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Boot Booter
Sinq Laison Gendarmes Gallente Federation
569
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Posted - 2014.06.13 15:52:00 -
[61] - 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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Grimmiers
592
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Posted - 2014.06.13 16:14:00 -
[62] - Quote
Atiim wrote:Zatara Rought wrote: 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.
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.
earlier post
I threw a random number bonus in my first post without doing math just to pitch an idea. The fact that there's so many more low slot modules makes it seem unfair to certain races, but it works if you're only going for tank/rep.
An assault Gk.0 would have 587 armor and 24.5 rep An assault Ck.0 ends up with 482 shields and 45.7 rep with an energizer and 3 extenders
The spreadsheet was updated with the hotfix bravo shield changes.
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lDocHollidayl
Fatal Absolution General Tso's Alliance
558
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Posted - 2014.06.13 16:16:00 -
[63] - Quote
"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."
We need to remember other suits when considering changes and goals. The "hit and run" concept sounds good but remeber you can not sneak and hit and run a caldari suit or any one around that suit because they will see you.
THE SINGLE most powerful "I will beat you in war game or RL" is intel on location. Knowing where your enemy is trumps damn near everything. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
121
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Posted - 2014.06.13 16:49:00 -
[64] - Quote
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. |
Bojo The Mighty
Chatelain Rapid Response Gallente Federation
3786
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Posted - 2014.06.13 17:21:00 -
[65] - 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.
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.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
569
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Posted - 2014.06.13 17:28:00 -
[66] - 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 -
[67] - 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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Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
121
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Posted - 2014.06.13 21:15:00 -
[68] - Quote
Well as Bojo mentioned, regen is important for scouts who are designed to operate away from their teammates and to utilise guerrilla hit and run tactics.
It is also important for assaults who need to be able to keep up the pressure on the enemy.
To be honest I was thinking equal regen would be the fairest way to go and wouldn't amount to too drastic a change all in one go, which people have said time and again causes balance problem. Also I want to encourage the use of shield regulators to prevent dual tanking.
Also Damage: assault > scout - due to the weapon bonuses.
So the picture would be more like this:
Regeneration: assault = scout HP: assault > scout Speed: assault < scout Ewar: assault < scout Damage: assault > scout
Really the thing that makes assault suits special are the weapon bonuses. I use an Amarr assault because of the heat bonus. If Minmatar assaults weren't so hard to fit I bet they would be used for the combat rifle bonus.
Maybe the Gal and Cal bonuses aren't quite strong enough to be attractive. Though I have heard good things about the Cal bonus from people who have tried it.
Personally I like the sound of the the other bonuses and would be sad if they were replaced. I think maybe they just need buffing a bit. Or people need time to realise they don't suck after other changes are made (talking about alpha, bravo and the proposed regen changes). The AR has only just been dragged out of the gutter for example. |
Bojo The Mighty
Spaceman Drug Cartel-Uno
3801
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Posted - 2014.06.14 17:05:00 -
[69] - Quote
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.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
579
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Posted - 2014.06.16 01:31:00 -
[70] - 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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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1325
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Posted - 2014.06.16 04:58:00 -
[71] - 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 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. This. All of this.
Calmanndo user with nova knives: Because someone has to do it.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1947
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Posted - 2014.06.19 12:52:00 -
[72] - Quote
Did I win yet?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
229
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Posted - 2014.06.19 14:16:00 -
[73] - Quote
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.
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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Fox Gaden
Immortal Guides
3762
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Posted - 2014.06.19 15:06:00 -
[74] - Quote
2% per level Damage buff for Assault Suits, on top of the bonuses they already have, to help define their role as a medium health DPS class.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
128
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Posted - 2014.06.19 15:19:00 -
[75] - Quote
Fox Gaden wrote:2% per level Damage buff for Assault Suits, on top of the bonuses they already have, to help define their role as a medium health DPS class. I don't like damage bonus suggestions for assaults as that is a commando bonus.
I would prefer changes be made to the base suit stats rather than changes to bonuses or slot configurations.
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Zatara Rought
General Tso's Alliance
3420
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Posted - 2014.06.19 15:20:00 -
[76] - Quote
Unless there is support to extend this contest we will begin voting tomorrow and entries will be closed for the isk contest.
Feel free to help us continue to propel new ideas that help assaults become unique and interesting.
