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Zatara Rought
General Tso's Alliance
3362
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Posted - 2014.06.09 11:35:00 -
[1] - Quote
The assault suit needs to be revisited and buffed. I'm sure CCP is aware of the fact that assaults are not useful in the endgame vs other suits and needs a change.
I would really like anyone looking to contribute to watch this video that describes "incomparables" and why they are so important.
Instead of using this as a pedestal to offer the community a bunch of my own idea's i've mulled around, I wonder if I can crowdsource tons of ideas I simply haven't thought of, and for the most part play devil's advocate with your ideas and see what emerges. :3
Also: Since this hasn't yet been confirmed to be plausible, I'm personally incentivizing the feedback and thus your time spent helping us all build a convincing and palatable fix to make our assault suits better again :D
The 2 ideas that gain the most support in the thread will be given 25 million isk each.
Bear in mind that CCP is possibly going to prefer to implement changes that are easier (changing numbers) as opposed to creating incomparables in the sense of the cloak for scouts.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Atiim
Heaven's Lost Property
9253
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Posted - 2014.06.09 11:37:00 -
[2] - Quote
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.
Amarrians would prefer you be faithful... I'd rather you be logical.
I've run out of stuff to spec into :(
-HAND
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Yoma Carrim
Last VenDetta. Dark Taboo
567
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Posted - 2014.06.09 11:41:00 -
[3] - Quote
For a Hotfix I suggest increasing their slot count across the board so they have more highs and lows than their logi counterparts. Also give them more CPU/PG to make up for this.
In the long term the problem with Assaults isn't going to be solved with a backend hotfix.
Oh Heck
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Aisha Ctarl
Praetoriani Classiarii Templares
4726
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Posted - 2014.06.09 11:46:00 -
[4] - Quote
The problem with assault suits is that you have scouts that can cloak and passively scan you down and heavy frames that have more eHP than you could ever imagine while you can't passively scan much at all, and show up on everyone's radar while also having mediocre eHP.
For example the Amarr Scout is a better assault suit than the assault, better slot layout, potential high eHP values, can slip under radar, and can scan down enemies as well.
There's currently no draw to play the assault role.
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Lorhak Gannarsein
Legio DXIV
3433
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Posted - 2014.06.09 12:04:00 -
[5] - Quote
I recommend Aero and Kagehoshi's suggestion, which has also to do with Commandos.
And maybe Cat Merc's regeneration idea.
Also, you may want to add a link to the video.
BlowoutForCPM
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RogueTrooper 2000AD
RoyaLBanKof
73
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Posted - 2014.06.09 12:20:00 -
[6] - Quote
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. While I don't mean to derail the thread, KAGEHOSHI made an excellent point on what the Assault & Basic Medium Frames slots should look like, which should be looked into as well.
I usually agree with what kagehoshi says but that idea is a marvellously presented pile of sht.
Any proper logi will be forced to give up their regen to stack plates and shields if they lose slots.
The slayer Logis will just stack full plates and shields and carry triarge hives.
So basically just a big dump on Logis because of the few scrubbers, dusts life story.
Service with a smile
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Cat Merc
Onslaught Inc RISE of LEGION
10233
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Posted - 2014.06.09 12:26:00 -
[7] - Quote
I have mentioned multiple times in the past that I think assaults need regeneration on steroids, something no other suit can achieve without being gimped.
Feline overlord of all humans - CAT MERC
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Zatara Rought
General Tso's Alliance
3366
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Posted - 2014.06.09 12:43:00 -
[8] - Quote
Cat Merc wrote:I have mentioned multiple times in the past that I think assaults need regeneration on steroids, something no other suit can achieve without being gimped.
This has been my consensus for a long while as well. But I wondered if there are other less obvious ways.
