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pagl1u M
Maphia Clan Unit Unicorn
597
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Posted - 2014.04.12 11:47:00 -
[1] - Quote
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 |
Horizen Kenpachi
Forsaken Immortals Top Men.
315
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Posted - 2014.04.12 11:52:00 -
[2] - Quote
Id give them an extra module for tears to collect up they could drown scouts and heavies
Hit me with your nerf bat.
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Skywalker83
Random Gunz Galactic Skyfleet Empire
57
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Posted - 2014.04.12 11:58:00 -
[3] - Quote
CCP Skywalker here
First thing i would change is make the assualt suit bonus a 1% damage bonus per level.
Next i would give them a 1% damage bonus to light and side arm of the racial weapons for the chosen faction of the suit.
Then wait a couple of month and see how it plays out. |
pagl1u M
Maphia Clan Unit Unicorn
598
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Posted - 2014.04.12 12:07:00 -
[4] - Quote
Horizen Kenpachi wrote:Id give them an extra module for tears to collect up they could drown scouts and heavies I think this is going to be a common suggestion. I also think you should give them a bonus to cpu and pg if you are giving them another module. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
540
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Posted - 2014.04.12 12:13:00 -
[5] - Quote
Keep the percentages off the light weapons , give them more in the department of PG / CPU then I would take the best of the bonuses of the 1.7 logi's and assault and incorporate them into the assault class .
Easy fix .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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pagl1u M
Maphia Clan Unit Unicorn
598
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Posted - 2014.04.12 12:23:00 -
[6] - Quote
Skywalker83 wrote:CCP Skywalker here
First thing i would change is make the assualt suit bonus a 1% damage bonus per level.
Next i would give them a 1% damage bonus to light and side arm of the racial weapons for the chosen faction of the suit.
Then wait a couple of month and see how it plays out. Hi, CCP pagliu here. Dont you think it will make assault exactly the same as Commandos? (10% bonus to dmg) they will just be faster and lighter Commandos, I d Like more variety. Even if I think it d help balancing them |
Macchi00
LORD-BRITISH
75
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Posted - 2014.04.12 12:28:00 -
[7] - Quote
RoF bonus.
I love ForgeGun.
I made ForgeGun montage in YouTube.
ForgeGun Montage
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
1133
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Posted - 2014.04.12 12:29:00 -
[8] - Quote
A fairy hat
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
413
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Posted - 2014.04.12 12:43:00 -
[9] - Quote
I'd nerf grenade damage and then give the Assaults a bonus to grenade damage so that they are the same as they are now.
Either that or half other suits grenade amount or double assaults. |
Skywalker83
Random Gunz Galactic Skyfleet Empire
58
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Posted - 2014.04.12 12:50:00 -
[10] - Quote
pagl1u M wrote:Skywalker83 wrote:CCP Skywalker here
First thing i would change is make the assualt suit bonus a 1% damage bonus per level.
Next i would give them a 1% damage bonus to light and side arm of the racial weapons for the chosen faction of the suit.
Then wait a couple of month and see how it plays out. Hi, CCP pagliu here. Dont you think it will make assault exactly the same as Commandos? (10% bonus to dmg) they will just be faster and lighter Commandos, I d Like more variety. Even if I think it d help balancing them
Yeah it would be kinda the same as the commando but like you said they would be faster. Less hp for more speed able to flank easier and of course they have a side arm i stead of two lights. But to me it would help them fit back into the role of slayer again. The assault suit to me is supposed to be good at killing and it kinda lost that with 1.8 but i dont want to see the other suits nerfed to make it viable again.
The commando and assault should both be slayer suits one used for defense the other for offense.
Just my opinion though please dont fire me i really need this job.
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The Robot Devil
Brave Bunnies Brave Collective
2306
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Posted - 2014.04.12 12:53:00 -
[11] - Quote
Remove the bonus from the skill and add it to the suit.
Basic medium frames would get 2 per level bonuses from dropsuit command per level and an extra slot that was useful to their race and a stat tweak that makes them generic but powerful.
Assault medium frames would get a per level bonus from dropsuit command and one from assault per level. They would lose a slot when compared to their basic brother and the stats would be tweaked to reflect the racial play style of the suit. The loss of a slot or two would be made up with the bonus the suit receives from skill level and tweaks to stats that make them totally different from a basic but better at being an assault.
