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1st Lieutenant Tiberius
0uter.Heaven
1642
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Posted - 2014.04.21 20:18:00 -
[61] - 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 suggested here that we change the proficiency skills of some weapons (perhaps all weapons) to something more interesting. For the ScR I suggested that the ScR proficiency gives youa heat sink akin to the Amarr Assault albeit smaller (10% or 15% at level 5 Proficiency).
This would allow the ScR to be more viable used on non Amarr Assault Dropsuits but when used on the Amarr Assault the compounding affect makes the combination truly deadly.
The Sinwarden
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Ripley Riley
Incorruptibles
1842
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Posted - 2014.04.21 20:20:00 -
[62] - Quote
Funkmaster Whale wrote:I agree but we're not balancing EVE here. It's a bit different balancing a Submarine Simulator versus an FPS.
If we aren't sticking with some of the well established New Eden design philosophies (e.g. tanking types, hybrid/projectile/explosive/laser weapon systems, EWAR, etc.) then I personally have much less of a reason to play this game...
Actually, if we stray too far from those design philosophies we aren't playing in New Eden anymore. We're playing in some kind of knock-off like those 'Mega Plumber Brothers!' games on smartphone marketplaces...
Oh, and we can achieve balance while not making every race perform the same with every weapon system.
He imposes order on the chaos of organic evolution...
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Zaaeed Massani
RisingSuns Dark Taboo
262
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Posted - 2014.04.21 20:30:00 -
[63] - Quote
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?
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8735
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Posted - 2014.04.21 20:37:00 -
[64] - 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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1st Lieutenant Tiberius
0uter.Heaven
1642
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Posted - 2014.04.21 20:37:00 -
[65] - 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, that would be silly for Commando Users they already have a nice role and we should not look to change other suits in hopes to buff the Assault suit.
Regeneration is much more valuable than sheer damage, in fact; sheer damage increase would make the suits way more OP. Your suggestion for the Commando Bonus isnt very good either, not worth skilling into. If you want more ammo have your Caldari Logi drop you some top notch nanohives, teamwork is key.
By giving the Assaults a regenerative feature this would allow them to constantly maintain a frontline or a hot zone allowing Field Commanders to place different roles and pieces at different places on the chess board; Heavies can be either placed at a defensive position or to spear head a frontline push allowing the scouts to perform flanking maneuvers to either stealth hack an objective while fighting goes on or flank and take out stragglers and other scouts, all the while a team of commandos are on a highground raining down MD rounds and Laser beams.
The idea of the Assault is to maintain an assault not decimate anything and everything, you do this by giving them regeneration abilities while Heavies have Tank, Scouts have Mobility and Stealth, Logis have Utility and Commandos have Firepower.
Regeneration is still a better feature than a flat damage increase, let alone taking the bonus of another suit
The Sinwarden
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8735
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Posted - 2014.04.21 20:38:00 -
[66] - 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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Roner General
Dirt Nap Squad.
441
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Posted - 2014.04.21 20:38:00 -
[67] - Quote
ask them if u r gay
shotguns
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Funkmaster Whale
Ancient Exiles.
1909
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Posted - 2014.04.21 20:47:00 -
[68] - Quote
Cat Merc wrote: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? Because you're too narrow-minded to read my post explaining why you're looking at this the wrong way?
Look, Assaults need a buff but it doesn't simply lie with changing ONE variable and going "alright fixed!". These things require small changes in several departments to give them more definitive roles while not going overboard with it. Otherwise we're going to keep getting put in this situations where the pendulum swings too far in either direction with the buffs / nerfs (read: Tanks, Scouts).
If you think giving a massive buff to regen rates is all Assaults need then you're simply wrong. This wouldn't give a reason to use Assaults as Scouts are still cooler because they have definitive roles with their gadgets / suit bonuses. Assaults don't have that. Assaults need a role, something that gives them the ability to do something that a Scout, Logi, or Sentintel couldn't already do. Scouts had this similar issue pre-1.8.
Let me play you the song of my people!
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Deluxe Edition
TeamPlayers Dirt Nap Squad.
