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Boot Booter
Molon Labe. General Tso's Alliance
370
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Posted - 2014.04.03 07:46:00 -
[1] - Quote
And flaylocks.
Can you please fix assault suits. The fact that scouts are more tanked and definitely more invisible than my assault suit is making me very sad. Scouts are better at assaulting things than assaults.
I'd say give us that extra slot you've been on the fence about or give assaults the same load out as logis except with more HP and speed. Ammar you can have two sidearms I guess, not really sure what you want though.
Suggestions?
Oh and flaylock! I was so excited for my min assault 8 round flaylock... |
ThePrinceOfNigeria
Zumari Force Projection Caldari State
442
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Posted - 2014.04.03 07:48:00 -
[2] - Quote
Assault suits should get some love. As for Flaylocks you shall forever be shammed with those useless SPs for joining the F@glock bandwagon during its heyday. |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
655
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Posted - 2014.04.03 07:54:00 -
[3] - Quote
Make the game 8slots like eve instead of 5 Rebalance all slot layouts with assault having the most.
Give assaults enough pg and CPU to fit as well as a scout or logi
Add ammo types and damage resistance mods/give assaults 2 or 3 ammo slots.
New role bonus, new bonuses for caldari and gallente and additional bonuses to all 4 Ideally 4 bonuses. 2 for each medium suit level 2 for each assault level apply this fix to the other specialized suits.
Buff base stats significantly.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10243
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Posted - 2014.04.03 07:56:00 -
[4] - Quote
ThePrinceOfNigeria wrote:Assault suits should get some love. As for Flaylocks you shall forever be shammed with those useless SPs for joining the F@glock bandwagon during its heyday. Wanting to maintain imbalance out of spite is just stupid, and bad for the game. No weapon should be non-viable, all should thrive at their particular role, and all should have a purpose.
To the original poster: The problem is the medium frame slot counts, slot layouts, and slot progression. Medium frames should have enough slots to maintain a significant gap between them and the light frames. Like every other frame size, mediums should gain only 1 module slot from one tier to the next, and the upper limit should be 8 (like mos current logis). So it should be 6 module slots STD, 7 ADV, 8 PRO. I say let scouts tank if they want to, as long as they don't start usurping the role of assaults.
My thread on the subject: [Request] Medium frame (basic/assault/logi) slot changes/incease
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.
[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 [ REMOVED BASIC MEDIUM STUFF TO SAVE SPACE ] Obviously PG/CPU should be tweaked
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Oswald Rehnquist
1324
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Posted - 2014.04.03 08:10:00 -
[5] - Quote
1) Swap Scout and Assault Regen Stats
2) Give assaults 2 more slots
3) Buff CPU/PG to accommodate
4) Assault Role Bonus should Include Grenades as well
5) Add on to Racials to give some freedom -Cal- Rail Reload / Shied Recharger / Extender % bonus -Min- Projectile Clip / Shield Energizer / Shield Regulator % bonus -Gal- Plasma RoF / Ferroscale Plates / Armor Repairer % bonus -Ama- Laser Heat Reduction / Armor Plates % bonus
My $.02
Below 28 dB
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KGB Sleep
968
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Posted - 2014.04.03 08:30:00 -
[6] - Quote
Give Assaults a massive reduction to uplink spawn time.
That keeps them "Assaulting" objectives.
Because beer, that's why.
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Garrett Blacknova
Codex Troopers
4827
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Posted - 2014.04.03 08:33:00 -
[7] - Quote
KGB Sleep wrote:Give Assaults a massive reduction to uplink spawn time.
That keeps them "Assaulting" objectives. Why only uplinks?
Give all Assault suits an innate 50% reduction to spawn delay.
BUT make it count based on which suit you were wearing when you died, so you can't just spawn in an Assault suit then swap out for something else after spawning. |
Krixus Flux
Kang Lo Directorate Gallente Federation
132
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Posted - 2014.04.03 08:39:00 -
[8] - Quote
Garrett Blacknova wrote:KGB Sleep wrote:Give Assaults a massive reduction to uplink spawn time.
That keeps them "Assaulting" objectives. Why only uplinks? Give all Assault suits an innate 50% reduction to spawn delay. BUT make it count based on which suit you were wearing when you died, so you can't just spawn in an Assault suit then swap out for something else after spawning.
