m twiggz
Pradox One Proficiency V.
498
|
Posted - 2014.04.12 13:00:00 -
[1] - Quote
I shall take part in your little role-playing game.
Increase the slot layout of Assault suits to equal those of Logistic suits. This wouldn't include the addition of the extra equipment slots Logistic suits have.
Giving the added slots Assaults could then make use of more modules. Adding more variety to the suits for different situations. I would assume most players would use them to add more tank, as thats what the majority of players seem to be doing on all suits nowadays. This could have been something implemented long ago to fight the "slayer-logi" problem(?), as this is all most Assault suits asked for in the first place.
Base Statistic Changes I will not be posting 'specific' numbers, just additions to specific suits.
Assault suits are at a fine place with their max EHP. Scouts cannot match their EHP, as Assaults cannot match Heavies EHP, which I believe is working as intended. Those who pick to "brick-tank" their suits are making personal choices, this is not by any means a call for a nerf to either shield extenders or armor plates, nor base HP values of suits.
Amarr Assault I have never played Amarr so I will have to get back to you with suit specific choices.
Caldari Assault -Increased Shield Recharge Rate as follows: 30.00 HP/s for Standard, 40.00 HP/s for Advanced, 50.00 HP/s for Proto.
This will provide the Caldari Assault suit with a more suited role of shield tanking. They will now be able to have short engagements with enemies, leave battle for a short period of time, recharge, then resume battle as needed.
Gallente Assault -Increased Armor Repair Rate as follows: 6.00 HP/s for Standard, 8.00 HP/s for Advanced, 10.00 HP/s for Proto.
This will provide the Gallente Assault suit with a more suited role of armor tanking. They will now be able to stay in battle for longer periods of time with minimal time spent away from battle.
Minmatar Assault I have never played Minmatar Assault so I will have to get back to you with suit specific choices.
Suit Bonus Changes. These changes play a great part in the new added values stated in the "Base Statistic Changes" section.
The Assault class should be the suit up on the front lines outputting the most amount of damage. The changes stated below help provide each individual race with bonuses that can help them accomplish this feat. These bonuses will provide each race with a unique advantage on the field against the kind of tank they do the least damage to, letting them provide PURE damage to any suit, anytime, anywhere.
Amarr Assault +2% light/sidearm laser weaponry damage against armor per level.
Laser tech is focused on destroying shields, with this added bonus Amarr Assaults can now use their main weapons, the Scrambler Rifile and Laser Rifle, and be nearly as effective against armor as they are against shields. This will give the Amarr Assault a much needed advantage on the battlefield as a true assault player.
Caldari Assault +2% light/sidearm hybrid - railgun weaponry damage against shields per level.
Hybrid - railgun tech is focused on destroying armor, with this added bonus Caldari Assaults can now use their main weapon, the Railgun, and be nearly as effective against shields as they are against armor. This will give the Caldari Assault a much needed advantage on the battlefield as a true assault player.
Gallente Assault +2% light/sidearm hybrid - blaster weaponry damage against armor per level.
Hybrid - blaster tech is focused on destroying shields, with this added bonus Gallente Assaults can now use their main weapon, the Assault Rifle, and be nearly as effective against armor as they are against shields. This will give the Gallente Assault a much needed advantage on the battlefield as a true assault player.
Minmatar Assault +2% light/sidearm projectile and explosive weaponry damage against shields per level.
Projectile and explosive tech is focused on destroying armor, with this added bonus Minmatar Assaults can now use their main weapons, the Combat Rifile and Mass Driver, and be nearly as effective against shields as they are against armor. This will give the Minmatar Assault a much needed advantage on the battlefield as a true assault player.
Conclusion The addition of all three of these ideas may make Assault Suits OP. I wouldn't have an idea, nor would you, until proper testing was done. Theoretically we all have separate opinions that are completely viable in our own minds, these are just a few of mine. Honestly I feel bad for Assault suits, they're in a really bad place right now. Things like this should have been figured out long ago before Dust left closed-beta. Unfortunately we are still the guinea pigs to CCPs master plan of Dust 514. |