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1st Lieutenant Tiberius
0uter.Heaven
1635
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Posted - 2014.04.21 18:41:00 -
[31] - 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.
I can understand your point from a shield tanker perspective but the idea of Armor tanks should be the ability to brawl so I think having a relatively high armor rep (40 max on gk.0 with 4 complex repairers) would make it as if the Assaults had a mini (minuscule not minmatar) Logi repping them like a Sentinel with a Core Rep tool on them, just not as effective.
Armor tanks brawl - if they can avoid damage by strafing or using cover they can essentially regenerate their health through combat, I believe the current weapons DPSs are enough to nullify the usefulness of having a high armor rep on an armor suit.
Shield tankers Hit & Run - Just like you said, regenerate their tank after confrontation and able to be self sufficient with good use of cover and flanking maneuvers
I dont think we can have high shield regeneration ability without having an equally high armor regenerative ability, considering the deadliest weapons in the game as of now are the Armor Killing, high ROF CR and HMG
The Sinwarden
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:43:00 -
[32] - 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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Ripley Riley
Incorruptibles
1834
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Posted - 2014.04.21 18:43:00 -
[33] - Quote
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.
He imposes order on the chaos of organic evolution...
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:45:00 -
[34] - 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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1st Lieutenant Tiberius
0uter.Heaven
1635
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Posted - 2014.04.21 18:46:00 -
[35] - 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.
Then the Amarr would be the only Assault that does not have a regenerative effect, which what we're trying to advocate as the Assault class' unique feature. We're just going off Cat's suggestion to give Assault a constant frontline presence by giving them high regenerative capabilities.
I'd take 5 armor reps a second over more Armor any day, it won't make the Amarr Assault a better assault suit, compared to the others IMO
The Sinwarden
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Ripley Riley
Incorruptibles
1837
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Posted - 2014.04.21 18:53:00 -
[36] - Quote
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.
He imposes order on the chaos of organic evolution...
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Berserker007
Imperfects Negative-Feedback
525
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Posted - 2014.04.21 18:54:00 -
[37] - Quote
Possible options out there could be:
1). Increase base hp levels - bridge more of a gap from assaults to logi/scouts (with how can hp stack)
2). Addition of 2nd equip slot back
3). Copy logi H/L slot layout - instead of giving a buff to baseline stats, this would allow module alteration of how assault suits could be built
4). Addition for all assault suits (or suits in general), have a minimal differentiate of innate armor rep - 1 for cal/min , 2 for amarr, 3 for gal
5). Addition/change of bonuses - have the basic bonues (weapon cpu/pg reduction), but also have 2 racial bonuses. Could be a weapon bonus (like now), and then a module/suit bonus ...... Ex : shield extenders on a Cal assault : could do increase efficacy, reduce fitting cost, or negating penalty
Just some simple ideas Regy
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:55:00 -
[38] - 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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1st Lieutenant Tiberius
0uter.Heaven
1635
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Posted - 2014.04.21 18:55:00 -
[39] - Quote
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
The Sinwarden
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Zirzo Valcyn
Kameira Lodge Amarr Empire
482
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Posted - 2014.04.21 18:59:00 -
[40] - Quote
a couple of my ideas was to add another grenade slot, or allow assault to carry 3 instead of 2, jetpacks that assault gets a bonus to. or another idea i had was to add active modules for dropsuit as an equipment that assault gets a bonus to like an active kin cat or shield hardener with an appropriate CD
u can ban the troll out of the forums but u can't ban the forums out of the troll.
forum warrior .189
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8727
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Posted - 2014.04.21 19:00:00 -
[41] - 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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Ripley Riley
Incorruptibles
1838
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Posted - 2014.04.21 19:02:00 -
[42] - Quote
Cat Merc wrote:Not really
Yes really It's the only way to avoid the ebb and flow of buff/nerf/buff/nerf cycles. Massive increases or decreases in stats are not the way to go.
Cat Merc wrote:I can already tell that a scout dropsuit will simply be able to do everything better with the numbers you provided.
Then make changes to the scout dropsuits... creating a negative (or negatives) to brick tanking scouts would be a great start, but that's a whole other debate.
He imposes order on the chaos of organic evolution...
