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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8639
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Posted - 2014.04.21 11:20:00 -
[1] - Quote
If Assault suit HP was the average between Sentinel and Scout, these would be the values:
Caldari: 327/230 shields/armor Gallente: 230/327 shields/armor Amarr: 230/365 shields/armor Minmatar: 245/252 shields/armor
Overlord of all humans CAT MERC
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Toby Flenderson
research lab
515
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Posted - 2014.04.21 11:26:00 -
[2] - Quote
Cat Merc wrote:If Assault suit HP was the average between Sentinel and Scout, these would be the values:
Caldari: 327/230 shields/armor Gallente: 230/327 shields/armor Amarr: 230/365 shields/armor Minmatar: 245/252 shields/armor
Before or after passive skill? |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8642
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Posted - 2014.04.21 11:34:00 -
[3] - Quote
Toby Flenderson wrote:Cat Merc wrote:If Assault suit HP was the average between Sentinel and Scout, these would be the values:
Caldari: 327/230 shields/armor Gallente: 230/327 shields/armor Amarr: 230/365 shields/armor Minmatar: 245/252 shields/armor Before or after passive skill? Before.
Overlord of all humans CAT MERC
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A recent Recruit
Isuuaya Tactical Caldari State
4
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Posted - 2014.04.21 11:38:00 -
[4] - Quote
This would balance Assaults greatly. |
medomai grey
WarRavens League of Infamy
615
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Posted - 2014.04.21 11:38:00 -
[5] - Quote
Cat Merc wrote:If Assault suit HP was the average between Sentinel and Scout, these would be the values:
Caldari: 327/230 shields/armor Gallente: 230/327 shields/armor Amarr: 230/365 shields/armor Minmatar: 245/252 shields/armor I'm flattered. https://forums.dust514.com/default.aspx?g=posts&m=2039657#post2039657
Medium frame EHP is not medium
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8646
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Posted - 2014.04.21 11:39:00 -
[6] - Quote
A recent Recruit wrote:This would balance Assaults greatly. Don't be so sure. Gallente assault + skill bonuses + complex shield extender + two enhanced plates = 1000~ HP.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8646
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Posted - 2014.04.21 11:40:00 -
[7] - Quote
Yes! I knew I saw a thread talking about it, but I couldn't find it.
Overlord of all humans CAT MERC
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Nocturnal Soul
Immortal Retribution
2924
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Posted - 2014.04.21 11:49:00 -
[8] - Quote
And then we can add more armor to the Amarr because of lol 6% speed reduction for 30 armor.
Its alright everyone, no need to worry it's just an Amarr scout :(
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8646
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Posted - 2014.04.21 11:51:00 -
[9] - Quote
Nocturnal Soul wrote:And then we can add more armor to the Amarr because of lol 6% speed reduction for 30 armor. And better stamina and stamina regen, and much more CPU/PG, and (I expect after CCP does the rebalance) same slot layout.
Overlord of all humans CAT MERC
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Brokerib
Lone Wolves Club
1052
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Posted - 2014.04.21 11:53:00 -
[10] - Quote
Cat Merc wrote:A recent Recruit wrote:This would balance Assaults greatly. Don't be so sure. Gallente assault + skill bonuses + complex shield extender + two enhanced plates = 1000~ HP. Yep, this needs to be a consideration. I certainly think the Assaults need a buff to base stats, but it needs to be balanced around slot layout instead of just going by a straight base stat comparision. Otherwise Heavies and Scouts become obsolete. Again.
Knowledge is power
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RuckingFetard
Better Hide R Die
791
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Posted - 2014.04.21 11:54:00 -
[11] - Quote
Cat Merc wrote:Nocturnal Soul wrote:And then we can add more armor to the Amarr because of lol 6% speed reduction for 30 armor. And better stamina and stamina regen, and much more CPU/PG, and (I expect after CCP does the rebalance) same slot layout. That CPU /PG bonus is largely nullified by ScR fitting costs
Running pure shield tanked Caldari 'cuz me a hippy
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Nocturnal Soul
Immortal Retribution
2924
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Posted - 2014.04.21 11:55:00 -
[12] - Quote
Cat Merc wrote:Nocturnal Soul wrote:And then we can add more armor to the Amarr because of lol 6% speed reduction for 30 armor. And better stamina and stamina regen, and much more CPU/PG, and (I expect after CCP does the rebalance) same slot layout. Eh I'd willingly give up a high slot for a another low slot.
