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Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 10:50:00 -
[1] - Quote
I'm going to start off by throwing some numbers at you. These are the shield stats for a Minmatar Assault suit with different numbers of shield extenders equipped compared to the other shield based assault suit, the Caldari. (Values rounded to the nearest tenth, all stats effected by passive skills are adjusted by maximum passive skill modifier)
Minmatar: Base Shield Hit Point Value: 187.5 Recharge rate: 25hp/sec Recharge Delay: 6sec
Depleted Recharge Delays: 5: 11.2sec 4: 10.4sec 3: 9.8sec 2: 9.2sec 1: 8.6sec 0: 8.0sec
Caldari Base Shield Hit Point Value: 262.5 Recharge Rate: 30hp/sec Recharge Delay: 5sec
Depleted Recharge Delays Per Shield Extender Count: 4: 7.9sec 3: 7.4sec 2: 6.9sec 1: 6.4sec 0: 6sec
With these stats and a few fitting tests we can tell a few things:
1. Caldari has virtually the exact same ability to tank shields as the Minmatar suits. a. Evidenced by Minmatar suits having only 2.4 less shield hp with 1 extender equipped, effectively evening out the high slot layout as far as shield tanking is concerned.
2. The Minmatar suit has to sacrifice at least one high slot to an ADV shield recharger or a STD energizer to match the Caldari shield recharge rate.
3. The Caldari has a native 1 second difference in it's recharge delay and it's depleted recharge delay, whereas the Minmatar has a 2 second difference
4. With no shields on a Minmatar suit, you still need a complex regulator on it in order to reach the Caldari's depleted shield recharge delay.
5. When tanked out with all shields in the high slots so as to stay shield hp even with the Caldari, even 2 complex regulators is not enough to bring the Minmatar's depleted recharge delay down to the Caldari suit's base suit level.
Now from what I understand, the Caldari Assault is supposed to be a shield HP tanker and the Minmatar suit is supposed to be a low eHP suit that plays a highly versatile hit-and-run role. The problem is that hit-and-run sort of implies good regeneration to make up for a lack of tanking ability, and HP tanking sort of implies you rely on high HP (not fast recharge rates, small HP recharge delays, etc.).
What I would suggest is to switch the slot layouts of these 2 suits as well as the shield delays and recharge rates.
Effect on Caldari Assaults: This would give the Caldari suit proper shield tanking capabilities, having a native base of 262.5 and a potential total of 625.5 total shield when fully shield tanked, while simultaneously reducing it's ability to be brick tanked. This also gives the suit the option of keeping it's current potential shield HP while adding an energizer or recharger.
Effect on Minmatar Assaults: This would make the Minmatar suit a proper shield regen tank, giving it 3 slots for potential reductions to shield recharge delays or speed/stamina mods. It's eHP is low enough and it's speed important enough that brick tanking would be quickly proven pointless to attempt.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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I-Shayz-I
I-----I
3654
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Posted - 2014.06.11 11:13:00 -
[2] - Quote
The minmatar assault/scout slot layout always confused me compared to the logistics/sentinel.
I always thought minmatar was supposed to be balanced between highs and lows with a slight preference to shields/high slots. In other words, the same as Amarr, but flipped.
Caldari consistently has insane amounts of high slots, it just makes sense for the 5/2 layout
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 14:17:00 -
[3] - Quote
Snipped and moved here as this is where the conversation belongs:
Baal Omniscient wrote:DeathwindRising wrote:Baal Omniscient wrote:DeathwindRising wrote:-snip- A Minmatar assault with 4 shield extenders has about a 10.2 second recharge delay (which is in itself ridiculous since it's the lowest eHP assault suit in the game). Throwing on a current prototype regulator will reduce that to 7.6 seconds to wait while bullets are raining all around you and missiles are falling from the sky. Waiting that long before your shields START to recover, not before they ARE recovered. With this new bonus, instead we'll be waiting 7.1 seconds for our shields to START coming back. You just saved me 0.5 seconds on a 7+ second wait...... thanks. That might be enough to save me.... 3% of the time. I don't know how well you know your Minmatar suits, but that means we have 168 (at max armor passive skill) to keep us alive until our shields begin to regen, and that's if you don't take any fall damage, get clipped by a vehicle, or get grazed by a stray bullet in the meantime. 