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Summ Dude
Direct Action Resources
350
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Posted - 2014.04.08 18:32:00 -
[1] - Quote
So, with 1.8, the standard for Dropsuit skills now seems to be trending towards the standard one role bonus per level, and also two racial role bonuses per level. Sentinels all get two separate damage resistances, Scouts all get a bonus to two separate stats, and Logis each get two different bonuses to their respective equipment. In fact it would seem that only Assaults and Commandos are stuck with the one bonus per level. Now, with Commandos, this actually makes sense to me; an argument can certainly be made that a direct damage bonus affecting multiple weapons (worth two Complex Damage Mods no less) is valuable enough to be "worth" two normal bonuses.
But I don't think anyone would call the current Assault bonuses anywhere near that useful overall. Therefore, I suggest following the new trend, and giving Assault suits a second bonus per level. Just as an idea, how about bringing back something similar to the "original" bonuses we first caught a glimpse of on Sisi way back? So something like:
Amarr: +5% to efficacy of armor plates per level. Caldari: +5% to efficacy of shield extenders per level. Gallente: +5% to efficacy of armor repairers per level. Minmatar: +5% to efficacy of damage mods per level.
Of course these are more or less just my first ideas, and I'm open to suggestions.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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21yrOld Knight
Proficiency V.
658
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Posted - 2014.04.08 18:34:00 -
[2] - Quote
I would like to have the defensive back. While keeping my offensive bonus on my assault suit.
Mike Ruan Said i was Dust Famous
DNS first to use game theory.
Shadow of the feature is gone due to no worries.
Deal.
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1pawn dust
Algintal Core Gallente Federation
118
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Posted - 2014.04.08 18:35:00 -
[3] - Quote
Assault Suits need a role bonus, not a % per lvl imo
All assault suits should say receive 20% clip size /20% bonus to bio mods / 20% rep mods
Something that makes them distinctive but not broke, its hard to define what an assault suit is with a year of tryhard logislayer abuse and now scout suits running around with more ehp than vehicles.
Define that role son. |
Ripley Riley
Incorruptibles
1604
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Posted - 2014.04.08 18:36:00 -
[4] - Quote
I like where your head is at, but those bonus percentages are way too high. I'd dial them back to what their respective skills provide.
He imposes order on the chaos of organic evolution...
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Summ Dude
Direct Action Resources
352
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Posted - 2014.04.08 18:39:00 -
[5] - Quote
1pawn dust wrote:Assault Suits need a role bonus, not a % per lvl imo
All assault suits should say receive 20% clip size /20% bonus to bio mods / 20% rep mods
Something that makes them distinctive but not broke, its hard to define what an assault suit is with a year of tryhard logislayer abuse and now scout suits running around with more ehp than vehicles.
Define that role son. I've actually done some work trying to define their overall role as well.
Ripley Riley wrote:I like where your head is at, but those bonus percentages are way too high. I'd dial them back to what their respective skills provide. Hm, perhaps. This was more just an effort to get the ball rolling.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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HYENAKILLER X
WILL FIGHT ANYONE
718
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Posted - 2014.04.08 18:55:00 -
[6] - Quote
Heres my take:
Assaults get 20% off weapon fittings per suit level.
Assault penalty: kin cat/card/myofrib
Logi get 20% off equipment per level.
Logi penalty: armor rep/sheild rep,reg
Scouts are actually fine imo.(lol@amarr)
Scout bonus 20% additional range on nova knives per level.
Sentinels get 20% ammo bonus/reload speed of heavy weapons per level.
Sentinel penalty: rep tool effectiveness
Commandos are fine imo.
Buff range/precission enhanceers by 20%.
Add all assault bonuses to basic suit once level 5 is reached for sake of visual variety.
Damage mods have damage/rate of fire increase.
Embrace/focisand encourage roles without hindrence or penalty to the actual role.
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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Boot Booter
Molon Labe. General Tso's Alliance
396
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Posted - 2014.04.08 19:03:00 -
[7] - Quote
^ what? |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
708
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Posted - 2014.04.08 19:17:00 -
[8] - Quote
Lmao summ you bumped your other thread with this and I don't even get a "your right" for what I've bee saying all along. Disappointed lol.
I'd rather see caldar get regulators and a delay switch with cal logis. 7.5% reg And gal 10% armor rep.