Basic suits are generic but should not be useless. With better resources (stat tweaks, CPU, PG and slots) than the specialized suit a basic could do around the same job but be better at diversifying fits to suit what is needed where as an assault would have less resources but be focused on one thing, assaulting. I would not be better in every single situation than a basic like we have now.
Here is a quick example Basic Assault High slot 2 2 Low slot 3 2 CPU 175 150 PG 30 35 Movement Speed 5 5.5 Sprint Speed 6.5 7.0 Shield HP 120 135 Shield recharge 17 23 Shield recharge delay 7 9 Shield recharge delay Depleted 9 10 Armor 210 190 Stamina 175 180 Stamina Recovery 18 21 Scan Profile 45 50 Scan Precision 52 45 Scan Radius 12 10
Basic would get two per level bonuses from dropsuit command to armor fitting costs and weapon fitting costs. Assaults would get a per level bonus from dropsuit command to armor fitting effectiveness and a per level of assault skill to racial DPS.
Of course I am not a balancing expert or game designer so this is just an example but you can see that the suit is different but the assault is not just not better in every way. The extra slot on the basic could be used for to make suit perform close to a specialized assault but still be useful enough for players to use and not have to put SP into a specialization. This would put different suits on the field that were fitted differently and allow players to test out suits that they wouldn't normally because everyone would have dropsuit command trained.
Sorry for the format, I clearly don't know what I am doing.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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m twiggz
Pradox One Proficiency V.
498
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Posted - 2014.04.12 13:00:00 -
[12] - 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. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
540
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Posted - 2014.04.12 13:15:00 -
[13] - Quote
Caldari assault suits should have the shield recharge rate of a scout at advanced assault .
Why do you people keep rewarding Gal's for armor tanking because it's " what they do " and giving them crazy armor recharge rates . You say it's a long time to rep but it really isn't if you have four or five people doing the same in a squad around you .
There space eaters with constant coverage while they move to take a goal . You want to give them rates , I played with 1.7 suits where that 1 HP made a difference and now you want to give them 6 , 8 , and 10 ?
Just sounds like a bit too much .
If we have problems with scouts getting at heavy numbers , then what would stop the assaults from gaining more and with that rep rate ???
Get back in the game , where the Caldari quickly dies .. is that the way this game is made ..??.. because I'm seeing that a lot from people .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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The Robot Devil
Brave Bunnies Brave Collective
2307
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Posted - 2014.04.12 13:25:00 -
[14] - Quote
m twiggz wrote: 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.
Giving assaults the same number of slots isn't a good idea. The suits should all be different and making them all the same across the board is only going to make this game even more boring and repetitive. Every suit in the same race and class should have different resources, stats and slot layouts to make them unique. That goes for basic, assault and logi in the medium class. Part of the problem we have now is that CCP painted themselves into a corner and have no way out.
The suits are too alike and the bonus is awkward and just plain out junk and moving to suit uniformity is only going to exacerbate the problem, not fix it. We have already had assaults with lots of equipment slots and it made logi suit almost useless and now we are creeping back to that state with scouts having two equipments. The scout suit needs one of the equipment slots dropped, pick a cloak or a piece of equipment not both. The point of having different suits it to make the suit different. They way we are going now everything will have 1K HP, 2 grenades and two pieces of equipment and that will ruin the game fast.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1749
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Posted - 2014.04.12 14:01:00 -
[15] - Quote
The suit just needs more base PG and CPU...
Assault suits struggle to fit almost any combination you would naturally goto..
Heavy suits fit full proto with tons of fitting to spare... Scouts as well(Beside Minmatar), Commandos as well, Logi's as well..
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Hansei Kaizen
The Jackson Five
113
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Posted - 2014.04.12 14:33:00 -
[16] - Quote
2nd grenade slot and appropriate CPU/PG boost.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Brokerib
Lone Wolves Club
1032
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Posted - 2014.04.12 14:47:00 -
[17] - Quote
Two things straight up.
First, buff main tank by 75-100 HP (armor or shields, depending on race), and secondary tank by 50-75 HP. Combined with the second change, should mean that Assault tank can be significantly more than Scouts, without getting into heavy territory.
Second, swap the Assault and Logi slot layouts. Assaults should be the most versatile when it comes to fitting modules, Logi's the most versatile when it comes to fitting equipment. Currently the Logi is both. The change gives a reason for playing Assault over Logi, which currently doesn't exist.
Then leave it for a month to assess.
Would also consider a second grenade slot, but the implementation would require going to the equipment wheel to change between grenades. To reduce spam and promote tactical game play.