CEO of FA, Candidate for CPM1
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Cat Merc
Onslaught Inc RISE of LEGION
10234
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Posted - 2014.06.09 12:47:00 -
[9] - Quote
Zatara Rought wrote:Cat Merc wrote:I have mentioned multiple times in the past that I think assaults need regeneration on steroids, something no other suit can achieve without being gimped. This has been my consensus for a long while as well. But I wondered if there are other less obvious ways. Well, all my other ideas include stuff that cannot be done with hotfixes, so they're out of the question.
Feline overlord of all humans - CAT MERC
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Zatara Rought
General Tso's Alliance
3366
|
Posted - 2014.06.09 12:57:00 -
[10] - Quote
Cat Merc wrote:Zatara Rought wrote:Cat Merc wrote:I have mentioned multiple times in the past that I think assaults need regeneration on steroids, something no other suit can achieve without being gimped. This has been my consensus for a long while as well. But I wondered if there are other less obvious ways. Well, all my other ideas include stuff that cannot be done with hotfixes, so they're out of the question.
Sadly this also seems to be the consensus.
Regardless of it's development cost I think it's worth exploring other options that may need more development time.
I think this is a case where the extra effort in terms of development is necessary. <3
I think regen is viable, and is the 'party line' so to speak, but I wonder if we just haven't thought of something else.
I wonder if there ARE other options that could be done with a hotfix instead of making Assaults regen monsters.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Grimmiers
581
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Posted - 2014.06.09 13:12:00 -
[11] - Quote
This would probably be hell to balance properly, but what if assaults had a flat bonus to all modules used in their respective slots. For example, A gallente assault would have a 5% bonus to any module used in a low slot while a caldari assault would get the same for highs. Minmatar and Amarr would split the bonuses unevenly with 2% and 3% bonuses to their preferred slots.
I could put together a spreadsheet showing module bonuses if this is considered.
Besides that I'm already having an easier time using my assault suit with the armor repair modules buffed. I'm able to recover from surprise scout attacks and long skirmishes with heavies so maybe we could push repping further. |
Zatara Rought
General Tso's Alliance
3367
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Posted - 2014.06.09 13:15:00 -
[12] - Quote
Grimmiers wrote:This would probably be hell to balance properly, but what if assaults had a flat bonus to all modules used in their respective slots. For example, A gallente assault would have a 5% bonus to any module used in a low slot while a caldari assault would get the same for highs. Minmatar and Amarr would split the bonuses unevenly with 2% and 3% bonuses to their preferred slots.
I could put together a spreadsheet showing module bonuses if this is considered.
Besides that I'm already having an easier time using my assault suit with the armor repair modules buffed. I'm able to recover from surprise scout attacks and long skirmishes with heavies so maybe we could push repping further.
That's super fascinating....making them slightly better at everything with regards to modules. Wow. +1
CEO of FA, Candidate for CPM1
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Phoenix 85
Kirkinen Risk Control Caldari State
121
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Posted - 2014.06.09 13:16:00 -
[13] - Quote
fix minmatar.
EDUCATE YOURSELF ABOUT PC VS CONSOLE
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
632
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Posted - 2014.06.09 13:26:00 -
[14] - Quote
Cat Merc wrote:I have mentioned multiple times in the past that I think assaults need regeneration on steroids, something no other suit can achieve without being gimped. yes the assault suit should have built in fast regeneration like the scout suit has built in scan and damps where you wouldn't need to put mods on the assault to get fast regeneration.
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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Atiim
Heaven's Lost Property
9256
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Posted - 2014.06.09 13:26:00 -
[15] - Quote
Grimmiers wrote:This would probably be hell to balance properly, but what if assaults had a flat bonus to all modules used in their respective slots. For example, A gallente assault would have a 5% bonus to any module used in a low slot while a caldari assault would get the same for highs. Minmatar and Amarr would split the bonuses unevenly with 2% and 3% bonuses to their preferred slots.
I could put together a spreadsheet showing module bonuses if this is considered.
Besides that I'm already having an easier time using my assault suit with the armor repair modules buffed. I'm able to recover from surprise scout attacks and long skirmishes with heavies so maybe we could push repping further. That would be very hard to balance.
