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gustavo acosta
Tharumec
79
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Posted - 2014.06.26 21:42:00 -
[1] - Quote
Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits.
Solution:Inconclusive, there are many ways to remedy said situation. The main remedy that scouts are banking on is that assaults become buffed to a point that it would be impractical for a scout to act as an assault. (Or that assaults become buffed to a point so that assault users are happy enough to forget that scouts can still perform the same role.)
Suggestion: As a gallente scout, assault, heavy, and logistics player, I believe that scouts should have their innate shield regeneration switched with that of the assaults. And that possibly lengthen the recharge delay of scout suits. (Generally the regeneration of health being so quick is the main issue I find with scout suits maybe add a delay to armor repair as well)
Why? Because I believe scouts should play the role of stealth and speed, if said shield changes are made it would deter scouts from attacking enemies in quick succession.
Ex: With the current hp regeneration a scout is able to Attack---->Cloak and hide for short amount of time-------Return attack again
With proposed change scouts will be more along the lines of Attack----->Cloak and hide for enough time to replenish------>return and attack. Assaults will use the latter method and fulfill their role at "assaulting. "
Also with said changes Caldari Scouts will be less tempted to just stack shields because the recharge time would not allow them to do so effectively. Gallente Scouts will also be less likely to become a brick tank because of the time it will take considerably longer to get shield back and armor repairers will become more attractive to run . (I thinks there should be another penalty to regeneration with the gallente scout, but it might even out because their innate armor repair is only 3hp/s not sure though)
Issue with this: Amarr and Minmatar scout will be gimped even more now that their shields(especially minmatar scout) will not replenish at the higher rate. (probably leave the recharge rates the same with these two suits so they have a better role on the battlefield, but conflicts with the whole "Caldari have the best regeneration of all suits" )
Hopefully better ideas will be given in the replies to this post, rather than just rage about not fixing scouts.
If there is anything I missed please point it out for me...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
79
|
Posted - 2014.06.26 23:48:00 -
[2] - Quote
TL;DR : Scout can go into battle step out for a little and come back because of regen so assaults and scouts regen should be switched...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
81
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Posted - 2014.06.27 00:10:00 -
[3] - Quote
Lynn Beck wrote:Honestly, scouts were complaining before that they had NO regen, mainly on Armor, requiring a logi.
The 3/s i feel is fine, but the assault needs a buff, maybe to 4 or 5/s, keeping it as 'slightly more regenerative' than a Scout.
Make shield delays 1s longer than the assault, eg 3/4 Seconds on Caldari Assault, 4/5 on Scout.
IMO, Assaults need better regen than Scouts/basic meds, but needs to not be monstrous.
The only issue I have is that the line between what a scout should be able to do, and an assault should be able to do would still be very skewed if we do nothing, and when they do buff assaults it would have to be something pretty drastic in order for players to consider scouts to be impractical for doing the assault role.
However this is a relatively small change.
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
82
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Posted - 2014.06.27 00:54:00 -
[4] - Quote
shady merc wrote:I don't think the issue with assault is the fact that scouts regen to fast(the assault do need faster regen just not scout level). The problem lies within how much HP the scouts has and how easy a scout can equip 1 of the 4 Racial Rifles,
I am working on a post now. I believe the best way to make a role for the assault player is to make them the RifleMen of Dust. They would give up the least amount of thing in order to fit one of the 4 rifles we have. Hopefully I will have my post done tonight. I believe we can balance the assault by changing the CPU/PG of a couple of modules along with smaller tweaks to the suits. If we limit the HP potential of the scout better then we can ensure the assault carves a niche between scouts and commandos.
Not sure why assaults shouldn't have the best regen, they're assaults they need to be able to go into battle and take cover long enough so they can attack again.
The reason tanked scouts exist is not because they are able to do so, but because it is practical to do so. It is practical for a cal scout to tank shield extenders because their innate regen will bring it back in just a few seconds. Also this change would make a lot of sense because CCP generally makes changes to suits in order to make running a role impractical, such as with the logi-assault issue CCP incentivized logis to do the logi role by giving them logi-role bonuses, as well as removing their innate armor reps, thus making logi-assault less practical.
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
84
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Posted - 2014.06.27 01:09:00 -
[5] - Quote
shady merc wrote:Yes they are tanking because it works. I am suggesting we limit their stacking of hit points not reduce their regen. Even with my vision the Assault still needs a boost to regen just not become better then scouts. A scout needs to pop in hit you with a high alpha weapon and disappear. they need the high regen to fight like this. They do not need the 400-600 hit points.
