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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2786
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Posted - 2014.04.21 17:39:00 -
[1] - Quote
Greetings ,
Next week I will be making the journey to FanFest. One of my priorities, other than sight seeing and absurd drinking, will be the attempt to have a solid heart to heart discussion about the Assault suit/ role. Focusing on: Defining the Assault Role, The current problems that plague the class, and The Solutions that will better define the role on the battlefield
Therefore, I have made this thread to scramble as much feedback, tips, and suggestions as possible. If you feel you have possible solution to current assault state then please post them in this thread, and I will do my very best to voice them at FanFest.
Thank you for your time,
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2786
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Posted - 2014.04.21 17:40:00 -
[2] - Quote
resevered
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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Spectral Clone
Dust2Dust. Top Men.
2375
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Posted - 2014.04.21 17:45:00 -
[3] - Quote
Question 1: What niche should the assault have that is not covered by a scout or a commando? Question 2: Jetpacks or jump packs? Yes, I am serious.
HTFU Gė£ Live with CCP´s mistakes.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8716
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Posted - 2014.04.21 17:45:00 -
[4] - Quote
Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 2hp/s on armor Amarr: 60hp/s on shields | 8hp/s on armor Gallente: 60hp/s on shields | 10hp/s on armor
Overlord of all humans CAT MERC
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1st Lieutenant Tiberius
0uter.Heaven
1633
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Posted - 2014.04.21 17:48:00 -
[5] - Quote
So lets hear your thoughts and opinions on it then. I'll try to think about it and fill in based on the perspective of an Amarr Assault user, so far the current most frustrating thing is Skills and Bonuses not applying, but obviously that is a separate issue.
The way I see it:
Scouts have superior EWAR capabilities as well as Gank, Tank and Mobility capabilities Heavies have superior Tank capabilities as well as firepower but lacking in mobility and EWAR
So where does the Assault fit it? What are they supposed to be good at? and if they are supposed to be versatile, generalist suits should they then have the ability to closely mimic the abilities of each and every class (at a reduced performance compared to specialized suits)?
I think the issue lies in a lack of weaknesses, Assaults are not bad just not as good compared to the scouts (and heavies in particular situations) so why run an assault? Do we need to give the Assaults an advantage or should we be giving Scouts and Heavies a weakness?
So far the only thing I can think of is increasing Heavy Frame cost back, or close, to chromosome levels and reduce their turning speed once more to counteract the advantage they have; high EHP and superior CQC firepower + slow down effect from HMG
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12526
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Posted - 2014.04.21 17:51:00 -
[6] - 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
I'm very keen on this kind of thing - having assaults regenerate at a very high rate so they can constantly be the aggressors.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8720
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Posted - 2014.04.21 17:52:00 -
[7] - Quote
Note how a heavy can turn into an assault (put a kin cat on a minmatar heavy, laugh at your enemies). A scout can turn into an assault.
But an assault can't turn into a heavy, and an assault can't turn into a scout. Why is that?
Because they both have some niche that makes them unique. Scouts have incredible EWAR. Heavies have very high base HP and access to heavy weaponry. Assaults have nothing, they're just in the lame middle that can't do anything special.
Overlord of all humans CAT MERC
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NAV HIV
The Generals General Tso's Alliance
1521
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Posted - 2014.04.21 17:52:00 -
[8] - Quote
Caldari Assault Bonus: Need the old one back
- Scout (1.8) shouldn't be able to brick tank and make assault suits look useless - lolLogi slayers Pre 1.8 made it annoying too... A lot of assault players switched to logi suits then - Assaults shouldn't have as much HP as a Commando or Heavy but should have decent enough bonuses to make it the go to suit for front-line combat.... Heavy + Rifle is stupid... Effective but stupid |
thomas mak
The Nether Dragon
92
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Posted - 2014.04.21 17:53:00 -
[9] - Quote
If you have time: Plz ask them why remove half of vehicle and intro a crapy passive armor rep and not working shield booster also ask them why nerf the missile after the 'vehicle update' And ask them why AR and ScP have no dots(red/blue)
The Nether Dragon
ya I am the CEO
and a pilot
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Sev Alcatraz
Bullet Cluster Lokun Listamenn
583
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Posted - 2014.04.21 17:53:00 -
[10] - Quote
Raise the damage threashhold on shields!!!
closed beta Vet
>In a man to man fight, the winner is he who has one more round in his magazine. Erwin Rommel
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Monkey MAC
Rough Riders..
2603
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Posted - 2014.04.21 17:57:00 -
[11] - Quote
As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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1st Lieutenant Tiberius
0uter.Heaven
1633
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Posted - 2014.04.21 17:58:00 -
[12] - 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.
Perhaps 100 Hp/s on caldari is a bit much. The ck.0 Scout has 50 hp/s shield regen and with 2 complex shield regulators the suit is ridiculously powerful, in under a second (so long as my shields aren't completely depleted) I start repping my shields back, and worst case scenario it will take my 9 seconds to be full health and reengage the opponent.
With that said I am interested in giving the Assaults a regenerative bonus, being the workhorses of the battlefield placing constant pressure and "Assaulting" the frontlines.
Scouts are currently the best Assaulters due to superior passive scanning abilities, mobility capability as well as the versatility to use their 6 module slots and 2 equipment slots however they please (tank, gank, speed tank, EWAR or whatever you please)
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12526
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Posted - 2014.04.21 17:58:00 -
[13] - Quote
thomas mak wrote:If you have time: Plz ask them why remove half of vehicle and intro a crapy passive armor rep and not working shield booster also ask them why nerf the missile after the 'vehicle update' And ask them why AR and ScP have no dots(red/blue) It never fails to amaze me how someone posts a thread talking about one subject and someone will come in and blather something completely irrelevant.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Awry Barux
Ametat Security Amarr Empire
2033
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Posted - 2014.04.21 18:00:00 -
[14] - 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 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.