Take for example, the Shield Extender. Assuming you mean 5% efficiency per level, you would essentially be adding a 25% buff to Shield Extenders; pair that with the 10% efficiency that Shield Extension gives you, and your looking at 90HP Extenders at the Complex Tier.
Caldari Assaults would be inherently broken. Though there are possible workarounds to this, such as given certain efficiency bonuses for certain modules. i.e
+2% Shield Extender efficiency per level and +5% Shield Recharger & Energizer efficiency per level.
Amarrians would prefer you be faithful... I'd rather you be logical.
I've run out of stuff to spec into :(
-HAND
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Cat Merc
Onslaught Inc RISE of LEGION
10238
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Posted - 2014.06.09 13:30:00 -
[16] - Quote
Well, Assault ships in EVE get bonuses to Micro Warp Drives, which is like kinetic catalyzers on steroids.
We could try to give assaults kin cat bonuses, but that would somewhat imbalance shield and armor assaults, since one can both have a full rack of tank and kin cats, while the other needs to choose to sacrifice tank to have one kin cat.
Feline overlord of all humans - CAT MERC
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1858
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Posted - 2014.06.09 13:33:00 -
[17] - Quote
I've an idea, but it'd mean implementing new modules entirely. (And they said they wont be doing client side updates) Weapon Mod slots. Each suit would have an amount of Weapon mod slots, Assaults (At prototype) with 4 or so, Heavies and lights with 2, and Logis with 1.
This would mean creating new sills, moving damage modules to these new slots, and making modules such as ammo expansion, heat sinks, possibly RoF mods etc. It'd be nice.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Zatara Rought
General Tso's Alliance
3367
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Posted - 2014.06.09 13:34:00 -
[18] - Quote
Atiim wrote:
Take for example, the Shield Extender. Assuming you mean 5% efficiency per level, you would essentially be adding a 25% buff to Shield Extenders; pair that with the 10% efficiency that Shield Extension gives you, and your looking at 90HP Extenders at the Complex Tier.
Caldari Assaults would be inherently broken. Though there are possible workarounds to this, such as given certain efficiency bonuses for certain modules. i.e
+2% Shield Extender efficiency per level and +5% Shield Recharger & Energizer efficiency per level.
He didn't say 5% per level.
And I think it's quite a hasty assumption to discount the idea even if it was 5% per level until you theorycraft a fit and demonstrate why it's broken. 2 many good ideas get tossed out before they have been considered because of feedback like this.
90 on a complex would only be an increase of 54 ehp with 3 complex shield extenders.
I hardly see how that is gamebreaking.
CEO of FA, Candidate for CPM1
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Zatara Rought
General Tso's Alliance
3367
|
Posted - 2014.06.09 13:35:00 -
[19] - Quote
Spademan wrote:I've an idea, but it'd mean implementing new modules entirely. (And they said they wont be doing client side updates) Weapon Mod slots. Each suit would have an amount of Weapon mod slots, Assaults (At prototype) with 4 or so, Heavies and lights with 2, and Logis with 1.
This would mean creating new sills, moving damage modules to these new slots, and making modules such as ammo expansion, heat sinks, possibly RoF mods etc. It'd be nice.
This is AMAZING, but perhaps a little 2 ambitious. <3 BUT STILL AMAZEBALLS
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Cody Sietz
Bullet Cluster Lokun Listamenn
3309
|
Posted - 2014.06.09 13:36:00 -
[20] - Quote
Caldari and Gallente:buff CPU/PG
Caldari:+100 shields and a bonus to extenders and regulators effenicy.
Gallente:+1 rep or bonus to repair modules(those with the recent buff to repair mods, that one could be OP) and +80 armour
Amarr:+90 armour +25 shields
Minmatar:+80 shields
Maybe add a 1 percent bonus per level to dmg of racial weapons. But that could break the Minny when combined with the ACR/CR and the minnys
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Zatara Rought
General Tso's Alliance
3367
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Posted - 2014.06.09 13:40:00 -
[21] - Quote
Cat Merc wrote:Well, Assault ships in EVE get bonuses to Micro Warp Drives, which is like kinetic catalyzers on steroids.