1-6 bullets from just about any weapon is enough to kill that, and I don't know if you've noticed but our guns shoot a lot of bullets really fast. So tell me why, with this minuscule wait time increase, would I not be more inclined to simply throw on a plate? At least then I'd have the health to run away once my shields went down. With this low eHP, I'd be better off having at least one plate to give me the health to run when necessary as opposed to dying while hiding and hoping my shields come back before the guy that shot my shields off decides to come play peek-a-boo around whatever cover I'm using. I'll use you as my example of why shield tanking is done wrong by players. You only needed enough shield hp to absorb whatever blast hit you. What's your shield delay? Extenders don't penalize your normal shield delay. If you hadn't let your shields drop to zero you actually would've only had to wait maybe 5 seconds. I think that's too long and should be shortened. But It's my belief that anyone who stacks that much shield hp and still manage to let their shield drop to zero deserves to die. I have 5 high slots. Should I be leaving them empty? Damage mods are useless, my passives pick up any non-damped suits and anyone who IS damped is going to be beyond anything less than 2 precision enhancers. Putting on less shields means my shields get depleted fully SOONER, and I even though shield HP is the high end of the HP pool on my suit even before mods, I only have 37.4 more base shields than Amarr or Gallente and 75 less than a Caldari while having less armor than anyone (base 135). To top that off, I already have to run a recharger or energizer in one of my highs in order to keep my recharge speed up with the Caldari's base recharge stats; and even with just 2 shield extenders fitted, a Complex regulator wont keep my depleted delay up with a Caldari assault's base depleted delay stats. (You know the Caldari right? The ones who are supposed to TANK shields and not BUFFER TANK them?) So tell me, when running my 2 shield extenders (keeping my shield health equal to a Caldari assault with one extender on), just to keep my depleted delay ALMOST as low as a Caldari assault's depleted delay when I have a COMPLEX regulator on, how should I run my suit to keep my HP above that of a scout so I can survive? You know, the guys that can run faster than me, strafe faster than me, don't show on my radar, and can passively see me on theirs? What do you suggest? Armor plate? Oh wait, we're trying to FIX that problem, aren't we.... you just explained why minmatar are guerrilla warfare specialists. this is why the combat rifle does so much damage. combined with minmatar speed you get in fast, blast your target and leave before anyone can do anything about it. then you do it again to someone else. minmatar dont do slug matches. they are hit and run. more so than caldari. their stats are designed purposely so they cant stand toe to toe with anyone. theyre designed to force you into the hit and run play style No, I just described why Minmatar SHOULD be hit-and-run specialists.
The Minmatar scout is a great hit-and-run suit because of it's native scans and damps combined with it's spectacular speed and balanced slot loadout.
The Minmatar assault is not fast enough to be able to get the run part of "hit-and-run" down since every scout that's not completely loaded down with plates and any assault with a single basic kincat can keep up with. There is not enough good cover in this game to bounce from cover to cover avoiding gunfire. It has no bonus to scans or damps so even if you do run you are 75% of the time just picked off by a scout who saw what you were doing and got ahead of you. With 3 complex precision enhancers this suit cannot scan a scout with a single damp on (3 complex puts my scan at 26.35db, scout with 1 proto damp = 23.63), so that increases the % of people I can scan over no precision enhancers by about 3% since my maxed passives already pick up anyone not a scout or damped, so that's useless. I can't Damp tank to avoid scanners or scout passives since I only have 2 lows, one always held by a regulator. And since my ability to recover from damage is worse than anyone's, my suit fails at recovering in a pinch.
So, basically all the things that could be used to put together a great hit-and-run class the Minmatar either fails at miserably or attempts but falls short of.
No, sir, YOU are the one who has no clue what he is speaking of.[/quote]
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Harpyja
Molon Labe. General Tso's Alliance
1861
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Posted - 2014.06.11 14:22:00 -
[4] - Quote
I-Shayz-I wrote:The minmatar assault/scout slot layout always confused me compared to the logistics/sentinel.
I always thought minmatar was supposed to be balanced between highs and lows with a slight preference to shields/high slots. In other words, the same as Amarr, but flipped.
Caldari consistently has insane amounts of high slots, it just makes sense for the 5/2 layout Yes Minmatar are supposed to be balanced between highs and lows. Amarr, however, is supposed to have one more low slot than Gallente and one less high slot than Gallente. In EVE Amarr is the better armor tanker, while Gallente can still tank armor but get more utility.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Baal Omniscient
L.O.T.I.S.