The issue is that it is rare that CCP changes a suit so you can only have x armor and x shields, in fact i've never seen them limit a suits' capabilities not even the Logi-assault. This means that, yes even after the changes made to assaults and scouts, there will still be scouts that stack armor and shields, but it should be impractical to do so. CCP doesn't do the whole "you can't do THIS with THIS suit," in fact they encourage the innovation in suits. However, issues arise when suits begin to outperform suits outside their intended role.
In other words, you can still run a logi-assault suit but it should never outperform a real assault suit in terms of capabilities...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
84
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Posted - 2014.06.27 01:30:00 -
[6] - Quote
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.
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 01:39:00 -
[7] - Quote
[/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...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 02:06:00 -
[8] - Quote
Alena Ventrallis wrote: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.
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.[/quote]
The issue i have is that it limits the capabilities of a scout to use speed and stealth attacks, as well as propagates the idea that scouts should not be killing at all...
also we should stop quoting i really messed that part up...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 02:23:00 -
[9] - Quote
Seymour KrelbornX wrote:I don't think regen on a scout should matter...
they should be dead in a few hits.
scouts should not have any shield or armor tank.... they are speed tankers (or should be).
a scout who is seen should be a dead scout. an unseen scout however should be a deadly scout...
I was against making cloaks less "cloaky" I think they should be invisible to all but scans. and I think they should move much quicker. but a proto scout should die from a few shots from an std rifle, and 1/4 of a shotgun blast.
right now scouts do the assaults job better than the assault should be able to do it.
The role of a scout is that of either speed or stealth or a combination of the two, and stamina for the Amarr, however regen is a big part of why scouts do a better job of being assaults. When scouts do an invisible attack, as in cloak, attack ,re-cloak, leave, they only take a few seconds to replenish their health and come back to attack the enemy. If you change the regen it will make assaults better at continuously "assaulting" the enemy, it will also deter scouts from doing the job of the assault because it will take longer for them to be in the condition to do so...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 02:31:00 -
[10] - Quote
Anmol Singh wrote:gustavo acosta wrote:Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits.
Solution:Inconclusive, there are many ways to remedy said situation. The main remedy that scouts are banking on is that assaults become buffed to a point that it would be impractical for a scout to act as an assault. (Or that assaults become buffed to a point so that assault users are happy enough to forget that scouts can still perform the same role.)
Suggestion: As a gallente scout, assault, heavy, and logistics player, I believe that scouts should have their innate shield regeneration switched with that of the assaults. And that possibly lengthen the recharge delay of scout suits. (Generally the regeneration of health being so quick is the main issue I find with scout suits maybe add a delay to armor repair as well)
Why? Because I believe scouts should play the role of stealth and speed, if said shield changes are made it would deter scouts from attacking enemies in quick succession.
Ex: With the current hp regeneration a scout is able to Attack---->Cloak and hide for short amount of time-------Return attack again
With proposed change scouts will be more along the lines of Attack----->Cloak and hide for enough time to replenish------>return and attack. Assaults will use the latter method and fulfill their role at "assaulting. "
Also with said changes Caldari Scouts will be less tempted to just stack shields because the recharge time would not allow them to do so effectively. Gallente Scouts will also be less likely to become a brick tank because of the time it will take considerably longer to get shield back and armor repairers will become more attractive to run . (I thinks there should be another penalty to regeneration with the gallente scout, but it might even out because their innate armor repair is only 3hp/s not sure though)
Issue with this: Amarr and Minmatar scout will be gimped even more now that their shields(especially minmatar scout) will not replenish at the higher rate. (probably leave the recharge rates the same with these two suits so they have a better role on the battlefield, but conflicts with the whole "Caldari have the best regeneration of all suits" )
Hopefully better ideas will be given in the replies to this post, rather than just rage about not fixing scouts.
If there is anything I missed please point it out for me... ****** idea beyond sh*t.
How so?
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
85
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Posted - 2014.06.27 04:48:00 -
[11] - Quote
shady merc wrote:Changing the Recharge rate or delay of the scout will only cause Caldari Scouts to become Gallenete brick tank scouts. Who can still scan down your assault suit or make the scout suit disappear from the battle field. Lets look at some examples I see playing out.
Scout 1 has high regen and low hit points. He does his job and sneak behind your team and shotguns someone in the back. You hear the shot turn and hit him a few times. The scout breaks combat and tries to escape. His high recharge allow him to gain back some of that life back so he can take another hit from you before finding cover or disappearing.