Its alright everyone, no need to worry it's just an Amarr scout :(
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8646
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Posted - 2014.04.21 11:56:00 -
[13] - Quote
Nocturnal Soul wrote:Cat Merc wrote:Nocturnal Soul wrote:And then we can add more armor to the Amarr because of lol 6% speed reduction for 30 armor. And better stamina and stamina regen, and much more CPU/PG, and (I expect after CCP does the rebalance) same slot layout. Eh I'd willingly give up a high slot for a another low slot. Why? Same slot count, scouts and heavies have the same slot count.
Overlord of all humans CAT MERC
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
299
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Posted - 2014.04.21 11:57:00 -
[14] - Quote
i'd have no cpmaliants. getting more armour added on to my suit with no movement penalty along side 14.5 hp/s repair.
Elite Gallenten Soldier
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Nocturnal Soul
Immortal Retribution
2924
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Posted - 2014.04.21 11:57:00 -
[15] - Quote
But with what's said above what about the minmatar speed? Is it fine where it is or should they get a speed buff and if they do will base speed be increased?
Its alright everyone, no need to worry it's just an Amarr scout :(
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8647
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Posted - 2014.04.21 12:02:00 -
[16] - Quote
Nocturnal Soul wrote: But with what's said above what about the minmatar speed? Is it fine where it is or should they get a speed buff and if they do will base speed be increased? I actually don't think Minmatar need any buff.
Sue me but trying to build Minmatar dropsuits, the Assault, Commando and Sentinel are all kick ass suits. I have yet to try to build a min scout suit though.
Overlord of all humans CAT MERC
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Asha Starwind
811
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Posted - 2014.04.21 12:03:00 -
[17] - Quote
Since those look awfully close to commando hp values, they should slot in between Commandos and Scouts not Basic Heavy/Sents imo.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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Nocturnal Soul
Immortal Retribution
2924
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Posted - 2014.04.21 12:04:00 -
[18] - Quote
modsMerc wrote:Nocturnal Soul wrote:Cat Merc wrote:[quote=Nocturnal Soul]And then we can add more armor to the Amarr because of lol 6% speed reduction for 230 armor. And better stamina and stamina regen, and much more CPU/PG, and (I expect after CCP does the rebalance) same slot layout. Eh I'd willingly give up a high slot for a another low slot.[/,w] Why? Same slot count, scouts and heavies have the same slot coaunt. Damage mods are pointless if complex isn't buff to 8 or 7% so those high slots are just filled with shield extenders promoting brick tanking.
Its alright everyone, no need to worry it's just an Amarr scout :(
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Nocturnal Soul
Immortal Retribution
2924
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Posted - 2014.04.21 12:05:00 -
[19] - Quote
Cat Merc wrote:Nocturnal Soul wrote: But with what's said above what about the minmatar speed? Is it fine where it is or should they get a speed buff and if they do will base speed be increased? I actually don't think Minmatar need any buff. Sue me but trying to build Minmatar dropsuits, the Assault, Commando and Sentinel are all kick ass suits. I have yet to try to build a min scout suit though. Same here but you know they're are people out there that think otherwise.
Its alright everyone, no need to worry it's just an Amarr scout :(
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8648
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Posted - 2014.04.21 12:09:00 -
[20] - Quote
Asha Starwind wrote:Since those look awfully close to commando hp values, they should slot in between Commandos and Scouts not Basic Heavy/Sents imo. On the Gallente that ends up being: 160/265
Overlord of all humans CAT MERC
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Nocturnal Soul
Immortal Retribution
2924
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Posted - 2014.04.21 12:11:00 -
[21] - Quote
Cat Merc wrote:Asha Starwind wrote:Since those look awfully close to commando hp values, they should slot in between Commandos and Scouts not Basic Heavy/Sents imo. On the Gallente that ends up being: 160/265 Is that the same as now?
Its alright everyone, no need to worry it's just an Amarr scout :(
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8650
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Posted - 2014.04.21 12:19:00 -
[22] - Quote
Nocturnal Soul wrote:Cat Merc wrote:Asha Starwind wrote:Since those look awfully close to commando hp values, they should slot in between Commandos and Scouts not Basic Heavy/Sents imo. On the Gallente that ends up being: 160/265 Is that the same as now? Currently it's 120/210
Overlord of all humans CAT MERC
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10471
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Posted - 2014.04.21 12:54:00 -
[23] - Quote
I would rather do it with giving mediums more slots, especially at lower tiers. It would allow for higher HP ceiling, but also would allow more versatility and customization beyond just HP-tanking.
Assaults should have 8 module slots at prototype (most logis have at least 8). I would also like to make progression more linear, only 1 module slot gain per tier; this mean standard would have 6 module slots instead of just 3-4, and advanced would have 7 module slots. So 6 modules STD, 7 ADV, 8 PRO.
