KING CHECKMATE wrote:This is just a random idea to see what med Frame users think of it.
The idea would be to replace completely the current bonuses an give assaults something completely different while being oriented mostly towards teamwork,same as Logis.
The Idea is to give assaults a Skill named SYNERGY.
Assault Skill: Synergy area increased by 3 mts per level
Depending on the level of the assault, the Synergy area is increased:
3mts / 6mts / 9 mts / 12 mts / 15 mts (MAX)
This comes linked to NATURAL SKILLS FOR EACH suit:
All Gallente Assaults: 2 HP rep per sec
All Amarr Assaults: 25% Heat Buildup Reduction for LASER weaponry
All Minmatar Assaults: 25% Projectile and Explosive weapon Clip size
All Caldari Assaults:Shield Extenders DON'T increase Shield Depleted recharge time but instead decrease it by 5% per shield extender.
These ''natural skills'' come with EVERY specialized Assault suit for each race.
So an Assault A-1 will have 25% Heat Buildup Bonus even if its only a STD and the user has Amarr Assaults at level 1.
SYNERGY SKILLS=
AMARR: +1% Damage to all weapon types per level (MAX +5% damage)
CALDARI: +2% More Range and reload speed to all weapon types (MAX +10% To weapon RAnge and weapon reload speed / Affects Shotguns too)
MINMATAR: +1% Sprint and movement speed per level. (MAX +5% Sprint Speed and Movement Speed)
GALLENTE: +1 Armor Rep per sec per level (Max +5 Armor rep per sec)
This is how it works:
Example= A Gallente Assault and An Amarr assault team up at max level.
The Gallente will have a total of +7 Armor rep per second (not counting modules) and if the Amarr assault is within 15mts (the max) of the gallente Assault, he will receive 5 armor rep per second as well.
The Amarr Assault will have a default +5% damage on ALL weapons (and the 25% heat buildup reduction on laser weaponry).If the Gallente Assault is within 15mts of the allied Amarr Assault, the Gallente will receive +5% damage to all weapons too (not counting modules)
Basically , while within the range of the ''Synergy skill'' all allied units gain the assault's bonus.
THERE IS , of course a LIMIT. If 6 Minmatar Assaults team up , they wont receive a total of 30% sprint speed and Movement speed but instead 15%. This ''synergy'' skills will have a cap at 3 effects of the same type active at one time.
So, while 6 Minmatar assault WONT reach 30% + Overall Speed, 3 Minmatar A. And 3 Caldari Assaults will effectively have +15% Overall Speed AND +30% Weapon range & 30% Reload Speed.
This gives Several NEW advantages to Assaults=
They give them 2 GOOD Bonuses, the Passive ''NATURAL'' skill that they can use since Standard Level AND the increasingly more powerful Race Specific Synergy Bonus.
These Skills not only makes assaults MORE POWERFUL on their own, but increasingly powerful the more Assaults there are within the ''synergy'' area.
Another example:
Imagine THIS Squad:
GÖª Gallente Sentinel
GÖª Minamtar Logi ( To repair The Sentinel)
GÖª 2 Gallente Assaults
GÖª 2 Caldari ASsaults
Imagine for a second these players Run as a SQUAD:
While in 15Mts of the Assault players:
GÇó Both Gallentes Assaults have a default of 12 Armor rep ( not counting modules ).
GÇó Every other suit that is not one of the Gallete Assaults will have a Default +10 Armor rep per sec.
GÇó This repair Bonus will Help keep the Gallente Sentinel alive easier thanks to the Rep from the logi plus the bonus. The Bonus helps the Logi to survive for longer.
GÇó The Caldari Assaults will have effective +20% Range on their weapons + 20% Reload speed from their assault bonus, this bonus they will share, with both GAllente ASsaults AND the Heavy and Min Logi.
GÇó The Sentinel will of course gain a 20% Range increase on his HMG.
So this is an idea i had that could work to make the assaults a force to be reckoned with AGAIN.
Now to Finish this thread, the MAXIMUM skill accumulation one could see would be a 12 Man team with 3 of each assaults:
3 Amarr / 3 Gallente / 3 Minmatar / 3 Caldari .
In the hypothetical case these 12 players would stay at a close range from each other at all times....:
GÖª They would all have at least a minimum of 15HP armor rep per sec (GAL)
GÖª They would all have +30% WEAPON RANGE and +30% Weapon reload speed (CAL)
GÖª They would all have +15% WEapon Damage (AMARR)
GÖª They would all move at +15% Sprint / Movement Speed (MIN)
Some numbers might be off, overall i wanted to share this idea even if the numbers might not be ''well thought''
Ty for your time.