1650
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Posted - 2014.06.11 14:52:00 -
[5] - Quote
DeathwindRising wrote:Baal Omniscient wrote:DeathwindRising wrote:you just explained why minmatar are guerrilla warfare specialists. this is why the combat rifle does so much damage. combined with minmatar speed you get in fast, blast your target and leave before anyone can do anything about it. then you do it again to someone else. minmatar dont do slug matches. they are hit and run. more so than caldari. their stats are designed purposely so they cant stand toe to toe with anyone. theyre designed to force you into the hit and run play style
No, I just described why Minmatar SHOULD be hit-and-run specialists. The Minmatar scout is a great hit-and-run suit because of it's native scans and damps combined with it's spectacular speed and balanced slot loadout. The Minmatar assault is not fast enough to be able to get the run part of "hit-and-run" down since every scout that's not completely loaded down with plates and any assault with a single basic kincat can keep up with. There is not enough good cover in this game to bounce from cover to cover avoiding gunfire. It has no bonus to scans or damps so even if you do run you are 75% of the time just picked off by a scout who saw what you were doing and got ahead of you. With 3 complex precision enhancers this suit cannot scan a scout with a single damp on (3 complex puts my scan at 26.35db, scout with 1 proto damp = 23.63), so that increases the % of people I can scan over no precision enhancers by about 3% since my maxed passives already pick up anyone not a scout or damped, so that's useless. I can't Damp tank to avoid scanners or scout passives since I only have 2 lows, one always held by a regulator. And since my ability to recover from damage is worse than anyone's, my suit fails at recovering in a pinch. So, basically all the things that could be used to put together a great hit-and-run class the Minmatar either fails at miserably or attempts but falls short of. No, sir, YOU are the one who has no clue what he is speaking of. so youre not using complex kincats? i dont need cover just kill, run and flank the next target. you dont need scanners and you dont need defense really. just focus on speed and firepower. thats it and use damage mods. i just did a match (lost it) but i went 17/6 in milita medium frame lol. dont tell me idk how to hit and run. i just did without any problems and died 3 times in it. i hack a point, left, came back and killed three guys counter hacking ran away, and came back killed a dude as he was being revived, then killed the guy who revived him, then a heavy caldari after that. i dont even run minmatar and know how they work lol 1 complex extender 1 enhanced recharger 1 enhanced damage mod std combat rifle std smg compact nanohive I can (and do) do the exact same thing in a Caldari assault and have more health, more recharge rate, less recharge delay and only suffer a tiny speed and stamina drop in return. In fact, I can do the same thing sans the shield extender in a skinweave assault and STILL have more HP.
Care to try again?
PSN ID: AlbelNox2569
Cross Atu for CPM1
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DeathwindRising
ROGUE RELICS
336
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Posted - 2014.06.11 15:59:00 -
[6] - Quote
Baal Omniscient wrote:DeathwindRising wrote:Baal Omniscient wrote:DeathwindRising wrote:you just explained why minmatar are guerrilla warfare specialists. this is why the combat rifle does so much damage. combined with minmatar speed you get in fast, blast your target and leave before anyone can do anything about it. then you do it again to someone else. minmatar dont do slug matches. they are hit and run. more so than caldari. their stats are designed purposely so they cant stand toe to toe with anyone. theyre designed to force you into the hit and run play style
No, I just described why Minmatar SHOULD be hit-and-run specialists. The Minmatar scout is a great hit-and-run suit because of it's native scans and damps combined with it's spectacular speed and balanced slot loadout. The Minmatar assault is not fast enough to be able to get the run part of "hit-and-run" down since every scout that's not completely loaded down with plates and any assault with a single basic kincat can keep up with. There is not enough good cover in this game to bounce from cover to cover avoiding gunfire. It has no bonus to scans or damps so even if you do run you are 75% of the time just picked off by a scout who saw what you were doing and got ahead of you. With 3 complex precision enhancers this suit cannot scan a scout with a single damp on (3 complex puts my scan at 26.35db, scout with 1 proto damp = 23.63), so that increases the % of people I can scan over no precision enhancers by about 3% since my maxed passives already pick up anyone not a scout or damped, so that's useless. I can't Damp tank to avoid scanners or scout passives since I only have 2 lows, one always held by a regulator. And since my ability to recover from damage is worse than anyone's, my suit fails at recovering in a pinch. So, basically all the things that could be used to put together a great hit-and-run class the Minmatar either fails at miserably or attempts but falls short of. No, sir, YOU are the one who has no clue what he is speaking of. so youre not using complex kincats? i dont need cover just kill, run and flank the next target. you dont need scanners and you dont need defense really. just focus on speed and firepower. thats it and use damage mods. i just did a match (lost it) but i went 17/6 in milita medium frame lol. dont tell me idk how to hit and run. i just did without any problems and died 3 times in it. i hack a point, left, came back and killed three guys counter hacking ran away, and came back killed a dude as he was being revived, then killed the guy who revived him, then a heavy caldari after that. i dont even run minmatar and know how they work lol 1 complex extender 1 enhanced recharger 1 enhanced damage mod std combat rifle std smg compact nanohive I can (and do) do the exact same thing in a Caldari assault and have more health, more recharge rate, less recharge delay and only suffer a tiny speed and stamina drop in return. In fact, I can do the same thing sans the shield extender in a skinweave assault and STILL have more HP. Care to try again?
the difference for me come from the increased stamina recharge which let me run or jump pretty much whenever i need to. its also not a little boost eith but almost double the stamina regen with chunk more stamina total. combined with the higher speed i can cover more ground faster than a caldari assault can. i just dont let myself get shot. i shoot someone til theyre either dead, or they turn to aim at me. im gone before they can hit me. kincats are high burst damage are my tank. its about having more hp or recharging faster, its about completely taking advantage of enemy flanks and doing as much damage as possible and then leaving before they can get you. thats why all minmatar weapons deal lots of damage in short amounts of time. you cant even camp with them, you have to always keep moving.
if you try that with caldari youll run out of stamina, and you take too long to regen your stamina, which makes it not viable.
i just finished a match where the enemy was on one end of a bridge. it was a dom match. they saw shooting at them, so i stopped attacking and around behind them. it only took me maybe 20 seconds to do this. i then sat there for 2 mins shooting and killing everyone from behind as they spawned onto the bridge. i died because someone spawned on a cru that was behind me.
after using the suit though, i feel that a 1 hp/s armor regen would be useful if only it was given to the assault suit. |
Baal Omniscient
L.O.T.I.S.
