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        |  Zatara Rought
 General Tso's Alliance
 
 3373
 
 
      | Posted - 2014.06.09 16:40:00 -
          [31] - Quote 
 
 KAGEHOSHI Horned Wolf wrote:Officially entering this idea in the contest, major assault slot buff. I want ISK.
 
 
 
 Reasons I don'tl ike this.
 
 instead of making the slot count unique or polarizing it's just not going to be a major boost to assaults for them to have the increased cpu/pg along with slot count increase.
 
 If I get 1 equip, a bit more mobility and a sidearm vs 4 equips...I'm going with 4 equips.
 
 And most have reasoned this way despite the assault suit at proto level having had marginally more tank vs logi's in the past.
 
 I want something incomparable, something that sets it apart. <3
 
 I humbly ask you support my candidacy for CPM1 CEO of FA Skype: Zatara.Rought | 
      
      
        |  Lynn Beck
 Heaven's Lost Property
 
 1739
 
 
      | Posted - 2014.06.09 16:52:00 -
          [32] - Quote 
 Buff base Hp, or make them regen monsters)50/s Caldari Assault and 60/s Min, 35/s Amarr, and (depending on Hp) 25 or 40/s.
 
 Give all assaults inherent armor reps, with gal having more.
 
 Amarr should get 3/5 slot, Caldari 5/3, Minmatar 4/4, Gallente 4/4(maybe drop mod slots by 1?)
 Alternate woul be Am 2/5, Gal 3/4, Min 4/3, Cal 5/2
 
 Keep current bonuses, but add on a 3% per level module efficacy bonus, either all modules(to enforce their generalist nature) or to Kincats/shield extenders/armor plates/reduction to movement penalty(reinforcing their 'assaulty' nature, meaning they are the preferred class to storm an Objective and take it quickly.)
 
 General John Ripper  Like ALL the things!!! | 
      
      
        |  KAGEHOSHI Horned Wolf
 Dominion of the Supreme Emperor God-King KAGEHOSHI
 
 11060
 
 
      | Posted - 2014.06.09 18:06:00 -
          [33] - Quote 
 
 Lorhak Gannarsein wrote: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.
 Aero's thread for those who have not seen
 
 
 Aero Yassavi wrote:Premise"There is too much overlap between the Assault and Commando." This is something I hear very often, and it definitely has its share of truth. Over the course of my Dust career I've dabbled in every role, but by far my most used suits are the Assault and Commando. While I can tell apart the very subtle differences between the suits and what would be a better choice in a certain situation, it has gotten to the point where after the Uprising 1.8 respec I skilled into every class except the Assault because it was too similar to the Commando to warrant another couple million of my SP. What's even more worrisome is CCP notices this as well as evident by the Commando not even existing in the current build of Project Legion. However, for the purposes of this thread let's keep the discussion to what can be done to differentiate the Assault and Commando through hotfixes in Dust 514 . If successful, maybe we can see the Commandos return in Legion   My Proposal Let me stress that this is just my opinion on what would make the two roles distinct. Please take it for nothing more. Use it as a starting ground to bring your own proposals to the table, or don't and bring up new proposals completely unrelated to how I do it! The point is, let's all come up with ideas and provide constructive feedback to each other. So let me begin. Currently there isn't much differentiating the two. Both specializations bring hard hitting firepower to the table, while the Assaults get a little more mobility and a smaller hitbox whereas Commandos get two light weapons and more EHP. These are some great starting points, but not nearly enough to truly differentiate the two. I would believe the problem really starts to come into play when you examine the bonuses. The Assaults generally get bonuses that extend the fight, such as Amarr being able to fire laser weaponry longer, Minmatar being able to fire more projectile rounds before reloading, and Caldari being able to reload rails faster to continue shooting again sooner. The Commandos on the other time all have bonuses that shorten the fight, with flat DPS bonuses to down the enemy quicker. When you consider that the Assault is the one with less EHP that means it is less survivable in full out firefights which means it doesn't make sense that it would want to extend the fight. Really, the bonuses are backwards. Assaults should be trying to end a fight as soon as possible, whereas a Commando should be extending it (the Dust in-game client calls Commandos "the ultimate suppression fighters"). So let's start with this:Assault Class: 2% increased damage to light weapons and sidearms per level Amarr Assault: 5% decreased heat build up to laser weaponry per level
 Caldari Assault: 5% increased magazine size to hybrid - rail weaponry per level
 Gallente Assault: 5% increased magazine size to hybrid - blaster weaponry per level
 Minmatar Assault: 5% increased magazine size to projectile weaponry per level*adjusted based on Kagehoshi's feedback
 Alright so now time for the Commando. This is a little trickier because it's not as simple as simply taking all the old assault, because for one they weren't that great to begin with, secondly the Caldari Assault's bonus overlaps with the Commando class bonus, and thirdly the Gallente Assault's bonus doesn't really fit with the theme of "the ultimate suppression fighter." So what would work? Well if we are going to go for making them suppression fighters then ammo capacity seems like a logical place to look at. And if it is going to be ammo capacity, then it will have to be something significant to make it feel worth it. So how about this:Commando Class: 20% increased ammo capacity of light weapons and sidearms per level Amarr Commando: 5% increased reload speed of laser weaponry per level
 Caldari Commando: 5% increased reload speed of hybrid - rail weaponry per level
 Gallente Commando: 5% increased reload speed of hybrid - blaster weaponry per level
 Minmatar Commando: 5% increased reload speed of projectile and explosive weaponry per level*adjusted based on Kagehoshi's feedback
 Do note that for both the Assault and Commando, all bonuses apply to both light weapons and sidearms. This is because one should not be penalized for wanting to use a sidearm in the light weapon slot, as it is a cascading system. And this actually paves the way for the Assault to have two light weapon slots as discussed for Project Legion and still be distinctive enough from the Commando.Conclusion The Assault and Commando now fill two very distinctive roles. The Assault class as the speed and mobility to charge in bases or flank the enemy and then deal with them quickly, whereas the Commando is less mobile but still able to keep up with the squad and has the EHP to provide constant suppression fire with up two twice the normal ammo capacity and a fast reload speed to boot! The Commando may not be doing much killing as it won't have the strongest weapons (the Assault will) but it will be able to constantly fire for a long duration, even if it knows it is not hitting anyone, and become that "ultimate suppression fighter." 
 
 Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+ | 
      
      
        |  Gelan Corbaine
 Gladiators Vanguard
 
 445
 
 
      | Posted - 2014.06.09 18:57:00 -
          [34] - Quote 
 As a MinMando I can't say I care much for Aero's idea at all.... Matar would come out the worse with those changes .
 
 No job is worth doing if you don't get paid in the end . | 
      
      
        |  Izlare Lenix
 Last VenDetta.
 Dark Taboo
 
 684
 
 
      | Posted - 2014.06.09 19:25:00 -
          [35] - Quote 
 Assault suits are for attacking and killing. They should definitely get a damage bonuses and maybe even a defensive bonus like resistance to splash damage or a weapon resistance like how the sentinels receive.
 
 But a damage bonus should be the priority.
 
 Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it. | 
      
      
        |  Grimmiers
 
 582
 
 
      | Posted - 2014.06.09 20:50:00 -
          [36] - Quote 
 Module Bonuses Spreadsheet
 
 Caldari - 20% Bonus on High slots (4% per level)
 Gallente -20% Bonus on Low slots (4% per level)
 
 Minmatar 15% Bonus on High 10% Bonus on Low (3/2% per level)
 Amarr 10% Bonus on High 15% on low (2/3% per level)
 
 All the modules are put in the spreadsheet with the assault bonuses and skill bonuses applied. I didn't go into making fits yet.
 
 | 
      
      
        |  Xocoyol Zaraoul
 Superior Genetics
 
 1940
 
 
      | Posted - 2014.06.09 20:53:00 -
          [37] - Quote 
 All assault suits need an actual "I am special" bonus...
 
 Scouts have a cloaked and ewar bonus on all roles, and are fast.
 Sents just won't die and carry huge weapons, and are slow.
 Commandos carry versatile mix of weapons and deal a lot of damage.
 Logies carry craploads of equip and support bonuses (My corpmates still make bank SP and WP with them, "nerfs" be damned).
 Assaults, uh.... Are... Slightly faster and substantially shittier commandos... Whoopidy friggen do...
 
 Assaults need a niche, more then any mere bonus, they need an honest-to-god nitch. They need a nitch that is NOT one of the following:
 
 
  Heavy Weapons
 DPS
 Equipment Spam
 Speed
 Durability
 EWAR
 
 My suggestion is to give all assaults bonuses to 1.) Max Ammunition (Not clip size) for racial weapons AND range bonus and 2.) Massive increase to racial regen preference (So armor tanks have a very high repper rate and shield tanks have a very high shield regen).
 
 This would allow Assaults to stay on the field the longest, have the shortest downtime, and have the longest threat range of any role. This means they would NOT step on the toes of any other role and yet be unique enough that they won't be garbage.
 
 But what do I know... I'm 12.
 
