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1st Lieutenant Tiberius
0uter.Heaven
1992
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Posted - 2014.06.26 19:10:00 -
[1] - Quote
Bonus to cooldown is not a very good bonus, the idea is to avoid overheating not to help make a **** up taste a bit sweeter.
Amarr Assault has the best bonus CCP has ever designed, it needs not be changed. The ScR and the Amarr Assault is a weapons system, they are meant to be deadly efficient when paired.
What is lacking is the suit capability (I speak mostly of the Amarr Assault since it's the suit I've used since 1.0), the Assaults suits need a feature where it is able to maintain a frontline and not be kited as easily as a heavy, for instance. All the Assault suits are mediocre compared to the heavy and light frames, I have 2 scout suits that can do a better job of assaulting then my Amarr Assault can, plus my heavy suit is the only breach suit I would put on when assaulting a CQC environment, no point in running an Assault.
ALL of my experience with these suits are based on Planetary Conquest, which is IMO the place we need to be balancing these suits for. If you balance for pubs the exponential effect it has on PC is ridiculous. Assaults need a slightly better feature/capability of the suit itself so that it is able to maintain an "assault", but your idea of changing the Amarr Assault bonus or giving it to the commando is dumb. Don't try to fix what's not broken, though I'm not speaking for the other Assault suits.
I believe that a regeneration bonus is a good idea for a feature of the assault suits themselves so that they are able to continuously maintain pressure on the frontlines, as an opposing force you would have to make sure you take out the assaults quickly for if they are given enough downtime (through cover, etc) they are able to regenerate their health much faster than a Heavy or Scout, allowing the assaults to effectively use their mobility and cover to kite heavy frames (which is the biggest threat to face for the assault).
We also have to be careful not to overbuff the Assault suits, emphasizing again to balance these things for PC and not for pubs.
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
1995
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Posted - 2014.06.26 20:51:00 -
[2] - Quote
Maybe give both tank types 2 bonuses that would help with their defensive and regenerative capabilities. Random numbers for example
Minmatar: +3% to Shield Recharger and +2% to Shield Extender Caldari: +3% to Shield Extender and +2% to Shield Regulator per level. Gallente: +3% to Armor Repair Efficacy and +2% to Armor Plate Efficacy Amarr: +3% to Armor Plate Efficacy and +2% Armor Repairer per level.
Similar to Sentinel Bonus but directly correlates to modules. Don't know if its a very intuitive idea but It's what I've got so far
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
1998
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Posted - 2014.06.27 02:27:00 -
[3] - Quote
Lynn Beck wrote:1st Lieutenant Tiberius wrote:Maybe give both tank types 2 bonuses that would help with their defensive and regenerative capabilities. Random numbers for example
Minmatar: +3% to Shield Recharger and +2% to Shield Extender Caldari: +3% to Shield Extender and +2% to Shield Regulator per level. Gallente: +3% to Armor Repair Efficacy and +2% to Armor Plate Efficacy Amarr: +3% to Armor Plate Efficacy and +2% Armor Repairer per level.
Similar to Sentinel Bonus but directly correlates to modules. Don't know if its a very intuitive idea but It's what I've got so far We're currently capped at 3 bonuses per suit, 1 Role bonus, and 2 racials(read: twin resists, scan range/precision) Maybe if we were to get a Tech3, or Pirate faction Dropsuit, then we could have multiple bonuses from multiple skills for 1 suit.
Or choose one bonus and reflect the changes into the stats? I think it should just be a stat change tbh. But I'm not sure, as an assault user I wish I had a bit more mobility and better regeneration, I simply CANNOT maintain the frontlines with my assault suit, in fact once I found that I have pretty much the same Shields and Armor as my Combat Scout suits (no cloak) I just run my Amarr Assault like a fat scout, always flanking and rather removed from the hot zone, I don't think thats right.
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
1999
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Posted - 2014.06.27 02:39:00 -
[4] - Quote
Lynn Beck wrote:Exactly what base stats does a Scout gain over the Basic?
I'm all for differentiating them, but i don't think we should be adding 4-5 bonuses to a suit, because then your Generalist, slaying suit, becomes OVER specialized.
My favorite example is Medframe 2 equips, loses 1 non-tank slot, Slightly slower than Assaults with less shield regen.
Assaults trade a 2nd equip for bonuses, higher regen, movement speed, and cost.