I would also have logis share the exact racially consistent slot layouts and slot counts as assaults. There should not be a logi with 9 module slots, it gives it a higher HP ceiling than assaults; remove the 9th module slot from the Cal logi, and give it a 4th equipment slot at proto just like the Gallente and Minmatar one. The Caldari one is probably the worst logi at standard tier, it really should start with 3 equipment instead of 2; it has no advantages over other logis at standard tier to justify it only starting with 2. Also, we tend to think of logis as OP, but most logis have pathetically bad at standard tier.
All Amarr medium suits have less module slots than their other racial counterparts of the same tier. Sure they get more base HP, but that's already payed for by being the slowest among the suit type. Amarr lights and heavies don't have to give up slots compared to their racial counterparts, and neither should the mediums.
Assaults and logis are covered, but I would also like to do something about the bacic mediums. Basic mediums should be generalized middle-ground between the assault & logi, it would make the assault truly specialized by comparison instead of the assault just being basic frames with bonuses added. It would also give players the ability to test-drive both assault & logi roles before specializing; right now you can test out the assault role with a basic medium, but can't test a logi role with their parent basic frame. Current set up is bad for testing roles. Furthermore, right now the basic frames don't really have a reason to exist or use once you unlock their copy-cat specialization. To fix this, they should have exactly 1 less module slot than assaults/logis, but gain a second equipment slot; this would make them a truly generalized middle ground capable of test driving both assault and logi roles for undecided newbs, and makes the assaults specialized and distinct by comparison.
In the end we end up with something like this:
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3
Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3
Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4
Basic medium MLT (high/low/equip) Am: 2/2/2 Ga: 1/3/2 Ca: 3/1/2 Min: 2/1/2
Basic medium STD Am: 2/3/2 Ga: 2/3/2 Ca: 3/2/2 Min: 3/2/2
Basic medium ADV Am: 2/4/2 Ga: 2/4/2 Ca: 4/2/2 Min: 3/3/2
Basic medium PRO Am: 3/4/2 Ga: 2/5/2 Ca: 5/2/2 Min: 4/3/2
Much more detailed explanation here
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8658
|
Posted - 2014.04.21 12:56:00 -
[24] - Quote
KAGEHOSHI Horned Wolf wrote:I would rather do it with giving mediums more slots, especially at lower tiers. It would allow for higher HP ceiling, but also would allow more versatility and customization beyond just HP-tanking. Assaults should have 8 module slots at prototype (most logis have at least 8). I would also like to make progression more linear, only 1 module slot gain per tier; this mean standard would have 6 module slots instead of just 3-4, and advanced would have 7 module slots. So 6 modules STD, 7 ADV, 8 PRO. I would also have logis share the exact racially consistent slot layouts and slot counts as assaults. There should not be a logi with 9 module slots, it gives it a higher HP ceiling than assaults; remove the 9th module slot from the Cal logi, and give it a 4th equipment slot at proto just like the Gallente and Minmatar one. The Caldari one is probably the worst logi at standard tier, it really should start with 3 equipment instead of 2; it has no advantages over other logis at standard tier to justify it only starting with 2. Also, we tend to think of logis as OP, but most logis have pathetically bad at standard tier. All Amarr medium suits have less module slots than their other racial counterparts of the same tier. Sure they get more base HP, but that's already payed for by being the slowest among the suit type. Amarr lights and heavies don't have to give up slots compared to their racial counterparts, and neither should the mediums. Assaults and logis are covered, but I would also like to do something about the bacic mediums. Basic mediums should be generalized middle-ground between the assault & logi, it would make the assault truly specialized by comparison instead of the assault just being basic frames with bonuses added. It would also give players the ability to test-drive both assault & logi roles before specializing; right now you can test out the assault role with a basic medium, but can't test a logi role with their parent basic frame. Current set up is bad for testing roles. Furthermore, right now the basic frames don't really have a reason to exist or use once you unlock their copy-cat specialization. To fix this, they should have exactly 1 less module slot than assaults/logis, but gain a second equipment slot; this would make them a truly generalized middle ground capable of test driving both assault and logi roles for undecided newbs, and makes the assaults specialized and distinct by comparison. In the end we end up with something like this: Assault & logi STD (high/low)Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 Basic medium MLT (high/low/equip)Am: 2/2/2 Ga: 1/3/2 Ca: 3/1/2 Min: 2/1/2 Basic medium STD Am: 2/3/2 Ga: 2/3/2 Ca: 3/2/2 Min: 3/2/2 Basic medium ADV Am: 2/4/2 Ga: 2/4/2 Ca: 4/2/2 Min: 3/3/2 Basic medium PRO Am: 3/4/2 Ga: 2/5/2 Ca: 5/2/2 Min: 4/3/2 Much more detailed explanation here Kage, I really don't think an extra slot will solve the issues. Assaults are not a slot away from being good, they're far from that.