It'll pretty much be 2 threads, one in general and one in the war room. People will be invited to post which idea or 2 they like. Idea that gets the 1st and 2nd most support will be declared on the 25th. I will personally be weighing in on my thoughts on each idea, proffering any lingering doubts I have about them in the posts.
Again thank you so much forum crawlers. Assaults need love. They need something that allows them to offer a position unfilled by the other roles. And we've got a lot of potential solutions! vov
I humbly ask you support my candidacy for CPM1
CEO of FA Skype: Zatara.Rought
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
589
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Posted - 2014.06.19 16:02:00 -
[77] - 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 -
[78] - 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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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
66
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Posted - 2014.06.19 17:22:00 -
[79] - Quote
I don't think giving them a bonus to all modules would be a good idea. I think this would just push people into brick tanking assaults. While I think brick tanking should be an option, I don't think it should be encouraged.
I really like the ideas that center around regen. That wasn't something I had initially considered. This means the assault suit can be independent and can make multiple waves of push and fall back to regen. I feel like this is a good role for the assault suit, which differentiates it from the Commando (slow, high dps), the logi (needs to give up slots to regen+doesn't have the current assault suit bonuses), and scout (hit and run, needs small nerf to regen speed). If we nerf the scouts regen, that encourages them to attack lone wolfs, get ninja hacks, catch people in the back. They would generally use the hit and run tactic, which would allow scouts to rep while on the run. This should be all they need, as long as they're not playing their scout as an assault suit.
Proposal: Amarr: Innate 1 HP/s rep + 2% bonus to all plates effectiveness per level (including to the repping of reactive) Gallente: Innate 3 HP/s rep + 2% bonus to all rep module effectiveness per level Caldari: Innate 1 HP/s rep + 25% reduction to shield depleted recharge + 5% per level to Shield Extender Efficacy per level Minmitar: Innate 1 HP/s rep + 25% reduction to shield depleted recharge + 2% per level to suit movement speed or speed modules per level
*where only the last bonus of each suit is per level. The rest are suit Role Bonuses
This would make assaults capable of pushing a point, dealing DPS, and falling back to regen. The Amarr would regen less but have more tank and the Min would have less HP and regen, but the beastly movement speed to get from point to point or back behind cover. |
Bright Steel
Tears Of Wars
10
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Posted - 2014.06.19 19:01:00 -
[80] - Quote
Assault is suppose to be jack of all trades so let's make him the middle ground. I run both commando, sentinel, and scout depending on the situation building them in such a way so that they overlap.
Instead I would love an assault suit that ewared almost as good as the scout, had almost as much damage bonus as commando with a little less hp but much higher regen, and a second equipment for self support on the front lines.
If we also balance the slot layout as mentions earlier then I would love to spec assault again.
This kinda takes a little of all the ideas I have read.
Death by Minmando
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Talon Paetznick II
Gallente Federation Resistance
25
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Posted - 2014.06.20 05:31:00 -
[81] - Quote
assaults need some love so far the most viable things I see are
-more regen and base ehp -more pg/cpu -more slots -weapon modification exclusive to assaults -role bonus change
my suggestions in order of above topics -base ehp improved across the board on assaults of 15-30% regen 10-15% -pg and cpu increase of at least 25% -at least one more high and low slot for each model -two weapon modification slots that can increase ammo pool,clip size, damage, range, optics,dispersion, and fire rate -role bonuses directly connected to playstyle of suits i.e. tanking styles, detection, profile, regen, and speed associated with race as well as a resistance and damage bonus to weapons of that race
on the weapon modifications they would fall into the handheld weapons branch of the skill tree expanding upon it and allowing assaults a unique way of improving their weapons to specific playstyles
dust math:
getting killed by ion pistol = dropping the soap,useful item= nerfhammer,
protostomp= WHY GOD!!!
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Zatara Rought
General Tso's Alliance
3446
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Posted - 2014.06.24 14:01:00 -
[82] - Quote
OKAY so I will be posting the threads today with all the suggestions. I realize i have been lax and not met my goal to have the thread up sooner. Apologies for that as I have been quite consumed.
I humbly ask you support my candidacy for CPM1
CEO of FA Skype: Zatara.Rought
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Text Grant
Death Firm. Canis Eliminatus Operatives
383
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Posted - 2014.06.24 14:29:00 -
[83] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=166283&find=unread A good way to give back the assault role |
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