Also, how would we fit a 'Armor Repair Efficacy' bonus into the suit?
The scout gains mobility, Tac-net prowess, decent tanking abilities offset by the amount of mobility it has, two equipment slots and frankly I have no trouble fitting my Scout suits, sure I can't fit 2 proto weapons like I do on my Assault suit but it makes up for it in sheer combat ability, and besides Toxin and Syndicate SMGs are the best thing to ever be in Dust, if you think about it it's the absolute most OP weapon in the game with the advantages it gives for the amount of PG/CPU it costs to fit, the ultimate sidearm of every min-maxing combat specialist.
I have the Caldari Scout and the Gallente scout and I fit them like an assault suit for PCs, my Amarr Assault is reserved for very VERY specific circumstances where it can be effective; its like waiting for the planets to align before I can utilize the suit properly. My scout suits are my generalist suits, and this is fundamentally wrong.
I'm not even sure anymore about the bonuses I proposed, I didn't think it through properly and I completely understand; I don't want to overbuff the assault suit or the cycle will repeat once more, I just want my assault suit to be my generalist suit once more. It used to be the suit I spawn in for every occasion but no longer.
I can't think of any other feature other than a regenerative ability that wouldn't infringe upon the Sentinel and Scout specializations. Maybe increasing Innate Armor repairs on the Gallente, adding one to the Amarr and overall improving the Minmatar and Caldari shield abilities to a level that is more effective than the Caldari Scout (which can tank up to 451 shields with 2 regulators that bring the delay down to almost a second and a half, this should be possible on the Cal assault, not the scout)
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
1999
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Posted - 2014.06.27 02:48:00 -
[5] - Quote
Lynn Beck wrote:Base stats. They're not inherently faster, and Basic Lights have 2 equips. Mlt ones have 1.
The bonuses to 'Ewar superiority' are via bonuses. Not inherent addons to the suit, as you suggested i fiddle with.
We have to work within CCP's current framework, not build our own cave and go hooga booga.
Like the 'out of the box' thinking though. Just realise we have to keep this within CCP's current framework.
Despite where these bonuses lie it doesn't change the fact that the combination of these variables make the Scout suit a better combat suit than the Assault suit, if I were to assault a point I would choose between my Scouts or my Heavy suit, not my Assault suit.
I'm just saying maybe we don't need to change the bonuses (definitely not on the Amarr maybe on the other suits) but instead focus on having the Assaults be the only suits that just have great base stats, significantly better than any of the other suits but offset by the fact that bonuses to the other suits increase their specialization ability, as it currently does on the Scout and Sentinels.
I was even thinking, solely on the Amarr Assault's case, if we could get a slight increase on the Heat bonus it would allow me to have an extra volley available to engage targets but I might be biased and just want my weapon to be more powerful, it would certainly be nice though :P
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
1999
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Posted - 2014.06.27 02:48:00 -
[6] - Quote
Atiim wrote:1st Lieutenant Tiberius wrote:Amarr Assault has the best bonus CCP has ever designed Not even close. +5% to Sidearm Clip Size per Level was far better (and useful) than the Amarr Assault bonus.
I will disagree, the Amarr Assault bonus is a godsend to those who favor the deadly, sexy rifle that is the Scrambler. But I won't argue that the clip size bonus is pretty sweet
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
1999
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Posted - 2014.06.27 02:59:00 -
[7] - Quote
Atiim wrote:1st Lieutenant Tiberius wrote:Atiim wrote:1st Lieutenant Tiberius wrote:Amarr Assault has the best bonus CCP has ever designed Not even close. +5% to Sidearm Clip Size per Level was far better (and useful) than the Amarr Assault bonus. I will disagree, the Amarr Assault bonus is a godsend to those who favor the deadly, sexy rifle that is the Scrambler. But I won't argue that the clip size bonus is pretty sweet Clip Size Increase and Heat Sink Increase do the same thing, which is allow you to apply damage longer without interruptions (mainly reloading or overheating). However, the Amarr Assault bonus only affected 2 weapons, while the Minmatar Assault bonus affected 3 weapons. Not to mention that the Minmatar Assault could carry 2 of the weapons it affected, while the Amarr Assault could only carry one at a time. Minmatar Assault wins hands down.
Okay okay I'm biased I admit it, I just love my heat sink :3 I love my Sinwarden suit! <3
The Sinwarden of 0uter.Heaven
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