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Boot Booter
Sinq Laison Gendarmes Gallente Federation
568
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Posted - 2014.06.12 21:09:00 -
[1] - Quote
I think we need to do a few things, starting with adding another bonus to modules of respective races as follows.
Caldari - 2% bonus to shiled extender efficiency per level Gallente - 2% bonus to armor rep efficiency per level Amarr - 2% bonus to armor plates per level Minmatar - 2% bonus to shield regulators per level
Or something along these lines.
Secondly we need to fix some slot layouts and tier progression.
Standard, advanced, proto (high slots/low slots)
Caldari - 3/2, 4/2, 5/2 Gallente - 2/3, 2/4, 3/4 Amarr - 2/3, 2/4, 2/5 Minmatar - 3/2, 4/2, 4/3
Maybe something like this...
I am hesitant to suggest increasing slot count in fear of becoming OP but am not opposed to it . Instead though, I'd much rather see a much smaller (or reversed) descrepancy in assault and scout regeneration. The main reason scouts have taken the assault role is because they are capable of similar HP, superior eWar, speed, and regeneration. I think the key here is the regeneration. Honestly I don't understand why scouts should need such high regen. A true "scout" has lower end HP and doesn't get hit much, really doesn't equal a need for regen.
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
568
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Posted - 2014.06.12 22:44:00 -
[2] - Quote
Cyrus Grevare wrote:I do kind of feel that assaults should also have slightly better ewar being like: Light [ Scout ] > Medium [ Assaut > Logistics ] > Heavy [ Commando > Sentinel ]
As it stands scouts have a monopoly on it:
BASE EWAR STATS [ Profile / Precision / Radius ] [ 35 / 40 / 20.0 ] Scout [ 50 / 50 / 10.0 ] Assault [ 50 / 45 / 15.0 ] Logistics [ 60 / 55 / 10.0 ] Commando [ 60 / 55 / 10.0 ] Sentinel
A more appealing curve taking the current scout attributes as a starting point [ 35 / 40 / 20.0 ] Scout [ 40 / 45 / 17.5 ] Assault [ 45 / 50 / 15.0 ] Logistics [ 50 / 55 / 12.5 ] Commando [ 55 / 60 / 10.0 ] Sentinel
Given the Scout's inherent ability bonuses and ease of use of a cloak Assaults would never really compete directly on EWAR, but they can dabble in it with modules and catch other classes off guard.
This is wild speculations by the way and can be a nice change, there's been NO number analysis on this, just mentioning that EWAR is another field we can take into account, heck at least let us be the same as the other medium suits! lol
Interesting idea but I don't think it would make the role any more viable than it is currently.
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
568
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Posted - 2014.06.13 07:25:00 -
[3] - Quote
Varoth Drac wrote:I see a lot of people claim scouts have the same or more hp than assaults. This is simply not true.
For example, a fully shield tanked advanced caldari assault has about 35% more hp than a fully shield tanked advanced caldari scout.
For comparison, the scout only has a 9% higher movement speed.
I frequently see scouts with more hp than my min assault (600 HP at pro usually). Yes assaults CAN out tank a scout, but the point is that the HP scouts can achieve is far to close to the average medium frame. Mix this along with better ewar and regen and speed.. Well that's why no one is using assault.
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
569
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Posted - 2014.06.13 15:52:00 -
[4] - Quote
Varoth Drac wrote:Lorhak Gannarsein wrote: Amarr suit comparison
This is much better. The Amarr assault is gaining a low slot in hot fix bravo which will change things a lot. I use Amarr assaults myself and definitely agree that it needs the extra slot to be comparable to the other assaults. The bonus is awesome though. The Amarr scout is considered to be the worst, however not because of it's lack of ability to be an assault suit but because it lacks a bonus that is helpful in the scout role. Maybe regen (as well as base hp and cpu/pg as I have already suggested) is something else that needs adjusting for assaults and maybe scouts too. Though care would be needed as with the upcoming improvements to regulators and rechargers it would be a shame if nobody felt the need to use them. So thanks for the proper comparison but I don't think you chose a good example considering the upcoming changes to Amarr assaults. I still think it's a great exaggeration to say that scout suits (fitted for the assault role) have similar hp to assault suits. Edit: I haven't tried recreating your fits but for a quick comparison, say you fit an extra enhanced plate in the extra slot you will get in bravo. The Amarr assault will now have approximately 26% more hp than the scout. That is not really what I would call "similar". I'm not saying assaults don't need a buff. I just think they only need a small one. I accept that it might not be that easy to just fit an extra enhanced plate, since cpu/pg won't be changed in bravo.