We could try to give assaults kin cat bonuses, but that would somewhat imbalance shield and armor assaults, since one can both have a full rack of tank and kin cats, while the other needs to choose to sacrifice tank to have one kin cat.
I looked at Kagehoshi's thread and something that's been bothering me lately has been the reality that modules account for the VAST majority of all tank on all suits aside from sentinels/commando's.
If your suits base EHP comprised a MUCH larger % of your EHP pool andbrick tanking as a whole might only increase youre pool by say...30% as opposed to the 80% is is most of the time for non heavy frames (let's not get into e-war or gank) then I think balancing things like assaults and even modules like rechargers and regulators would be MUCH easier.
Because the choice isn't so drastic to your tank of choice.
Also, chew on this idea...to create imperfect balance what if we made assaults the ones with the close to parity of high/low slots (think 5 high's 3 low's on a caldari) while logi's were more polarized (6 high's 2 lows on caldari).
Just a thought to create more diversity.
CEO of FA, Candidate for CPM1
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Baal Omniscient
L.O.T.I.S.
1600
|
Posted - 2014.06.09 13:40:00 -
[22] - Quote
I've said this before, but I'll do so one last time. Give an additional bonus to each racial suit in order to increase it's survivability, and thus it's killing effectiveness.
Gallente: 3~5% Bonus to Armor Repair Modules and Reactive Plates Per Level
Result: Gallente Assaults become an armor buffer tank who get additional eHP and repairs from reactive plates and a lot better repairs from their armor repair modules. Gallente assault becomes viable.
Amarr: 3~5% Bonus to a Armor Plates and Ferroscale Plates Per Level
Result: Amarr assaults become armor eHP tanks, basically becoming a light heavy suit with a smaller hit box. Amarr assault becomes viable
Caldari: 3~5% Bonus to Shield Extender, Recharger and Energizer Modules Per Level
Result: Caldari suits become shield eHP tanks with super fast shield regeneration. Caldari assault becomes viable.
Minmatar: 20% Increase to Damage Modules and 3~5% Increase to Shield Regulator Modules Per Level
Result: Minmatar Assault becomes a hit-and-run shield buffer tank with high DPS and low eHP. Minmatar assault becomes viable.
The Minmatar bonus is tricky because you don't want to make it tanky but you want it to be effective. Giving it a bonus to 20% damage mods brings their damage mods to 10% at level 5 instead of the current 5% at complex tier, thus helping them to make up for their ridiculously low eHP. And the regulator bonus also helps them make up for their low eHP by helping them get their shields back more quickly.
I think the other bonuses speak for themselves.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Zatara Rought
General Tso's Alliance
3367
|
Posted - 2014.06.09 13:44:00 -
[23] - Quote
Baal Omniscient wrote:I've said this before, but I'll do so one last time. Give an additional bonus to each racial suit in order to increase it's survivability, and thus it's killing effectiveness.
Gallente: 3~5% Bonus to Armor Repair Modules and Reactive Plates Per Level
Result: Gallente Assaults become an armor buffer tank who get additional eHP and repairs from reactive plates and a lot better repairs from their armor repair modules. Gallente assault becomes viable.
Amarr: 3~5% Bonus to a Armor Plates and Ferroscale Plates Per Level
Result: Amarr assaults become armor eHP tanks, basically becoming a light heavy suit with a smaller hit box. Amarr assault becomes viable
Caldari: 3~5% Bonus to Shield Extender, Recharger and Energizer Modules Per Level
Result: Caldari suits become shield eHP tanks with super fast shield regeneration. Caldari assault becomes viable.
Minmatar: 20% Increase to Damage Modules and 3~5% Increase to Shield Regulator Modules Per Level
Result: Minmatar Assault becomes a hit-and-run shield buffer tank with high DPS and low eHP. Minmatar assault becomes viable.