Overlord of all humans CAT MERC
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Jack McReady
DUST University Ivy League
1332
|
Posted - 2014.04.21 13:06:00 -
[25] - Quote
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. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8671
|
Posted - 2014.04.21 13:09:00 -
[26] - Quote
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.
Overlord of all humans CAT MERC
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10471
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Posted - 2014.04.21 13:10:00 -
[27] - Quote
Cat Merc wrote:KAGEHOSHI Horned Wolf wrote:I would rather do it with giving mediums more slots, especially at lower tiers. It would allow for higher HP ceiling, but also would allow more versatility and customization beyond just HP-tanking. Assaults should have 8 module slots at prototype (most logis have at least 8). I would also like to make progression more linear, only 1 module slot gain per tier; this mean standard would have 6 module slots instead of just 3-4, and advanced would have 7 module slots. So 6 modules STD, 7 ADV, 8 PRO. I would also have logis share the exact racially consistent slot layouts and slot counts as assaults. There should not be a logi with 9 module slots, it gives it a higher HP ceiling than assaults; remove the 9th module slot from the Cal logi, and give it a 4th equipment slot at proto just like the Gallente and Minmatar one. The Caldari one is probably the worst logi at standard tier, it really should start with 3 equipment instead of 2; it has no advantages over other logis at standard tier to justify it only starting with 2. Also, we tend to think of logis as OP, but most logis have pathetically bad at standard tier. All Amarr medium suits have less module slots than their other racial counterparts of the same tier. Sure they get more base HP, but that's already payed for by being the slowest among the suit type. Amarr lights and heavies don't have to give up slots compared to their racial counterparts, and neither should the mediums. Assaults and logis are covered, but I would also like to do something about the bacic mediums. Basic mediums should be generalized middle-ground between the assault & logi, it would make the assault truly specialized by comparison instead of the assault just being basic frames with bonuses added. It would also give players the ability to test-drive both assault & logi roles before specializing; right now you can test out the assault role with a basic medium, but can't test a logi role with their parent basic frame. Current set up is bad for testing roles. Furthermore, right now the basic frames don't really have a reason to exist or use once you unlock their copy-cat specialization. To fix this, they should have exactly 1 less module slot than assaults/logis, but gain a second equipment slot; this would make them a truly generalized middle ground capable of test driving both assault and logi roles for undecided newbs, and makes the assaults specialized and distinct by comparison. In the end we end up with something like this: Assault & logi STD (high/low)Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 Basic medium MLT (high/low/equip)Am: 2/2/2 Ga: 1/3/2 Ca: 3/1/2 Min: 2/1/2 Basic medium STD Am: 2/3/2 Ga: 2/3/2 Ca: 3/2/2 Min: 3/2/2 Basic medium ADV Am: 2/4/2 Ga: 2/4/2 Ca: 4/2/2 Min: 3/3/2 Basic medium PRO Am: 3/4/2 Ga: 2/5/2 Ca: 5/2/2 Min: 4/3/2 Much more detailed explanation here Kage, I really don't think an extra slot will solve the issues. Assaults are not a slot away from being good, they're far from that. I would be fine with a base HP buff if its truly needed after a slot overhaul, but slot overhaul is needed regardless; the Amarr medium's dual tanking slot layouts, and general lack of slots is prime example why. There is also every logi aside from the Amarr one being complete garbage at standard tier. This is not just about buffing assaults, the issues are much deeper than that. Also I know you only use proto and all, but its 2 module slots at standard and advanced, 2 module slots is a lot. For most players using assaults, it would be a very welcomed change. EDIT: Your prototype assault would have more HP while fully tanked than a current tanked proto-logi. I think it would certainly be a good start.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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IceShifter Childhaspawn
DUST University Ivy League
543
|
Posted - 2014.04.21 13:10:00 -
[28] - Quote
I am enjoying the premise of his argument, if not his solution. Making the basic frames a suit which is neither logi nor assault, without bonusea to -but as fittable as- makes sense.
EP 1.8: Revenge of the Scouts.
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Jack McReady
DUST University Ivy League
1332
|
Posted - 2014.04.21 13:14:00 -
[29] - 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. and screw new players with their MLT/STD fits having like 400 HP even more. sounds good... not.
MLT/STD weapon takes like 2-3 seconds to kill a brick tanked proto medium suit and this only if you have 100% hit rate. the proto dude kills you in less than 1 second though.
buffing left and right will only create new issues and we do not need to AGAIN widen the gap between old and new players even more. |
IceShifter Childhaspawn
DUST University Ivy League
543
|
Posted - 2014.04.21 13:19:00 -
[30] - Quote
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.
EP 1.8: Revenge of the Scouts.
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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
|
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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