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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
|
Posted - 2014.06.30 21:36:00 -
[1] - Quote
I'm just working on another conceptual design for Dust and I'm at a bit of a crossroads on reworking Assaults, and I thought I'd ask you guys for some feedback to keep my train of thought rolling.
Assuming you could only pick 2 of these 3 Racial Bonuses, which would you pick for the Assault Class?
1. Bonus Damage for Racial Weapon (eg. +% Damage to Gallente Weapons/Lvl of Gallente Assault)
2. Bonus to Racial Weapon Support Attribute (eg. +% Reduction to Heat Buildup in Amarr Weapons/Lvl of Amarr Assault)
3. Bonus to Rapid HP Regeneration (eg. +% Shield Rechargers/Lvl of Minmatar Assault)
Like my ideas?
Pokey Dravon for CPM1
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Arkena Wyrnspire
Fatal Absolution
15074
|
Posted - 2014.06.30 21:43:00 -
[2] - Quote
2 and 3. 2 doesn't necessarily have to be something as awful as a reload bonus or recoil reduction bonus, I see no reason why it couldn't be a small damage bonus. The Amarr and Minmatar assaults have solid main bonuses (although a useful secondary one would be most welcome), it's just that the suits themselves are poor compared to the other suits.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
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Posted - 2014.06.30 21:49:00 -
[3] - Quote
Arkena Wyrnspire wrote:2 and 3. 2 doesn't necessarily have to be something as awful as a reload bonus or recoil reduction bonus, I see no reason why it couldn't be a small damage bonus. The Amarr and Minmatar assaults have solid main bonuses (although a useful secondary one would be most welcome), it's just that the suits themselves are poor compared to the other suits.
The structure I'm going for overall in the design:
1 Bonus/Lvl of the Frame Skill 1 Bonus/ Lvl of Assault 2 Bonuses/Lvl of [Racial] Assault
I actually find it interesting that you didn't pick #1 since that seems like an obvious choice in my mind, but its good to get different perspectives
Like my ideas?
Pokey Dravon for CPM1
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ADAM-OF-EVE
Dead Man's Game
1546
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Posted - 2014.06.30 22:05:00 -
[4] - Quote
for me the answer to all our problems is to make it a racial medium suit bonus with a seperate role bonus specific to assault effectiveness.
make the racial medium suit bonus specific to the weapon type damage and range of that race which should give it overall better damage/range combination over all the other classes putting them in a stronger position. then make the assault bonus specific to a task the assault could fill. my suggestion is av/and combat logistics like RE/Scanners.
then do the same for logis. with the medium damage bonus specific to mediums suits they could roll with the assaults but with support logistics like repairs and nanos. together they compliment and protect each other while they do their roles but if not needed they can still go out and kill equally as effective
All Hail Legion
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Arkena Wyrnspire
Fatal Absolution
15076
|
Posted - 2014.06.30 22:07:00 -
[5] - Quote
The racial weapon bonuses are a little more unique and I like them quite a lot. A straight damage bonus wouldn't be a bad idea, but as a matter of personal preference I like the things the 'support bonuses', as you call them, do for the racial weaponry.
I don't really see why it was split tbh. To me, it should just be two bonuses: 1. Racial weapon bonus. 2. Regeneration bonus.
The racial weapon bonus doesn't necessarily have to be in a specific category, in my opinion. There's no real reason you couldn't have the Amarr assault heat bonus, the Minmatar clip bonus, a Gallente RoF bonus, and a Caldari charge time bonus (Maybe, just throwing out random examples). They all have an effect on the ability of the weapon to do nasty things to people.
The regeneration bonus is something I strongly support for assaults. Giving them the ability to regenerate quickly allows more constant aggression, which is suited to 'assaulting' in general.
