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Spectral Clone
Dust2Dust. Top Men.
2381
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Posted - 2014.04.22 06:10:00 -
[91] - Quote
Harmonize the slot layout to:
Assault ck.0 - 5H 3L mk.0 5H 3L gk.0 3H 5L ak.0 3H 5L
Buff CPU for cal/min so they can add more shield rechargers. Buff PG for ama and gal so they can use more reactive plates/armor reppers.
This is just another way to achieve Cat Mercs proposed stats (and at the same time make assaults require lots of SP investement to be optimal). It can also be fixed without coding, as slots, CPU and PG for dropsuits are stored in CCPs database.
These fixed will at the same time buff the general adaptability of the assault suits.
Is this a good? Would the min assault be too good with 5H / 3L? What about other races?
HTFU Gė£ Live with CCP´s mistakes.
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Canari Elphus
Dirt Nap Squad.
1453
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Posted - 2014.04.22 06:34:00 -
[92] - Quote
I think it might be a good idea to first come to a consensus of what the roles of each suit should be. Once you have that, you can work towards adjusting the bonuses and attributes accordingly.
- Heavy - CQC and point defense - Slow speed, no ewar, moderate firepower, very high tank - Commando - The pivot suit - Slower speed, no ewar, moderate yet diverse firepower, decent tank - Scout - Skirmisher - High speed, high ewar, mid firepower, low tank - Logi - Support - Mid speed, mid ewar, mid firepower, mid tank (makes up for it with equipment) - Assault - Frontline - Mid speed, low ewar, high firepower, mid tank
Broken down, this is how I think it should be: Firepower - Assault > Commando > Heavy > Scout > Logi Tank - Heavy > Commando > Assault > Logi > Scout Speed - Scout > Assault > Logi > Commando > Heavy Ewar - Scout > Logi > Assault > Commando > Heavy
Expansion of my idea Heavies - They are responsible for being the last line of defense on points. They take out who gets through a line and help guard the area around a point. There job isnt to kill everybody but to be able to hold until they can be reinforced.
Assaults - They are the primary DPS component of the team but are middling in everything else. Their job is to put down enemy soldiers as fast as possible and have enough speed to shift as the battle does. They must rely on others to know what is happening on the battlefield (scouts/logis) and need to be supported by the logis.
Scouts - They are the harassment part of the group. Their job is to keep the team from being flanked by having superior ewar and enough DPS to handle the one or two people on the outskirts. They rely on surprise rather than tank.
Logis - Only middle pack in speed, ewar, dps and tank but make up for it by being able to provide support to the team to keep them moving forward.
Commando - They allow for greater versatility in the squad to change to a situation as it evolves. While assaults may need to go to a depot to change a fit, the Commando can adapt instantly. They are a specialist on the battlefield.
How I think that some of this can be accomplished:
- Add 'mass' to the game and have it impact speed increases. Right now, kincats are only based on the base movement speed. This is why its so easy to have speed heavies and such. Dropsuits should have a certain mass an armor plates should have mass stats as well. The greater the total mass of your suit, the less of an increase kincats can give you.
- Scouts should have ewar modules that have a 'team effect' to them. This is tricky bit it might be where they give the squad leader a bonus to pick up what the scout is seeing. This would also go in a low slot so it would be a trade off for tanking the scout. It would also encourage more of an ewar usage for scouts in general.
- Heavies actually should get a tank 'buff' but counter that with a large increase in spread to the hmg. It should be better at holding off large groups rather than autoblapping single suits. A heavy needs to be very hard to take down but not the best DPS option of the game.
- Assaults should be given bonuses that cater towards DPS. One that is more general and one that is racial. As other suits have the other aspects covered, this is where the assault can really shine. I think that they should get a bonus towards use of damage mods and keep the weapon bonuses that they have now. It would be fair this way and not make them overtanked
- Logis should have secondary bonuses to non racial equipment. Their strongest bonus is to their race, secondary is to their ally and tertiary would be to non-allied. The current setup is just a little too restrictive on equipment usage since they are supposed to be varied in what they carry.
- Commandos get bonuses to weapon usage of their race and their ally but not the DPS bonus that assaults get. This means that they are better than scouts and logis with light weapons but not as great as an assault with its single race weapon.
Canari Elphus for CPM1
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KingBabar
The Rainbow Effect
2230
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Posted - 2014.04.22 06:57:00 -
[93] - Quote
Charlotte O'Dell wrote: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
Alldin is talking about the Balac officer Assault suit you nub, not the Balac AR....
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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MINA Longstrike
539
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Posted - 2014.04.22 07:09:00 -
[94] - Quote
While I like the idea of increased regeneration values, I don't think they should necessarily be inherent to the suit. What I would *like* to see is a second equipment slot on assaults, oriented around active shield boosters and active nanite pumps...
What these modules would do - when switched to and activated is : 1) Active nanite pumps: This module functions similarly to the cloaking device (in that you must have it out and activate it to gain the benefits it provides and it drains 'energy' while having a recharge time when active), when activated it increases the amount of repair you get from localized reppers by x% - lets say 300%, meaning 1 complex armor repairer would jump from 6.25hp/s to 18.75hps, but only when activated. Higher tier modules would potentially have more uptime / less cooldown or more rep%
2) Active shield boosters: these modules would function more similarly to active scanners (in that when you have it out and activate it, it drains all of its current 'charge' and would require time to build up again before being used), when activated these modules would provide a small recharge of your total shield hp (say 30%) and immediately kickstart regeneration. Higher tier modules could have more charges / less cooldown / rep more shields.
