Boot Booter
Algintal Core Gallente Federation
484
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Posted - 2014.04.13 00:33:00 -
[1] - Quote
CCP Boot Booter here. Tl;dr scroll to the bottom.. I suggest bonuses that passive increase the HP regen of assault suits.
First of all, the notion that assaults should be jack of all trades, best at nothing, decent at a lot of things, is complete nonsense. Every other role has an intended spot on the battlefield. People don't spec into assault to be mediocre. In order to develop a reasonable bonus for assaults we first have to decide what unique role they will play on the battlefield. Let's review current roles of other suits.
Heavy: high eHP, point defense and breach suit.
Commando: high damage weapons specialist, support firepower for both defense and attack
Logistics: equipment specialist, enhances friendly nearby friendlies
Scout: high speed scouting and gank, specializes in disrupting enemy units and assassinating high value targets
By looking through the roles above you can quickly see what is missing. Infantry. The guys who are able to quickly adapt to changing battle environments and the guys who are most suited for direct front line combat.
Asaault: front line attack and defense
This role feels somewhat overshadowed in 1.8 by scouts. Previously, I could argue that logis overshadowed this role (pre 1.8). Now logis seem to be in a good place, although they could use a little more HP.
To guide assaults in the right direction we have I think two paths. Give them a direct buff to HP or give them superior regen stats. I personally think the latter is the best solution. The reason that brick tanked scouts do assaults job so much better is because they can achieve similar eHP yet have better e-war and regen. Obviously scouts should have better e-war but to also have better regen breaks the assault role. I think adding a second racial bonus to assaults would make them more desirable. Also I rather like giving passive bonuses per lvl rather than module related bonuses, as these, simply put, limit the sandbox aspect of fitting suits. I will try to make the following bonuses equate to the addition of complex modules at lvl 5. (this mitigates the whole issue of more CPU/PG or adding slots) The only real issue with all of this is the Amarr. In what way can we make them unique to gallente in terms of regen bonuses!? Here's what I've come up with.
Amarr: +0.75 hp/s armor repair per lvl, - 2% shield delay and depleted delay per lvl
Caldari: +10% shield recharge per lvl
Gallente +1 hp/s armor repair per lvl
Minmatar: - 4% shield delay and depleted delay per lvl, +0.4 hp/s armor repair per lvl
I think this would put assaults in a real nice spot without making them OP while also adding a unique and desirable bonus.
SMG Specialist
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