1654
|
Posted - 2014.06.11 16:28:00 -
[7] - Quote
DeathwindRising wrote:the difference for me come from the increased stamina recharge which let me run or jump pretty much whenever i need to. its also not a little boost eith but almost double the stamina regen with chunk more stamina total. combined with the higher speed i can cover more ground faster than a caldari assault can. i just dont let myself get shot. i shoot someone til theyre either dead, or they turn to aim at me. im gone before they can hit me. kincats are high burst damage are my tank. its about having more hp or recharging faster, its about completely taking advantage of enemy flanks and doing as much damage as possible and then leaving before they can get you. thats why all minmatar weapons deal lots of damage in short amounts of time. you cant even camp with them, you have to always keep moving.
if you try that with caldari youll run out of stamina, and you take too long to regen your stamina, which makes it not viable.
i just finished a match where the enemy was on one end of a bridge. it was a dom match. they saw shooting at them, so i stopped attacking and around behind them. it only took me maybe 20 seconds to do this. i then sat there for 2 mins shooting and killing everyone from behind as they spawned onto the bridge. i died because someone spawned on a cru that was behind me.
after using the suit though, i feel that a 1 hp/s armor regen would be useful if only it was given to the assault suit. You have touched on a few things I do agree on here. The old native 1hp/sec armor regen helped a lot more than most people realized as it allowed you to not need to rely on a hive or a repair/reactive plate to get your tiny amount of armor back, a huge thing when at most you have 2 lows to run your necessities. And the stamina and regen do help a lot for flanking and escape, allowing you outpace your opponents through endurance.
However the lack of proper cover over large portions of the map combined with matches swarming with super scanning/damping scouts makes a flank/hit/shift/hit/flank battle style unsustainable if you are against anyone who knows how to play the game. The fact that we can have some good matches when the enemy is incompetent doesn't mean that the suit you are running is running the way it should be.
Before 1.8 this suit managed to hold it's own for all of the reasons you have mentioned so far, but now that scouts have rolled in that for the most part can tank just as much eHP with more speed and passive damps/scans (and one even with 3 passive reps) not to mention their access to cloaks and 2 equipment slots, this suit is being overshadowed. All of the points I've made above have been suggested pre-1.8 and I turned them down every time because the niche was open and this suit filled it nicely. Now that the niche is better served by another suit, this suit needs it's own niche again.
I've (as it pertains to your thoughts on using damage modules with this suit) also suggested a couple days ago in one thread (the thread put up by Zatara) about assault suit changes that the Minmatar suit should have a direct bonus to damage modules in order to a) help it better fill the hit and run role better and b) to make at least one class that can get proper use out of them. A direct buff to the module would just lead to everyone throwing them on an otherwise brick-tanked suit again, and I would like to avoid that happening again if possible.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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D legendary hero
warravens Final Resolution.
1897
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Posted - 2014.06.11 16:35:00 -
[8] - Quote
DeathwindRising wrote:Baal Omniscient wrote:DeathwindRising wrote:Baal Omniscient wrote:DeathwindRising wrote:you just explained why minmatar are guerrilla warfare specialists. this is why the combat rifle does so much damage. combined with minmatar speed you get in fast, blast your target and leave before anyone can do anything about it. then you do it again to someone else. minmatar dont do slug matches. they are hit and run. more so than caldari. their stats are designed purposely so they cant stand toe to toe with anyone. theyre designed to force you into the hit and run play style
No, I just described why Minmatar SHOULD be hit-and-run specialists. The Minmatar scout is a great hit-and-run suit because of it's native scans and damps combined with it's spectacular speed and balanced slot loadout. The Minmatar assault is not fast enough to be able to get the run part of "hit-and-run" down since every scout that's not completely loaded down with plates and any assault with a single basic kincat can keep up with. There is not enough good cover in this game to bounce from cover to cover avoiding gunfire. It has no bonus to scans or damps so even if you do run you are 75% of the time just picked off by a scout who saw what you were doing and got ahead of you. With 3 complex precision enhancers this suit cannot scan a scout with a single damp on (3 complex puts my scan at 26.35db, scout with 1 proto damp = 23.63), so that increases the % of people I can scan over no precision enhancers by about 3% since my maxed passives already pick up anyone not a scout or damped, so that's useless. I can't Damp tank to avoid scanners or scout passives since I only have 2 lows, one always held by a regulator. And since my ability to recover from damage is worse than anyone's, my suit fails at recovering in a pinch. So, basically all the things that could be used to put together a great hit-and-run class the Minmatar either fails at miserably or attempts but falls short of. No, sir, YOU are the one who has no clue what he is speaking of. so youre not using complex kincats? i dont need cover just kill, run and flank the next target. you dont need scanners and you dont need defense really. just focus on speed and firepower. thats it and use damage mods. i just did a match (lost it) but i went 17/6 in milita medium frame lol. dont tell me idk how to hit and run. i just did without any problems and died 3 times in it. i hack a point, left, came back and killed three guys