Scout 2 has lower then assault regen and low hit points(he attempting to be a scout) He does his job and sneak behind your team and shotguns someone in the back and hits you with a couple of smg bullets. You hear the shot turn and hit him a few times. Now he can try to break combat and run away, but you regen faster then he does so it benefits you if combat is broken, He could stay an fight and attempt to out last you with inferior hit points but will most likely die. If he runs you can pursue him and put the last bullet in him before he finds cover.
Scout 3 has lower then assault regen and high hit points(Scout 2 learned to not be a scout) He does his job and sneak up behind your team. Guns down you squad mate with his CR and starts hitting you. You return fire. Now Scout 3 already knows it more beneficial to you if combat breaks so he in it for the long haul and is fully plated up. Due to the plates their is a marginal difference between your Hit points and scout got the drop on you. Your losing the hit point war so you try to break combat to make use of your high regen but the scout is faster then you and it not going to let you escape. You die.
Example 1 Scout 1 was rewarded for playing his role and feels good about the choices he made. And in this case even if he didn't find cover he probably blames himself for dying.
Example 2 Scout 2 receive no reward for doing playing his role. Yes he killed a guy but he can't escape from you.
Example 3 Scout 3 was able to gun down 2 people because it was better for him to play like an assault and tank up due to not having high regen. He also learned the using niche weapon that require position are not worth the effort and instead sticks solely to the Rifles. Scout 3 wants to fight like scout 1 but if he tries he ends up being like scout 2. So Scout 3 become an assault scout so he can still enjoy the game.
The biggest issue that we have balancing suits is the CPU and PG cost of modules. Look at the scout, it is easier to fit armor plates and shield regulators in a low slot then it is to fit Kin Cats and Code breakers. Its cheaper to fit Combat rifles then shotguns. Why regulate yourself to an intended role when you can equip more stuff by acting like an assault.
(I would like to thank everyone this has been a good discussion on the matter)
The obvious answer would be to either increase the recharge delay and allow the same amount of regen, because then scouts would be able to still regen, or to allow the same recharge delay and lower the amount of regen. This would also incentivize scout to do more than just stack shield or armor plates.
Low regeneration rate would incentivize scouts to use shield rechargers or energizers, as well as armor repairs, and shield regulators. It is because of the high regeneration of health that scouts have they do not worry about stacking too much armor/ shield, because they will quickly come back.
Higher regeneration rate on assault will allow for assault suits to return to the battlefield and fulfill their role of assault.
Also a bricked tank caldari scout would not be as good as you would think mainly because it has to use one slot for reps and the other slot for plates. Also if said changes to shield regen as well then caldari scouts would take longer to get thier shield back when they are injured even with the stacked shields....
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
92
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Posted - 2014.06.28 01:51:00 -
[12] - Quote
Look Bojo, right now is not the time for semantics, if I have to be absolutely clear, I'll correct my statement. "I believe that scouts should play the role of stealth and speed, in terms of movement."
If the health of a scout is supposed to be very low, which theoretically it should be, it wouldn't need such a high regeneration rate because it would little have hp to restore and would still take a short time to regen, though slightly longer than it does now.
I understand your scout proposal would be very applicable, however CCP does things in a certain manner, a manner which your proposal would contradict. If a penalty were to be added to tanking modules all suits would be affected by it. In other words, the form in which CCP balances this game is that of all or nothing, no "one," suit is affected by a penalty of a specific module. Cloaks for instance, high cpu/pg suits are able to use them, however it is not practical to do so because they do not get the bonus, or the dampening benefit, that scouts do, however there is nothing hindering anyone from using said cloak on anything other than scouts. This theory is also applied to logistics-assaults, and scout logistic suits.
If any change to scout suit it would dishearten scouts to tank, however it would hinder not them in anyway to attempt to tank. As assaults need a buff in order to better the suit in the role of continuous attack, or as I believe an Assault should behave, I thought would be appropriate...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
92
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Posted - 2014.06.28 03:35:00 -
[13] - Quote
Scout tanks work BECAUSE they can regenerate so quickly. In terms of E-war, I do believe that one of the medium frames should be able to counter the use of invisibility, however this is not the topic of my proposal. This addresses how to deter scout from tanking health by making it unattractive. What's more unattractive than knowing that if you tank your suit the health will take too long to come back after an engagement?
With the proposed change scout will have to choose between doing their role, or making an attempt at finding a good combination of regeneration and tank modules in order to survive a battle, and act as an assault.