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Arkena Wyrnspire
Fatal Absolution
12533
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Posted - 2014.04.21 19:04:00 -
[43] - 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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A recent Recruit
Isuuaya Tactical Caldari State
6
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Posted - 2014.04.21 19:04:00 -
[44] - Quote
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. |
Arkena Wyrnspire
Fatal Absolution
12533
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Posted - 2014.04.21 19:05:00 -
[45] - 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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1st Lieutenant Tiberius
0uter.Heaven
1636
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Posted - 2014.04.21 19:06:00 -
[46] - Quote
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
The Sinwarden
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Aramis Madrigal
SVER True Blood General Tso's Alliance
226
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Posted - 2014.04.21 19:06:00 -
[47] - Quote
I had earlier suggested that all assaults be given an extra slot that could function as either a high or low at their leisure, along with enough additional PG/CPU to utilize said omni-slot. This would allow each assault a bonus that they could customize to their individual play style. Most frame bonuses seem to be similar in scale to having a "free" module of some kind, so this additional functionality would be in keeping with currently existing bonuses as well as being consistent with the assault frame being a jack of all trades.
-Aramis |
Arkena Wyrnspire
Fatal Absolution
12534
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Posted - 2014.04.21 19:09:00 -
[48] - 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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yep derrith again
Shining Flame Amarr Empire
232
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Posted - 2014.04.21 19:11:00 -
[49] - Quote
Personally, Tib, I think that the slot layouts are fine, I believe it's the benefits that are making the suit suffer. For example, most of the other frame suits get dual benefits. The Gallente scout gets scan profile reduction and scan range for example.
Amarr assaults get a reduction to heat, which is great, but still only one.
Cal assaults get a bonus to reload speed of rail tech, correct?
My proposal is this, give them a weapons benefit and a suit benefit.
For example, my benefit for Gk.0 assaults
6% to hybrid blaster Rate of fire per fire, this will effectively make an AR not completely useless in this endeavor, and Ion pistols can also be useful. second benefit being a 3% buff to armor repair modules per level. This will take advantage of the gals ability to regenerate even more, which is their main playstyle.
Amarr should keep current benefit, as it fulfills its role perfect. But the added bonus should be something to do with armor buff, or perhaps getting rid of the pesky movement speed involved in the amarr assault. Proposed benefits are as follows, 3% to armor plate efficiency per level, 1% to maximum movement and sprint speed per level.
Minmatar I believe has a good benefit, keep it. Do not add a tightening to spread on this suit, that will kill all competition IMO. The secondary benefit should be either 4% to max stamina per level, so it's speed tanking doesn't get cut short due to stamina issues, or 3% to shield recharger efficiency per level.
Cal assault really got shafted this build. Give them old benefit with a 1% percent bonus, (3% to shield extenders per level) and on the rail rifle, perhaps a ROF buff, a tighter spread, or a bonus to a regulator or something.
Official DNS alt The official panty monk of FA.
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1st Lieutenant Tiberius
0uter.Heaven
1637
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Posted - 2014.04.21 19:17:00 -
[50] - Quote
yep derrith again wrote:Personally, Tib, I think that the slot layouts are fine, I believe it's the benefits that are making the suit suffer. For example, most of the other frame suits get dual benefits. The Gallente scout gets scan profile reduction and scan range for example.
Amarr assaults get a reduction to heat, which is great, but still only one.
Cal assaults get a bonus to reload speed of rail tech, correct?
My proposal is this, give them a weapons benefit and a suit benefit.
For example, my benefit for Gk.0 assaults
6% to hybrid blaster Rate of fire per fire, this will effectively make an AR not completely useless in this endeavor, and Ion pistols can also be useful. second benefit being a 3% buff to armor repair modules per level. This will take advantage of the gals ability to regenerate even more, which is their main playstyle.
Amarr should keep current benefit, as it fulfills its role perfect. But the added bonus should be something to do with armor buff, or perhaps getting rid of the pesky movement speed involved in the amarr assault. Proposed benefits are as follows, 3% to armor plate efficiency per level, 1% to maximum movement and sprint speed per level.
Minmatar I believe has a good benefit, keep it. Do not add a tightening to spread on this suit, that will kill all competition IMO. The secondary benefit should be either 4% to max stamina per level, so it's speed tanking doesn't get cut short due to stamina issues, or 3% to shield recharger efficiency per level.
Cal assault really got shafted this build. Give them old benefit with a 1% percent bonus, (3% to shield extenders per level) and on the rail rifle, perhaps a ROF buff, a tighter spread, or a bonus to a regulator or something.