Ideally assaults would get fitting cost reductions to these modules.
This allows assaults to be the 'regenerative' oriented class (they can tuck behind cover and punch their nanite pumps / shield boosters) without negating the roles of logi's (I'd still love to have a logi repping me for 40-110hp/sec), it doesn't kill the role of heavies as defensively oriented classes because heavies will still be able to mow things down - they'll just have some more issues with assaults that are ducking behind cover and hitting their modules.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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RuckingFetard
Better Hide R Die
791
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Posted - 2014.04.22 08:37:00 -
[95] - Quote
RINON114 wrote: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. WTF? Shields are supposed to have superior regency rates compared to armor. Your proposed numbers totally screw over them
Running pure shield tanked Caldari 'cuz me a hippy
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Auris Lionesse
Kang Lo Directorate Gallente Federation
744
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Posted - 2014.04.22 08:41:00 -
[96] - Quote
Cat mercs post about regen is the best on the first page. Not reading the rest.
We know assaults are hacs from eve. They need tank and firepower with the speed of a medium. If some of that tank is regen great. but 15 armor a second is too low and 60 shield a secon on an armor suit is to high. I'd like to see 20 shield and 60-70 armor instead of 60/15. Makes more sense.
Also looking at redoing skills and restructuring should be a focus point. In eve a heavy assault cruiser gets 4 bonuses 2 for the prerequisite racial cruiser level. And 2 for the racial assault skill.
We should get 2 for the prerequisite racial medium suit level. and 2 for the assault. I think 2 tank bonuses on an assault suit for the medium and 2 damage/weapon bonuses for the assault skill. A maximum assault suit would then require two skills be at 5 instead of 1.
Also someone said a 3% regulator bonus.
needs to be at least 7.5% for caldari so they can achieve passive repping unless we fix shield and armor also by making shield passive and armor repair active as it should be. We need to be eveifying.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Alpha 443-6732
Minmatar Republic
467
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Posted - 2014.04.22 08:43:00 -
[97] - 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,
don't forget the nudes regnyum...
...remember what we discussed. |
Auris Lionesse
Kang Lo Directorate Gallente Federation
744
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Posted - 2014.04.22 08:46:00 -
[98] - Quote
Also my 4 bonus plan woul apply to all specialized suits in the game as they are tech 2 suits.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Paladin Sas
Ancient Exiles. Dirt Nap Squad.
340
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Posted - 2014.04.22 08:51:00 -
[99] - Quote
i am a dedicated calass user, and i plead with the community, please dont touch my calass suit. it is perfect just the way it is. it has a solid tank, quick on its feet, and a very sexy reload speed bonus. its perfect as is, no touchy |
Jack McReady
DUST University Ivy League
1335
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Posted - 2014.04.22 08:57:00 -
[100] - Quote
this is and was my proposal since closed beta: assault needs fitting flexibility in form of high amounts of hi and low slots. you should be able to do whatever you fit on that suit.
logi needs just to be tanky to be able to support. it never made sense to give logis flexibility in equipment AND hi/low slots.
solution: -give assault alot of hi and low slots like current logis have -give logis alot of base HP but lower their amount of hi/low slot (similar to commandos, high HP low amount of slots) |
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3556
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Posted - 2014.04.22 09:22:00 -
[101] - Quote
Heavy needs to be the most dominant in combat because it trades every single other role aspect for that right. It does a decent job at this right now.
Assault needs to be right under it, as it trades some combat viability for movement and the ability to transition between objectives faster. Consider them the "Knight" of chess.
Of course, the Knight of chess also has a special movement. hint hint. |
Spectral Clone
Dust2Dust. Top Men.
2384
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Posted - 2014.04.22 09:23:00 -
[102] - Quote
Paladin Sas wrote:i am a dedicated calass user, and i plead with the community, please dont touch my calass suit. it is perfect just the way it is. it has a solid tank, quick on its feet, and a very sexy reload speed bonus. its perfect as is, no touchy
Do you not want 5H 3L and a CPU buff? It could make the cal assault go from decent to awesome.
HTFU Gė£ Live with CCP´s mistakes.
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RINON114
B.S.A.A. General Tso's Alliance
593
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Posted - 2014.04.22 09:34:00 -
[103] - Quote
RuckingFetard wrote:RINON114 wrote: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. WTF? Shields are supposed to have superior regency rates compared to armor. Your proposed numbers totally screw over them Read it again.
I proposed those numbers to illustrate the point, not to give final numbers. Your argument is also flawed, saying that shields are supposed to have superior regen is a little arbitrary. But like I said, the numbers need changing and these were just to reflect the idea. |
Paladin Sas
Ancient Exiles. Dirt Nap Squad.
340
|
Posted - 2014.04.22 09:51:00 -
[104] - Quote
Spectral Clone wrote:Paladin Sas wrote:i am a dedicated calass user, and i plead with the community, please dont touch my calass suit. it is perfect just the way it is. it has a solid tank, quick on its feet, and a very sexy reload speed bonus. its perfect as is, no touchy Do you not want 5H 3L and a CPU buff? It could make the cal assault go from decent to awesome.
Nope, I like the calass exactly as it is. |
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