As I said if a scout is doing their job they shouldn't need such a high regeneration rate in order to regain all their health...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
92
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Posted - 2014.06.28 04:43:00 -
[14] - Quote
I do SUCK, as a scout I sympathize with your unyielding desire to keep scouts in their current position in the game. However I find your lack of constructive criticism detrimental. If you're gonna trash talk please do so in a more coherent, and or, constructive manner.
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
93
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Posted - 2014.06.28 05:03:00 -
[15] - Quote
I do SUCK wrote:gustavo acosta wrote:I do SUCK, as a scout I sympathize with your unyielding desire to keep scouts in their current position in the game. However I find your lack of constructive criticism detrimental. If you're gonna trash talk please do so in a more coherent, and or, constructive manner. Meh I'm not the best critic for god but I'll troll all day let's let bojo explain it he's a better explainer thingy p.S he's better then me You could at least try...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
93
|
Posted - 2014.06.28 07:48:00 -
[16] - Quote
Cross Atu wrote:gustavo acosta wrote:Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits. This is why (among other reasons) the Assault role needs to be defined by it's gank not it's tank. Give Assault suits a damage push that's native to the suit. Nerfing scouts will no more make the Assault viable than nerfing Logi will make the assault viable. Even nerfting both will just mean that the heavy suits become the only worth while option. Assault suits need both love and uniqueness, Without making them excel within a niche (LW dps output) they will remain in contention with too many other suits because of their current status as 'mid-range generalists'. Revisiting balance after the assault suits get the touch ups they require will, in my view, be more effective than altering the scouts (or logis) before we know what changes will ultimately come to the assault suits. Cheers, Cross Unfortunately, if you had done more than just skim through this thread, you would have read my proposal that assaults should take the role of high regeneration rate and this would in fact help in their role of "continuous attack." This is would not be a nerf, it is re-balancing.
To suggest that Scouts are currently in a good spot for their would be an understatement, they are in fact excelling in all roles. Heavies only take the role of damage and hp tanking, I mean they do have regenerative but currently they equal the assault. Preventing Scouts from excelling at said assault role is also important, because it perpetuates balance.
Honestly I have not seen any good idea put together on how to stop scouts from doing the assault role beyond limiting the suit's capabilities to certain weapons, or certain amounts of hp. Though this is a simple way of prevention of said abuse it is unlikely to occur considering CCP's pattern of re-balancing the game. I understand candidates tend to say things in order to keep the majority happy, in this case scouts, however I do not approve of you brushing off my idea as a simple "Nurf da scout," thread, as this is how you answered.
I should know I'm a scout...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
93
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Posted - 2014.06.28 08:17:00 -
[17] - Quote
Bojo The Mighty wrote:gustavo acosta wrote:Scout tanks work BECAUSE they can regenerate so quickly. In terms of E-war, I do believe that one of the medium frames should be able to counter the use of invisibility, however this is not the topic of my proposal. This addresses how to deter scout from tanking health by making it unattractive. What's more unattractive than knowing that if you tank your suit the health will take too long to come back after an engagement?
With the proposed change scout will have to choose between doing their role, or making an attempt at finding a good combination of regeneration and tank modules in order to survive a battle, and act as an assault.
As I said if a scout is doing their job they shouldn't need such a high regeneration rate in order to regain all their health... You're not bridging the connection between low HP and fast recovery. You can't make a light suit be the medium. Here is how things work: Heavy - High HP - Slow Speeds - Heavy Weapons or 2 Light Medium - Medium HP - Medium Speed - Most Slots Light - Low HP - High Speeds - eWar This is how things work because it's on a balance scale. Every suit has a frame weight pro, con, and specialty. Your suggestion would balance as so: Medium - Medium HP - High Regen Speed/Medium Movement - Most Slots Light - Low HP - Medium Regen/Fast Movement- Ewar You end up with an imbalance. The notion of trying to suggest a method of dissuading scouts from tanking is noble however as you say you have many suits and you stand less to lose from such a suggestion. CCP has already castrated scouts by nerfing eWar instead of tanking. You want to further it and castrate our regen all in the name of nerfing tank? If you want to nerf tank then nerf tank! Why must people suggest building a 70 mile road around the problem? Scouts should not be HP tanking so why nerf regen and eWar? If you take away regen and eWar what else is left to do but tank? Also to end on a note of lemon zest I would agree with Cross as a good direction for the Assault to take.
The issue with your balance scale is that it entails that Scouts are able to do everything fast, however this in turn causes imbalance. Because Scouts can do everything fast, and tank, the assault suit loses its role. Just because something makes sense when you write it out doesn't make it right.