counter hacking ran away, and came back killed a dude as he was being revived, then killed the guy who revived him, then a heavy caldari after that. i dont even run minmatar and know how they work lol 1 complex extender 1 enhanced recharger 1 enhanced damage mod std combat rifle std smg compact nanohive I can (and do) do the exact same thing in a Caldari assault and have more health, more recharge rate, less recharge delay and only suffer a tiny speed and stamina drop in return. In fact, I can do the same thing sans the shield extender in a skinweave assault and STILL have more HP. Care to try again? the difference for me come from the increased stamina recharge which let me run or jump pretty much whenever i need to. its also not a little boost eith but almost double the stamina regen with chunk more stamina total. combined with the higher speed i can cover more ground faster than a caldari assault can. i just dont let myself get shot. i shoot someone til theyre either dead, or they turn to aim at me. im gone before they can hit me. kincats are high burst damage are my tank. its about having more hp or recharging faster, its about completely taking advantage of enemy flanks and doing as much damage as possible and then leaving before they can get you. thats why all minmatar weapons deal lots of damage in short amounts of time. you cant even camp with them, you have to always keep moving. if you try that with caldari youll run out of stamina, and you take too long to regen your stamina, which makes it not viable. i just finished a match where the enemy was on one end of a bridge. it was a dom match. they saw shooting at them, so i stopped attacking and around behind them. it only took me maybe 20 seconds to do this. i then sat there for 2 mins shooting and killing everyone from behind as they spawned onto the bridge. i died because someone spawned on a cru that was behind me. after using the suit though, i feel that a 1 hp/s armor regen would be useful if only it was given to the assault suit.
the fastest thing in this game are bullets... so speed is important but not so important it justifies no recovery or ehp
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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DeathwindRising
ROGUE RELICS
336
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Posted - 2014.06.11 16:58:00 -
[9] - Quote
Baal Omniscient wrote:DeathwindRising wrote:the difference for me come from the increased stamina recharge which let me run or jump pretty much whenever i need to. its also not a little boost eith but almost double the stamina regen with chunk more stamina total. combined with the higher speed i can cover more ground faster than a caldari assault can. i just dont let myself get shot. i shoot someone til theyre either dead, or they turn to aim at me. im gone before they can hit me. kincats are high burst damage are my tank. its about having more hp or recharging faster, its about completely taking advantage of enemy flanks and doing as much damage as possible and then leaving before they can get you. thats why all minmatar weapons deal lots of damage in short amounts of time. you cant even camp with them, you have to always keep moving.
if you try that with caldari youll run out of stamina, and you take too long to regen your stamina, which makes it not viable.
i just finished a match where the enemy was on one end of a bridge. it was a dom match. they saw shooting at them, so i stopped attacking and around behind them. it only took me maybe 20 seconds to do this. i then sat there for 2 mins shooting and killing everyone from behind as they spawned onto the bridge. i died because someone spawned on a cru that was behind me.
after using the suit though, i feel that a 1 hp/s armor regen would be useful if only it was given to the assault suit. You have touched on a few things I do agree on here. The old native 1hp/sec armor regen helped a lot more than most people realized as it allowed you to not need to rely on a hive or a repair/reactive plate to get your tiny amount of armor back, a huge thing when at most you have 2 lows to run your necessities. And the stamina and regen do help a lot for flanking and escape, allowing you outpace your opponents through endurance. However the lack of proper cover over large portions of the map combined with matches swarming with super scanning/damping scouts makes a flank/hit/shift/hit/flank battle style unsustainable if you are against anyone who knows how to play the game. The fact that we can have some good matches when the enemy is incompetent doesn't mean that the suit you are running is running the way it should be. Before 1.8 this suit managed to hold it's own for all of the reasons you have mentioned so far, but now that scouts have rolled in that for the most part can tank just as much eHP with more speed and passive damps/scans (and one even with 3 passive reps) not to mention their access to cloaks and 2 equipment slots, this suit is being overshadowed. All of the points I've made above have been suggested pre-1.8 and I turned them down every time because the niche was open and this suit filled it nicely. Now that the niche is better served by another suit, this suit needs it's own niche again. I've (as it pertains to your thoughts on using damage modules with this suit) also suggested a couple days ago in one thread (the thread put up by Zatara) about assault suit changes that the Minmatar suit should have a direct bonus to damage modules in order to a) help it better fill the hit and run role better and b) to make at least one class that can get proper use out of them. A direct buff to the module would just lead to everyone throwing them on an otherwise brick-tanked suit again, and I would like to avoid that happening again if possible.
my last match was really bad. as you said, cover was scarce to nonexistent. what little cover i had wasnt of use to me and a caldari scout made flanking impossible. so yes, i agree that something needs to be done here.
one thought that came to mind was to give the suit a smaller base scan profile. something a cal scout cant detect without running at least enhanced level precision mods.
