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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8716
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Posted - 2014.04.21 17:45:00 -
[1] - Quote
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 | 2hp/s on armor Amarr: 60hp/s on shields | 8hp/s on armor Gallente: 60hp/s on shields | 10hp/s on armor
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8720
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Posted - 2014.04.21 17:52:00 -
[2] - Quote
Note how a heavy can turn into an assault (put a kin cat on a minmatar heavy, laugh at your enemies). A scout can turn into an assault.
But an assault can't turn into a heavy, and an assault can't turn into a scout. Why is that?
Because they both have some niche that makes them unique. Scouts have incredible EWAR. Heavies have very high base HP and access to heavy weaponry. Assaults have nothing, they're just in the lame middle that can't do anything special.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8721
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Posted - 2014.04.21 18:02:00 -
[3] - Quote
Awry Barux 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 I'm on board with this, though I think there should be 1 or 2 armor hp/s on the Cal- while they shouldn't have much armor, I see no reason to give them zero regen on it, as any shield tanker will inevitably end up dipping slightly into their armor HP. I see no other way to give Assaults a real role without the addition of new content, i.e. jetpacks, which best-case are many months away. That's fine, 1-2hp/s wouldn't hurt anybody.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8723
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Posted - 2014.04.21 18:16:00 -
[4] - Quote
ReGnYuM 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 Seems a bit high on my end, but I like your idea on regeneration. Regeneration in my opinion plays a key role in assaulting. Well, I want to make sure that if a suit matches those numbers, they would be gimped compared to an assault.
Just like an assault with EWAR is gimped comapred to a scout.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:22:00 -
[5] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote: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. 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? Not at all. Your armor will be at 262, most things can sneeze that HP away before you get even one cycle of repair.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:35:00 -
[6] - Quote
ReGnYuM wrote: I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
Exactly, and 15 base HP/s will not do that.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:40:00 -
[7] - Quote
Oh and the delays need to be shortened on all assaults, they're sickeningly long compared to the rest of the suits.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:43:00 -
[8] - Quote
ReGnYuM wrote:Cat Merc wrote:ReGnYuM wrote: I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
Exactly, and 15 base HP/s will not do that. See I don't know about that. Instinctively I would run two complex reppers and two basic plates. With passives, my reps per second would be 27.25 (I think) and considerable tank. That tank would be lower than a Caldari would have shields actually, and 27.25 isn't enough to really affect your in battle performance.
Really any weapon will nullify that, I can't think of anything that might get broken because of 27.25hp/s.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:45:00 -
[9] - Quote
Ripley Riley wrote:Cat Merc wrote: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 think these numbers are high, but I really like the idea of a frontal assault specialist that can keep the pressure on. My take on the numbers:
- Caldari: shield recharge rate 60HP/s (up from 30HP/s)
- Minmatar: shield recharge rate 50HP/s (up from 25HP/s)
- Amarr: increase armor HP to 270HP (up from 180HP)
- Gallente: innate armor repair 5HP/s (up from 2HP/s)
Make the changes listed above, gather data, make adjustments as needed. I opted not to give Amarr innate armor repair because I still think that needs to be a Gallente tanking style. The Amarr should continue to be armor bricks. The Gallente's innate armor repair gives them a free PRO armor repper.
Cat Merc wrote: Well, I want to make sure that if a suit matches those numbers, they would be gimped compared to an assault.
Just like an assault with EWAR is gimped comapred to a scout.
Those numbers will be pathetic and won't achieve the end goal.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:55:00 -
[10] - Quote
Ripley Riley wrote:Cat Merc wrote:Those numbers will be pathetic and won't achieve the end goal. Create a design goal ("allow assault dropsuits able to provide pressure during combat without having to stop for eHP recovery as much as other dropsuits"), incrementally make changes to meet that goal, gather data along the way, if the changes aren't enough then tweak the stats up again. It's like getting weighed at the doctor's office. Does the nurse wildly fling the slide back and forth across the bar until she/he happens to hit your weight? No, she gets fairly close to weight, then taps the slide until the scale balances. Not really, I can already tell that a scout dropsuit will simply be able to do everything better with the numbers you provided.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8727
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Posted - 2014.04.21 19:00:00 -
[11] - Quote
1st Lieutenant Tiberius wrote:Also, while we're all here; Lets discuss Assault's module layout. First off read Kagehoshi's Suggestion here and leave him a comment and a like if you agree with him. The summary of his suggestion is as follows; assault & logi Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange). Give all assaults the same number of mod slots. Equalize the mod slot layouts for assaults & logis of the same race & tier: 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 I have two suggestions I'd like to open up for discussion 1. Symmetry between opposing races similar to Sentinel Layout First off I propose swapping the layouts of the Minmatar and the Caldari and from there creating a symmetry between opposing races' suits. At Prototype Level Assault Suit: Amarr 3/4 Minmatar 4/3 Gallente 2/5 Caldari 5/2 2. Slot layout similar to Scouts Amarr 3/4 Minmatar 5/2 Gallente 3/4 Caldari 4/3 I'm liking number 1 a lot more but giving the Gallente 5 low slouts could(?) make it OP? I'm not sure. what do ya'll think 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.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8731
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Posted - 2014.04.21 19:23:00 -
[12] - 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 didn't say anything about the Amarr slot layout :P
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8732
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Posted - 2014.04.21 19:41:00 -
[13] - Quote
Funkmaster Whale 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 Pretty much agree in every way here, except I think the numbers are a little too high. Even something like half those numbers would be better than what we have. IMO, Scouts have speed, Logis have utility, Sentinels have defense, Commandos have versatility, give Assaults regeneration. Make them the best at going in and out of battle quickly and effectively. Right now Assaults have way more downtime than Scouts do and yet they aren't really rocking much more HP than Scouts. If you use half these numbers, then scouts have both speed AND regen, along with EWAR.