Ok man listen scouts reach similar hp as assaults because they have superior regen. The hp isnt the problem. The regen is. Let's look at the caldari scout.
Caldari scout shield tanked
450 shield @ 50 hp/s, delay of 1.66, depleted delay 2.9, 88 armor
Caldari assault shield tanked version 1
550 shield at 30 hp/s, delay of 2.3 and depleted 3.6, 150 armor
Now as you said, yes the caldari assault can reach much higher hp. Look at those regeneration differences though. What if our caldari assault wants more than 30 hp/s.
Caldari assault version 2
465 shield at 50 hp/s, delay of 2.7 and depleted 4, 150 armor
Since you seem to like math, the hp difference is only around 10%. Mean while the caldari scout still has a much better shield delay, can passively scan the caldari assault, is faster, and has a smaller hitbox.
So in summary, like I said before, scouts frequently are achieving similar hp to the average assault (proto included) while still remaining better at everything else. The problem, as many people in this thread have iterated, is the ridiculous base regen of scouts. This allows them to tank as much hp as they can without drawbacks. Trust me trying to regen 550 hp at only 30 hp/s is painfully slow, especially when you are completely visiable to the scout who has already finished regenerating. And why? Why do scouts need high regeneration? They are supposed to not be seen or shot much in the first place.
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
569
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Posted - 2014.06.13 17:28:00 -
[5] - Quote
Varoth Drac wrote:Boot Booter wrote:Caldari suit comparison
I can't really argue with this. As you pointed out, whilst the assault does have more hp than the scout the difference is minimal when it tries to compete with the regen. I do think Caldari are the main problem though, since Caldari scouts benefit so much from the high regen as well as having the best regen. The other scouts are much less of an issue following the Gallente scout nerf in alpha and the upcoming amarr assault buff in bravo (if you compare like races). So the issue really is that Caldari scout's high regen is an assault stat that pushes the balance too far in their favour. How about this for a balance fix then: Give Cal and Min scout and assault suits a regen of 30hp/s and give Gal and Amarr scout and assault suits a regen of 20hp/s. A small change like this I believe is all we need to restore balance. Maybe cpu/pg levels would need a slight tweak too as I have stated before, to overcome the fitting freedom that suits with multiple equipment enjoy if they skimp on equipment. edit: forgot about shield delay, normalise that too.
Great I'm glad we are on the same page. This would be a good start but I'd like to see the scout have slightly worse regen than assaults OR normalize and provide assaults with another bonus which augments their racial fitting preference. Why?
In your scenario...
Regeneration: assault = scout HP: assault > scout Speed: assault < scout Ewar: assault < scout Damage: assault = scout
With a bonus to respective fitting like I suggest, gallente and minmatar get better regen than scouts ( assuming they normalize regen) and caldari and amarr get much greater hp than scouts with equal regen.
Thoughts?
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
569
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Posted - 2014.06.13 17:32:00 -
[6] - Quote
Bojo The Mighty wrote:Atiim wrote:Regeneration is an important part of the Assaulting role, and as such they should have the best regeneration when compared to their other racial suits.
I would disagree. Regeneration is important to scouts and light frames, who should be rather running on low health high regeneration as tool of defense. Thus they should have the best regen. A heavy should be about High HP tank, as tool of survival but at a cost have little regeneration ability. An Assault suit needs to be the best balance of the two. An assault suit should be resilient and capable of regeneration. The current problem is that scouts can tank all they want and still have high regen while Assaults are hindered by comparison when they tank. The fix to this is to rework armor + shields so that it would be unfavorable to run tank on scouts, regen on heavies, and purity on assaults. Assaults should be about balanced tank and balanced regen and hypothetically fits should contain the two types of modules regen and tank at various proportions based on racial.