Knowledge is power
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Spectral Clone
Dust2Dust. Top Men.
2205
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Posted - 2014.04.12 14:51:00 -
[18] - Quote
CCP Groffer here,
I would run the assault suit over with a steamroller, then remove it completely from the game!
Also: No SP refund. Your choices must have a consequence. New eden SrS bSnS. |
Patrick57
6941
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Posted - 2014.04.12 14:51:00 -
[19] - Quote
m twiggz wrote: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. Since base stats only change from Standard to Proto according to skill bonuses (except the CPU/PG of a suit of course), I think a better idea would be a skill bonus of +4 hp/s Shield regen per level. That's just an idea to match your own, it could be changed to make it a bit less OP if needed.
Hell is empty and all the devils are here.
-William Shakespeare
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Meisterjager Jagermeister
53
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Posted - 2014.04.12 16:55:00 -
[20] - Quote
This is an idea I had recently. Either a second grenade slot or +1 to grenade ammo. |
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pagl1u M
Maphia Clan Unit Unicorn
599
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Posted - 2014.04.12 17:06:00 -
[21] - Quote
Sorry for the late answer, I cant quote everyone so I ll just answer.
The rof bonus has some problems. First of all to have that rof bonus you give up the pg cpu reduction on weapons they actually have, it ll make assault suck even more in their fitting ability, if you want to do so you have to increase their pg and cpu. But the real problem is that a rof bonus doesn't buff every weapon in the same way: scrambler isn't affected at all for example.
Someone proposed to increase the strength of assaults granades or their number (2 nades slots) it could be an idea but 1 they need a buff to PG and cpu and 2 I dont think stronger nades will make them balanced, an assault shouldnt be forced to depend on his nades.
@m twiggz good post... But I dont completely agree with you :) The addition of a slot could be an idea (with a buff to cpu and pg) but I m afraid that it ll make them OP... Idk.
The armor repair rate for the Gallente is a bit too strong in my opinion, I d suggest 2 at Basic, 3 at adv and 5 at proto. (or 2 4 6) The bonuses you proposed. Every weapon receive a bonus against what it is weak against. But the commando bonus is exactly the same but against shields AND armor! So the assault bonus would be a weaker version of the commando s one. In this case I agree with ccp, they put bonus to weapons that increase their power without touching the dmg so they made it different from the commando. The minmatar and the Amarr are great... The other are meh!
@Brokerib switching assault and logi layouts and buffing base ehp on assault will make assault OP and logi UP I think.
@The Robot Devil good post, but I dont know much about Basic suits balancing, atm I think they should balance assaults before they think what to do with basics, atm they are only weaker variants.
Obviously this is just what I think and I open to listen to your answers, I m not an expert at game balancing so I may be completely wrong.
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Cosgar
9180
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Posted - 2014.04.12 17:12:00 -
[22] - Quote
Whatever it takes to make them ez-mode. For all the goddamned crying and whining Assults do, they must really need it. Then when they die to another suit or weapon that isn't like them, they won't have any excuse.
This community is the nail in Dust 514's coffin, waiting to be hammered in.
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keno trader
Resheph Interstellar Strategy Gallente Federation
36
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Posted - 2014.04.12 17:21:00 -
[23] - Quote
Captain Slow Winds here.
Make assaults faster. That way we can get rid of the "light assault aka tanked gallente scout" segment and make assaults more competitive against heaviers.
Apart from that....Stop whining. Assaults have had enough fun breaking the game.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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pagl1u M
Maphia Clan Unit Unicorn
599
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Posted - 2014.04.12 17:27:00 -
[24] - Quote
keno trader wrote:Captain Slow Winds here.
Make assaults faster. That way we can get rid of the "light assault aka tanked gallente scout" segment and make assaults more competitive against heaviers.
Apart from that....Stop whining. Assaults have had enough fun breaking the game. If with whining you are talking to me... Well... You are wrong, I am a Minmatar scout so...
Making them faster will make them similar to scouts that is a thing that assaults dont want. We dont have to give them more speed to make them similar to scouts or more ehp to make them similar to heavies, we need to make them unique, they have to Excel at something. |
keno trader
Resheph Interstellar Strategy Gallente Federation
36
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Posted - 2014.04.12 17:33:00 -
[25] - Quote
pagl1u M wrote:keno trader wrote:Captain Slow Winds here.
Make assaults faster. That way we can get rid of the "light assault aka tanked gallente scout" segment and make assaults more competitive against heaviers.