The scout regen rates are generally good examples of what I mean. The Caldari scout shield delay is 3 seconds, and it regenerates at 50 HP/s. That's fantastic - and an example of the kind of thing you should be able to bring a Caldari assault to, but with a greater tank.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
|
Posted - 2014.06.30 22:07:00 -
[6] - Quote
ADAM-OF-EVE wrote:for me the answer to all our problems is to make it a racial medium suit bonus with a seperate role bonus specific to assault effectiveness.
make the racial medium suit bonus specific to the weapon type damage and range of that race which should give it overall better damage/range combination over all the other classes putting them in a stronger position. then make the assault bonus specific to a task the assault could fill. my suggestion is av/and combat logistics like RE/Scanners.
then do the same for logis. with the medium damage bonus specific to mediums suits they could roll with the assaults but with support logistics like repairs and nanos. together they compliment and protect each other while they do their roles but if not needed they can still go out and kill equally as effective
Sooo... 1 & 2?
Like my ideas?
Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
|
Posted - 2014.06.30 22:18:00 -
[7] - Quote
Arkena Wyrnspire wrote: I don't really see why it was split tbh. To me, it should just be two bonuses: 1. Racial weapon bonus. 2. Regeneration bonus.
You know honestly you raise a pretty good point, I think I was trying to avoid giving Assaults 3 racial bonuses since I really only planned on giving each role 2 racial bonuses, but bundling the Damage and Support bonuses together is one way to look at it. I'll take that into consideration.
I'm also a massive fan of the idea that Assaults are the skirmishers, giving them the absolute highest regeneration rate/HP out of any role.
Like my ideas?
Pokey Dravon for CPM1
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11399
|
Posted - 2014.06.30 22:24:00 -
[8] - Quote
2 and 3.
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
628
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Posted - 2014.06.30 22:32:00 -
[9] - Quote
2 and 3
Commandos already got 1 and it should stay that way.
Now 2 needs to be some real thought out bonuses unlike the reload bonus. The Amarr Assault has a great one, although I think they should have it also have 5% to feedback damage or seize time idk.
Caldari need a reduction of spool time and range increase/ recoil reduction.
These kind of weaponry bonuses.
Don't you shiver
PS News
VIZZZIAM
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knight guard fury
Carbon 7 Iron Oxide.
1075
|
Posted - 2014.06.30 22:33:00 -
[10] - Quote
2 and 3
prof. should take care of 1
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
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Posted - 2014.06.30 22:46:00 -
[11] - Quote
Well then I won't lie that I'm a little surprised but so far people seem to unanimously agree than 2 and 3 are the best choices.
So with that said, few thoughts on regeneration
Caldari & Minmatar:
Caldari obviously need the most shields out of all of them, but should they get Recharge Speed to get that massive HP back faster? Or Decreased Delay so they're almost always recharging? I'd probably say go with the latter but the Delay bonus also makes a lot of sense for the Minmatar
Should the Caldari get Recharge Delay bonuses? or should the Minmatar? Thoughts?
Gallente: Bonus to armor repair is obvious, that's how they work in EVE.
Amarr: The Amarr are kinda tricky, as they're supposed to be the armor brick tanks, without much focus on regeneration. I don't think they should mirror the armor repair like the Gallente do. So while it's not really regeneration, how do you feel about a reduction to the speed penalty of armor plates? I feel it remains true to the Amarr racial theme as well as the idea of a skirmisher role.
Like my ideas?
Pokey Dravon for CPM1
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knight guard fury
Carbon 7 Iron Oxide.
1075
|
Posted - 2014.06.30 22:53:00 -
[12] - Quote
Pokey Dravon wrote:Well then I won't lie that I'm a little surprised but so far people seem to unanimously agree than 2 and 3 are the best choices.
So with that said, few thoughts on regeneration
Caldari & Minmatar:
Caldari obviously need the most shields out of all of them, but should they get Recharge Speed to get that massive HP back faster? Or Decreased Delay so they're almost always recharging? I'd probably say go with the latter but the Delay bonus also makes a lot of sense for the Minmatar
Should the Caldari get Recharge Delay bonuses? or should the Minmatar? Thoughts?
Gallente: Bonus to armor repair is obvious, that's how they work in EVE.
