A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
644
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Posted - 2014.04.13 10:54:00 -
[1] - Quote
I have noticed across various threads that a number of people are defining assaults by saying other suits should not be able to ..... whatever.
However, I think we should define the assault be determining what "they" should be doing which is assaulting and taking positions on the map away from the enemy. However, they should not be the best at holding the position when taken, this should be the sentinel, nor should they be the best at chasing down the retreating reds as this should be scouts.
So in the role of assaulting a position I believe a good module would be an active piece of equipment that gives a brief but significant boost to either shields hp (overdrive module) or armour repair (would not be logical to boost armour hp as it would be difficult explaining where the armour came from and went).
It needs to be an active module that only lasts for a short period of time e.g. 15 seconds and only boosts your ability by a fixed amount e.g. basic gives a shield boost of 50 hp with complex giving a boost of 150 hp. For the armour repair it should follow the same lines as reppers but give an extra 2 hp e.g. basic would give 4 hp a second and so on.
An alternative would be to give the assaults the equivalent of active hardeners but again they should only last a short time and have a relatively long cool down period.
These numbers are for illustration purposes and should not be considered as the actual numbers that should be used.
To limit it primarily to assaults you could do the same thing as CCP did with cloaks which is replace one of the Assaults bonuses with a fitting reduction cost for the new equipment.
Assaults should no longer be a jack of all trades but have a more defined role to play on the battlefield. |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
649
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Posted - 2014.04.13 18:05:00 -
[2] - Quote
pagl1u M wrote:@Ripper Rouge, you cant play this game, CCP Rouge wouldnt hire another CCP Rouge... Get out!
@Ydubbs there is still the problem with scrambler rifle not effected by it, amarr assault would not be happy.
@A 'Real Fury CCP Rouge is angry with you cause he said "no new modules"... Seriously, I like your idea but don't you think it will be used not as intended? As for the cloak, it was meant primarly to let you run unseen from a place to another but it is primarly used to kill enemies. I Wonder those modules would be used just to dominate in 1v1.
Yep, like everything else that is introduced it will get abused. However, when you consider that this is an FPS at heart then pretty much everything will be used to kill reds regardless of its intended purpose.
Cloaks might have been designed to get you behind the lines to hack stuff but I reckon the number of people who would enjoy "just" hacking stuff and avoiding engagements in a Lobby Shooter are rare people indeed.
This game, for me at least, is most enjoyable when killing people and less enjoyable if all I did as a cloaked scout is hack stuff when no one is around, game after game after game. There is enough repetition in this game without forcing players not to engage reds by making them easier to see or kill.
The changes to the scout have actually made the game fun again and I am actually managing to cap once again and I hope CCP finds a way of making it so for Assaults without nerfing everybody else.
However, without introducing modules my suggestion would be to increase base HP with maybe a bonus to racial weapons in the secondary skills e.g. ammo capacity and reload speed.
Scout = Glass Cannon, they need high Alpha damage weapons to stay competitive Sentinel = Sledge hammer Logi = Support either Combat Logi (Half slayer and runs with the Assaults) or pure support and supports the sentinels Assault = Precision Instrument designed to overwhelm defensive positions before moving on. |