I still stand by my 4 bonuses eveification plan 2 defensive for each medium level and 2 offensive for each assault level. and do this for all specialized suits.
Cal get a 3% shield resistances or 3% shield extender like your saying instead of 5% and then the regulator bonus.
And 2 hybrid bonuses for the assault level that apply to all hybrids. amarr get armor resistance and hp they're laser bonus and an additional laser bonus. So on, so on.
It's a start to fixing the game. Do this for all specialized suits not just assaults and we have to decide on a clear role bonus. Since the one we have now is garbage.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
254
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Posted - 2014.04.08 19:23:00 -
[9] - Quote
Commandos:
- reduced hit box, the frame is way way too big. - their current bonus is perfect for each class. - they should receive bonus WP for AV damage, kills. - their melee should be a knife. - they should receive bonus damage to remotes. - come with smoke grenade (blueprint - locked not to be changed) - their current suit colours need to be adjusted for more camo (Cal sent is terrible)
Assaults: - carry +1 nade and have greater nade damage or range (perfect for AV). - bonus WP for capturing/kills inside friendly or enemy objective. - ability to call "field artillery" on an objective, or ability to weak OB at a reduced WP score. - added damage when supported by other assault troops (inside certain range). - successive kills should provide a boost to stats, ie. bloodthirsty type stuff.
I don't like their current bonus, but a %reduction to cost of light weapons or grenades is solid. Allowing assault to easily equip core nades or AV nades and either providing increased damage or just an increase in numbered carried would be a start. Next adding role bonuses and team play bonuses would add a lot to the class.
Even adding a reload speed wouldn't hurt, it would make the class balanced and a viable option. I know i don't have racial bonuses but many people have offered good ones up, i was just suggesting what can be done to add to the assault class and make it balanced. |
Boot Booter
Molon Labe. General Tso's Alliance
396
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Posted - 2014.04.08 19:24:00 -
[10] - Quote
As a minmatar assault I strongly disagree with 5% bonus to damage mods that you suggest. All the other bonuses are defensive while a bonus to damage mods equates to very little extra damage, that is far outweighed by bonus to HP modules.
I'd actually prefer the extra bonuses to affect assaults passively.
Amarr +5% to base armor per lvl Caldari +3% to base shields per lvl Gallente +0.5 hp/s base armor repair per lvl Minmatar - 3% shield delay and shield depleted delay per lvl
Or something like that. I tried to make each one so that it adds about a basic module (or a little more) at pro.
What do you think? |
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
30
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Posted - 2014.04.08 19:40:00 -
[11] - Quote
I agree this has to be a role bonus so that Assaults only get the effect. Also agree that Assaults must be the most customizable class in the game.
Amarr Victor
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Summ Dude
Direct Action Resources
354
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Posted - 2014.04.08 19:52:00 -
[12] - Quote
Boot Booter wrote:As a minmatar assault I strongly disagree with 5% bonus to damage mods that you suggest. All the other bonuses are defensive while a bonus to damage mods equates to very little extra damage, that is far outweighed by bonus to HP modules.
I'd actually prefer the extra bonuses to affect assaults passively.
Amarr +5% to base armor per lvl Caldari +3% to base shields per lvl Gallente +0.5 hp/s base armor repair per lvl Minmatar - 3% shield delay and shield depleted delay per lvl
Or something like that. I tried to make each one so that it adds about a basic module (or a little more) at pro.
What do you think? I'm not necessarily against bonuses that just directly affect base stats (although those numbers seem a little wonky). It should also be noted that I avidly believe that Assault suits should have the most module slots of any suit in the game, and think that bonuses affecting specific modules would go well with this, as they could potentially fit the highest amount of their respective module.
As for your point on the suggested Minmatar bonus, I suppose it could just as easily be a bonus to Shield Rechargers instead. I guess I just thought that Damage Mods would be a little more interesting. And from what I'm told of Minmatar ships in Eve, they have the capability to just focus and speed and damage, more or less eschewing most of their tank.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Ghost Kaisar
Fatal Absolution Dirt Nap Squad.