Amarr: The Amarr are kinda tricky, as they're supposed to be the armor brick tanks, without much focus on regeneration. I don't think they should mirror the armor repair like the Gallente do. So while it's not really regeneration, how do you feel about a reduction to the speed penalty of armor plates? I feel it remains true to the Amarr racial theme as well as the idea of a skirmisher role.
caldari should have the highest shield regain while the min should have the lowest delay. my min ass has an awesome bonus and i dont want it to change.FYI
gallente can have thier armor repair bonus making them more effective at passive repping
amarr are stacked armor with stacked dmg so they could have an added bonus to armor speed penalty reduction
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
|
Posted - 2014.06.30 22:58:00 -
[13] - Quote
I assume you're referring to the magazine capacity bonus? Yeah that one is pretty sweet.
The support bonuses should really offset the biggest downside of the gun, in my opinion.
Minmatar have small magazines in regards to their fire rate, so they get the magazine bonus.
Amarr are limited by heat capacity, so decreased heat buildup makes sense.
Gallente is.....a little trickier
Caldari is a pain in the ass. Reduced charge time is...nice? But I fear its not enough in comparison to other bonuses.
Like my ideas?
Pokey Dravon for CPM1
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DeathwindRising
ROGUE RELICS
386
|
Posted - 2014.06.30 23:05:00 -
[14] - Quote
Pokey Dravon wrote:Well then I won't lie that I'm a little surprised but so far people seem to unanimously agree than 2 and 3 are the best choices.
So with that said, few thoughts on regeneration
Caldari & Minmatar:
Caldari obviously need the most shields out of all of them, but should they get Recharge Speed to get that massive HP back faster? Or Decreased Delay so they're almost always recharging? I'd probably say go with the latter but the Delay bonus also makes a lot of sense for the Minmatar
Should the Caldari get Recharge Delay bonuses? or should the Minmatar? Thoughts?
Gallente: Bonus to armor repair is obvious, that's how they work in EVE.
Amarr: The Amarr are kinda tricky, as they're supposed to be the armor brick tanks, without much focus on regeneration. I don't think they should mirror the armor repair like the Gallente do. So while it's not really regeneration, how do you feel about a reduction to the speed penalty of armor plates? I feel it remains true to the Amarr racial theme as well as the idea of a skirmisher role.
caldari are slow, so they need short delays since they cant really move around much without cover. thing is though, im already getting delays of 1.6 seconds... so how much lower should we let it get?
the minmatar are so fast they can get in and out of danger no problem. they should have have longer delay but higher recharge rate. goes with their hit n run style.
Pokey Dravon wrote:
Caldari is a pain in the ass. Reduced charge time is...nice? But I fear its not enough in comparison to other bonuses.
if you cant offset a weakness, then enhance a strength. give them more optimal range lol |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
|
Posted - 2014.06.30 23:11:00 -
[15] - Quote
I kinda comes down to how should the suit play..
Should it have a short delay so nearly constantly recharging at a slow rate, much like armor repair? Or should it be a suit that needs to avoid damage for longer, but once that recharge starts, they're going to have full nearly instantly?
DeathwindRising wrote:
if you cant offset a weakness, then enhance a strength. give them more optimal range lol
Eh I'd like to avoid that, I try to avoid inconsistencies between variants as much as possible. Besides, most encounters happen within the optimal of weapons with a shorter range, giving the RR more range in most situations isn't going to help all that much, whereas the other 3 bonuses tend to benefit those weapons over a wider range of situations.
Like my ideas?
Pokey Dravon for CPM1
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3594
|
Posted - 2014.06.30 23:34:00 -
[16] - Quote
Pokey Dravon wrote:I assume you're referring to the magazine capacity bonus? Yeah that one is pretty sweet.
The support bonuses should really offset the biggest downside of the gun, in my opinion.
Minmatar have small magazines in regards to their fire rate, so they get the magazine bonus.
Amarr are limited by heat capacity, so decreased heat buildup makes sense.
Gallente is.....a little trickier
Caldari is a pain in the ass. Reduced charge time is...nice? But I fear its not enough in comparison to other bonuses.