CCP did consider giving the suit a bonus to damage mods like youre suggesting, but they felt it conflicted with TTK. i think theres an argument for having that skill implemented though, or even a straight up 1% per level boost to projective weapon damage as to not compete with commandos. |
The-Errorist
SVER True Blood
756
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Posted - 2014.06.12 04:59:00 -
[10] - Quote
Check out this thread; it talks about the slot problem and offers a great solution.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The Eristic
Dust 90210
466
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Posted - 2014.06.12 05:16:00 -
[11] - Quote
OP sounds right to me. Let the tankers tank, the re-animato... uh, regenerators regenerate.
2-5 Amarr 5-2 Caldari 3-4 Gallente 4-3 Minmatar
Reality is the original Rorschach.
Verily! So much for all that.
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
561
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Posted - 2014.06.12 05:56:00 -
[12] - Quote
Hey guys I've been running the min assault pretty exclusively for over a year now. I've had my ups and downs with the suit but 1.8 was really a double edged sword for the suit. Yes we got tons more stamina, something I was always trying to get before, but these super scouts have really made this suit sad. Before 1.8 I really felt my role had a nice niche (use to love running ewar mods on this suit) , now scouts do literally everything better (ewar, speed, regen, even HP sometimes). This is why I started to fit armor and blend into the other broken assault roles.
The slot count for minmatar and Caldari should be switched but that isn't the whole problem. What really needs to happen to let the min assault reign in front line flanking and general hit and run is a nerf to scout regen. I for the life of me can't understand why they get such high base regen because really they aren't supposed to be hit in the first place. If we would just swap all the regen on scout suits with assault suits all our problems would be solved.
SMG Specialist
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TechMechMeds
Inner.Hell
3558
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Posted - 2014.06.12 10:52:00 -
[13] - Quote
I have thought that from day 1 mate.
My winmatar assault fit is.......
High - 3 complex shields/1 enhanced energizer/1 enhanced shield mod Lows - 1 complex shield regulator/1 complex reactive plate
Weapons - Bk assault cr/toxin SMG bpo Equipment - 1 compact hive
If I could get that caldari shield regen and delay, I'd be happy.
I'd swap the enhanced shield for another energizer or recharger.
If you stop moving
You die
Dance with me
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Baal Omniscient
L.O.T.I.S.
1673
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Posted - 2014.06.12 11:05:00 -
[14] - Quote
The-Errorist wrote:Check out this thread; it talks about the slot problem and offers a great solution. Look at the post in that thread right above your last one.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
264
|
Posted - 2014.06.12 11:07:00 -
[15] - Quote
Baal Omniscient wrote:DeathwindRising wrote:the difference for me come from the increased stamina recharge which let me run or jump pretty much whenever i need to. its also not a little boost eith but almost double the stamina regen with chunk more stamina total. combined with the higher speed i can cover more ground faster than a caldari assault can. i just dont let myself get shot. i shoot someone til theyre either dead, or they turn to aim at me. im gone before they can hit me. kincats are high burst damage are my tank. its about having more hp or recharging faster, its about completely taking advantage of enemy flanks and doing as much damage as possible and then leaving before they can get you. thats why all minmatar weapons deal lots of damage in short amounts of time. you cant even camp with them, you have to always keep moving.
if you try that with caldari youll run out of stamina, and you take too long to regen your stamina, which makes it not viable.
i just finished a match where the enemy was on one end of a bridge. it was a dom match. they saw shooting at them, so i stopped attacking and around behind them. it only took me maybe 20 seconds to do this. i then sat there for 2 mins shooting and killing everyone from behind as they spawned onto the bridge. i died because someone spawned on a cru that was behind me.
