Canari Elphus
Dirt Nap Squad.
1453
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Posted - 2014.04.22 06:34:00 -
[1] - Quote
I think it might be a good idea to first come to a consensus of what the roles of each suit should be. Once you have that, you can work towards adjusting the bonuses and attributes accordingly.
- Heavy - CQC and point defense - Slow speed, no ewar, moderate firepower, very high tank - Commando - The pivot suit - Slower speed, no ewar, moderate yet diverse firepower, decent tank - Scout - Skirmisher - High speed, high ewar, mid firepower, low tank - Logi - Support - Mid speed, mid ewar, mid firepower, mid tank (makes up for it with equipment) - Assault - Frontline - Mid speed, low ewar, high firepower, mid tank
Broken down, this is how I think it should be: Firepower - Assault > Commando > Heavy > Scout > Logi Tank - Heavy > Commando > Assault > Logi > Scout Speed - Scout > Assault > Logi > Commando > Heavy Ewar - Scout > Logi > Assault > Commando > Heavy
Expansion of my idea Heavies - They are responsible for being the last line of defense on points. They take out who gets through a line and help guard the area around a point. There job isnt to kill everybody but to be able to hold until they can be reinforced.
Assaults - They are the primary DPS component of the team but are middling in everything else. Their job is to put down enemy soldiers as fast as possible and have enough speed to shift as the battle does. They must rely on others to know what is happening on the battlefield (scouts/logis) and need to be supported by the logis.
Scouts - They are the harassment part of the group. Their job is to keep the team from being flanked by having superior ewar and enough DPS to handle the one or two people on the outskirts. They rely on surprise rather than tank.
Logis - Only middle pack in speed, ewar, dps and tank but make up for it by being able to provide support to the team to keep them moving forward.
Commando - They allow for greater versatility in the squad to change to a situation as it evolves. While assaults may need to go to a depot to change a fit, the Commando can adapt instantly. They are a specialist on the battlefield.
How I think that some of this can be accomplished:
- Add 'mass' to the game and have it impact speed increases. Right now, kincats are only based on the base movement speed. This is why its so easy to have speed heavies and such. Dropsuits should have a certain mass an armor plates should have mass stats as well. The greater the total mass of your suit, the less of an increase kincats can give you.
- Scouts should have ewar modules that have a 'team effect' to them. This is tricky bit it might be where they give the squad leader a bonus to pick up what the scout is seeing. This would also go in a low slot so it would be a trade off for tanking the scout. It would also encourage more of an ewar usage for scouts in general.
- Heavies actually should get a tank 'buff' but counter that with a large increase in spread to the hmg. It should be better at holding off large groups rather than autoblapping single suits. A heavy needs to be very hard to take down but not the best DPS option of the game.
- Assaults should be given bonuses that cater towards DPS. One that is more general and one that is racial. As other suits have the other aspects covered, this is where the assault can really shine. I think that they should get a bonus towards use of damage mods and keep the weapon bonuses that they have now. It would be fair this way and not make them overtanked
- Logis should have secondary bonuses to non racial equipment. Their strongest bonus is to their race, secondary is to their ally and tertiary would be to non-allied. The current setup is just a little too restrictive on equipment usage since they are supposed to be varied in what they carry.
- Commandos get bonuses to weapon usage of their race and their ally but not the DPS bonus that assaults get. This means that they are better than scouts and logis with light weapons but not as great as an assault with its single race weapon.
Canari Elphus for CPM1
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