749
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Posted - 2014.04.21 20:50:00 -
[69] - Quote
The assault suit should have the same slot layout as a logi frame minus the equipment slots. It should have PG and CPU buffed, and should have the highest regen of all suits. Then maybe it will be viable in the world of cloaked scouts with 800ehp and faster movement speeds ad heavies with their instant kill HMG and 1.3k HP. |
Ripley Riley
Incorruptibles
1846
|
Posted - 2014.04.21 20:50:00 -
[70] - Quote
Funkmaster Whale wrote:Assaults need a role, something that gives them the ability to do something that a Scout, Logi, or Sentinel couldn't already do.
If someone says jump jets I'm going to punch an infant.
He imposes order on the chaos of organic evolution...
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Funkmaster Whale
Ancient Exiles.
1910
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Posted - 2014.04.21 20:55:00 -
[71] - Quote
Ripley Riley wrote:Funkmaster Whale wrote:Assaults need a role, something that gives them the ability to do something that a Scout, Logi, or Sentinel couldn't already do. If someone says jump jets I'm going to punch an infant. I'm pretty sure CCP has already decided what they were going to do. If you go back to this dev blog from a year ago, I quote:
Quote:There are two equipment items on the top of our list that we want to get in to the game as soon as we can. The first is a Shield Generator. Ever wished for some cover where there isnGÇÖt any? Wish no more, with the shield generator youGÇÖll be able to deploy your own personal static shield bubble. Pretty handy when a ship is dropping bombs on your head from orbit or youGÇÖve been caught in the open by an enemy trying to melt you with a laser rifle.
The second item is a Cloaking Field. I'm gonna go ahead and call it that this is going to be what Assaults will get as their "ability" you could say.
Let's see if my prophetic visions (read: doing research) will come to pass.
Let me play you the song of my people!
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7056
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Posted - 2014.04.21 20:55:00 -
[72] - Quote
Funkmaster Whale wrote:[...]
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. These bonuses would not only make certain weapons overpowered, but it would also cause damage profiles to be similar to the point where there's no sacrifice by running one over the other.
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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Ripley Riley
Incorruptibles
1846
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Posted - 2014.04.21 20:57:00 -
[73] - Quote
Funkmaster Whale wrote:Let's see if my prophetic visions (read: doing research) will come to pass.
Insta-cover could be interesting. I hope your magical voodoo (see: research) is correct.
He imposes order on the chaos of organic evolution...
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Zaaeed Massani
RisingSuns Dark Taboo
262
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Posted - 2014.04.21 20:59:00 -
[74] - Quote
1st Lieutenant Tiberius wrote: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, that would be silly for Commando Users they already have a nice role and we should not look to change other suits in hopes to buff the Assault suit. Regeneration is much more valuable than sheer damage, in fact; sheer damage increase would make the suits way more OP. Your suggestion for the Commando Bonus isnt very good either, not worth skilling into. If you want more ammo have your Caldari Logi drop you some top notch nanohives, teamwork is key. By giving the Assaults a regenerative feature this would allow them to constantly maintain a frontline or a hot zone allowing Field Commanders to place different roles and pieces at different places on the chess board; Heavies can be either placed at a defensive position or to spear head a frontline push allowing the scouts to perform flanking maneuvers to either stealth hack an objective while fighting goes on or flank and take out stragglers and other scouts, all the while a team of commandos are on a highground raining down MD rounds and Laser beams. The idea of the Assault is to maintain an assault not decimate anything and everything, you do this by giving them regeneration abilities while Heavies have Tank, Scouts have Mobility and Stealth, Logis have Utility and Commandos have Firepower. Regeneration is still a better feature than a flat damage increase, let alone taking the bonus of another suit
CCP had said that commandos are meant to be a suppression class. Commandos were never meant to be premier slayers. Assaults were. I just feel like th changes I suggested are much more in line with what CCP intended for the classes.
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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RINON114
B.S.A.A. General Tso's Alliance
593
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Posted - 2014.04.21 21:22:00 -
[75] - 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. I disagree.