The Minmatar bonus is tricky because you don't want to make it tanky but you want it to be effective. Giving it a bonus to 20% damage mods lets their damage mods to 10% at level 5 instead of the current 5%, thus helping them to make up for their ridiculously low eHP. And the regulator bonus also helps them make up for their low eHP by helping them get their shields back more quickly.
I think the other bonuses speak for themselves.
Somehow I feel like this alone still wouldn't give me enough of a significant reason to choose assault over scouts or logi's.
Just gut, but i'd love to see some fits that demonstrate the strength of this suggestion :D
BTW, gg earlier Baal, those knives hurt
CEO of FA, Candidate for CPM1
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Cody Sietz
Bullet Cluster Lokun Listamenn
3310
|
Posted - 2014.06.09 13:47:00 -
[24] - Quote
I don't know about the dmg mod bonus Baal. There was a reason they were nerfed, maybe give them a 50 percent bonus and or a fitting reduction. But you'd have to drop the bonus to CR magazine.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Baal Omniscient
L.O.T.I.S.
1602
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Posted - 2014.06.09 14:03:00 -
[25] - Quote
Zatara Rought wrote:Baal Omniscient wrote:I've said this before, but I'll do so one last time. Give an additional bonus to each racial suit in order to increase it's survivability, and thus it's killing effectiveness.
Gallente: 3~5% Bonus to Armor Repair Modules and Reactive Plates Per Level
Result: Gallente Assaults become an armor buffer tank who get additional eHP and repairs from reactive plates and a lot better repairs from their armor repair modules. Gallente assault becomes viable.
Amarr: 3~5% Bonus to a Armor Plates and Ferroscale Plates Per Level
Result: Amarr assaults become armor eHP tanks, basically becoming a light heavy suit with a smaller hit box. Amarr assault becomes viable
Caldari: 3~5% Bonus to Shield Extender, Recharger and Energizer Modules Per Level
Result: Caldari suits become shield eHP tanks with super fast shield regeneration. Caldari assault becomes viable.
Minmatar: 20% Increase to Damage Modules and 3~5% Increase to Shield Regulator Modules Per Level
Result: Minmatar Assault becomes a hit-and-run shield buffer tank with high DPS and low eHP. Minmatar assault becomes viable.
The Minmatar bonus is tricky because you don't want to make it tanky but you want it to be effective. Giving it a bonus to 20% damage mods lets their damage mods to 10% at level 5 instead of the current 5%, thus helping them to make up for their ridiculously low eHP. And the regulator bonus also helps them make up for their low eHP by helping them get their shields back more quickly.
I think the other bonuses speak for themselves. Somehow I feel like this alone still wouldn't give me enough of a significant reason to choose assault over scouts or logi's. Just gut, but i'd love to see some fits that demonstrate the strength of this suggestion :D BTW, gg earlier Baal, those knives hurt Yeah, we were attempting to run a full on Nova Knife squad, nothing but knives and SMG's. Worked in a few games, but then someone had the bright idea of trying to put us in an ambush. Actually ran into another knifer a couple matches later who put away his shotty and stared me down as I came at him with my SMG. I noticed he was just standing there, so I stopped and looked at him. He swiped his knives and continued to stare. I yelled out to my squad "Stay the hell on that side guys, this guy want's a knife duel!" They all started bawling laughing and walked around the edge of C to watch. I did a "bow" with triangle, he returned it, then we had our duel. I won. =D Sent him a GG, he wasn't happy he lost lol
Coolest Dust moment in recent memory.
On topic: It's small changes that make the game stay balanced, this I feel is a good starting point. I'd like to start with this and see where things lead from here. It's not a buff bat, but it is at least a buff screwdriver.
Oh, and GG. =)
PSN ID: AlbelNox2569
Cross Atu for CPM1
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
633
|
Posted - 2014.06.09 14:03:00 -
[26] - Quote
Zatara Rought wrote:Cat Merc wrote:Well, Assault ships in EVE get bonuses to Micro Warp Drives, which is like kinetic catalyzers on steroids.