4082
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Posted - 2014.04.08 19:56:00 -
[13] - Quote
Summ Dude wrote:So, with 1.8, the standard for Dropsuit skills now seems to be trending towards the standard one role bonus per level, and also two racial role bonuses per level. Sentinels all get two separate damage resistances, Scouts all get a bonus to two separate stats, and Logis each get two different bonuses to their respective equipment. In fact it would seem that only Assaults and Commandos are stuck with the one bonus per level. Now, with Commandos, this actually makes sense to me; an argument can certainly be made that a direct damage bonus affecting multiple weapons (worth two Complex Damage Mods no less) is valuable enough to be "worth" two normal bonuses. But I don't think anyone would call the current Assault bonuses anywhere near that useful overall. Therefore, I suggest following the new trend, and giving Assault suits a second bonus per level. Just as an idea, how about bringing back something similar to the "original" bonuses we first caught a glimpse of on Sisi way back? So something like: Amarr: +5% to efficacy of armor plates per level. Caldari: +5% to efficacy of shield extenders per level. Gallente: +5% to efficacy of armor repairers per level. Minmatar: +5% to efficacy of damage mods per level.Of course these are more or less just my first ideas, and I'm open to suggestions. Here's a more full-fledged attempt to solidly define the Assault suit's role.
You realize that a percent bonus would be the worst bonus ever to damage mods right?
That complex damage mod only has 5% base.
5 * 1.25 = 6.25% extra damage.
Big Whoop.
I got my cloak and daggers, I'm a very happy Ghost
I hack at Mach V
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Boot Booter
Molon Labe. General Tso's Alliance
401
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Posted - 2014.04.08 21:34:00 -
[14] - Quote
Summ Dude wrote:Boot Booter wrote:As a minmatar assault I strongly disagree with 5% bonus to damage mods that you suggest. All the other bonuses are defensive while a bonus to damage mods equates to very little extra damage, that is far outweighed by bonus to HP modules.
I'd actually prefer the extra bonuses to affect assaults passively.
Amarr +5% to base armor per lvl Caldari +3% to base shields per lvl Gallente +0.5 hp/s base armor repair per lvl Minmatar - 3% shield delay and shield depleted delay per lvl
Or something like that. I tried to make each one so that it adds about a basic module (or a little more) at pro.
What do you think? I'm not necessarily against bonuses that just directly affect base stats (although those numbers seem a little wonky). It should also be noted that I avidly believe that Assault suits should have the most module slots of any suit in the game, and think that bonuses affecting specific modules would go well with this, as they could potentially fit the highest amount of their respective module. As for your point on the suggested Minmatar bonus, I suppose it could just as easily be a bonus to Shield Rechargers instead. I guess I just thought that Damage Mods would be a little more interesting. And from what I'm told of Minmatar ships in Eve, they have the capability to just focus and speed and damage, more or less eschewing most of their tank.
Yeah I agree that damage mods makes sense in terms of eve philosophy for minmatar but dust is already widely different. It would have to be a 10% bonus to damage mods per lvl, at least.
The reason I like passive type bonuses is because it does not limit the layout of suits. For example if for whatever reason the only way to be competitive is to fit module X but your suit gives a bonus to module Y. Then the bonus is wasted. The nerf made damage mods almost useless or at least less effective than a shield extender. Having bonus to passive skills mitigates the QQ when ccp changes stuff, which we all know they do in every update.
As for my numbers... Here's what it equates to at lvl 5 everything.
Amarr +75 armor Caldari +39.4 shield Gallente +2.5 hp/s armor rep Minmatar - 0.9 sec shield delay and -1.2 sec shield depleted delay
Seems OK to me. Anyway just throwing ideas out there. We can all agree that something needs to be done to help medium frames |
The Terminator T-1000
Skynet Incorporated
352
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Posted - 2014.04.08 21:35:00 -
[15] - Quote
assaults blow |
Vinny Gar
grief thief
24
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Posted - 2014.04.08 21:50:00 -
[16] - Quote
HYENAKILLER X wrote:Heres my take:
Assaults get 20% off weapon fittings per suit level.
Assault penalty: kin cat/card/myofrib
Logi get 20% off equipment per level.
Logi penalty: armor rep/sheild rep,reg
Scouts are actually fine imo.(lol@amarr)
Scout bonus 20% additional range on nova knives per level.
Sentinels get 20% ammo bonus/reload speed of heavy weapons per level.
Sentinel penalty: rep tool effectiveness
Commandos are fine imo.
Buff range/precission enhanceers by 20%.
Add all assault bonuses to basic suit once level 5 is reached for sake of visual variety.
Damage mods have damage/rate of fire increase.
Embrace/focisand encourage roles without hindrence or penalty to the actual role.
