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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 16:50:00 -
[1] - Quote
Alright, this was discussed very shortly by some friends of mine, and i just came up with an idea, so plz don't knif me.
The commando is a weapons specialist, relying on his weapons almost entirely to deal damage. Thus it is a necessity that they be able to attack from range, and attack for extended periods.
Here is my idea:
Commando Role Bonus: +20% to Ammo Capacity per level
Minmatar: +5% to clipsize per level(this allows MinCommando to efficently suppress, and makes up for the weakness that is low DPC)
Amarr(this one is weird IMO): +5% to Heat Buildup per level
Gallente: +5% to Effective Range per level, or Reload, or Dispersion/kick.
Caldari: +5% to (this one is weird too) +5% to Effective Range per level.
Now, the assault is designed as a type of Blitzkrieg unit, to attack with blinding ferocity and have enough speed/regen to escape and heal, as for Amarr, they are a Stand N Deliver race, so i'm unsure.
Role bonus: +2% to Dmg/RoF per level
Minmatar: +5% to Reload Speed per level(IMO the MinCommando is simply a bonus wise better assault, and i'm lv5 Commando.)
Amarr: +5% to Heat Buildup/Cooldown per lev(the assault is a blitzkrieg, so an LMG style Scr that can fire for extended periods is more of a commando thing, but the Cooldown bonus might be better suited to the Commando, as it helps to reduce time between OH/refire, Amarrians plz discuss this one)
Gallente: +5% to Kick/Dispersion per level(this would go finely with a RoF or Dmg increas, as it allows to accurately place your now-increasd DPS.)
Caldari: (again, a weird one, as EvE wise i only know of them as snipers/missile boats.) my hope is to not include a DPS bonus, as that's the Role, but we can't add range or dispersion as they are useless. Maybe Clipsize? But that steps on Min Assault's toes.
Tl:Dr(wht duz this meen) assaults need to be specialized into quick recovery, quick damage dealing role, Commando is the slower, more spread out DPS from range role.
Discussion topics: whether the Assault Role bonus i propose should be a Racial bonus, allowing for Reload to become a Role, or to make me STFU and leave things alone.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Spectre-M
The Generals
557
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Posted - 2014.06.26 17:13:00 -
[2] - Quote
My Amarr assault 5 and ScR pro 5 is good where it's at, although I think a buff to regen would help define the blitzkrieg style. Allowing assaults more regen will give them the ability to push the frontline while using cover to heal up.
It would also help the Amarr style of long range point domination.
This would also make the min and cal very good at pushing cover to cover quickly. The gal would need this as well as it would give a better buffer before hitting armor.
Minnmitar in Amarr armor.
A Wolf in Sheeps clothing.
May the Empress live till she graces my sights.
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 18:57:00 -
[3] - Quote
How do you enforce an Armor Tanker(especially Amarr) being a regen master?
Also, i personally feel the Amarr Assault's bonus to Heat Buildup would be better fitted for the Commando, and replaced with a bonus to Cooldown.
However, i'm a minmatar.
Currently the Commando's bonuses in general are too Assault-esque, but we can't just 'come up With new bonuses for Commandos without steppin on the current Assault bonuses, which already support a Suppression mindset(example: Caldari/Minmatar bonuses)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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1st Lieutenant Tiberius
0uter.Heaven
1992
|
Posted - 2014.06.26 19:10:00 -
[4] - 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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Spectre-M
The Generals
558
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Posted - 2014.06.26 19:32:00 -
[5] - Quote
I believe the ScR skill gives a bonus to cool down.
Making the regen buff a scaled value might work. Having the shield based suits better regen while having slightly less regen rate and delay for the armour based suits.
So Minnie and Cal would get the better regen delay and rate while the Amarr and Gal having less.
Minnmitar in Amarr armor.
A Wolf in Sheeps clothing.
May the Empress live till she graces my sights.
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 19:42:00 -
[6] - Quote
Also i forgot to add the Racial Defensive bonus(scouts get 3 bonuses, so do Sentinels, Commandos get 2 skillbased, and a suit inherent, which is 2 LW.)
