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Fox Gaden
Immortal Guides
3747
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Posted - 2014.06.18 17:06:00 -
[1] - Quote
I think the Assault suit role should be High DPS, Medium Health, Medium Speed/Agility. For more detail on how the Assault Role should fit in see my Rock, Paper, Scissors discussion.
I would suggest a 10% per level bonus to Damage Modules.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3751
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Posted - 2014.06.18 19:15:00 -
[2] - Quote
ResistanceGTA wrote: A 50% increase on 5% isn't that impressive really. It is equivalent to the buff to Armour Repair Modules, and what a difference that made!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3752
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Posted - 2014.06.18 19:32:00 -
[3] - Quote
Harpyja wrote:ResistanceGTA wrote:Fox Gaden wrote:I think the Assault suit role should be High DPS, Medium Health, Medium Speed/Agility. For more detail on how the Assault Role should fit in see my Rock, Paper, Scissors discussion. I would suggest a 10% per level bonus to Damage Modules. What about giving them the Commando Damage bonus, as other's have said? A 50% increase on 5% isn't that impressive really. And unusable on some suits. Makes as much sense as did the +1 armor/sec on the Caldari logi way back when. And yes, 50% on 5% is useless, considering there's better things to fit than damage amplifiers. I think the current bonuses should remain, but instead give each assault a defensive bonus as well. Then it will have a utility bonus (fitting reduction on weapons), offensive bonus for racial rifles, and then a racial defensive bonus. I think that makes sense. In my opinion, greater survivability brings more damage potential, and that's probably what it needs. I benefitted a lot today with having 82 extra armor on my Amarr assault by being able to fit an extra complex ferroscale plate now that I have one more low slot, and I believe that the assaults only need greater survivability. 1) You make a good point about the slot layout. Does the Gallente only have one high slot? That would be a good argument for not attaching the bonus to a module. It would also reduce fitting variety.
2) When Complex Damage Mods gave 10% damage bonus there was nothing else worth fitting in high slots. Having a 7.5% damage bonus would make damage Mods appealing. But there are still the points in point 1 to consider.
3) I feel the Assault suit should be a high damage medium health suit. I prefer to buff damage output rather than health. If you buff Assault survivability then what would be the difference between the Assault and the Commando? That is not to say you canGÇÖt use modules to add survivability. I am just saying I donGÇÖt think that a survival bonus is appropriate.
So, given point 1, I am wondering if it would be better to have a direct 2% bonus to damage per level instead?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3753
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Posted - 2014.06.18 19:55:00 -
[4] - Quote
Cross Atu wrote: I support an on board bonus over a module bonus because of the fittings implications. Ideally it would be an on board bonus broken down by race so that each Assault has it's own unique niche and can be fine tuned more easily/dynamically if further polish is needed.
I have been convinced of that as well, and have updated my original post. Also I would see this as an additional class bonus, allowing them to keep their current racial bonus.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3793
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Posted - 2014.06.20 20:40:00 -
[5] - Quote
Apothecary Za'ki wrote:assaults should get passive scan buff for precision and range/duration No. That is a Scout's role.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3797
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Posted - 2014.06.20 21:55:00 -
[6] - Quote
Grimmiers wrote:Fox Gaden wrote:Apothecary Za'ki wrote:assaults should get passive scan buff for precision and range/duration No. That is a Scout's role. I like the idea have a gradual increase between frames. There's no reason why a medium frame can't have a lower precision/profile than a heavy. I think someone suggested 45 instead of 50 in another thread. I believe a Sentinel's Precision is 65 and their Profile is 60. So Medium frames are already lower on both precision and profile than heavyGÇÖs.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3825
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Posted - 2014.06.23 19:58:00 -
[7] - Quote
After thinking about this further I realize that a 1% per level buff gives them the equivalent of a Complex Damage mod at level 5, with no stacking penalty. Thinking on it further I now feel it would be best to give the 1% bonus, and if it is not enough, then up it to 2% in a later patch. Keep in mind that I am recommending they keep all their current bonuses as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3825
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Posted - 2014.06.24 12:10:00 -
[8] - Quote
Alena Ventrallis wrote:Assaults should deal lots of damage, and be slightly tanky. Their DPs should come from high damage, but they have to land that damage accurately.
Commandos should deal damage through volume of fire, spraying an area with rounds to keep mercs heads down.
Therefore, give assaults the current commando damage buff, and give commandos a 20% increase in mag size per level, doubling mag size at level 5. Now assaults deal more damage, like they should. And commandos can just keep shooting and shooting and shooting, like the suppression role they are supposed to fill. I fully support that suggestion. I think IWS made the same suggestion in the last Biomassed episode. The only change I would make is to remover the restriction on the damage bonus, as Assaults donGÇÖt have two light weapon slots, and already have a racial bonus.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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