar get a sprint, strafe, movement speed bonus and if they're slots stay the same I guess some kind of small shield bonus like caldari. Or damage mod bonus and forgo tanking altogether. They can keep they're current ammo bonus and get another min themed bonus. Rof, falloff. I'm not sure what direction to take minmatar. Leave that up to ccp or the minmatar community. Combat rifle would be rebalanced so it's not outdoing the ar in it's own area.
All assaults switch slot layouts with logis get the CPU and pg to fit them and lose they're equipment slot. you don't need equipment on a killing suit. Your now relying on logi support to heal/resupply/spawn in/get revived. I'd argue axe the sidearm altogether on assaults
Mediums act as the current assaults. 1 equipment. 1 sidearm, 1 light weapon, 1 grenade slot and make them cheaper than logis or assaults.
do this for all specialized suits, 4 bonuses and requires two suit skills to maximize effectiveness.
I like the idea behind giving the Medium suit skill a bonus. This would have to somehow be applied to the rest of the frames as well if it were to happen.
It would at least give people a reason to max out the basic frame skills.
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
633
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Posted - 2014.04.01 02:44:00 -
[45] - Quote
Funkmaster Whale wrote:Auris Lionesse wrote:Make them the heavy assault cruisers of dust
amarr assault get 3% armor hp and 3% armor resistances per medium level the same overheat bonus and an additional laser bonus. Now the assault gets two bonuses for the medium skill that they need to get assaults, and bonuses from the assault skill itself.
Fix the caldari suit recharge rates and give them a 7.5 % regulator buff and 3% shield resistances per level. Lower energizers a bit or increase the penalty. then assault gives them a bonus to all hybrids like eve does. Optimal range-dispersion-reload. Pick two or add your own that are caldari themed. (they should have more missile weapons which would make it easy with a velocity/flight time bonus. But we have to wait for ccp for that. The idea is to get it to where at max suit level 5medium, 5 assault and max shield skills and all low slots dedicated to regulators you get close to passive recharge like the caldari logistics used to. I think cal got around to half of a second. A proper dedicated shield tank until you get fluxed.
Gallente depends on what happens with ferroscale, reactive, and repair modules. They need to be buffed because it wouldnt be fair to give the gallente giant bonuses to them to get them where they should be working for gallente. Anyway medium gives ferroscale/reactive bonus and armor repairer bonus. assault skill gives 2 gallente themed hybrid bonuses (to all hybrids, just like caldari, they share hybrids) like small damage bonus, rof, or whatever. and fix the other hybrid weapons that are already broken. ar is supposed to be highest damage. Not combat rifle. especially when combat rifle has longer range than an ar.
Minmatar get a sprint, strafe, movement speed bonus and if they're slots stay the same I guess some kind of small shield bonus like caldari. Or damage mod bonus and forgo tanking altogether. They can keep they're current ammo bonus and get another min themed bonus. Rof, falloff. I'm not sure what direction to take minmatar. Leave that up to ccp or the minmatar community. Combat rifle would be rebalanced so it's not outdoing the ar in it's own area.
All assaults switch slot layouts with logis get the CPU and pg to fit them and lose they're equipment slot. you don't need equipment on a killing suit. Your now relying on logi support to heal/resupply/spawn in/get revived. I'd argue axe the sidearm altogether on assaults
Mediums act as the current assaults. 1 equipment. 1 sidearm, 1 light weapon, 1 grenade slot and make them cheaper than logis or assaults.
do this for all specialized suits, 4 bonuses and requires two suit skills to maximize effectiveness.
I like the idea behind giving the Medium suit skill a bonus. This would have to somehow be applied to the rest of the frames as well if it were to happen. It would at least give people a reason to max out the basic frame skills.
That's the idea. Now you have to specialize to bring out the best in your suit. The bonuses I mentioned are only for assaults. The basic medium skill doesn't actually give a bonus but any suit that uses it as a pre requisite gets unique bonuses from it just like eve. This way we do t get into stupid situations like drupsuit upgrades where there is literally no reason to level it past 4. You don't unlock anything for it. logis would get logi themed bonuses from having a higher medium skill and it let's you strt out with a better basic logi or assault because you already have to get to 3 medium to unlock it. scouts get bonuses from the light skill. Sentinels and commados get bonuses from the heavy skill.
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