I feel that the numbers should be polar opposites of each other:
Caldari: 100hp/s shields | 0hp/s armour Minmatar: 75hp/s shields | 25hp/s armour Amarr: 25hp/s shield | 75hp/s armour Gallente: 0hp/s shields | 100hp/s armour
Obviously they could do with a bit of tweaking (can a suit even have 0hp/s shield regen?) but the numbers used serve to illustrate my point. Caldari are 100% their own tank, Minmatar get decent bonuses to both and so do Amarr, reflecting both their abilities as dual tankers.
Although my idea for fixing assaults is a little different. I would give them a module that works in the same way as a cloak but gives either a very quick regen for x amount of time OR gives damage resistance for x amount of time. Assaults would get a bonus to fitting this module as their role bonus. |
Zahle Undt
Bullet Cluster Lokun Listamenn
1407
|
Posted - 2014.04.21 21:29:00 -
[76] - 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
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.
I think the assaults role is general infantry. Some better regen and a second grenade slot with the machanics to switch between the 2 would be nice. Maybe slight EHP buff or same slots as logi with some more PG/CPU to compliment.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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1st Lieutenant Tiberius
0uter.Heaven
1645
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Posted - 2014.04.21 21:31:00 -
[77] - 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. I think the assaults role is general infantry. Some better regen and a second grenade slot with the machanics to switch between the 2 would be nice. Maybe slight EHP buff or same slots as logi with some more PG/CPU to compliment.
Idk about everyone else but I think a second grenade slot would be a worthless feature for the Assault suit.
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12542
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Posted - 2014.04.21 21:33:00 -
[78] - 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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Kaughst
Nyain San Dirt Nap Squad.
405
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Posted - 2014.04.21 21:40:00 -
[79] - Quote
I have been looking at the Gal scout and how much it does better compared to the Gal Assault I have been using. Basically increasing the CPU/PG and adding another low would help.
I wouldn't be against increasing the base HP either...but something is needed on this suit to stand out, the increase reduction in fitting cost is alright but it barely changes anything in helping the suit. it would have been better to give a big CPU/PG increase and than give a better role bonus. The fitting reduction is not good for assaulting something needs to give me the edge to kill unlike the HP bonus for heavies. The problem with the fitting reduction cost is that is nearly the same as the logi equip reduction in that the assault suit bonus is giving you nothing more the need to stack high end modules which in turn are put to nothing more than HP mods....Something needs to change.
"He said he has a alt in STB."
"Everyone has a alt in STB."
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8745
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Posted - 2014.04.21 21:41:00 -
[80] - 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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Goat of Dover
DROID EXILES General Tso's Alliance
198
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Posted - 2014.04.22 00:09:00 -
[81] - Quote
So I have read most of it all and have taken most of the ideas in.
We are looking at
1. Increase in the regen of assault suits. 2. Increase in slots to match logis(not including equip of course). 3. Passive skill bonuses to regen as opposed to set regen on suit. 4. Increase in grenade count or slots. 5. Increase in native HP from minor amounts to some large amounts 6. Better offensive passive skills. 7. And beserker listed increasing their equipment as well.
I will start from the top and work my way down the list if I missed one it is not addressed please bring it up and I will.
1. This was Cat Mercs idea brought up on the first page looking at this seemed kinda scary but after going to proto fits it actually made sense. I would say make a few adjustments like the increasing the gal armor rep to 20 instead of 17 or 15 like posted. And the Cal recharge rate for depleted shields by maybe one sec or a sec and a half not sure.
Over all though if you tank the out and gank them out the are pretty far cal=700eHP with great recharge speed and rate second fastest, Min=little over 700eHP Slightly slower recharge rate than Cal but fast mobility, Amarr=750eHP recharge is slow but also has a armor rep to give a little more umph but is slower than most logi, Gal=850eHP and over 900eHP with less rep is much slower due to armor stacking but has the ability to max out with damage mods in the highs.
I say I like the addition really and I think it will give them a much assault feel that was mentioned.
2. I would say yes but only to one suit really and that is the Amarr and that is because this thing fitted out still had plenty of CPU and PG it would also give it the ability for a little more armor which is kinda needed in my opinion due to its speed reduction and more armor set up reps with Cat Mercs idea.
