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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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Summ Dude
Direct Action Resources
352
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Posted - 2014.04.08 18:39:00 -
[2] - 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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Summ Dude
Direct Action Resources
354
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Posted - 2014.04.08 19:52:00 -
[3] - 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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