We could try to give assaults kin cat bonuses, but that would somewhat imbalance shield and armor assaults, since one can both have a full rack of tank and kin cats, while the other needs to choose to sacrifice tank to have one kin cat. I looked at Kagehoshi's thread and something that's been bothering me lately has been the reality that modules account for the VAST majority of all tank on all suits aside from sentinels/commando's. If your suits base EHP comprised a MUCH larger % of your EHP pool andbrick tanking as a whole might only increase youre pool by say...30% as opposed to the 80% is is most of the time for non heavy frames (let's not get into e-war or gank) then I think balancing things like assaults and even modules like rechargers and regulators would be MUCH easier. Because the choice isn't so drastic to your tank of choice. Also, chew on this idea...to create imperfect balance what if we made assaults the ones with the close to parity of high/low slots (think 5 high's 3 low's on a caldari) while logi's were more polarized (6 high's 2 lows on caldari). Just a thought to create more diversity. yes because the assault suit is suppose to be able to fit the changeing role of the battle were as instead of just brick tanking my suit every time i spawn in i would have many fits for what i need to do at the time i spawn in without sacrificing HP to fit things like codebrakers if i need to get a fast hack off, or damps to sneak in to the enemy home point. If the assault suit was versatile without sacrificing HP then it would have a clear role in the 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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Harpyja
Molon Labe. General Tso's Alliance
1847
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Posted - 2014.06.09 15:02:00 -
[27] - Quote
I've a couple ideas.
The first is one that gets repeated a lot: increase slot counts. Also, the Amarr assault needs an equal number of slots as the other suits. There's no reason it shouldn't, it's whopping 30 extra armor is offset by it being the slowest suit.
The second is to give an additional skill bonus for a defensive bonus. This can either be (Amarr-plate efficacy,Caldari-extender efficacy, Gallente-repair efficacy, Minmatar-recharger efficacy) or fitting reduction on (Amarr/Gallente-armor modules, Caldari-shield modules, Minmatar-split between armor and shield modules).
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11057
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Posted - 2014.06.09 16:01:00 -
[28] - Quote
RogueTrooper 2000AD 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. While I don't mean to derail the thread, KAGEHOSHI made an excellent point on what the Assault & Basic Medium Frames slots should look like, which should be looked into as well. I usually agree with what kagehoshi says but that idea is a marvellously presented pile of sht. Any proper logi will be forced to give up their regen to stack plates and shields if they lose slots. The slayer Logis will just stack full plates and shields and carry triarge hives. So basically just a big dump on Logis because of the few scrubbers, dusts life story. Read it again, most logis would not lose slots. Only proto Cal logi would lose 1 modul, but gain an equipment, and I explained why. Currently at proto Amarr logi has 7 mod slots, Gallente has 8, Minmatar has 8, and Caldari has 9 (2 more than Caldari assault). The plan in regards to assaults is to raise their slots at proto to match their logi counterparts so they can tank more HP than logis, but if Cal logi has 9, and it would be ridiculous to raise Caldari assault to 9 module slots, so reducing the Cal logi to 8 module slots at proto in exchange for a new equipment slot is necrssary for the assaul to have a higher HP limit than the logi. Aside from proto Cal logi, all logis would be either the same or better (especially better because of more slots at standard and advanced). The module slot gap between tiers for both logi and assault would be just 1 for each successive tier: 6 modules standard, 7 advanced, 8 proto.
Don't misrepresent my idea.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5161
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Posted - 2014.06.09 16:02:00 -
[29] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11057
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Posted - 2014.06.09 16:13:00 -
[30] - Quote
Officially entering this idea in the contest, major assault slot buff.