Are you nuts? Drop the spool up time on the RR and that thing becomes redonkulous. Drop the charge sniper time and I will immediately skill back into the cal assault for my counter-sniping suits. I guess you could drop the lock time of swarms too... *moves away before Atiim starts drooling or sporting wood*
That bonus would be amazing and at least on par with the Amarr assault bonus, which as we all know is the current benchmark.
I also support a secondary "survivability" bonus to the Assaults too, that makes a lot of sense: - Better armor regen for Gallente - Reduced armor speed penalty for Amarr - A mixed bonus for Minmatar of some kind makes sense to me, maybe better shields but not as good as caldari, a little better armor regen, but not like gallente? - Caldari with the lower delay
Now that leaves us with the logi suits... -
(The godfather of tactical logistics)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2173
|
Posted - 2014.06.30 23:40:00 -
[17] - Quote
John Demonsbane wrote:Pokey Dravon wrote:I assume you're referring to the magazine capacity bonus? Yeah that one is pretty sweet.
The support bonuses should really offset the biggest downside of the gun, in my opinion.
Minmatar have small magazines in regards to their fire rate, so they get the magazine bonus.
Amarr are limited by heat capacity, so decreased heat buildup makes sense.
Gallente is.....a little trickier
Caldari is a pain in the ass. Reduced charge time is...nice? But I fear its not enough in comparison to other bonuses. Are you nuts? Drop the spool up time on the RR and that thing becomes redonkulous. Drop the charge sniper time and I will immediately skill back into the cal assault for my counter-sniping suits. I guess you could drop the lock time of swarms too... *moves away before Atiim starts drooling or sporting wood* That bonus would be amazing and at least on par with the Amarr assault bonus, which as we all know is the current benchmark. I also support a secondary "survivability" bonus to the Assaults too, that makes a lot of sense: - Better armor regen for Gallente - Reduced armor speed penalty for Amarr - A mixed bonus for Minmatar of some kind makes sense to me, maybe better shields but not as good as caldari, a little better armor regen, but not like gallente? - Caldari with the lower delay Now that leaves us with the logi suits... -
Well if people feel the charge would be useful, then we'll go with that. I mean it does make the most sense in terms of mechanics.
And while I understand the mindset of Minmatar being the appropriate hybrid tank, typically they're more focused on that shield regen, so I went with them being shield tanked.
As for Logistics, it's off topic but I'll toss my basic thoughts in here and see what you guys think.
I like the idea of specialized into certain gear. I don't like that you only really get one. I'd suggest a secondary bonus of either equal or slightly lesser value than the Logi suit that has that as it's main bonus. For Example
Caldari Logi Primary: Nanohives Secondary: Active Scanners
Gallente Logi Primary: Active Scanner Secondary: Repair Tool
Minmatar Logi Primary: Repair Tool Secondary: Uplinks
Amarr Logi: Primary: Uplinks Secondary: Nanohives
Like my ideas?
Pokey Dravon for CPM1
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Bojo The Mighty
Spaceman Drug Cartel-Uno
3933
|
Posted - 2014.06.30 23:51:00 -
[18] - Quote
Old Callogi Bonus -> Calssault Bonus Old Amarr Logi Bonus -> Galsault Bonus Minmatar Assault -> Bonus to damage mods
I dislike making the assault the regen tanker. It's a medium frame so it needs to have middle stats not extreme stats like heavies and scouts. Also I chose the scout suit long ago because I wanted to regen tank so there also entails dropsuit respec issues with that. Also regen is not really the assault role, gank & attack are the assault role it's in the name. Assault.
Although my proposed things above have nothing directly to do with attacking because Commandos took the damage bonus so I figured those just look appealing yet not overpowered.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3594
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Posted - 2014.06.30 23:52:00 -
[19] - Quote
Pokey Dravon wrote:John Demonsbane wrote:Pokey Dravon wrote:I assume you're referring to the magazine capacity bonus? Yeah that one is pretty sweet.
The support bonuses should really offset the biggest downside of the gun, in my opinion.
Minmatar have small magazines in regards to their fire rate, so they get the magazine bonus.
Amarr are limited by heat capacity, so decreased heat buildup makes sense.