3. I have to say no passive regen is a bad idea was the first time the Cal logi with crazy when we first got those passive regen in high numbers are always bad. also would take the place of more assault like potential abilities.
4. I like increased carry count idea maybe as a passive for all assaults to increase the count to four at LV5 another slot. On the other hand I don't really like the slot increase it requires more balance, put in added CPU and PG to accommodate with more balance for that increase slot is just going to be a headache.
5. This is not a bad idea but I would rather see Cat Mercs idea implemented first it just feels like it would be more fun for the game. If that idea is not enough maybe this would be a good addition.
6. Yes great more offense always good I am not good with ideas on this maybe a 1% bonus to light weaponry per Lv and a 2% bonus to light weaponry of matching race as suit.
7. I am sorry beserker those days have come and gone this will cause the same problems and the added grenade and I think this will give a group of 6 assaults to much versatility as far as support goes.
Over all I would love to see them add Cat Mercs idea better offensive passives for suits and the increase in grenade count for them as well. With those boost though I think a few nerfs would be needed for gameplay balance and teamwork. I think taking away the equipment slot of the assaults would be a possible trade for all of the additions listed. This sounds really bad at first but I think it adds more focus on teamwork and the need of logistics. I also think they should knock the scout equipment back down to one to balance it out a little more and forcing a cloak on them representing their meta level so protos get the proto cloak and ect.
I know my nerf equipment idea will not be met lightly and probably with a little hate. My only reason is I am a logi and I don't want my role left in the dirt because of truly self sufficient full squads of assaults running around. If you have another balance as opposed to my equipment idea please speek up I would love to hear it. |
Appia Vibbia
Molon Labe. General Tso's Alliance
2205
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Posted - 2014.04.22 00:38:00 -
[82] - Quote
I'd rather see assaults in a role that let them charge in and assault a base. The Sentinel is the indomitable CQC monster... or only viable ADS counter. The Scout is the Sentinel's counter and Opposite. By ducking and dodging players' tactical awareness it can get in and hack, drop uplinks, or assasinate The Logistics is the support tool. Its slot layout is still too OP. IMO needs 1 or 2 slots removed to focus it more on Equipment than on being such an excellent slayer suit. I know it is a tangent, but I think they all need a minor buff to non-racial EQ on top of their racial EQ bonus. Otherwise they're easily focused off of logistic roles. The Commando I would not call versatile. It has one thing it does: it shoots people. It can choose 2 light weapons to better compliment the range and damage profile better than its main and a sidearm could but they are slow moving and low regen. It becomes the suit of choice for sustained fire
I see the Assault suit as the suit that is dependent on squad tactics. Strolling in, guns blazing is the commando's job. Holding down the fort is for the Sentinel. The Logi backs up who they are with.
I want to see the Assault fill in the holes. I want them to have the best synergy with other suits. The Caldari Assault should be the best at long range engagements. giving it a bonus to things like accuracy and range at the cost of reload speed and ammo capacity
The Gallente Assault should be the best at short range. Give it a buff to damage at the cost of range
The Minmatar Assault is that almost-scout like suit with lots of speed. While the Caldari do long range, the Minmatar have that high shield regeneration rate to specialize in hit-and-run. high RoF shots to the head or MD/RE/Flaylock for explosive damage. Biotics and shield regen should be their forte.
The Amarr are the virtuosos of Endurance. Ammo Capacity, Stamina, and base HP should all be higher for them. THey should be able to go longer than the others before.
I'm wary of changing the Amarr Assault's bonus for the Scrambler Rifle. And I'd expect backlash for removal of the increased clip size for Minmatar. I think adding a draw back to enhance those abilities would be appropriate.
The regen aspect that's been talked about should be looked into. I'm not providing stats because I don't know what is balance. But base shield regen should be highest on Minmatar. base shield delay should be lowest on Caldari. Base armor reps should be highest innate for Gallente, while Amarr should be the middle of the road for those 3 regen stats.