 "You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire | 
      
      
        |  Spademan
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 1860
 
 
      | Posted - 2014.06.09 21:07:00 -
          [38] - Quote 
 
 Zatara Rought wrote: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 Thanks.
 Another advantage i see from this is that it counteracts the Logi argument that they have to spend more isk and Sp on their fittings.
 Might be ambitious, but there's no reason not to pass it on to CCP from time to time
 
 I am part shovel, part man, full scout, and a little bit special. Official Time Lord of the Scout Community | 
      
      
        |  Atiim
 Heaven's Lost Property
 
 9275
 
 
      | Posted - 2014.06.09 21:26:00 -
          [39] - Quote 
 
 Xocoyol Zaraoul wrote:But what do I know... I'm 12.
 Age means nothing as long as you conduct yourself in a civil and proper manner.
 
 Amarrians would prefer you be faithful... I'd rather you be logical. I've run out of stuff to spec into :( -HAND | 
      
      
        |  Zatara Rought
 General Tso's Alliance
 
 3382
 
 
      | Posted - 2014.06.10 05:51:00 -
          [40] - Quote 
 
 Spademan wrote:Thanks.
 Another advantage i see from this is that it counteracts the Logi argument that they have to spend more isk and Sp on their fittings.
 Might be ambitious, but there's no reason not to pass it on to CCP from time to time
 
 Indeed. I think it might be unfeasible on dust, but if they said they'd like to do it i'd be way impressed.
 
 I humbly ask you support my candidacy for CPM1 CEO of FA Skype: Zatara.Rought | 
      
      
        |  LionTurtle91
 KILL-EM-QUICK
 RISE of LEGION
 
 218
 
 
      | Posted - 2014.06.10 12:25:00 -
          [41] - Quote 
 Yeah that Weapon Mod Slot idea is amazing!
 
 | 
      
      
        |  Zatara Rought
 General Tso's Alliance
 
 3398
 
 
      | Posted - 2014.06.12 01:18:00 -
          [42] - Quote 
 BUMP.
 
 All entries for the 50 million isk must be done by 23:59 on 6/20.
 
 Got some great ideas here! <3
 
 I humbly ask you support my candidacy for CPM1 CEO of FA Skype: Zatara.Rought | 
      
      
        |  Cross Atu
 OSG Planetary Operations
 Covert Intervention
 
 2329
 
 
      | Posted - 2014.06.12 17:54:00 -
          [43] - 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. Exploring the concept of suit based eHP seems worth a look, specifically as described above shifting the overall ratio to an extent. Creating meaningful slot competition is important and such a ratio shift might help in that.
 One important thing to keep in mind is that every class is rather eHP dependent (and let's be clear we're talking eHP here, not raw HP) because if you're not alive you can't X,Y,Z so in an ideal world eHP should be nearly identical across the lines (while raw HP certainly will not be).
 There is no class that doesn't need to survive and suit stats under this proposal would need to reflect that.
 
 As to the slot allocation I'm in support of this rundown. Some basic stats might need a second look in light of the above proposed ratio changes but that's totally workable IMO.
 
 0.02 ISK
 Cross
 
 PS ~ Looking forward to hearing further perspectives on this.
 
 Cross Atu for CPM1- An emergent candidate | 
      
      
        |  Meee One
 BATTLE SURVEY GROUP
 Dark Taboo
 
 848
 
 
      | Posted - 2014.06.12 18:31:00 -
          [44] - Quote 
 Logis currently sacrifice:
 -Shield
 -Armor
 -Sidearm
 -Movement/sprint speed
 
 For +1 module slot and + 3 equipment slots.
 
 So giving assaults the same (or more) slots just wouldn't be right.
 Logis are hunted by everyone,and have to pay 10k+ isk for a single piece of equipment.
 
 Unless logis get buffed in some way,i'll fight this suggestion tooth and nail.
 
 
 
 Simple answer?
 
 Buff assault eHP to above basic mediums but below commando,and buff logis speed (2nd only to scouts) and hack (to be the fastest) that would be a reasonable trade.
 
 
 
 inb4 2nd spam (grenade) slot
 
 | 
      
      
        |  Zatara Rought
 General Tso's Alliance
 
 3405
 
 
      | Posted - 2014.06.12 18:59:00 -
          [45] - Quote 
 
 Meee One wrote:Logis currently sacrifice:-Shield
 -Armor
 -Sidearm
 -Movement/sprint speed
 
 For +1 module slot and + 3 equipment slots.
 
 So giving assaults the same (or more) slots just wouldn't be right.
 Logis are hunted by everyone,and have to pay 10k+ isk for a single piece of equipment.
 
