LegacyofTable
Planetary Response Organisation FACTION WARFARE ALLIANCE
14
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Posted - 2014.06.05 23:06:00 -
[1] - Quote
Another Assault buff thread? Might as well put my nooby 2 cents worth in it.
From what I see, the problem with assaults has nothing to do with increasing survivability or damage. The problem is the suits themselves are just crap when compared to anything else.
-Scouts have better CPU/PG (god knows why) with more speed, a 2nd Equipment slot, but less hp than assaults. They also have a better passive scan/range (caldari), dampening (gallente), and the other 2. -Sentinels have more HP (obviously they should) with no equipment, yet better shield regulation than the assaults. My Cal Sentinel has 4s normal, 1s depleted (meaning immediately I start recovering from a flux) while my Cal Assault has 5s normal, 6s depleted (some serious wtf going on there). -Logis have no sidearm (save for 1), but they get about the same hp with 3-4 equipment slots. -Commandos have the ability to carry 2 Lights, but no grenades and varying degrees of hp with fewer slots than assaults. Add in the racial weapons damage bonuses and they're decently better than assaults.
Seeing all that, why would anyone in their right mind WANT to play an assault all the time?
From seeing what assaults could be, I came up with my own 2 cents worth of assault changes.
-Give them higher CPU/PG. Don't nerf the scout's CPU/PG, just give assaults more. -Get rid of the assault class CPU/PG fitting op on light/sidearm weapons. By increasing CPU/PG, it won't be necessary to keep that bonus. -Give assault frames an increased ammo output after dropping the CPU/PG op. 5% increase in ammo stock per level. Not to clip size, overall ammo. Even though it only amounts to about an extra clip at proto assaults, combined with ammo skills for each weapon, it really makes assaults stand out. They won't need to visit supply depots as often, keeping them on the frontlines longer. -And finally, switch the sentinel/assault shield regulation. Or at least buff the assault's shield regulation. That way you don't need to hide behind a corner for 10+ seconds every time you lose your shields.
Another side idea, make shield regulators high slot modules. Shield extensions and recharges are already high slot, and I can bet the server data shows that regulators are almost never used (I'm not giving up 120 or so armor for a marginally increased regulation time).
Just my 2 cents. Pick it apart where you will.
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