Why is regen important to scouts. I thought the role of a scout was to 1) provide squad Intel and 2) assassinate high priory or lone wolf targets. Neither of these agendas require the scout to regen. The scout should have lower hp and should avoid taking fire. If the scout wants great regen they should be forced to sacrifice tank to do so. Currently they do not.
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
579
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Posted - 2014.06.16 01:31:00 -
[7] - Quote
Bojo The Mighty wrote:Boot Booter wrote: Why is regen important to scouts. I thought the role of a scout was to 1) provide squad Intel and 2) assassinate high priory or lone wolf targets. Neither of these agendas require the scout to regen. The scout should have lower hp and should avoid taking fire. If the scout wants great regen they should be forced to sacrifice tank to do so. Currently they do not.
Scouts have little starting HP. The survival philosophy of scout design was to use a suit with little HP that regenerates quickly making it very suitable for hitting and running. Scouts are about speed and regeneration is speed. The role of any suit has nothing to do with its defensive mechanisms. The role of the Assault suit is to kill but obviously no design philosophy is recognizable in that category when you look at the suit.
If the scout wants great regen they should be forced to sacrifice tank to do so. Currently they do not.
HP is important for assaults but that doesn't mean we get high base HP on our suit.
The scout regen, at least on shield tankers, is way too high and promotes tanking.
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
589
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Posted - 2014.06.19 16:02:00 -
[8] - Quote
501st Headstrong wrote:As a Min Assaulter since 1.4, I still find the suit hard to use, although it amazing.
I can get around 800 EPH with 537 Shields and 270 Armor
My Fit:
Six Kin Combat Rifle 'Spitfire' Six Kin Submachine Gun M1 Locus 5x Complex Shield Extenders One Basic Armor Plate One Basic Reactive A-45 Active Scanner
The problem is once my shields are gone, and they go very quickly due to no resistances, it takes the full brunt of the 35% Shield Recharge Delay, and my regen takes almost 20 seconds for my shields to come back.
Basically what I suggest is a faster regen for Assaults, but at the same time they could get a bonus to everything they run`. The Other suits are basically hardcore Assault variations. The scout, ultra-fast and stealthy assault. The Sentinel is extremely tanked out for an assault, but very slow. The Commando is a Assault-Heavy breed capable of adapting to myriad battlefield conditions. Each of them get their own bonuses, so the Assault should get over arching but small bonuses to anything they run.
Caldari: -3% Recharge Delay Reduction per level (Max running 5 complex shields takes you down to 20%), and they get plus 10% to Shield Regulators and Energizers. Shield tankers that can actually survive against a Scrambler
Gallente: +2% to Armor Repair Modules and Reactive Plates( Someone else's suggestion). Gallente can constantly rep and keep pushing.
Minmatar: 5% Bonus to Damage Mods and -2% profile and +2% Speed per level. Encourages Matari to Flank.
Amarr: 5% to ferroscale plates and armor plates per level.
This on top of Racial Weapon Bonuses.
Just want to tell you that the M209 is better than the six kin. Nearly the same DPS and range but way easier to fit.
I like your bonuses as well except for Caldari, they should get a bonus to shield extenders and rechargers / enigizers. Minmatar should get the regulators (assuming they fix our slot layout)
SMG Specialist
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
589
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Posted - 2014.06.19 16:27:00 -
[9] - Quote
I have one more unique solution for the assaults based around the concept that they should have better regeneration.
First and foremost, as with my other suggestion, Caldari and Minmatar slot layout needs to be switched.
My idea is that suits gain bonuses to base stats per level. It'll encourage leveling into assault and make them viable again.
Gallente: +1 hp/s armor repair per level
Caldari: +10 to base shields per level
Amarr: +20 to base armor per level
Minmatar: -5% shield delay & depleted delay per level
Each one is about equal to an advanced module at lvl 5. This takes care of the debate about adding more slots and also directs each suit in the right direction based on race.
SMG Specialist
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