Any direct nerf tank modules would affect all suits and in no way give scouts any form of advantage, other than lowering TTK so that this game becomes more like COD. Also, the E-War changes were also necessary because no suit should be completely invisible to every form of E-War, this includes scanners. Unless you want to do the cloak method of making armor and shield modules 300 cpu/ 39pg with assaults getting the bonus allowing them to tank, but then this leaves out logis, medium frames, and heavies, so I doubt it.
This game has always been about being able to innovate the inventory to your playstyle, this means suits outside of their intended role should be able to function, however, to allow a suit to excel outside of their intended role and surpass the suit meant for it, was always discouraged.
If you're a scout and you want to tank, be my guest tank, but as I've said it should have never been able to take over the assault's role.
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
93
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Posted - 2014.06.28 08:24:00 -
[18] - Quote
Also, Bojo, when you think about it, a real scout with say 15 h/s is still techinically fast regn...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
95
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Posted - 2014.06.28 17:26:00 -
[19] - Quote
I never suggested that assaults should have high eHP, I suggested that the mid-range of the assault's eHP should regenerate quicker because it will outline their role. As I have stated this is not a nerf this is a change. Nerf=something is OP make it weaker, buff=something is UP make it better, change=there is an inconsistency in the game that needs addressing. The inconsistency in scouts is that they are apparently "not supposed to be able to tank effectively" however their innate regeneration rewards them to do so. If assaults, and probably medium frames considering they share identical stats, were able to do this they could fulfill their role on the battlefield.
This is only one idea, but I have yet to see any other more applicable ideas that would work for the manner in which CCP balances this game. This includes the whole "force logi to fill equipment," which I am against because it limits innovation of the logi suit. I believe that the role of suits should be made obvious, however I do not believe we should baby the players of this game by forcing them to run their suit in a way that coincides with their role rather than their choice. That being said if a player does attempt to do a role outside of intended the attempt should not out-perform the suit to which said role is intended.
I also never suggested this should be the only change made to the scout suit it is only the inconsistency that I had noticed one day when trying to tank scout, well succeeding. If scouts are supposed to have low Hp then why does their regeneration rate have to be so high? But back to assault, I believe assault suits should get better bonuses that would define their role deeper, however this thread is not for that. This thread is a suggestion for said adjustments, and would in fact give the assault a niche for use, though said niche has not even been defined by you. I have also acknowledged in this thread that the Amarr and Minmatar scouts' role would have to be more defined, or subjected to different less drastic changes, in order for said change to work. (Cross Atu,no offense but you still seem fairly ignorant when it comes to what I am actually proposing, and yoursolutionsseemlikeobviousthingsandreallyprovidenothingconcrete)
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
95
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Posted - 2014.06.28 18:39:00 -
[20] - Quote
Bojo The Mighty wrote:I can't make you see your folly you are hell bent that the role of the Assaults is to regen. However I am not threatened by your suggestion because it will never come true. Just like 99/100 of all suggestions. You have not provided good enough evidence other than some chart you made up based on the word "fast"...
Also it seems that you have no better idea on how to improve assault/medium suits, honestly I'm fine if said changes don't occur, all I can do is hope that CCP does SOMETHING, but if they don't oh well I still have my assault, scout, logi and sentinal to have fun with, I could care less...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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gustavo acosta
Tharumec
97
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Posted - 2014.06.28 20:32:00 -
[21] - Quote
Thanks for clarifying Cross Atu, though I do not agree that assaults should be focused on damage output, because of the TTK issue it might bring I understand where you're coming from. I would also make it a point to remind that the assault suit is not the best in any form of eHP, because it is the second most visible, weakest (because lolscouttank), has no damage reduction. Also, I believe if scouts are able to perform the role of invisibility, and speed, and heavies HP tank, and devastating attacks, logistics medic, and intel(which needs to be somwhat buffed I believe but that's a different topic). The assault should play a role beyond just 25% more damage "IF" you use your racial weapon, in this case durability/regeneration.(assumption made from past changes to the game)
I believe that medium frames in general should be the second best in terms of durability, heavies being first, because they are unable to do their respective roles without durabilty(i.e. attack and logistics) , buffing their regeneration rate alone would help a great deal. I added that scouts should also be affected by this change because currently they are abusing the ability to regen their health quickly by tanking suits.
Unless the damage output given to assaults is monstrous, then scouts will still be rewarded more for running assaults than the actual assault suit for doing so.
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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