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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1404
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Posted - 2014.06.27 01:19:00 -
[1] - Quote
Assaults need the 2% damage per level that commandos have. Commandos are changed to 20% increased magazine and max ammo capacity per level.
Assaults need a bonus that benefits their weapon, and a bonus that benefits their racial tank.
These examples are to illustrate a point.
Assault skill: 2% light/sidearm damage per level.
Amarr: 5% laser weaponry heat buildup and 5% armor plate efficiency per level Caldari: 5% decreased reload of hybrid - rail weaponry and 5% efficiency to shield extenders per level Gallente: 5% decreased hybrid - blaster weaponry kick and 5% efficiency to armor repairers per level Minmatar: 10% increased projectile/explosive weapon magazine size and 10% efficiency to shield rechargers per level
This makes assaults a general purpose slayer suit, good at dealing damage with some staying power, but not near as much as heavies. Change bonuses as needed (personally I'd make minmatar have increased damage mod efficiency instead of recharger) to balance, but the idea remains. One racial weapon bonus, and one racial tank bonus.
Calmanndo user with nova knives: Because someone has to do it.
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1404
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Posted - 2014.06.27 01:34:00 -
[2] - Quote
gustavo acosta wrote:Alena Ventrallis wrote:Assaults need the 2% damage per level that commandos have. Commandos are changed to 20% increased magazine and max ammo capacity per level.
Assaults need a bonus that benefits their weapon, and a bonus that benefits their racial tank.
These examples are to illustrate a point.
Assault skill: 2% light/sidearm damage per level.
Amarr: 5% laser weaponry heat buildup and 5% armor plate efficiency per level Caldari: 5% decreased reload of hybrid - rail weaponry and 5% efficiency to shield extenders per level Gallente: 5% decreased hybrid - blaster weaponry kick and 5% efficiency to armor repairers per level Minmatar: 10% increased projectile/explosive weapon magazine size and 10% efficiency to shield rechargers per level
This makes assaults a general purpose slayer suit, good at dealing damage with some staying power, but not near as much as heavies. Change bonuses as needed (personally I'd make minmatar have increased damage mod efficiency instead of recharger) to balance, but the idea remains. One racial weapon bonus, and one racial tank bonus. I like the idea, but without some change to the scout suit, this change won't be enough to render the scout impractical for assault use. This is a good incentive for assaults to be assault suits(as if they can do anything else), however it would not in any way hinder scouts from being the assault suits they are at the moment. My idea is to limit scout to 2 sidearms. Their job isn't to kill, its to scout and relay Intel. The sidearms allow it to defend itself long enough to break contact and escape.
Now assaults deal more damage, and scouts can't play as slayers.
Calmanndo user with nova knives: Because someone has to do it.
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1404
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Posted - 2014.06.27 01:59:00 -
[3] - Quote
My idea is to limit scout to 2 sidearms. Their job isn't to kill, its to scout and relay Intel. The sidearms allow it to defend itself long enough to break contact and escape.
Now assaults deal more damage, and scouts can't play as slayers.[/quote]
I don't like the idea of a scout not being able to use a light weapon because two of the scout suits are already ridiculously gimped in terms of being a suit. It is also a very over-simplified way to deal with the issue...[/quote] What makes slayer suits is there ability to deal damage. Limiting them to 2 sidearms gives them plenty of options. The other 2 scout suits are gimped regardless of whether or not they can for light weapons or not, and need to be addressed separately.
Calmanndo user with nova knives: Because someone has to do it.
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