Gallente is.....a little trickier
Caldari is a pain in the ass. Reduced charge time is...nice? But I fear its not enough in comparison to other bonuses. Are you nuts? Drop the spool up time on the RR and that thing becomes redonkulous. Drop the charge sniper time and I will immediately skill back into the cal assault for my counter-sniping suits. I guess you could drop the lock time of swarms too... *moves away before Atiim starts drooling or sporting wood* That bonus would be amazing and at least on par with the Amarr assault bonus, which as we all know is the current benchmark. I also support a secondary "survivability" bonus to the Assaults too, that makes a lot of sense: - Better armor regen for Gallente - Reduced armor speed penalty for Amarr - A mixed bonus for Minmatar of some kind makes sense to me, maybe better shields but not as good as caldari, a little better armor regen, but not like gallente? - Caldari with the lower delay Now that leaves us with the logi suits... - Well if people feel the charge would be useful, then we'll go with that. I mean it does make the most sense in terms of mechanics. And while I understand the mindset of Minmatar being the appropriate hybrid tank, typically they're more focused on that shield regen, so I went with them being shield tanked. As for Logistics, it's off topic but I'll toss my basic thoughts in here and see what you guys think. I like the idea of specialized into certain gear. I don't like that you only really get one. I'd suggest a secondary bonus of either equal or slightly lesser value than the Logi suit that has that as it's main bonus. For Example Caldari Logi Primary: Nanohives Secondary: Active Scanners Gallente Logi Primary: Active Scanner Secondary: Repair Tool Minmatar Logi Primary: Repair Tool Secondary: Uplinks Amarr Logi: Primary: Uplinks Secondary: Nanohives
Logi suits are never off topic!
Not a bad idea, but I've always liked the idea of a defensive bonus, too. The inherent reps of old were great, unfortunately they got abused by killer bees.
If doing it your way, personally I'd like to see a secondary generic bonus to ALL equipment instead of just one more. To me it makes more sense that logi suits would be designed that way.
Just spitballing, maybe set it up so that at level 5 of, for example, the Amarr logi, you get the current bonus to uplinks plus the equivalent of level 2 of all the other logi suits?
(The godfather of tactical logistics)
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Adipem Nothi
Nos Nothi
2301
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Posted - 2014.06.30 23:55:00 -
[20] - Quote
Amarr - Bonus to Racial Heating / Cooling + Bonus to Regen Others - Bonus to Racial Damage (or RoF) + Bonus to Regen
Shoot scout with yes...
- Ripley Riley
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2178
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Posted - 2014.07.01 00:05:00 -
[21] - Quote
John Demonsbane wrote:Logi suits are never off topic! Not a bad idea, but I've always liked the idea of a defensive bonus, too. The inherent reps of old were great, unfortunately they got abused by killer bees. If doing it your way, personally I'd like to see a secondary generic bonus to ALL equipment instead of just one more. To me it makes more sense that logi suits would be designed that way. Just spitballing, maybe set it up so that at level 5 of, for example, the Amarr logi, you get the current bonus to uplinks plus the equivalent of level 2 of all the other logi suits?
I enjoyed that armor repair as much as they next guy, but you're right in that I think it was too much for the Logi.
Im actually a pretty big fan of the "Small Bonus to all Equipment" as a general bonus, thought I'm not really sure how to word that so its not a total mess haha. I mean it sounds a little superficial but to be clear you would need to list out quite a bit and I'm unsure if that makes the bonus feel....messy?
One thing I was considering might be fun for a general Logistics role, which would help give them a new edge in being more than purely medical support is a flat bonus to carry capacity (not per level, just a role bonus) and a +% to Damage and Blast/Detection Radius for Remotes/Mines / Lvl of Logistics. I'll be honest, I do not like the mentality that Logistics should repping only, I feel they should be indirect combat, support, and control. A bonus to remotes and proxy mines gives them a unique AV capability that no one suit has, as well as the ability to control and protect areas of the map far better than any other role. Indirect combat at its finest.
Like my ideas?