I thought about these numbers very carefully, they should be this high.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8735
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Posted - 2014.04.21 20:37:00 -
[14] - Quote
Funkmaster Whale wrote:Cat Merc wrote:I thought about these numbers very carefully, they should be this high. Thinking about numbers doesn't equate to putting them into practice. I can think about numbers very carefully as well. It doesn't mean it's right. Some of the ones like Gallente don't need that much Shield Regen, for example. The armor makes sense. The Caldari is probably a bit too intense as well. I think, if anything, Minmatarr should be like 40 and Caldari 60. That would still be really damn good. Another thing to note is that these shouldn't strictly be the only numbers changed. You have to think about the bigger picture. The other things that Assaults really need is some buffs to their CPU/PG capacity and a better base Assault bonus. It makes no sense why Assaults instead of Commandos got the one they did. Commandos are fitting 2x Light Weapons which take up way more CPU/PG than Light/Sidearm would and so would be much more useful. The bonuses altogether I think should be scrapped and redone. The ScR and LR on the other hand should just be rebalanced to reduce heat build-up to allow any suit to use them effectively. I know the Amarr Assaults love their bonus but it honestly would be a buff to the Amarr to reduce Laser weapons heat build-up overall to make it so any any Amarr suit could make use of them just as effectively. This would also pave the way for making these weapons more viable to other races as well. The Amarr Scout is still Amarr and would theoretically use Laser weaponry so I see no reason why they'd be any less effective with them than an Assault, Logi, Commando, etc as far as heat goes. The Amarr and Minmatarr need more definitive defensive / offensive role bonuses as well as stat bonuses. To me these two races sit in these weird place where they're not really getting much in terms of stats and bonuses for the sacrifices they make in other departments. Overall, though, the design philosophy behind suit bonuses needs to be equalized. I've said this many times before but it's not fair that Scouts and Sentintels get bonuses that don't require any module/equipment use. Commandos have bonuses that at least are calculable in terms of battle effectiveness: I do x% more damage to my targets using these weapons. It'd be cool if Assaults maybe got a complementary offensive / defensive bonus like current Scouts and Sentintels do with theirs. For example, Caldari Assault: +5% to shield recharge rate per level and +3% to damage to shields with hybrid - rail weaponry per level. Gallente Assault: +1 HP/s armor repair rate per level and +3% to damage to armor with hybrid - plasma weaponry per level. Minmatarr Assault: -10% to shield recharge delays per level and +3% to damage to shields with projectile weaponry per level. Amarr Assault: -10% to armor plate speed penalty per level and +3% to damage to armor with laser weaponry per level. Explain to me, why would I use an assault suit with the regen rates you suggested? Why not just use a scout, that has near equal regen, sacrifices very little HP for a second equipment, much more speed, and complete EWAR domination?
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8735
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Posted - 2014.04.21 20:38:00 -
[15] - Quote
Zaaeed Massani wrote:Arkena Wyrnspire 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 I'm very keen on this kind of thing - having assaults regenerate at a very high rate so they can constantly be the aggressors. No way, I think that would make assaults way too OP. Now, this is coming from a Minmatar suit user so everything feels slightly OP to me, but I have to admit that seems a bit overkill. Personally, I think Commandos were given bonuses the assaults should have received. I'd like to see the Commando damage bonuses to racial weaponry transferred to assault suits. The assault suits would also all receive the Minmatar bonus to clip size of racial weaponry. The commandos would retain their reload bonus and receive a bonus to max ammo (say 30-40%) for equipped racial weaponry. Thoughts? No? It wouldn't make it OP, it would make it equal to the other suits.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8745
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Posted - 2014.04.21 21:41:00 -
[16] - Quote
Arkena Wyrnspire wrote: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. Yup, you could blap the Gal Assault before even a single cycle.
Overlord of all humans CAT MERC
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