Ghost Kaisar
The Last of DusT. General Tso's Alliance
5161
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Posted - 2014.06.09 16:02:00 -
[1] - Quote
My Thoughts on the Assault Specialization.
I'm sure it's already been mentioned, but the bonuses should be geared toward REGENERATION / INDEPENDENCE.
Why? They need to be able to function without support. The front lines need to survive or push WITHOUT Logistical support. Logi's are slower and will be helping out the Heavies and Commando's, so the Assault needs to be able to function in the field without them.
What is an assault? It's a sustained offensive against multiple or a single position (with the latter being known as a siege).
Now, in this assault, you will be exposed to enemy fire. Now, once you have been hurt, you can't really rush forward and push. You have to wait for your health to regen.
This is where the bonus comes in handy. It allows them to "Assault" an objective by allowing them to continuously attack in "Waves" as they assault the objective and then fall back to regen.
How is this useful? Simply put, they are INDEPENDENT.
They don't require a Logi. They can regenerate their own health just fine, so they can operate without one. Since they are also faster than the other medium frames, this can let a squad of 3-4 assaults head ahead of the Logi's and Heavies (and Commando's) to soften up objectives before the Big Boys come in.
Slot # should be 7 for both Logistics and Assault. 8 Has always seemed like too much for me, and I don't see a reason to reduce it below 7 either. 7 Seems to work.
Example of the Min Assault: Fixed.
4/3 Layout. Allows the Min Assault to Shield tank or armor tank. Flexibility is the calling card of this assault. In exchange, it has a lower eHP total compared to the other assaults.
Assault suit bonus of 5% Increase to total Ammo for Light/Sidearms per Level (Allows them to function without Logi's and they don't have to run Nanohives as much. Suppressive fire anyone?)
Racial Bonus for Minmatar: 5% Increase to Kincat Efficacy and Shield Regulator Efficacy
How Minmatar Shielding is different from Caldari: Minmatar regenerate their shields quickly with smaller amounts (Low recharge rates and low regen rates.)
Caldari regenerate their shields slower, but with much greater quantity per cycle (Higher Recharge rates, Higher Regen Rates)
This is to try and show the difference in how they operate. The Combat rifle is in urban environments, such as the city. The Min Assault sprints around and acts as a skirmish fighter. They rapidly flank targets and are capable of supressive fire at mid-range.
The Cal Assault is supposed to be a ranged warrior. It engages at longer ranges and pins down targets with long range suppression fire. If they start taking damage, they fall to cover, and in a short time, shields are replenished. They get back up to tank the shots again and kill the threat. They cover the other shorter range assaults.
The Gal Assaults are supposed to be the CQC Fighter. With Excellent armor and Repair (Along with that AR) they can tank damage in short bursts and recover, even when under fire. They can sit around a corner and pop in and out, dealing and receiving damage and constantly repping. They seek to outlast their opponents in engagements.
The Amarr Assaults are the Mid-Range Alpha fighters. They sit outside of normal engagement range and hit HARD with laser weaponry. They work in tandem with the other assaults by being able to quickly strip the shields off of targets, and having enough tank to sustain themselves when they take aggro. Slower and less manueverable, they act as mid-long range support for the shorter ranged assaults.
This is just my take on how the assaults should be. Sorry about the long read, but I had a lot I wanted to say.
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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