Pokey Dravon for CPM1
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One Eyed King
Land of the BIind
2217
|
Posted - 2014.07.01 01:08:00 -
[22] - Quote
1 and 3
This is how a minja feels
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DeathwindRising
ROGUE RELICS
387
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Posted - 2014.07.01 10:20:00 -
[23] - Quote
Pokey Dravon wrote:I kinda comes down to how should the suit play.. Should it have a short delay so nearly constantly recharging at a slow rate, much like armor repair? Or should it be a suit that needs to avoid damage for longer, but once that recharge starts, they're going to have full nearly instantly? DeathwindRising wrote:
if you cant offset a weakness, then enhance a strength. give them more optimal range lol
Eh I'd like to avoid that, I try to avoid inconsistencies between variants as much as possible. Besides, most encounters happen within the optimal of weapons with a shorter range, giving the RR more range in most situations isn't going to help all that much, whereas the other 3 bonuses tend to benefit those weapons over a wider range of situations.
good point
John Demonsbane wrote:Pokey Dravon wrote:I assume you're referring to the magazine capacity bonus? Yeah that one is pretty sweet.
The support bonuses should really offset the biggest downside of the gun, in my opinion.
Minmatar have small magazines in regards to their fire rate, so they get the magazine bonus.
Amarr are limited by heat capacity, so decreased heat buildup makes sense.
Gallente is.....a little trickier
Caldari is a pain in the ass. Reduced charge time is...nice? But I fear its not enough in comparison to other bonuses. Are you nuts? Drop the spool up time on the RR and that thing becomes redonkulous. Drop the charge sniper time and I will immediately skill back into the cal assault for my counter-sniping suits. I guess you could drop the lock time of swarms too... *moves away before Atiim starts drooling or sporting wood* That bonus would be amazing and at least on par with the Amarr assault bonus, which as we all know is the current benchmark. I also support a secondary "survivability" bonus to the Assaults too, that makes a lot of sense: - Better armor regen for Gallente - Reduced armor speed penalty for Amarr - A mixed bonus for Minmatar of some kind makes sense to me, maybe better shields but not as good as caldari, a little better armor regen, but not like gallente? - Caldari with the lower delay Now that leaves us with the logi suits... -
it depends on how much we drop the charge up time. 25%, 50%, 75%, 100% ??
id settle for 50% or 75% reduction to charge up time. that be a 10% or 15% per level bonus to reduction of charge up time.
as for the defensive bonuses. 5% per level for
amarr: armor plate efficiency
gallente: armor repair efficiency
minmatar: shield recharger effieciency
caldari: shield regulator efficiency
or just do blanket bonuses of 5% per level to all armor mods for amarr and gallente, and 5% per level to all shield mods for caldari. give a 3% per level to shield and armor mods to minmatar |
Cross Atu
OSG Planetary Operations Covert Intervention
2519
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Posted - 2014.07.01 15:55:00 -
[24] - Quote
Pokey Dravon wrote:I'm just working on another conceptual design for Dust and I'm at a bit of a crossroads on reworking Assaults, and I thought I'd ask you guys for some feedback to keep my train of thought rolling.
Assuming you could only pick 2 of these 3 Racial Bonuses, which would you pick for the Assault Class?
1. Bonus Damage for Racial Weapon (eg. +% Damage to Gallente Weapons/Lvl of Gallente Assault)
2. Bonus to Racial Weapon Support Attribute (eg. +% Reduction to Heat Buildup in Amarr Weapons/Lvl of Amarr Assault)
3. Bonus to Rapid HP Regeneration (eg. +% Shield Rechargers/Lvl of Minmatar Assault) 1&2
#3, as a buff of some type to eHP (does not have to be regen per se) is likely needed for the medium line at base, assault, logi, and frame. Therefore it should not be a defined role bonus because that creates further problems.
Conceptually define assault role niche with 1&2 Conceptually define logi role niche with a support oriented modification of 1&2 Give (some form of) #3 to the medium frame and then carry it over to the specificity medium frames (both logi and assault).