Right now the skills basically force you into using the same race's weapons. I think that the bonuses to the suit should make using that race's weapon more beneficial, but it shouldn't be punitive like it is now when you don't want to mix and match weapons and suits.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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abarkrishna
WarRavens
371
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Posted - 2014.04.22 02:50:00 -
[83] - Quote
So it's like this
Heavy= Tank/warrior Scout = Rogue Logi = Healer/ supply
So as you can see everything is covered already (except for AoE ). So what does that leave us? How can you have a suit that does all or these roles but not as good as any of them? To be perfectly honest they have already done that.
Any changes to slot layout could have a impact other suits ability to do thier role as well.
My proposal would be to make the pilot suit an assault. Give it bonus' to vehicle oriented things (including anti-vehicle) and leave the other suits alone.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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1st Lieutenant Tiberius
0uter.Heaven
1650
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Posted - 2014.04.22 03:13:00 -
[84] - Quote
abarkrishna wrote:My proposal would be to make the pilot suit an assault. Give it bonus' to vehicle oriented things (including anti-vehicle) and leave the other suits alone.
wut
no.
The Sinwarden
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Lorhak Gannarsein
Science For Death
2869
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Posted - 2014.04.22 03:23:00 -
[85] - Quote
So is the idea for the Assault to be an excellent solo suit? Because this is what it'll turn out to be; these proposed regen rates are higher than nearly everything I've ever used (I did have a quadra-rep GalLogi a few months ago for fun) and, in conjunction with, say, a Gauged nanohive, you're now entirely self-sufficient.
You're actually starting infringing in heavy territory through sheer regen; the only situation where a heavy would win is in a straight shoot out in a hallway where the assault can't escape; otherwise his HP comes back too fast for the heavy to kill him. Especially the 6s-to-max-tank CalAssault.
Now, I'm definitely not saying this is a bad path to go down. I actually quite like this idea. But I don't think it should be the sole way assaults are buffed to provide a role.
Also I want jet packs and a 50% reduction to fittings on top of current role bonus :)
ak.0 4 LYFE
I am the Lorhak. I speak for the trees.
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Alldin Kan
Imperfects Negative-Feedback
1066
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Posted - 2014.04.22 03:57:00 -
[86] - Quote
ReGnYuM wrote: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 battlefieldTherefore, 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. Lastly, feel free to nick and pick at each others suggestion. Get the discussion going because I want the best of the best Thank you for your time, Giving a considerable buff to assault will only make them superior to heavies again so I prefer that CCP strips the fitting freedom from Scouts first and then the H/L slot from Logistics (it's support, not meant to be superior than my Balac's Assault).
Uprising 1.8 - Invisible War
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Alldin Kan
Imperfects Negative-Feedback
1066
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Posted - 2014.04.22 04:02:00 -
[87] - 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 Not happening with the high TTK on sturdy dropsuits.
Uprising 1.8 - Invisible War
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RA Drahcir
Inner.Hell
361
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Posted - 2014.04.22 04:44:00 -
[88] - Quote
I only have an Amarr Assault so I can only speak for Assaults from the Amarr perspective...
Increase precision and range, not necessarily to Scout capabilities but throw Assaults a bone here. An Ewar SP sinked Assault should pick up a non-Ewar SP sinked, undamped Scout.
Increase the Amarr Laser heat buildup reduction; I risk overheating taking out some tanked Scouts!
Rework modules so that at PRO level an Amarr Assault has 2 highs and 4 lows (my honest opinion would be 5 but that is just because I am greedy)
A second complimentary bonus similar to the other suits...ei reduction to heat buildup and cool down time. |
Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2425
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Posted - 2014.04.22 05:09:00 -
[89] - 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
wow...i love it!
Charlotte O'Dell is the highest level unicorn!
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Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2425
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Posted - 2014.04.22 05:11:00 -
[90] - Quote
Alldin Kan wrote:ReGnYuM wrote: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 battlefieldTherefore, 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. Lastly, feel free to nick and pick at each others suggestion. Get the discussion going because I want the best of the best Thank you for your time, Assaults are underpowered; I say we nerf scouts and logis so my officer plasma rifle remains relevant.
<333
Charlotte O'Dell is the highest level unicorn!
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