Apart from that....Stop whining. Assaults have had enough fun breaking the game. If with whining you are talking to me... Well... You are wrong, I am a Minmatar scout so... Making them faster will make them similar to scouts that is a thing that assaults dont want. We dont have to give them more speed to make them similar to scouts or more ehp to make them similar to heavies, we need to make them unique, they have to Excel at something.
Not you. Just whiners in general.
Assaults don't excel at anything. They're just bread and butter suits. Make them a tad faster, so at least we can make the scout bricktank a non-option.
I'm a scout too btw.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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Spectre-M
The Generals General Tso's Alliance
388
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Posted - 2014.04.12 17:50:00 -
[26] - Quote
For my Amarr assault I run mostly hp mods.
I'd like to see assaults be better at the frontline aspect of the battlefield. Front line on any drop suit is shields. Improved shield regen stats for assaults would go a long way, improving their ability to survive and move about the front lines using cover. It would also make using the other shield mods more appealing ( regulator, recharger ), kind of how the cloak play style encourages ewar mods.
This would bring the Minnie and Cal assaults up because they are sorely lacking in effectiveness, as they would benefit more from this change. You could also provide the Amarr and Gal with an equivalent adjustment to armor, like regen. These examples make the assault better at frontline combat, without adding anything extra. But I would like to see them get a secondary bonus like every other class. Or you could turn these examples into a per level bonus, rather that a stat adjustment.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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Lynn Beck
Wake N' Bake Inc Top Men.
1105
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Posted - 2014.04.12 18:10:00 -
[27] - Quote
CCP Long John's here.
I'd make the role bonus a ROF buff. Keep the racial as-is. Add defensive racials: Minmatar: bonus to shield rechargers, 3% per level.(suggestions?) Caldari: bonus to shield extenders, 3% per level. Amarr: Bonus to armor plates, 3% per level. Gallente: either a reduction to movement penalty, or bonus to reppers, 3% per level.
General John Ripper is my 2nd best friend!
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pagl1u M
Maphia Clan Unit Unicorn
601
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Posted - 2014.04.12 18:18:00 -
[28] - Quote
Lynn Beck wrote:CCP Long John's here.
I'd make the role bonus a ROF buff. Keep the racial as-is. Add defensive racials: Minmatar: bonus to shield rechargers, 3% per level.(suggestions?) Caldari: bonus to shield extenders, 3% per level. Amarr: Bonus to armor plates, 3% per level. Gallente: either a reduction to movement penalty, or bonus to reppers, 3% per level. I dont really Like the minmatar bonus but these are good suggestions.
As I already said the rof bonus ha some problems, for example the scrambler rifle isnt affected by it at all.
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Seymor Krelborn
DUST University Ivy League
1841
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Posted - 2014.04.12 18:19:00 -
[29] - Quote
I have a fix for everything not just assaults with one simple mechanic...make it so we can all roll in and out of cover with the exception of heavies who wouldn't roll but could still make use of a cover mechanic minus the rolling. rolling without cover for all other classes would decrease chance to hit.
this mechanic would rely on stamina and use it all that way you cant spam it.
this game makes me sad....
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Xocoyol Zaraoul
Superior Genetics
1911
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Posted - 2014.04.12 18:25:00 -
[30] - Quote
Xocoyol Zaraoul wrote:All assault suits need an actual "I am special" bonus... Scouts have a cloaked and ewar bonus on all roles, and are fast. Sents just won't die and carry huge weapons, and are slow. Commandos carry versatile mix of weapons and deal a lot of damage. Logies carry craploads of equip and support bonuses (My corpmates still make bank SP and WP with them, "nerfs" be damned). Assaults, uh.... Are... Slightly faster and substantially shittier commandos... Whoopidy friggen do... Assaults need a niche, more then any mere bonus, they need an honest-to-god nitch. They need a nitch that is NOT one of the following:
- Heavy Weapons
- DPS
- Equipment Spam
- Speed
- Durability
- EWAR
My suggestion is to give all assaults bonuses to 1.) Max Ammunition (Not clip size) for racial weapons AND range bonus and 2.) Massive increase to racial regen preference (So armor tanks have a very high repper rate and shield tanks have a very high shield regen). This would allow Assaults to stay on the field the longest, have the shortest downtime, and have the longest threat range of any role. This means they would NOT step on the toes of any other role and yet be unique enough that they won't be garbage.But what do I know... I'm 12.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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