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Arkena Wyrnspire
Fatal Absolution
12526
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Posted - 2014.04.21 17:51:00 -
[1] - Quote
Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor
I'm very keen on this kind of thing - having assaults regenerate at a very high rate so they can constantly be the aggressors.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Arkena Wyrnspire
Fatal Absolution
12526
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Posted - 2014.04.21 17:58:00 -
[2] - Quote
thomas mak wrote:If you have time: Plz ask them why remove half of vehicle and intro a crapy passive armor rep and not working shield booster also ask them why nerf the missile after the 'vehicle update' And ask them why AR and ScP have no dots(red/blue) It never fails to amaze me how someone posts a thread talking about one subject and someone will come in and blather something completely irrelevant.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Arkena Wyrnspire
Fatal Absolution
12532
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Posted - 2014.04.21 18:10:00 -
[3] - Quote
1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea.
The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Arkena Wyrnspire
Fatal Absolution
12533
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Posted - 2014.04.21 19:04:00 -
[4] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote: The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced.
Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s? I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this: Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered?
You won't see the 'triple rep madrugar' situation with the Gallente assault almost regardless of its rep rate. The reason it's so ludicrously effective on the Madrugar is because the Madrugar already has all the buffer it needs to take significant punishment and then the reps can actually directly outrepair incoming damage, making it literally impossible to kill with some weapons. There is no weapon in Dust that doesn't have 10 times the DPS required to break the active tank of a Gallente assault even with the boosted numbers.
Regardless, I would be inclined to see it brought down because armour repairs even at the lower end of what you suggested are stunningly effective.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Arkena Wyrnspire
Fatal Absolution
12533
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Posted - 2014.04.21 19:05:00 -
[5] - Quote
A recent Recruit wrote:I've already said, all assault suits should have a 1 sec passive armour rep, and the assault skill should be changed to 5% to weapon Operation Skill per level. That way, any Assault Suit will be able to use any of weapon, but will benefit from the additional benefits of using their particular races types of weaponry.
This is not nearly enough. Some assaults effectively already have this and more, yet remain a lackluster option.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Arkena Wyrnspire
Fatal Absolution
12534
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Posted - 2014.04.21 19:09:00 -
[6] - Quote
1st Lieutenant Tiberius wrote:Cat Merc wrote: With the regen rates I suggested, another module slot would be too much I think. Let's increase the regen rate and see what happens, if assaults are still underpowered try adding a module slot.
So you suggest we keep the slot layouts as they are currently? My problem with that is currently the Amarr have one less slot layout compared to the others due to a minuscule increase in base stats, something that the Amarr Scout and Sentinel both share yet they retain the same total slots as the other races. So if we want to try the Regeneration for Assaults I suggest to add a lowslot for the Amarr making it inline with the Gallente (3 highs and 4 lows) Suggestion 1 works off of the fact that Amarr Assaults are missing a slot for no good reason and by swapping the Min and Cal layouts we are then able to achieve symmetry in opposing races and thus turning the layouts to Amarr 3/4 Minmatar 4/3 Gallente 2/5 Caldari 5/2 If we don't want too much change then just give the Amarr their missing lowslot Amarr 3/4 Minmatar 5/2 Gallente 3/4 Caldari 4/3
I am 100% for the former set of changes. Also, there is no reason the Amarr assault should miss a slot. I had little sympathy previously given how insanely powerful it was combined with an SCR but really it's just poor design.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Arkena Wyrnspire
Fatal Absolution
12542
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Posted - 2014.04.21 21:33:00 -
[7] - Quote
Zahle Undt wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor While I would absolutely love to have something like this 15 hp/s rep on armor on gallente and 12 on amarr are ridiculous. I can just see someone stacking armor reppers on top on them then standing on a rep hive and being unkillable by infantry. The repper madruger of infantry.
The repper madrugar works because it can repair faster than incoming damage. Literally any weapon in Dust can put out 10x the damage required to break even a quad-rep Gallassault with this - and a quad-rep Galassault wouldn't have any buffer.
You have long since made your choice. What you make now is a mistake.
EUrobro
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