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Cat Merc
Ahrendee Mercenaries
9955
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Posted - 2014.05.27 05:06:00 -
[1] - Quote
I would like to repeat my suggestion since I feel like it was lost during the Legion storm despite being quite liked.
Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. Assaults should respond quickly to evolving threats, without having to stop and lick their wounds. 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
Another option would be lower base numbers, but bonuses to make rechargers, energizers, regulators and armor repairers better, depending on the suit.
Note: These numbers are an example. While I feel like Assault suits need numbers in the same ballpark as those^, I haven't done the theory crafting so I'm not sure what will happen.
If you find some flaw with these numbers, go ahead and point them out.
Feline overlord of all humans - CAT MERC
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deepfried salad gilliam
Sanguine Knights
708
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Posted - 2014.05.27 08:13:00 -
[2] - Quote
raise mimnatar to 10 armor hps and lower amaar to 8 i think it fits the fighting styles of the races more
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The-DON of-DOT-MAFIA
The DOT MAFIA
4
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Posted - 2014.05.27 09:48:00 -
[3] - Quote
Cat Merc wrote:I would like to repeat my suggestion since I feel like it was lost during the Legion storm despite being quite liked. Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. Assaults should respond quickly to evolving threats, without having to stop and lick their wounds. 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
Another option would be lower base numbers, but bonuses to make rechargers, energizers, regulators and armor repairers better, depending on the suit. Note: These numbers are an example. While I feel like Assault suits need numbers in the same ballpark as those^, I haven't done the theory crafting so I'm not sure what will happen. If you find some flaw with these numbers, go ahead and point them out.
CAL- 10,000 million GAL- 3 fish and an old hair ball.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
591
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Posted - 2014.05.27 10:03:00 -
[4] - Quote
yes as a long time assault suit user i have been waiting for them to fix the suit since i first started playing this game.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
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steadyhand amarr
shadows of 514
3131
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Posted - 2014.05.27 13:58:00 -
[5] - Quote
I dont have a problem with the theory but they need to be weak enough that amour stacking does not make them a fotm replaceing heavys and weakenough that they can just heal though damage or blinkheal.
Its a nice idea thats really easy to get wrong :|
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Cat Merc
Ahrendee Mercenaries
9959
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Posted - 2014.05.27 16:17:00 -
[6] - Quote
steadyhand amarr wrote:I dont have a problem with the theory but they need to be weak enough that amour stacking does not make them a fotm replaceing heavys and weakenough that they can just heal though damage or blinkheal.
Its a nice idea thats really easy to get wrong :| It is problematic, which is why I suggested as an alternative to still have high base repair, but instead of putting it at those very high levels they should bonus armor repairers.
So say instead of 15hp/s? Have 6hp/s + 35% armor repairer bonus.
Feline overlord of all humans - CAT MERC
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Godin Thekiller
shadows of 514
2451
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Posted - 2014.05.27 16:43:00 -
[7] - Quote
Cat Merc wrote:steadyhand amarr wrote:I dont have a problem with the theory but they need to be weak enough that amour stacking does not make them a fotm replaceing heavys and weakenough that they can just heal though damage or blinkheal.
Its a nice idea thats really easy to get wrong :| It is problematic, which is why I suggested as an alternative to still have high base repair, but instead of putting it at those very high levels they should bonus armor repairers. So say instead of 15hp/s? Have 6hp/s + 35% armor repairer bonus.
That is a much better idea.
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Blup Blub Bloop. Translation: Die -_-
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I-Shayz-I
I-----I
3547
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Posted - 2014.05.31 21:59:00 -
[8] - Quote
Massive bonuses to the respective modules is what I've wanted for a while now.
But having a base regen amount like that would mean those regen modules would be pointless. You don't want to give suits free modules...
That way players don't just see 100/s shield regen and only stack extenders. This is one of the many reasons why the Caldari scout is good...because you get a 50/s regen automatically, allowing you to just stack extenders and not think twice about a shield energizer/recharger...or having to sacrifice a slot for it.
Same thing with the range extension, profile dampening, precision stuff for scouts.
You don't see my minmatar logistics have a free repair tool because I get a bonus to repair tools do you? I have to sacrifice a slot to gain that bonus. Same thing with almost every other suit bonus in the game (aside from the sentinels...but it's not like we have a resistance module for dropsuits)
7162 wp with a Repair Tool!
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843 Epidemic
BurgezzE.T.F General Tso's Alliance
1366
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Posted - 2014.06.01 14:03:00 -
[9] - Quote
Bump
Brb, sister needs the TV
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Lorhak Gannarsein
Legio DXIV
3332
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Posted - 2014.06.02 00:34:00 -
[10] - Quote
I-Shayz-I wrote:Massive bonuses to the respective modules is what I've wanted for a while now.
But having a base regen amount like that would mean those regen modules would be pointless. You don't want to give suits free modules...
That way players don't just see 100/s shield regen and only stack extenders. This is one of the many reasons why the Caldari scout is good...because you get a 50/s regen automatically, allowing you to just stack extenders and not think twice about a shield energizer/recharger...or having to sacrifice a slot for it.
Same thing with the range extension, profile dampening, precision stuff for scouts.
You don't see my minmatar logistics have a free repair tool because I get a bonus to repair tools do you? I have to sacrifice a slot to gain that bonus. Same thing with almost every other suit bonus in the game (aside from the sentinels...but it's not like we have a resistance module for dropsuits)
In the same way I don't like the current Scout bonuses. But whatever, that's a different topic.
These assault bonuses could be built-in to the suit, too, rather than being built up by level; it'd give you an immediate advantage in using an Assault suit.
BlowoutForCPM
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I-Shayz-I
I-----I
3644
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Posted - 2014.06.09 00:51:00 -
[11] - Quote
Lorhak Gannarsein wrote: In the same way I don't like the current Scout bonuses. But whatever, that's a different topic.
These assault bonuses could be built-in to the suit, too, rather than being built up by level
Yeah, the new scout bonuses never made any sense to me but they're better than the original plan (all the scout bonuses being related to the cloak).
Built in to the suit...I could see that. Just like how Logistics get a hack bonus. But then again I'm rather excited to see the assault/commando role combined.
7162 wp with a Repair Tool!
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