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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2786
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Posted - 2014.04.21 17:39:00 -
[1] - Quote
Greetings ,
Next week I will be making the journey to FanFest. One of my priorities, other than sight seeing and absurd drinking, will be the attempt to have a solid heart to heart discussion about the Assault suit/ role. Focusing on: Defining the Assault Role, The current problems that plague the class, and The Solutions that will better define the role on the battlefield
Therefore, I have made this thread to scramble as much feedback, tips, and suggestions as possible. If you feel you have possible solution to current assault state then please post them in this thread, and I will do my very best to voice them at FanFest.
Thank you for your time,
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2786
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Posted - 2014.04.21 17:40:00 -
[2] - Quote
resevered
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2789
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Posted - 2014.04.21 18:02:00 -
[3] - Quote
Monkey MAC wrote:As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers
I really like the idea of having an assault suit with both a module bonus and weapon bonus. Not so much forcing a playstyle, but helping guide it.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2789
|
Posted - 2014.04.21 18:03:00 -
[4] - 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
Seems a bit high on my end, but I like your idea on regeneration. Regeneration in my opinion plays a key role in assaulting.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2792
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Posted - 2014.04.21 18:31:00 -
[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?
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.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2793
|
Posted - 2014.04.21 18:40:00 -
[6] - Quote
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.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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