Also, specifically regarding #3 Medium frames are conceptually between the Light and the Heavy, to increase their eHP a hybrid method of much more mild buffs to both buffer and regen would be preferable to a single larger buff to either metric (as that larger buff pushes them more directly into niche contention with either light or heavy frames).
0.02 ISK Cross
ps ~ I'm really looking forward to seeing this doc in a draft form open for public view, you've got some great ideas and I love getting a crack at reading them
Cross Atu for CPM1- An emergent candidate
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
258
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Posted - 2014.07.01 18:01:00 -
[25] - Quote
Pokey Dravon wrote:The support bonuses should really offset the biggest downside of the gun, in my opinion.......Gallente is.....a little trickier Gallente could have bonus to EFFECTIVE RANGE of racial weapons. Plasma rifles have shortest range of all weapons and their effective range is shorter still. So gal-asses could take 70m/40m effective and boost it to 70m/60m effective at level 5. Perhaps even a boost to total range as well, say from 70m to 90m so at level 5 it would be 90m/60m. Give me that and some killer armor reps and I'll be proto gal-ass from GO!
AKA - StarVenger
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RPOMCO RPOMCO
Ostrakon Agency Gallente Federation
0
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Posted - 2014.07.03 09:50:00 -
[26] - Quote
Seeing as the racial bonuses have never reflected for any of the hybrid weapons I chose, it's worthless. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2213
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Posted - 2014.07.03 15:02:00 -
[27] - Quote
RPOMCO RPOMCO wrote:Seeing as the racial bonuses have never reflected for any of the hybrid weapons I chose, it's worthless.
I'm curious to know what you mean by that?
Like my ideas?
Pokey Dravon for CPM1
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RPOMCO RPOMCO
Ostrakon Agency Gallente Federation
0
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Posted - 2014.07.03 21:16:00 -
[28] - Quote
I've tried ALL versions of the rail rifle and assault rifles with the Gallente assault suits with no effect to my stats when fitting these items. Proficiency (fitting) has no reduction on my PG usage either. It never has over the past two updates and hotfixes. The bonuses dont allow that one PG or CPU point to squeeze in a complex module over an enhanced item. I dont know if it's a glitch or maybe the bonuses only apply to faction weapons as those have to be purchased with loyalty points of which I have none. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2213
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Posted - 2014.07.03 21:23:00 -
[29] - Quote
RPOMCO RPOMCO wrote:I've tried ALL versions of the rail rifle and assault rifles with the Gallente assault suits with no effect to my stats when fitting these items. Proficiency (fitting) has no reduction on my PG usage either. It never has over the past two updates and hotfixes. The bonuses dont allow that one PG or CPU point to squeeze in a complex module over an enhanced item. I dont know if it's a glitch or maybe the bonuses only apply to faction weapons as those have to be purchased with loyalty points of which I have none.
Well, you do realize that the Rail Rifle is a Hybrid-Rail weapon, Gallente Assault only affects Hybrid-Blaster. You would need to use Caldari Assault to get the Hybrid-Rail bonuses. Also be aware that when viewing the stats of the weapon in the fitting screen (such as accuracy) will not reflect skills, but will work with the actual performance of the weapon.
As for the lack of reduced fitting cost, I do believe that is a known glitch.
Like my ideas?
Pokey Dravon for CPM1
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RPOMCO RPOMCO
Ostrakon Agency Gallente Federation
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Posted - 2014.07.03 21:48:00 -
[30] - Quote
Pokey Dravon wrote:Well, you do realize that the Rail Rifle is a Hybrid-Rail weapon, Gallente Assault only affects Hybrid-Blaster. You would need to use Caldari Assault to get the Hybrid-Rail bonuses. Also be aware that when viewing the stats of the weapon in the fitting screen (such as accuracy) will not reflect skills, but will work with the actual performance of the weapon.
As for the lack of reduced fitting cost, I do believe that is a known glitch.
So should the assault rifle not have reflected the bonuses with the Gallente assault suit? I've compared the stats after fitting the assault rifle to those listed in the market and there is no change....
IMO the assault bonus should be speed buff, hit resistance buff, and extra grenade capacity. |
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