 Unless logis get buffed in some way,i'll fight this suggestion tooth and nail.
 
 
 
 Simple answer?
 
 Buff assault eHP to above basic mediums but below commando,and buff logis speed (2nd only to scouts) and hack (to be the fastest) that would be a reasonable trade.
 
 
 
 inb4 2nd spam (grenade) slot
 
 I think these ideas can be improved.
 
 Logi's sacrifice speed and a sidearm, the amount of tank you can get on a logi is very nearly identical to assaults due to superior slot count.
 
 They also get a lot more cpu/pg and that was BEFORE the bonus reduction to equipment was applied to all logi's.
 
 I am not convinced logi's should have more slots. Equipment is precious. Perhaps equipment IS 2 expensive though. That's an interesting assertion.
 
 I do not believe logi's should be faster than assaults. Those equips gotta be traded off for speed IMO.
 
 And I certainly don't think logi's should have a faster hack base speed than scouts, but perhaps should be 2nd. I'm more open about that.
 
 I don't like the fact that logi's end up with more tank in most cases vs assaults due to the cpu/pg differences.
 
 I humbly ask you support my candidacy for CPM1 CEO of FA Skype: Zatara.Rought | 
      
      
        |  Atiim
 Heaven's Lost Property
 
 9391
 
 
      | Posted - 2014.06.12 20:02:00 -
          [46] - Quote 
 
 Zatara Rought wrote:[qHe 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.
 After taking your suggestion and theorycrafing fittings, I've found that your correct and they aren't gamebreaking. Apologies for jumping the gun there.
 
 But if his proposal is not on a per level basis then it'd be worthless. Nobody's going to invest SP or use a suit that only gives them an extra 3.3HP per extender or 0.25% damage increase.
 
 Amarrians would prefer you be faithful... I'd rather you be logical. Proud defender of Ishukone Corporation. -HAMD | 
      
      
        |  Varoth Drac
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 121
 
 
      | Posted - 2014.06.12 20:47:00 -
          [47] - Quote 
 I know it's boring but I think the answer is just slight buffs to assault (medium frame) hp and regen. Maybe slightly increase the Gallente hip fire bonus and the Caldari reload bonus.
 
 I have very carefully compared scout, assault and logistic suits and predictably the differences are not as pronounced as the forums would have you believe. I know commandos full fill a similar role but they do feel a lot slower which, combined with the weapon differences, distinguishes them from assaults.
 
 What distinguishes an assault from a scout or logi fitted like an assault?
 
 Assaults have more hp and better weapons than scouts but are a little slower and have minimal ewar. They are faster, have more base hp, better regen and better weapons than logis, but less slots, less equipment and less effective equipment.
 
 Straight damage increases would overlap with commandos. Also I feel the current bonuses are good, except that possibly the Gal and Cal bonuses need buffing.
 
 Increasing speed would overlap with scouts.
 
 Increasing slots would overlap with logis who are supposed to have the most versatile slot configuration, something that is key to the philosophy of the suit. Logis are not just about equipment and hp stacking.
 
 This leaves hp and hp regen. I believe small increases to these stats would solidify assault suits as the premium fast, group combat suit. Leaving stealthy assassination to scouts and support/versatility to logis.
 
 One other thing that might need buffing is assault cpu/pg. Only because the equipment slots on logi and scout suits allow more fitting room if you skimp on equipment fitting.
 | 
      
      
        |  Boot Booter
 Sinq Laison Gendarmes
 Gallente Federation
 
 568
 
 
      | Posted - 2014.06.12 21:09:00 -
          [48] - 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 | 
      
      
        |  Cyrus Grevare
 warravens
 Final Resolution.
 
 226
 
 
      | Posted - 2014.06.12 22:29:00 -
          [49] - Quote 
 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 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
 
 www.protofits.com - a Dust 514 fitting tool | 
      
      
        |  Boot Booter
 Sinq Laison Gendarmes
 Gallente Federation
 
 568
 
 
      | Posted - 2014.06.12 22:44:00 -
          [50] - 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 | 
      
      
        |  Cyrus Grevare
 warravens
 Final Resolution.
 
 226
 
 
      | Posted - 2014.06.12 22:49:00 -
          [51] - Quote 
 
 Boot Booter wrote:
 Interesting idea but I don't think it would make the role any more viable than it is currently.
 