KAGEHOSHI Horned Wolf wrote:[UPDATE]:Spreadsheet for Rattati >>HERE<< There are big problems with the medium frame slot layouts that need to be addressed. "Too long; didn't read" (TL;DR) version on post 2 (click here). [Assault & logistics issues] Slayer logi issue originates from the logis to tank more HP than their assault counterparts, allowing them to be more survivable killing platforms. This problem won't truly go away until the slots are handled correctly, just right now brick-tank scouts are bigger issue. Logis sacrifice sidearms, mobility, & base HP in exchange for for 2-3 more equipment (equip) slots than their assault counterparts. That seems like a fair deal, but on top of the 2 or 3 more equip slots, there is some crazy weirdness with the slot layouts that leads to imbalance. - At standard (STD) tier all logis (with the odd exception of the Amarr (Am) one) have inferior module (mod) slot layouts compared to the STD assault counterparts. - Advanced (ADV) tier logis either get equal or superior mod slot layouts compared to their ADV assault counterparts. - Prototype (PRO) tier logis all gain an extra low slot than their PRO assault counterpart, the caldari one also gains an extra high slot also. Summary: logis underpowered (UP) at STD tier, balanced or overpowered (OP) at ADV, & all OP at PRO.
No reason for the Caldari (Cal) logi only having 2 equip at STD instead of 3; it isn't gaining anything extra compared to other STD logis or its assault counterpart for the sacrifice. The STD Cal logi is UP even compared to the other UP STD logis.
There is also the issue of the Am medium slot layouts. 1.8 has Am mediums shifting from hybrid tanking (equal shields & armor) to predominantly having armor; this requires a slot layout change of more low slots for effective armor tanking. Right now the progression of Am mediums is odd, they start with more high slots (2 at militia (MLT) & STD).
Am assault has less mod slots than other assaults. Yes it has a tiny 30 more base HP than the Caldari & Gallente assault, a small advantage already countered by being the slowest assault. It should be noted that the Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; neither should the Am assault since the extra HP is already balanced by the speed loss. This issue makes the Am assault suffer the most from the brick-tanked scout problem, since the Am scout has more mod slots at STD-ADV than the assault, & same mod slot count at PRO; this allows the Am scout to surpass the Am assault in HP, while being faster, having a 2nd equip, stealthier, etc.
[Basic medium frame issues] Give basic frames a purpose, there is 36 STD-PRO basic frames; way too many suits in the game to have be completely useless; useless because they're inferior versions of the specialized suits (ex: assaults, scouts, etc), & they can't even be used as a way to save money since they cost the same as the specialized suits; there is no reason to use a basic frame after unlocking specialization. We should never have 36 items that are worthless. For more on the basic frame issue go here. Basic mediums should be generalized middle-ground between the assault & logi, it would make the assault truly specialized by comparison instead of just being basic frames with bonuses added. It would also give players the ability to test-drive both assault & logi roles before specializing; right now you can test out the assault role with a basic medium, but can't with a logi role with their parent frame. [Solution] Part 1: assault & logi Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange).
Give all assaults the same number of mod slots.
Equalize the mod slot layouts for assaults & logis of the same race & tier:
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 Part 2: basic medium framesTo fix the aforementioned issue, basic medium frames should have: One more equip for a total of 2. Makes basics generalist between assault & logi.
1 less mod slot than their assault & logi counterparts; Tradeoff for more equip slots.
Basic medium MLT (high/low/equip) Am: 2/2/2 Ga: 1/3/2 Ca: 3/1/2 Min: 2/1/2 Basic medium STD Am: 2/3/2 Ga: 2/3/2 Ca: 3/2/2 Min: 3/2/2 Basic medium ADV Am: 2/4/2 Ga: 2/4/2 Ca: 4/2/2 Min: 3/3/2 Basic medium PRO Am: 3/4/2 Ga: 2/5/2 Ca: 5/2/2 Min: 4/3/2 Obviously PG/CPU should be tweakedBoth assaults & logis have the same mod slot counts: 6 STD, 7 ADV, 8 PRO. Most logis did not get a mod slot nerf in this planGû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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