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Boot Booter
Kang Lo Directorate Gallente Federation
525
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Posted - 2014.04.24 20:01:00 -
[1] - Quote
There has been a bunch of threads about this but I'll reiterate here because I'm a sad assault user and I think my explanation of the problem and solution is good. I just posted this in another thread but I think it deserves it's own.
Assaults should have the highest regeneration of shield and armor. The low regen on assault suits is the sole reason for the scouts/cloaks are OP threads.
Here is why, let's play a little thought experiment. So let's say we have a brick tanked scout vs an assault. I'd say that a 1v1 fight on equal starting grounds, it's a 50 /50. Now obviously the scout is more likely to get the jump on the assault and this makes a scout a scout. But for the sake of this, let's assume the further you brick tank your scout, the less likely you are to get the jump on an assault (I think this is accurate to some degree). Now assuming it's a close match and the assault wins by a hair, they are facing really anywhere from 30 sec to minutes of down time to regen their HP. If the scout wins, their down time is significantly shorter (for similarly tanked / race suits) . However what makes this discrepancy hugely problematic in this scenario is that while the assault is in cover waiting to regen, they are essentially blind. This makes them an easy target to other scouts. Meanwhile the scout while in down time has greater speed and ewar meaning they can more efficiently evade incoming threats until they recover.
The higher regen on scouts is the problem! Scouts should have higher speed and ewar but never higher regen. Period. If the scout slips away from a close call, they should be required to use their ewar and speed to get away and return to doing scouty stuff NOT directly return to assaulting the next Merc / objective they see. This latter point should belong to assaults; it fits their play style and description.
1. Buffing regen on assault suits, or better yet, adding a second racial bonus related to regen in some way and 2. Nerfing scout regen.... (in an ideal world I would say scout regen capabilities should be equal or slightly lower to assaults at base levels, with the addition of a second racial bonus to assaults towards regenerative abilities)
(This) ... will greatly reduce the current scout / cloak QQ while still leaving the sandbox ideals (example: brick tanked scouts) as viable. Yes a scout will still be able to take down assaults and heavies left and right, but if they are injured in the process they have to wait to do it again as punishment for being a bad scout.
SMG Specialist
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Boot Booter
Kang Lo Directorate Gallente Federation
530
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Posted - 2014.04.26 00:15:00 -
[2] - Quote
Eric Del Carlo wrote:Scouts really shouldn't have their regen capabilities touched, by all means buff assault HP regen, but don't touch the scout's. Why? Lower HP buffer should translate to high regen rate. The real problem lies is the ability to tank scouts like assaults (brick tanking in general is a problem, for all classes). Really the fitting costs for armor plates needs to be increased, period. Why does it have so much buffer for so little cost in CPU and PG? Alternatively, scouts can be given a penalty towards armor plates, basically giving scouts the incentive to fit more ewar and biotic mods rather than armor plates. But really nerfing scout HP regen would be a HUGE nerf to scouts more than you'd think it would. This is coming from a scout who has been through hell and back from the beginning of Uprising up to now...
Idk. I kinda disagree with you on not nerfing scout regen. I mean I'm not saying it should be crippling but with lower HP why do you need to regen at such high rates. This really applies only to the shield tanking scouts who regen at 40 plus hp/s at base. Like Wut!? Also I'm hesitant about giving scouts a penalty for brick tanking directly. I think that this approach greatly decreases the "sandbox" of dust fitting. I'm more inclined towards the position; if you wanna brick tank your scout, go for it, but realize you will have fairly low regen capabilities. Lower than assault at least. Suits should be able to achieve, to some extent, the roles of other suits however should never be able to outperform a suit more specialized in a role outside of their own. For example, I could ewar tank my assault and achieve similar feel as scouts but I would not be able to outperform a scout. Similarly I can brick my scout to make it an assault but it should never outperform an assault in that role. The reason scouts can at the moment is because of their higher regen. Anyway, at least we can agree on one thing, assaults need a regen buff.
SMG Specialist
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Boot Booter
Kang Lo Directorate Gallente Federation
530
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Posted - 2014.04.26 00:21:00 -
[3] - Quote
Atiim wrote:Regeneration is a very important aspect of Assaulting.
Agreed. However, we need not have Assault gk.0s running amok with 900HP and 20HP/s.
Yeah I've seen some pretty crazy numbers out there for buffing assault regen. I think that would be bad as well. I think, as someone pointed out, the basic plates are too good. Maybe an assault gk. 0 with 10 hp/s base would be more appropriate.
SMG Specialist
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