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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8673
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Posted - 2014.04.21 13:26:00 -
[31] - Quote
IceShifter Childhaspawn wrote:Cat Merc wrote:Jack McReady wrote:yeah because we ... booster sales. Or buff the Assault suits and AR, and have the same net effect with less work. Agreed with Cat on this, we have heavies (high hp) that are fine and scouts (low hp) that are fine. Mediums need to fill the gap. Anyone can brick tank, but a scout brick should still be inferior (number wise) to a medium brick or heavy brick. RR is fine (Long range) AR is fine (short range) damage needs balanced in between. Looking forward to the day we rage about sidearms instead of main weapons. Edit- DPS was never corrected from old hit detection fixes, eventually it will. That head guy at CCP has some number in his head for ttk and the balance is around his ideal 1 v 1 battle. AR is not fine actually. Every rifle is better than the AR.
Overlord of all humans CAT MERC
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Galvan Nized
Deep Space Republic
911
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Posted - 2014.04.21 14:02:00 -
[32] - Quote
IceShifter Childhaspawn wrote:Cat Merc wrote:Jack McReady wrote:yeah because we ... booster sales. Or buff the Assault suits and AR, and have the same net effect with less work. Agreed with Cat on this, we have heavies (high hp) that are fine and scouts (low hp) that are fine. Mediums need to fill the gap. Anyone can brick tank, but a scout brick should still be inferior (number wise) to a medium brick or heavy brick. RR is fine (Long range) AR is fine (short range) damage needs balanced in between. Looking forward to the day we rage about sidearms instead of main weapons. Edit- DPS was never corrected from old hit detection fixes, eventually it will. That head guy at CCP has some number in his head for ttk and the balance is around his ideal 1 v 1 battle.
Numbers wise, brick scouts are inferior to brick assaults. Yes, the scouts are slightly faster but the gap is extremely small while assaults still maintain hp superiority. The advantage only lies in EWAR, which are greater than the combat bonuses of assaults (arguable on the Minnie and Amarr.)
Assaults need a buff, but we don't need to go overboard. Logis are fine, they are well balanced. People just were too used to super logi, the best suits in the game. |
P14GU3
The Southern Legion League of Infamy
584
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Posted - 2014.04.21 15:46:00 -
[33] - Quote
Cat Merc wrote:Jack McReady wrote:yeah because we totally need 1000+ hp medium frames...
if anything, sentinels & scouts need a slight nerf to bring the inline to all medium frames.
then also nerf CR & RR to bring them inline with AR.
oh look, balance achieved and it took me 10 seconds to figure out.
CCP, hire me, you are anyway to busy counting money from booster sales. Or buff the Assault suits and AR, and have the same net effect with less work. Then also buff the laser, ScR, MD, PL, ScP, magsec, ect...
Yeah that seems so much easier..
Yeah, i run an Amarr logi with a mass driver.. what are YOU going to do about it?
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8712
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Posted - 2014.04.21 15:48:00 -
[34] - Quote
P14GU3 wrote:Cat Merc wrote:Jack McReady wrote:yeah because we totally need 1000+ hp medium frames...
if anything, sentinels & scouts need a slight nerf to bring the inline to all medium frames.
then also nerf CR & RR to bring them inline with AR.
oh look, balance achieved and it took me 10 seconds to figure out.
CCP, hire me, you are anyway to busy counting money from booster sales. Or buff the Assault suits and AR, and have the same net effect with less work. Then also buff the laser, ScR, MD, PL, ScP, magsec, ect... Yeah that seems so much easier.. No? They're all balanced with the other rifles. The other rifles are better than the AR. Hence if you bring the AR up, they're all balanced.
Except for the PL, that's ****** and needs a buff too regardless.
Overlord of all humans CAT MERC
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CRNWLLC
Screwy Rabbit ULC
211
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Posted - 2014.04.21 18:10:00 -
[35] - Quote
Kagehoshi and Cat--I agree with you both that assault suits need a fix. I'm not sure a straight EHP buff is the solution, though, but I do think that increased EHP should be an option for assault suits.
That's why I think a slot increase makes sense . For one, the 5-to-7 slot increase between advanced and proto is odd. Sorta a rough transition that negatively impacts the ability to have a suit at each tier/price point fulfill the same role. I haven't given too much thought to whether 5-6-7 or 6-7-8 is the most balanced (intuitively, I think it's the former), but either way, the extra slot allows for more tanking. So, now basic and advanced assaults could choose between more EHP or more utility (eg, damage mod, shield regulator, kincat, etc.). As it stands, I can get a ck.0 assault to just shy of 900 EHP, with almost 5hp/s armor repping, so I'm hesitant to agree that an outright buff makes the most sense.
I think that either way--slot increase or straight EHP buff--the scout suits and assault suits need to change their recharge/depleted delays, and the Gallente suits need to swap their built-in armor repping rates.
Calari: Assault (5/6 @ 30hp/s) vs. Scout (3/4 @ 50hp/s) Gallente: Assault (7/8 @ 20hp/s, 2hp/s armor reps) vs. Scout (4/6, 3hp/s armor reps @ 30hp/s) Minmatar: Assault (6/8 @ 25hp/s) vs. Scout (4/5 @ 40hp/s) Amarr: Assault (7/10 @ 20hp/s) vs. Scout (4/6 @ 30hp/s)
That fact that scouts have significantly better shield restoration and armor rep rates than assaults encourages their use as frontline suits, since they can tank almost as much EHP as assaults, but are better able to get to cover, maintain cover (ie, not get discovered), and get back out again. They're faster across the board and nearly as tough. Assaults, with their gimped rep rates, slower movement speeds, and larger profiles, are much less well equipped to keep up on the frontline than scouts.
My other dropsuit is a Python.
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