 
 True, but I see this as something missing in addition, take for example speed, you see a very similar progression:
 [ Scout > Assault > Logistics > Heavy ] (I also think commandos should be faster than sentinels, but that's another topic :p)
 
 eHP is slightly similar as well with Logis able to stack more HP than assaults.
 
 www.protofits.com - a Dust 514 fitting tool | 
      
      
        |  JP Acuna
 Pendejitos
 Zero-Day
 
 185
 
 
      | Posted - 2014.06.12 23:51:00 -
          [52] - Quote 
 It's been said before, and i totally support it: Scouts can only go with (2) sidearms.
 
 Firepower is something that should be far superior in the assault role, only after commandos. Otherwise, i can't think of any other way an assault will be best choice over a scout suit. Today an assault suit is only a blind, slow, clumsy scout that can't even scout: plain cannon fodder.
 | 
      
      
        |  Benjamin Ciscko
 Fatal Absolution
 General Tso's Alliance
 
 2347
 
 
      | Posted - 2014.06.13 01:01:00 -
          [53] - Quote 
 +2% ROF bonus across the board for assault suits maybe?
 
 Tanker/Logi | 
      
      
        |  Varoth Drac
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 121
 
 
      | Posted - 2014.06.13 07:08:00 -
          [54] - Quote 
 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.
 | 
      
      
        |  Boot Booter
 Sinq Laison Gendarmes
 Gallente Federation
 
 568
 
 
      | Posted - 2014.06.13 07:25:00 -
          [55] - 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 | 
      
      
        |  Varoth Drac
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 121
 
 
      | Posted - 2014.06.13 07:54:00 -
          [56] - Quote 
 
 Boot Booter wrote: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. But don't you see, saying that scouts "can achieve" more hp than the "average medium frame" is not a fair comparison because you are comparing brick tanked proto suits with non-brick standard/advanced suits. Or armor tanked suits with shield tanked suits.
 
 Considering balance is more complex than that. You need to compare equivalent tiers and similar tanking styles.
 | 
      
      
        |  Lorhak Gannarsein
 Legio DXIV
 
 3498
 
 
      | Posted - 2014.06.13 11:58:00 -
          [57] - Quote 
 
 Varoth Drac wrote:Boot Booter wrote: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. But don't you see, saying that scouts "can achieve" more hp than the "average medium frame" is not a fair comparison because you are comparing brick tanked proto suits with non-brick standard/advanced suits. Or armor tanked suits with shield tanked suits. Considering balance is more complex than that. You need to compare equivalent tiers and similar tanking styles. 
 My Amarr Assault runs 778 EHP, 368 shield and 410 armour. I regenerate at 20hp/s and 9.37hp/s respectively and have a recharge delay of 7s and 10s.
 
 An Amarr Scout can be tanked in such a way as to achieve 713 EHP (220 and 493) identical armour rep (but superior shield rep) and identical movement speeds.
 
 Its recharge delays are also superior, at 4s and 6s respectively; not having a third extender also means it doesn't have as great a penalty to depleted delay.
 
 It also has superior EWAR stats, making it unscannable to most medium frames, has a large passive scan radius (30m vs my assault's 15m).
 
 
 Its stamina regen and totals are superior even before applying the suit's bonus.
 It has an extra equipment slot. It has a smaller hitbox.
 
 
 So, to recap. Assault suit advantages = 65 EHP. Scrambler Rifle bonus. Weapon fitting bonus.
 
 That said, though, that weapon fitting bonus takes the ScR to 15 PG. Which is still more than an unbonused Duvolle, and almost twice as much as a CR. So I'm not really calling that much of an advantage.
 
 Scout suit advantages: hitbox, regen, endurance, EWAR, equipment.
 
 And Amarr Scout is widely considered the worst of the scouts, and Amarr Assault benefits from an inordinate amount of fitting capability.
 
 Between Gallente suits, or Caldari suits, the difference is similarly stark.
 
 CCP Rattati Best Dev Sorry, Blowout... | 
      
      
        |  Aisha Ctarl
 Praetoriani Classiarii Templares
 
 4795
 
 
      | Posted - 2014.06.13 12:33:00 -
          [58] - Quote 
 Make them more survivable, give them much greater regeneration and give them the resist bonuses like the sentinels have.
 
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        |  Varoth Drac
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 121
 
 
      | Posted - 2014.06.13 13:37:00 -
          [59] - Quote 
 
 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.
 
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        |  Lorhak Gannarsein
 Legio DXIV
 
 3502
 
 
      | Posted - 2014.06.13 15:34:00 -
          [60] - 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. 
 I could, but I'm actually fitting a repper :P
 
 This is an example of a good buff for the assaults, IMO.
 
 It doesn't help the other assaults, however. Gallente Scout is still better than GalAssault, and CalScout is arguably better than CalAssault.
 
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