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RA Drahcir
Inner.Hell
343
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Posted - 2014.04.12 18:31:00 -
[31] - Quote
Buff their e-warfare potential. Not profile but range and precision, it should be viable to sacrifice (currently too low number of modules) to compete in picking up tanked, uncloaked, noob scouts. RoF will not help Amarr Assaults with ScR, buff laser heat build up reduction to 10% per level and change layout to 2H 4L at proto. I would say 5L but that would be draw more people to speccing into it, I like the rarity. As for the other Assaults, not sure what would help them individually without making them OP. |
pagl1u M
Maphia Clan Unit Unicorn
604
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Posted - 2014.04.12 19:41:00 -
[32] - Quote
My opinion on how to Fix them:
The shield recharge delay and the shield depleted recharge delay should be lowered by 1 on every suit. The heal shield rate should be 40 for caldari, 30 for minmatar, 25 for amarr and 20 for Gallente.
The armor repair rate for Gallente should be 3.
Minmatar get 5 more pg and their slot layout changed to 4/3. Caldari get 15 more cpu.
Change the bonuses for caldari and gallente: Gallente: +1% to rof of hybrid blaster light sidearm weapons per Level. (1% is not high but I dont want to make them too OP.) Caldari +5% to rail optimal and effective range per Level.
What do you think? |
medomai grey
WarRavens League of Infamy
586
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Posted - 2014.04.12 20:40:00 -
[33] - Quote
pagl1u M wrote:Let's play a game: you work at CCP as "CCP yourname". Today CCP Rouge Came into your office and said to you. "I need you to Fix assaults, it is all up to your decisions but there are some things that you can do and some others that you cant do: You can: 1 change their slot layout 2change their cpu and pg 3change their base stats (base ehp, shield recharger, stamina....) 4change their bonuses. You can obviously use 1 or more of these points.
You can't : Create new things (modules, equipment, weapons...) Create Strange mechanics (Idk... Improved aim assist for assaults...)
You have to make they better but MUST NOT make them OP!
Post what you would do with numbers you would put and explain why you choosed that changes. Also, try to argument the opinion of other players without flame, QQ and trolling.
I m still thinking of what I would do so I ll post it later Click the link below and read.
Medium frame EHP is not medium
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pagl1u M
Maphia Clan Unit Unicorn
610
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Posted - 2014.04.12 23:21:00 -
[34] - Quote
medomai grey wrote:pagl1u M wrote:Let's play a game: you work at CCP as "CCP yourname". Today CCP Rouge Came into your office and said to you. "I need you to Fix assaults, it is all up to your decisions but there are some things that you can do and some others that you cant do: You can: 1 change their slot layout 2change their cpu and pg 3change their base stats (base ehp, shield recharger, stamina....) 4change their bonuses. You can obviously use 1 or more of these points.
You can't : Create new things (modules, equipment, weapons...) Create Strange mechanics (Idk... Improved aim assist for assaults...)
You have to make they better but MUST NOT make them OP!
Post what you would do with numbers you would put and explain why you choosed that changes. Also, try to argument the opinion of other players without flame, QQ and trolling.
I m still thinking of what I would do so I ll post it later Click the link below and read. I may be wrong (I m a bit high atm) but in that thread you talk about reworking rifles, this thread is about reworking assaults, there is a link between them but they are different things |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
698
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Posted - 2014.04.12 23:30:00 -
[35] - Quote
For fix the Ass.suit you need to give them a role.
Heavys are killers,LOGI spam equip, scout scan run and Gank.
The solution? give them diversity and versatility. Give the assault a new slot layout with 3 "medium" slot,while buffing a LITTLE the cpu/pg.
How that will work: the medium slot will accept all mod no HP or DMG related. You can add codebrakers,dampeners and all the other mods people don't use. The little buff at CPU and PG help them to fit the mods, but to equip pro module they need to from some HP.
Problem solved.
Cal.Heavy-Min.Heavy-Amarr.Heavy
Believe in the FORGE, young padawans
SoloDoloreSuCharlie
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Operative 1171 Aajli
Bragian Order Amarr Empire
1843
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Posted - 2014.04.13 00:14:00 -
[36] - Quote
THIS
The key here is group coordination, not individual power.
CCP nerfed the offensive bonuses because they made the assault suit just too good a choice for the way this game works to the detriment of everything else.
Solution would be for the assault suit to grant squad bonuses, either offensive or defensive, depending on race of suit.
Therefore, you'd have built in coordination. This sort of built in team coordination through bonuses and mechanics is something similar to what should be added to other aspects of the game like sniping and scouting so that people can fit into their roles more appropriately rather than an emphasis on individual power and kills.
Examples would be:
Amarr: +2% laser weapon dmg per lvl to the squad Cal: +2% shield hp per lvl to the squad Gal: +2% armor hp per lvl to the squad Min: +2% RoF to proj weapon dmg per lvl to the squad
If not in a squad you don't get crap. The 2% is so as not to be too OP when these bonuses stack together from the various suits in the squad. Or, only the squad leader could carry a bonus. Like bonuses won't stack, only the highest would be used. Or like bonuses could stack and then just use a 1% per lvl to keep it from being too OP.
Brick tanking a scout suit since April 2013!
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Boot Booter
Algintal Core Gallente Federation
484
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Posted - 2014.04.13 00:33:00 -
[37] - 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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Auris Lionesse
Kang Lo Directorate Gallente Federation
716
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Posted - 2014.04.13 00:49:00 -
[38] - Quote
4 bonuses for all specialized suits. 2 for the pre requisite skill and 2 for the specialization skill.