after using the suit though, i feel that a 1 hp/s armor regen would be useful if only it was given to the assault suit. You have touched on a few things I do agree on here. The old native 1hp/sec armor regen helped a lot more than most people realized as it allowed you to not need to rely on a hive or a repair/reactive plate to get your tiny amount of armor back, a huge thing when at most you have 2 lows to run your necessities. And the stamina and regen do help a lot for flanking and escape, allowing you outpace your opponents through endurance. However the lack of proper cover over large portions of the map combined with matches swarming with super scanning/damping scouts makes a flank/hit/shift/hit/flank battle style unsustainable if you are against anyone who knows how to play the game. The fact that we can have some good matches when the enemy is incompetent doesn't mean that the suit you are running is running the way it should be. Before 1.8 this suit managed to hold it's own for all of the reasons you have mentioned so far, but now that scouts have rolled in that for the most part can tank just as much eHP with more speed and passive damps/scans (and one even with 3 passive reps) not to mention their access to cloaks and 2 equipment slots, this suit is being overshadowed. All of the points I've made above have been suggested pre-1.8 and I turned them down every time because the niche was open and this suit filled it nicely. Now that the niche is better served by another suit, this suit needs it's own niche again. I've (as it pertains to your thoughts on using damage modules with this suit) also suggested a couple days ago in one thread (the thread put up by Zatara) about assault suit changes that the Minmatar suit should have a direct bonus to damage modules in order to a) help it better fill the hit and run role better and b) to make at least one class that can get proper use out of them. A direct buff to the module would just lead to everyone throwing them on an otherwise brick-tanked suit again, and I would like to avoid that happening again if possible.
I spec'd into Minmatar as a conscious decision to play a particular style. Now I find that a Gallente Scout suit is a (much) better choice for AV, Assault, some Logi-Medic roles as well as, of course, Scouting.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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Baal Omniscient
L.O.T.I.S.
1673
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Posted - 2014.06.12 11:15:00 -
[16] - Quote
Boot Booter wrote:Hey guys I've been running the min assault pretty exclusively for over a year now. I've had my ups and downs with the suit but 1.8 was really a double edged sword for the suit. Yes we got tons more stamina, something I was always trying to get before, but these super scouts have really made this suit sad. Before 1.8 I really felt my role had a nice niche (use to love running ewar mods on this suit) , now scouts do literally everything better (ewar, speed, regen, even HP sometimes). This is why I started to fit armor and blend into the other broken assault roles.
The slot count for minmatar and Caldari should be switched but that isn't the whole problem. What really needs to happen to let the min assault reign in front line flanking and general hit and run is a nerf to scout regen. I for the life of me can't understand why they get such high base regen because really they aren't supposed to be hit in the first place. If we would just swap all the regen on scout suits with assault suits all our problems would be solved. In a perfect world (my perfect world anyway) the Winmatar Assault would be a scout/assault hybrid. It would have middle ground stats between scouts and assaults including profile, scan precision, speed, shield regen and hitbox with a passive 1hp/sec rep and a bonus to damage modules. Sneakier than other assaults but tankier than scouts. Not as fast as a scout, larger hit box than a scout, but still faster and smaller than an assault.
That's how I imagined it back in Chromosome.... it's a shame it never happened....
PSN ID: AlbelNox2569
Cross Atu for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
265
|
Posted - 2014.06.12 11:17:00 -
[17] - Quote
The Eristic wrote:OP sounds right to me. Let the tankers tank, the re-animato... uh, regenerators regenerate.
2-5 Amarr 5-2 Caldari 3-4 Gallente 4-3 Minmatar
Think that should be:
3-4 Amarr (max dual tank, max stamina) 5-2 Caldari (max shield tank) 2-5 Gallente (max armour tank) 4-3 Minmatar (max speed tank, min shield delay)
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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Baal Omniscient
L.O.T.I.S.
1673
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Posted - 2014.06.12 11:21:00 -
[18] - Quote
bogeyman m wrote:The Eristic wrote:OP sounds right to me. Let the tankers tank, the re-animato... uh, regenerators regenerate.
2-5 Amarr 5-2 Caldari 3-4 Gallente 4-3 Minmatar
Think that should be: 3-4 Amarr (max dual tank, max stamina) 5-2 Caldari (max shield tank) 2-5 Gallente (max armour tank) 4-3 Minmatar (max speed tank, min shield delay) According to most of the people I've spoken to Amarr is supposed to be armor tanked and Gallente is supposed to be armor buffer tanked (rep tanked) thus the addition of the passive reps to the suits. Is this incorrect?
PSN ID: AlbelNox2569
Cross Atu for CPM1
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TechMechMeds
Inner.Hell
3560
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Posted - 2014.06.12 16:39:00 -
[19] - Quote
Baal Omniscient wrote:bogeyman m wrote:The Eristic wrote:OP sounds right to me. Let the tankers tank, the re-animato... uh, regenerators regenerate.
2-5 Amarr 5-2 Caldari 3-4 Gallente 4-3 Minmatar
Think that should be: 3-4 Amarr (max dual tank, max stamina) 5-2 Caldari (max shield tank) 2-5 Gallente (max armour tank) 4-3 Minmatar (max speed tank, min shield delay) According to most of the people I've spoken to Amarr is supposed to be armor tanked and Gallente is supposed to be armor buffer tanked (rep tanked) thus the addition of the passive reps to the suits. Is this incorrect?
Correct.
They are supposed to excel when used that way and benefit from it but obviously no one HAS to do anything a set way.