The slot layouts are fine but again I reiterate, the Amarr Assault is the only class that gets an incremental increase in base stats at the cost of losing 1 from their total slot count, something that the Scout nor the Sentinel is afflicted by; both the sentinel and scout gain this incremental base stat increase yet are not afflicted by the loss of a module slot
This is more so putting the Amarr Assault in line with the others at its current state, there is no justification for the Amarr Assault to have 1 less slot compared to the other suits. Yes yes I use the Amarr Assault, I am biased, but still my point stands; there is no justification.
The Sinwarden
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8731
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Posted - 2014.04.21 19:23:00 -
[51] - 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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Funkmaster Whale
Ancient Exiles.
1906
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Posted - 2014.04.21 19:26:00 -
[52] - 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 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.
Let me play you the song of my people!
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8732
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Posted - 2014.04.21 19:41:00 -
[53] - 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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Funkmaster Whale
Ancient Exiles.
1908
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Posted - 2014.04.21 20:05:00 -
[54] - Quote
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.
Let me play you the song of my people!
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OgTheEnigma
The Rainbow Effect
180
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Posted - 2014.04.21 20:06:00 -
[55] - Quote
Jetpacks, with an Assault fitting bonus equivalent to putting cloaks on a scout. That's all I want. |
Boot Booter
Kang Lo Directorate Gallente Federation
520
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Posted - 2014.04.21 20:07:00 -
[56] - Quote
Yes assaults should have the best regen on the battlefield. The fact that scouts have highest regen makes no sense as they become superior to assaults in ewar, speed, and regen while reaching similar tanks and damage. I'd say either nerf scout regen or add bonuses as you lvl up in assault that equate to something similar to what cat Merc has suggested.
Roles in dust:
Assaults: high regen; med damage, tank, speed, and ewar
Scouts: high ewar and speed; med damage and regen; low tank
Sentinel: high tank and damage; low speed, ewar, and regen
Commando: high damage, med tank and speed; low ewar and regen
Logistics: equipment! Med tank, speed, ewar, regen; low damage
Obviously you can't balance with just three bins (i.e. high, med, and low) but generally this is how roles in dust should be aligned.
SMG Specialist
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Ripley Riley
Incorruptibles
1842
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Posted - 2014.04.21 20:11:00 -
[57] - Quote
Funkmaster Whale wrote: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.
Much like in Eve Online, races should provide noticeable bonuses with their preferred racial weapon system. For example, in Eve the Gallente receive bonuses with drone weapon systems. Other races can use drones, but not nearly as effect as the Gallente. Other races can fit the ScR and LR, but the Amarr should receive racial bonuses to make those weapons really shine.
He imposes order on the chaos of organic evolution...
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Doshneil Antaro
Dem Durrty Boyz Dirt Nap Squad.
279
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Posted - 2014.04.21 20:15:00 -
[58] - Quote
Assault fixes: 1. bring high and low slots up to match the logi suits. 2. Increase HPs of mediums. 3. reduce scouts precision 4.increase Medium precision to be above scouts.
Right now scouts have more than their cake and eating it too, they also have a side of icecream with hot fudge spinkled with brownies and peanutbutter cups. To clarify, scouts have a monopoly on ewar. This is unacceptable, as that means they have no hard counter. mediums should be the scout counter, heavies the mediums, and scouts the heavies. As it stands, scouts are better than heavies and mediums, heavies better than mediums, and mediums, cannon fodder to all suits.
Sage /thread
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Funkmaster Whale
Ancient Exiles.
1908
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Posted - 2014.04.21 20:17:00 -
[59] - Quote
Ripley Riley wrote:Funkmaster Whale wrote: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. Much like in Eve Online, races should provide noticeable bonuses with their preferred racial weapon system. For example, in Eve the Gallente receive bonuses with drone weapon systems. Other races can use drones, but not nearly as effect as the Gallente. Other races can fit the ScR and LR, but the Amarr should receive racial bonuses to make those weapons really shine. I agree but we're not balancing EVE here. It's a bit different balancing a Submarine Simulator versus an FPS.
Let me play you the song of my people!
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Jenza's Pants
The Hetairoi
171
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Posted - 2014.04.21 20:17:00 -
[60] - Quote
Why is minmatar so **** compared to caldari? Shield recharge delay. |
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