Afraid someone will get over you or something?
Saying what's on people's minds
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Jebus McKing
328
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Posted - 2014.04.03 08:39:00 -
[9] - Quote
Give Assault suits a double jump with a small boost from a jetpack so they can jump over walls and on top of small buildings.
@JebusMcKing // TIERICIDE, just do it, CCP.
ò_Ô
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Cinnamon267
125
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Posted - 2014.04.03 09:08:00 -
[10] - Quote
KGB Sleep wrote:Give Assaults a massive reduction to uplink spawn time.
That keeps them "Assaulting" objectives.
Also, give them a 3rd grenade :) |
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RINON114
B.S.A.A. General Tso's Alliance
570
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Posted - 2014.04.03 15:27:00 -
[11] - Quote
Jebus McKing wrote:Give Assault suits a double jump with a small boost from a jetpack so they can jump over walls and on top of small buildings. Go back to Titanfall? |
Boot Booter
Molon Labe. General Tso's Alliance
372
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Posted - 2014.04.03 15:35:00 -
[12] - Quote
I definitely agree with the fitting bonus applied to grenades... That would make too much sense. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10246
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Posted - 2014.04.03 15:40:00 -
[13] - Quote
Flaylock should get a modest increase in splash damage and radius, or a bigger magazine.
On the subject of assaults being outperformed by scouts at assaulting. I think scouts should be able to bricktank if they want to, but the HP gap between scouts and medium frames should remain significant. Right now the HP gap isn't, and an Amarr scout actually has more module slots than an Amarr assault at STD-ADV for example and allows the scout to out-tank the assault, while still being faster, stealthier, better at scanning, have a 2nd equipment etc. The issue is less pronounced with the other assaults, but the gap is too small.
The problem is the medium frame slots, and slot progression. Like every other frame size, mediums should gain only 1 module slot from one tier to the next, and the upper limit should be 8 (like mos current logis). So it should be 6 module slots STD, 7 ADV, 8 PRO. I say let scouts tank if they want to, as long as they don't start usurping the role of assaults.
My thread on the subject: [Request] Medium frame (basic/assault/logi) slot changes/incease
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.
[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 [ REMOVED BASIC MEDIUM STUFF TO SAVE SPACE ] Obviously PG/CPU should be tweaked
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Sergamon Draco
Rautaleijona
432
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Posted - 2014.04.03 15:44:00 -
[14] - Quote
Or they could raise the dam mods % for the assaultters
Fck the kdr,i`m going in
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Zahle Undt
Bullet Cluster Lokun Listamenn
1217
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Posted - 2014.04.03 15:45:00 -
[15] - Quote
Allow assaults to shoot fire from their eyes and lightning bolts from their arse
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Boot Booter
Molon Labe. General Tso's Alliance
375
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Posted - 2014.04.03 15:49:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:Flaylock should get a modest increase in splash damage and radius, or a bigger magazine. My thread on the subject: [Request] Medium frame (basic/assault/logi) slot changes/inceaseKAGEHOSHI Horned Wolf wrote:[UPDATE]: 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 [ REMOVED BASIC MEDIUM STUFF TO SAVE SPACE ] Obviously PG/CPU should be tweaked
^Boom.
This is it right here. |
Heimdallr69
Heaven's Lost Property
1992
|
Posted - 2014.04.03 15:59:00 -
[17] - Quote
As a cal assault player the fact of using an extra nade...really guys? I don't use nades they're a waste of CPU and pg. That bonus would be pointless for non nade spammers.
Removed inappropriate content - CCP Logibro
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Heimdallr69
Heaven's Lost Property
1992
|
Posted - 2014.04.03 16:01:00 -
[18] - Quote
Zahle Undt wrote:Allow assaults to shoot fire from their eyes and lightning bolts from their arse Maybe just stick with shooting nades from the ass
Removed inappropriate content - CCP Logibro
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Jebus McKing
329
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Posted - 2014.04.03 16:20:00 -
[19] - Quote
RINON114 wrote:Jebus McKing wrote:Give Assault suits a double jump with a small boost from a jetpack so they can jump over walls and on top of small buildings. Go back to Titanfall? Uhm... no?
@JebusMcKing // TIERICIDE, just do it, CCP.
ò_Ô
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