Any ideas for a Racial Defensive bonus? My first thoughts are: Minmatar: +x% to Shield Recharger per level Caldari: +x% to either Shield Extender or Shield Regulator per level. Gallente: +x% to Armor Repair Efficacy or reduction in Armor Plate's movement penalty per level. Amarr: +x% to Armor Plate Efficacy(HP) or Armor Repairer per level.
Will also try to edit OP.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 20:03:00 -
[7] - Quote
Bump
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Spectre-M
The Generals
559
|
Posted - 2014.06.26 20:31:00 -
[8] - Quote
Lynn Beck wrote:Also i forgot to add the Racial Defensive bonus(scouts get 3 bonuses, so do Sentinels, Commandos get 2 skillbased, and a suit inherent, which is 2 LW.)
Any ideas for a Racial Defensive bonus? My first thoughts are: Minmatar: +x% to Shield Recharger per level Caldari: +x% to either Shield Extender or Shield Regulator per level. Gallente: +x% to Armor Repair Efficacy or reduction in Armor Plate's movement penalty per level. Amarr: +x% to Armor Plate Efficacy(HP) or Armor Repairer per level.
Will also try to edit OP.
Edited OP, currently Amarr Commando is lacking an offensive Bonus, as the Cooldown Bonus was rejected for AM Assault, as somebody felt it 'noobish', needs further discussion.
Looks a lot better. Playing to each races strengths without over stepping the others. Although I'm not sure how it works in eve but would the regen rate for cal and regulation for Minnie fall inline with lore?
Minnmitar in Amarr armor.
A Wolf in Sheeps clothing.
May the Empress live till she graces my sights.
|
1st Lieutenant Tiberius
0uter.Heaven
1995
|
Posted - 2014.06.26 20:51:00 -
[9] - 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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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 23:50:00 -
[10] - Quote
Spectre-M wrote:Lynn Beck wrote:Also i forgot to add the Racial Defensive bonus(scouts get 3 bonuses, so do Sentinels, Commandos get 2 skillbased, and a suit inherent, which is 2 LW.)
Any ideas for a Racial Defensive bonus? My first thoughts are: Minmatar: +x% to Shield Recharger per level Caldari: +x% to either Shield Extender or Shield Regulator per level. Gallente: +x% to Armor Repair Efficacy or reduction in Armor Plate's movement penalty per level. Amarr: +x% to Armor Plate Efficacy(HP) or Armor Repairer per level.
Will also try to edit OP.
Edited OP, currently Amarr Commando is lacking an offensive Bonus, as the Cooldown Bonus was rejected for AM Assault, as somebody felt it 'noobish', needs further discussion. Looks a lot better. Playing to each races strengths without over stepping the others. Although I'm not sure how it works in eve but would the regen rate for cal and regulation for Minnie fall inline with lore? Sadly, there is no Regeneration Delay in EVE.
I do believe though, that Min ships bonus to Boosters, while Caldari boosts to Hardeners or Extenders.
IMO, Caldari should have unmatched Shield HP, and a brilliant Shield Delay, keeping them as constantly slow shield repair, while Minmatar has longer delays. Lower HP, but higher regen(honestly, just swap the Cal/Min suit's regens, in exception to maybe the Sentinel.)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
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Lynn Beck
NoGameNoLife
1943
|
Posted - 2014.06.26 23:52:00 -
[11] - Quote
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.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
1st Lieutenant Tiberius
0uter.Heaven
1998
|
Posted - 2014.06.27 02:27:00 -
[12] - 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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Lynn Beck
NoGameNoLife
1948
|
Posted - 2014.06.27 02:32:00 -
[13] - Quote
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?
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
1st Lieutenant Tiberius
0uter.Heaven
1999
|
Posted - 2014.06.27 02:39:00 -
[14] - 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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DeathwindRising
ROGUE RELICS
379
|
Posted - 2014.06.27 02:40:00 -
[15] - 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?
flat suit bonus of 25% instead of a 5% per level bonus related to a skill to armor rep modules |
Lynn Beck
NoGameNoLife
1949
|
Posted - 2014.06.27 02:42:00 -
[16] - Quote
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.
Edit: whoops, read the last half of your post XD
Still though, at least you're trying. I keep hearing 'oh god, buffing Flaylocs!? Grreat now it's 1.4 all over again and we'll have Assaults twinwielding them to 2 clip Sentinels.'