Correct me if I'm wrong, but 20% per level x 5 levels equals 100% off? ........
cosbyness is next to godliness
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boba's fetta
Dead Man's Game
524
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Posted - 2014.04.08 22:04:00 -
[17] - Quote
Vinny Gar wrote:HYENAKILLER X wrote:Heres my take:
Assaults get 20% off weapon fittings per suit level.
Assault penalty: kin cat/card/myofrib
Logi get 20% off equipment per level.
Logi penalty: armor rep/sheild rep,reg
Scouts are actually fine imo.(lol@amarr)
Scout bonus 20% additional range on nova knives per level.
Sentinels get 20% ammo bonus/reload speed of heavy weapons per level.
Sentinel penalty: rep tool effectiveness
Commandos are fine imo.
Buff range/precission enhanceers by 20%.
Add all assault bonuses to basic suit once level 5 is reached for sake of visual variety.
Damage mods have damage/rate of fire increase.
Embrace/focisand encourage roles without hindrence or penalty to the actual role. Correct me if I'm wrong, but 20% per level x 5 levels equals 100% off? ........
he wants to see who's in the other local channels.
skills are not being applied till 30 secs after spawn fixes before nerfs thank you.
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CRNWLLC
Screwy Rabbit ULC
184
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Posted - 2014.04.08 22:26:00 -
[18] - Quote
I think an additional bonus is definitely needed to fix the assault suits, along with:
1. Changing basic-to-proto slot layouts from 4-5-7 to 5-6-7. 2. Giving assaults the best regen rates/delay times of any suits. It makes no sense at all that scouts, an ostensibly covops/stealth role, have the best regen rates and delay times of all suits, further encouraging their use to fill the assault role--I mean, seriously, Gal scout has 3hp/s armor regen while Gal assault has 2hp/s; Cal scout has 3/4/50 shield delay/depleted delay/heal shield rate , Cal assault has 5/6/30. WTF? 3. Cal and Minnie assaults should change slot layouts, since Cal are pretty much just shield tankers and Minnie are (per lore) able to do both fairly well. Swapping the basic Cal-Min assault suit layouts (2H/2L-3H/1L) and proto Cal-Min layouts (4H/3L-5H/2L) would make more sense, and give the Minnie assaults the ability to speed or armor tank with their lows, which I think is fair, because I don't think their suits' lower EHP for marginally increased stamina/speed is a very great tradeoff.
My other dropsuit is a Python.
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Doctor Day
THE SUPERHEROS
40
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Posted - 2014.04.08 22:31:00 -
[19] - Quote
Either give them bonuse to there race rifle or give them a sidearm mod bonuse
Obvious troll is Obvious
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THEAMAZING POTHEAD
Nyain San Dirt Nap Squad.
1072
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Posted - 2014.04.08 22:34:00 -
[20] - Quote
All these numbers are garbage. i'd rather assaults stay as broke as they are now than have anyone in this threads numbers go through and ccp thinks they're "fixed" while they sit unused for a year.
Seriously all your numbers garbage and would be irrelevant. Damage mod bonus's are irrelevant as damage mods suck total balls. The hp bonus even as 5percent per shield extender also sucks balls as shield extenders are so crappy with tiny hp amounts. I had that on the callogi with 5 highs once...then it was as decent as other bonuses, but it still gets outperformed by the current uni logi bonus.
Overall assaults need a 25percent reduction to pg/cpu on all weapons and grenades along with Cal 25percent extra shield ext efficiency Gal 25percent extra armor rep efficiency or just a base 5 rep extra Amarr 15 percent extra armor plate efficency Minmatar straight 10 percent damage bonus to light weapons.
Seriously. Anything less than these and there is NO REASON to even use assaults again, because less than that and the logis are FAR better at assault. Heavies and sc uts speak for themselves as outclassing mediums completely already.
Your post is making me facepalm very hard right now.
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Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
349
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Posted - 2014.04.08 22:46:00 -
[21] - Quote
This is how I see the bonuses currently:
Scouts - evasion Sentinels - tanking Commandos - damage Logis - equipment
I'd say those all pretty accurately reflect their intended roles. So the question is what is the role of the assault suit? In my opinion it's versatility. And in that case, I think the most appropriate bonuses would be to fitting things (more base CPU/PG or the reduction of item fitting costs). I don't think assaults should be the best at anything, but just good at most things.