If you stop moving
You die
Dance with me
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bogeyman m
Krusual Covert Operators Minmatar Republic
266
|
Posted - 2014.06.13 14:58:00 -
[20] - Quote
Baal Omniscient wrote:Boot Booter wrote:Hey guys I've been running the min assault pretty exclusively for over a year now. I've had my ups and downs with the suit but 1.8 was really a double edged sword for the suit. Yes we got tons more stamina, something I was always trying to get before, but these super scouts have really made this suit sad. Before 1.8 I really felt my role had a nice niche (use to love running ewar mods on this suit) , now scouts do literally everything better (ewar, speed, regen, even HP sometimes). This is why I started to fit armor and blend into the other broken assault roles.
The slot count for minmatar and Caldari should be switched but that isn't the whole problem. What really needs to happen to let the min assault reign in front line flanking and general hit and run is a nerf to scout regen. I for the life of me can't understand why they get such high base regen because really they aren't supposed to be hit in the first place. If we would just swap all the regen on scout suits with assault suits all our problems would be solved. In a perfect world (my perfect world anyway) the Winmatar Assault would be a scout/assault hybrid. It would have middle ground stats between scouts and assaults including profile, scan precision, speed, shield regen and hitbox with a passive 1hp/sec rep and a bonus to damage modules. Sneakier than other assaults but tankier than scouts. Not as fast as a scout, larger hit box than a scout, but still faster and smaller than an assault. That's how I imagined it back in Chromosome.... it's a shame it never happened....
Winmatar AssScout - the ultimate recon soldier
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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Baal Omniscient
L.O.T.I.S.
1692
|
Posted - 2014.06.13 15:02:00 -
[21] - Quote
bogeyman m wrote:Baal Omniscient wrote:Boot Booter wrote:Hey guys I've been running the min assault pretty exclusively for over a year now. I've had my ups and downs with the suit but 1.8 was really a double edged sword for the suit. Yes we got tons more stamina, something I was always trying to get before, but these super scouts have really made this suit sad. Before 1.8 I really felt my role had a nice niche (use to love running ewar mods on this suit) , now scouts do literally everything better (ewar, speed, regen, even HP sometimes). This is why I started to fit armor and blend into the other broken assault roles.
The slot count for minmatar and Caldari should be switched but that isn't the whole problem. What really needs to happen to let the min assault reign in front line flanking and general hit and run is a nerf to scout regen. I for the life of me can't understand why they get such high base regen because really they aren't supposed to be hit in the first place. If we would just swap all the regen on scout suits with assault suits all our problems would be solved. In a perfect world (my perfect world anyway) the Winmatar Assault would be a scout/assault hybrid. It would have middle ground stats between scouts and assaults including profile, scan precision, speed, shield regen and hitbox with a passive 1hp/sec rep and a bonus to damage modules. Sneakier than other assaults but tankier than scouts. Not as fast as a scout, larger hit box than a scout, but still faster and smaller than an assault. That's how I imagined it back in Chromosome.... it's a shame it never happened.... Winmatar AssScout - the ultimate recon soldier Basically a New Eden member of Seal Team 6 with a penchant for rusty weapons and glowing monocles.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
572
|
Posted - 2014.06.13 19:21:00 -
[22] - Quote
I mean you can do this. Slap some dampeners on and go to town. We just need a more balanced slot layout to get it right.
SMG Specialist
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Fox Gaden
Immortal Guides
3694
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Posted - 2014.06.13 19:29:00 -
[23] - Quote
Baal Omniscient wrote:Now from what I understand, the Caldari Assault is supposed to be a shield HP tanker and the Minmatar suit is supposed to be a low eHP suit that plays a highly versatile hit-and-run role. The problem is that hit-and-run sort of implies good regeneration to make up for a lack of tanking ability, and HP tanking sort of implies you rely on high HP (not fast recharge rates, small HP recharge delays, etc.).
Good point.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Sgt Kirk
Fatal Absolution
6017
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Posted - 2014.06.14 05:43:00 -
[24] - Quote
The Rust Buckets are in desperate need of some regeneration abilities. They should have priority on Regeneration and Speed with secondary on Shield and tertiary on armor. (Yes Minmatar can "armor" tank as well, just not as much)
And the Caldari Need to be more the shield tanked race with secondary priorities on regeneration.
I've constructed this Graph that gives you an idea of what the Races should look like in my ideal world between Hit points and Regeneration:
Graph
Color coded for race and those are base values without skills or modules affecting them.
A moment of silence is not enough. For their crimes, we must make the Caldari silence permanent.
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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1792
|
Posted - 2014.06.23 18:49:00 -
[25] - Quote
Sgt Kirk wrote:The Rust Buckets are in desperate need of some regeneration abilities. They should have priority on Regeneration and Speed with secondary on Shield and tertiary on armor. (Yes Minmatar can "armor" tank as well, just not as much) And the Caldari Need to be more the shield tanked race with secondary priorities on regeneration. I've constructed this Graph that gives you an idea of what the Races should look like in my ideal world between Hit points and Regeneration: GraphColor coded for race and those are base values without skills or modules affecting them. Very nice graph.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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