Standard suits get 2 from the prerequisite skill.
Assaults get two tank bonuses and 2 weapon bonuses.
Aka Eve parity.
Also more CPU and pg with a new role bonus and most mod slots with no equipment. Opposite of logos 285) most equipment slots and fewer mod slots. Example: caldari Would have a shield resistance and regulator bonus. Then optimum range to hybrids and a 4th hybrid bonus. so with level 5 caldari medium and assault you maximize how effective the suit is.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Asha Starwind
794
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Posted - 2014.04.13 01:08:00 -
[39] - Quote
Slots
Caldari : 4/3 at PRO Amarr: 3/4 at PRO Gallente: 3/4 at PRO Minmatar: 4/3 at PRO
CPU/PG
nothing crazy just bring them in line with heavies/scouts
Base stats unchanged if nothing is listed
Caldari : Amarr:
Shield recharge delay: 8 seconds
Gallente:
remove innate reps
Minmatar:
Hp: 175 shields, 125 armor Shield depleted delay: 7 seconds
Bonuses
Assault suit bonus: +5% to light/sidearm clip size, +.6 rounds to explosive weapon clip size per level Caldari : +3% to Shield extender efficiency per level Amarr: +2% to Armor plate efficiency per level Gallente: +7% to Armor repairer efficiency per level Minmatar: +5% to Shield Energizer/Recharger effiency per level
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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Boot Booter
Algintal Core Gallente Federation
485
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Posted - 2014.04.13 01:14:00 -
[40] - Quote
Just want to say there are a lot of great suggestions here. Surely one of these could work CCP.
SMG Specialist
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Echo 1991
WarRavens League of Infamy
211
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Posted - 2014.04.13 01:21:00 -
[41] - Quote
Extra module slot, slightly more PG and CPU and a minor stat change. Maybe more hp, lower scan profile and precision by about 5-10 db, more stamina and maybe a bit more regen for shields (a slightly higher value for min and cal). |
Echo 1991
WarRavens League of Infamy
211
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Posted - 2014.04.13 01:23:00 -
[42] - Quote
Asha Starwind wrote:Slots
Caldari : 4/3 at PRO Amarr: 3/4 at PRO Gallente: 3/4 at PRO Minmatar: 4/3 at PRO
CPU/PG
nothing crazy just bring them in line with heavies/scouts
Base stats unchanged if nothing is listed
Caldari : Amarr:
Shield recharge delay: 8 seconds
Gallente:
remove innate reps
Minmatar:
Hp: 175 shields, 125 armor Shield depleted delay: 7 seconds
Bonuses
Assault suit bonus: +5% to light/sidearm clip size, +.6 rounds to explosive weapon clip size per level Caldari : +3% to Shield extender efficiency per level Amarr: +2% to Armor plate efficiency per level Gallente: +7% to Armor repairer efficiency per level Minmatar: +5% to Shield Energizer/Recharger effiency per level The slots for gallente and caldari are already 4/3 and 3/4 |
Asha Starwind
794
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Posted - 2014.04.13 01:26:00 -
[43] - Quote
I know.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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pagl1u M
Maphia Clan Unit Unicorn
621
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Posted - 2014.04.13 01:43:00 -
[44] - Quote
We have collected a lot of suggestions... The problem is... Wich one are the best? Wich are gonna make assault balanced? |
Auris Lionesse
Kang Lo Directorate Gallente Federation
716
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Posted - 2014.04.13 01:56:00 -
[45] - Quote
pagl1u M wrote:We have collected a lot of suggestions... The problem is... Wich one are the best? Wich are gonna make assault balanced?
When in doubt eveify.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Ripper Rouge
Maphia Clan Unit Unicorn
289
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Posted - 2014.04.13 05:01:00 -
[46] - Quote
pagl1u M wrote:Let's play a game: you work at CCP as "CCP yourname". Today CCP Rouge Came into your office and said to you. "Pagliu,I need you to Fix assaults, it is all up to your decisions......do what you want.
fixed.
recipes.........recipes everywhere.........
LeL
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3454
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Posted - 2014.04.13 05:05:00 -
[47] - Quote
I would give assaults something fundamentally different than any other suit so they are more distinguished from their logistical brothers.
Energy riot shield, or grappling hooks, or short burst jetpacks... something that actually entails "assaulting" without it just being another stat oriented **** measuring contest with the heavy and scout suit. |
Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2757
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Posted - 2014.04.13 05:24:00 -
[48] - Quote
give them all ROF bonus
weRideNDie2getha since 2010
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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 -
[49] - 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. |
pagl1u M
Maphia Clan Unit Unicorn
622
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Posted - 2014.04.13 11:13:00 -
[50] - Quote
@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 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. |
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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 -
[51] - 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. |
Adhoc Clovis
The Generals General Tso's Alliance
0
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Posted - 2014.04.14 01:32:00 -
[52] - Quote
Assaults really do need a defined role so how about this, anti-vehicle without inhibiting their ability as an infantry unit.
Give them an extra slot for a swarm launcher. The only thing that can go into that slot is a swarm launcher. An added role bonus is 15% etc decrease in fitting required for the swarm launcher per level and tweak the suits cpu/pg as required. Now if the enemy team starts dropping armor you have a unit in your squad that can readily engage them without having to rely on a respawn, refit or vehicle drop. |
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