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Boot Booter
Molon Labe. General Tso's Alliance
406
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Posted - 2014.04.08 22:57:00 -
[22] - Quote
THEAMAZING POTHEAD wrote:All these numbers are garbage. i'd rather assaults stay as broke as they are now than have anyone in this threads numbers go through and ccp thinks they're "fixed" while they sit unused for a year.
Seriously all your numbers garbage and would be irrelevant. Damage mod bonus's are irrelevant as damage mods suck total balls. The hp bonus even as 5percent per shield extender also sucks balls as shield extenders are so crappy with tiny hp amounts. I had that on the callogi with 5 highs once...then it was as decent as other bonuses, but it still gets outperformed by the current uni logi bonus.
Overall assaults need a 25percent reduction to pg/cpu on all weapons and grenades along with Cal 25percent extra shield ext efficiency Gal 25percent extra armor rep efficiency or just a base 5 rep extra Amarr 15 percent extra armor plate efficency Minmatar straight 10 percent damage bonus to light weapons.
Seriously. Anything less than these and there is NO REASON to even use assaults again, because less than that and the logis are FAR better at assault. Heavies and sc uts speak for themselves as outclassing mediums completely already.
Dude......
.....
5% per lvl equals 25% at proto... You pretty much just said all these numbers suck then provided the same numbers or worse numbers.. With the exception to minmatar. |
THEAMAZING POTHEAD
Nyain San Dirt Nap Squad.
1072
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Posted - 2014.04.08 23:40:00 -
[23] - Quote
Boot Booter wrote:THEAMAZING POTHEAD wrote:All these numbers are garbage. i'd rather assaults stay as broke as they are now than have anyone in this threads numbers go through and ccp thinks they're "fixed" while they sit unused for a year.
Seriously all your numbers garbage and would be irrelevant. Damage mod bonus's are irrelevant as damage mods suck total balls. The hp bonus even as 5percent per shield extender also sucks balls as shield extenders are so crappy with tiny hp amounts. I had that on the callogi with 5 highs once...then it was as decent as other bonuses, but it still gets outperformed by the current uni logi bonus.
Overall assaults need a 25percent reduction to pg/cpu on all weapons and grenades along with Cal 25percent extra shield ext efficiency Gal 25percent extra armor rep efficiency or just a base 5 rep extra Amarr 15 percent extra armor plate efficency Minmatar straight 10 percent damage bonus to light weapons.
Seriously. Anything less than these and there is NO REASON to even use assaults again, because less than that and the logis are FAR better at assault. Heavies and sc uts speak for themselves as outclassing mediums completely already.
Dude...... ..... 5% per lvl equals 25% at proto... You pretty much just said all these numbers suck then provided the same numbers or worse numbers.. With the exception to minmatar. The amarr and caldari bonuses are good, 5 percent to armor rep is iffy unless you have 3 or more reps, which is why I said or just a base 5 armor rep, I probably should have just remove the efficency altogether but people always cry OP. Minmatar is obvious as at least 10 percent is needed for damage to be decent whatsoever.
Also, the overall assault bonus needs to be changed to include grenades as well or just changed altogether to be ACTUALLY useful. It should really be a flat 25 percent to all weapons and equipment since the assault is supposed to be decent at everything.
Your post is making me facepalm very hard right now.
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Happy Violentime
OMFGZOMBIESRUN
330
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Posted - 2014.04.09 00:07:00 -
[24] - Quote
I'd rather see the assault get the same highs/lows as its racial logi, and a second eq slot. |
The Eristic
Sad Panda Solutions
373
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Posted - 2014.04.09 01:01:00 -
[25] - Quote
Maybe the Min would be better either with a higher % (given what's happened to damage mods), or maybe 5-7% per level efficacy to biotics modules?
I still think there should be both racial tank and gank bonuses across all of a race's suits (including the generic frames), with racial role bonuses either amplifying those or offer something completely different where necessary. |
Yeeeuuuupppp
KILL-EM-QUICK
239
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Posted - 2014.04.09 01:04:00 -
[26] - Quote
What are assaults? This is Scout/Heavy 5 1 4
CCP Saberwing: " War elephants for 1.9
Mic status: Muted
Feel the wrath of my troll
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
518
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Posted - 2014.04.09 04:24:00 -
[27] - Quote
Mix the previous Logi and Assault bonuses and redistribute them back to the assaults .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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