Nerdier than thou
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Spectral Clone
Dust2Dust. Top Men.
2376
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Posted - 2014.04.21 18:01:00 -
[15] - Quote
"The assault class should use its active tank and apply constant force to push enemies away from their positions." - Spectral Clone, April 2014
HTFU Gė£ Live with CCP´s mistakes.
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2789
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Posted - 2014.04.21 18:02:00 -
[16] - Quote
Monkey MAC wrote:As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers
I really like the idea of having an assault suit with both a module bonus and weapon bonus. Not so much forcing a playstyle, but helping guide it.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8721
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Posted - 2014.04.21 18:02:00 -
[17] - Quote
Awry Barux wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor I'm on board with this, though I think there should be 1 or 2 armor hp/s on the Cal- while they shouldn't have much armor, I see no reason to give them zero regen on it, as any shield tanker will inevitably end up dipping slightly into their armor HP. I see no other way to give Assaults a real role without the addition of new content, i.e. jetpacks, which best-case are many months away. That's fine, 1-2hp/s wouldn't hurt anybody.
Overlord of all humans CAT MERC
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2789
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Posted - 2014.04.21 18:03:00 -
[18] - Quote
Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor
Seems a bit high on my end, but I like your idea on regeneration. Regeneration in my opinion plays a key role in assaulting.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
1st Lieutenant Tiberius
0uter.Heaven
1633
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Posted - 2014.04.21 18:04:00 -
[19] - Quote
Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead?
Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea.
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12532
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Posted - 2014.04.21 18:10:00 -
[20] - Quote
1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea.
The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced.
You have long since made your choice. What you make now is a mistake.
EUrobro
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CRNWLLC
Screwy Rabbit ULC
211
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Posted - 2014.04.21 18:14:00 -
[21] - 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. ^^ Yes, please.
My other dropsuit is a Python.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8723
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Posted - 2014.04.21 18:16:00 -
[22] - Quote
ReGnYuM wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor Seems a bit high on my end, but I like your idea on regeneration. Regeneration in my opinion plays a key role in assaulting. Well, I want to make sure that if a suit matches those numbers, they would be gimped compared to an assault.
Just like an assault with EWAR is gimped comapred to a scout.
Overlord of all humans CAT MERC
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1st Lieutenant Tiberius
0uter.Heaven
1634
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Posted - 2014.04.21 18:16:00 -
[23] - Quote
Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea. The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced.
Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s?
I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this:
Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered?
The Sinwarden
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7052
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Posted - 2014.04.21 18:22:00 -
[24] - Quote
What about giving Assault Frames an additional grenade?
Logistics have multiple Equipment Slots, Scouts have the Cloak Field, Sentinels have Resistances and Heavy Weapons, and the Commandos boast 2 Light Weapon Slots. What does the Assault suit have that makes it distinguishable from other Dropsuit Frames on the battlefield?
I think it would really help give them a distinguishing feature among other frames, while not making them imbalanced due to the Nanite consumption of the Grenades, and the lower amount of Nanite Clusters carried in Nanohives.
Not to mention, it would give them a defining role in AV. Scouts are used when your planing explosives onto a target, Sentinels are used when you need an AV weapon with extreme alpha damage, and Commandos are used due to their higher damage output and the ability to defend themselves with other primaries. Having an extra grenade would persuade people who need/want to use AV grenades to use Assaults (something that the Commando lacks).
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:22:00 -
[25] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea. The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced. Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s? I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this: Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered? Not at all. Your armor will be at 262, most things can sneeze that HP away before you get even one cycle of repair.
Overlord of all humans CAT MERC
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Monkey MAC
Rough Riders..
2604
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Posted - 2014.04.21 18:24:00 -
[26] - Quote
ReGnYuM wrote:Monkey MAC wrote:As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers I really like the idea of having an assault suit with both a module bonus and weapon bonus. Not so much forcing a playstyle, but helping guide it.
For once I think I agree with you, the weapon bonus needs to encourage use of racial parity. But never force it.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2792
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Posted - 2014.04.21 18:31:00 -
[27] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea. The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced. Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s? I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this: Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered?
I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:35:00 -
[28] - Quote
ReGnYuM wrote: I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
Exactly, and 15 base HP/s will not do that.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:40:00 -
[29] - Quote
Oh and the delays need to be shortened on all assaults, they're sickeningly long compared to the rest of the suits.
Overlord of all humans CAT MERC
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2793
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Posted - 2014.04.21 18:40:00 -
[30] - Quote
Cat Merc wrote:ReGnYuM wrote: I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
Exactly, and 15 base HP/s will not do that.
See I don't know about that. Instinctively I would run two complex reppers and two basic plates. With passives, my reps per second would be 27.25 (I think) and considerable tank.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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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
|
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
|
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
|
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
|
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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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 isnGĒÖt any? Wish no more, with the shield generator youGĒÖll be able to deploy your own personal static shield bubble. Pretty handy when a ship is dropping bombs on your head from orbit or youGĒÖve 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Lorhak Gannarsein
Science For Death
2869
|
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
|
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
|
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
|
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
|
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
|
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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Spectral Clone
Dust2Dust. Top Men.
2381
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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