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Atiim
NoGameNoLife
9894
|
Posted - 2014.06.27 02:46:00 -
[17] - Quote
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.
NoLifing DUST for the Officer Swarm Launcher.
"Many things in life are subjective, morality is one of them..."
-HAND
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1st Lieutenant Tiberius
0uter.Heaven
1999
|
Posted - 2014.06.27 02:48:00 -
[18] - 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
|
Posted - 2014.06.27 02:48:00 -
[19] - 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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Atiim
NoGameNoLife
9894
|
Posted - 2014.06.27 02:48:00 -
[20] - Quote
I'm a bit concerned with giving something as powerful as Assault mk.0 a damage bonus and RoF bonus.
Personally however, I think the Commando is fine where it's at, and that the Minmatar Assault should have it's bonus returned. As well as a regen buff for Assault suits.
NoLifing DUST for the Officer Swarm Launcher.
"Many things in life are subjective, morality is one of them..."
-HAND
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DeathwindRising
ROGUE RELICS
379
|
Posted - 2014.06.27 02:51:00 -
[21] - Quote
1st Lieutenant Tiberius wrote: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)
then the scout suit needs a bunch of stuff removed from it. get rid of its 2nd equipment slot, get rid of its light weapon slot to start. sure its harsh, but it needs to be done.
if a commando is faster than a sentinel because it cant fit a heavy weapon, and an assault is faster than a commando because it cant carry two light weapons, the scout should only carry sidearms.
the problem with this is that the scouts would lose their shotguns and sniper rifle (do scouts even snipe?)
someone said we could make a medium weapon class, and reclass all the light weapons as medium weapons. then reclass the shotgun and sniper rifle as light weapons. scouts would only be able to use light weapons
i think everyone agrees that scouts are too combat effective. i think they need less offensive power and their second equipment slot should really be reconsidered |
Atiim
NoGameNoLife
9894
|
Posted - 2014.06.27 02:57:00 -
[22] - Quote
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.
NoLifing DUST for the Officer Swarm Launcher.
"Many things in life are subjective, morality is one of them..."
-HAND
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1st Lieutenant Tiberius
0uter.Heaven
1999
|
Posted - 2014.06.27 02:59:00 -
[23] - 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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Lynn Beck
NoGameNoLife
1949
|
Posted - 2014.06.27 03:15:00 -
[24] - Quote
Atiim, i meant either.
The question though is unload the clip faster(but not affecting Plc or Scr) or deal straight up more DPC/DPS?
Why i'm posting these things.
Also, Commando bonus to damage is more of an Assault's bonus, as Commandos are (suppose to be) suppression/ranged fighters, attacking from behind the front line. The problem is that Assaults don't want to Frontline, because they're inferior.
Assaults grt bonuses to keep shooting longer, but their stats don't allow them to 'just keep shooting'
Commandos on the other hand, especially my Minmatar, can conpletely usurp their suggested role by adding 1 tank mod and 1-2 regen mods.
IMO, Assault/Commando need to swap their bonuses for the most part.
Also, as for Swarm Launcher on Minmatar Commando, it will still have a bonus: a 4th shot at prototype(if my bonus holds true) remember Sidearm bonus on flay? Lv4 unlocke 4th round.
Also: having the Max Ammo bonus means you can still AV fine, just not be stepping on an assault's toes. You'd have 11 rounds of swarm with maxed Commando, and 16 with max Ammo skill. Now you don't need to carry a nanohive, and can fit Remotes or a Uplink, allowing you to either spawn in AV squadmates, or you can lay a trap for when they go to move away.
Assaults would be the suit focusing on straight up DPSing them and killing them, while you will be able to forcibly remove them by sheer volume of un-nest-tied swarms!
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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DeathwindRising
ROGUE RELICS
380
|
Posted - 2014.06.27 07:53:00 -
[25] - 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.
i would prefer to see all assault suits have bonuses like these.
id give the gallente a damage bonus to plasma weapons, just because their whole race is about ease of use.
the caldari... id give them an optimal range bonus to rail weapons
id also give each suit a defensive bonus.
amarr and gallente get bonuses to armor module efficacy
caldari get a bonus to shield module efficacy
minmatar get a bonus to both shield and armor efficacy, but their bonus would be a slightly smaller percentage |
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