|
Author |
Thread Statistics | Show CCP posts - 43 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2142
|
Posted - 2014.07.10 02:32:00 -
[1] - Quote
@ Rattati re: Assaults
There's a short but fecund archived thread Assault: What does the word mean to you?, notable for Beld Ermon's charming contribution, amongst other things.
I'm copypatsafarianing my contribution below, but wanted to say that it's a mistake to approach the role of the assault dropsuit from the context of the Logi suit or how many peeps use it. Modifications to the logi suit/role should have no part in redefining the assault, to do so is to confuse correlation with causation, imo.
I think we'll get a much better result if we focus the discussion and changes in Charlie on what we want the Assault to be.
from here:
I would say more of a built-in mechanic that gives assaults temporary hardening.
The best and simplest way i can think of to implement this is that Assault shields OR armor would have a hardening buff applied so long as their hitpoints were above 66%.
So the first third of an assaults sheilds or armor would be hardened, say by 5% per level of suit operation. This allows assualts to assault, but not to out-tank heavies. Logis moght have more ehp, but in a fresh encounter an assault would have a significant early advantage. Thinking about assaults more broadly, assaults have to be able to move fast, hit hard and adapt quickly, but they are also generalists.
To me this implies that assault's bonuses should be general meaning several small buffs to a range of assault-enhancing abilities, and not overly racial. Also, we shoul avoid direct buffs to dps, but try and enhance how quicly assaults can apply their dps.
Ranked list of prefered bonuses:
1) Sprint-speed bonus(not base speed, not strafe speed). 5%/lvl. EDIT: While stamina is above 66%.
2) Hardening mechanic detailed above. 5% broad-spectrum hardening/lvl to first third of primary tank hp.
3) Reload speed bonus on all weapons. 2%/lvl.
4) Dispersion/kick reduction on all weapons. 2%/lvl. Would have a lot more meaning if weapons had non-trivial kick.
5) Ammo capacity bonus on all weapons. 2%/lvl.
6) Melee damage bonus. 3%/lvl.
7) Ammo resupply speed bonus from hives/SDs.
8) Respawn speed bonus from UL/CRU/MCC.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2145
|
Posted - 2014.07.10 14:43:00 -
[2] - Quote
CCP Rattati wrote:The speed changes are to differentiate better between Assault and Logis. The slowest Logis would still of course move faster than the fastest heavy, something like +0.05 on the Assault or -0.05 on the Logi. So if that's the biggest worry, we have no problem in only buffing the Assault speed. We'd get more role differentiation and add flavour to the game if we confine an Assault speed buff to sprinting only.
A sprint speed buff fits the assault role perfectly but still leaves the scouts the better choice for covering large areas.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
|
Posted - 2014.07.10 15:51:00 -
[3] - Quote
The dark cloud wrote:How about you just give assaults a rate of fire bonus instead of the silly reload/dispersion etc? Like +5% rate of fire for each lvl that you got on a assault suit? I got that idea mainly from assault dropships cause they get aswell a rate of fire bonus. This wouldnt be a too big buff and would make assault viable over night. For example:
-caldari assault: +5% rate of fire per lvl for railgun weapons (rail rifles, snipers and bolt pistols)
-gallente assault: +5% rate of fire per lvl for blaster weapons (shotguns,AR, ion pistol.
-minmatarr assault: +5% rate of fire per lvl for projectile weapons (combat rifle and SMG's)
-ammarr assault: +5 rate of fire per lvl for laser weapons (scrambler, laser rifle etc.)
And before you amarr assaults start to whine its head build up per second and not per bullet. Prime example for this are small rails on the incubus. The higher your lvl the more shots you can get off before overheating. This would aswell help the laser rifle out which is lackluster at the moment. ROF is a dps increase. A 25% dps increase at lvl 5 suit operation is going to drive TTL through the floor. Not interested in going down that road again.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
|
Posted - 2014.07.10 16:14:00 -
[4] - Quote
Cat Merc wrote:A small idea I had.
How about increasing light weapon fitting requirements by 35%, and giving Assaults/Commandos a corresponding fitting reduction?
Sidearms become a low CPU/PG option for non slayer suits, Heavies will be less likely to use those with the CPU/PG reduction and Heavy weapon fitting bonuses.
This makes Sidearm vs Light weapon an actual choice, rather than some fun fitting you run once in a while. Non slayer suits that want the same slaying power would have to do sacrifices, just like non scouts trying to fit cloaks. I'll give you that a draconian increase in fitting requirements would affect player behavior and force them into the suits/roles that you and Rattati apparently want them in.
But it comes at a great cost, as freedom of fitting is one of the things that reviews consistently mention as one of DUST's strengths. You might argue that it is, in principle, possible to fit out-of-class, but the funneling of players into mainstream roles is obvious.
Making fitting choices prohibitively expensive is a negative approach to the problem, and for my money will not increase the quality of the player experience, but rather will contribute to a feeling of reduced player agency in defining a role for themselves.
Perhaps in the end your negative/bureaucratic/legislative approach will be necessary, but it is definitely too early for us to go ahead and pay that cost now.
The creative approach must be attempted first, and that means crafting a role for the assaults that is attractive to players, that is not overpowered, and that adds to the gameplay.
tl:dr Let's do our best to make the Assault role an attractive choice before we star imposing arbitrary fitting costs designed to funnel player choice into somebody's idea of what a role should be.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
|
Posted - 2014.07.10 17:28:00 -
[5] - Quote
Cat Merc wrote:Vrain Matari wrote:Cat Merc wrote:...stuff... ...counter stuff... The last how many builds? Have proven that this approach is necessary. -What approach? I know of only two fitting restrictions on infantry: Heavy weapons and the cloak. In both cases we are dealing with specialized and powerful items and the restictions/requirements make perfect sense in terms of both gameplay and immersion. Light weapons are bread and butter on the battlefield. Besies, this creates MORE choices. - Actually, it creates one trivial choice based on fitting costs. This adds to player agency and gameplay how? There is no choice between a sidearm and a light weapon, all suits have buttloads of CPU/PG and light weapons are easy to fit. - I run Minmatar, so i have no idea what you are talking about. Maybe what you're really saying is that the other races have too much CPU/PG? Now if you want a powerful light weapon (proto), you have to make sacrifices in other areas. - See above. Also, it sounds to me you're speaking from the point of view of a vet with fully maxxed fitting skills. There is no choice if you can do everything to the max at the same time. -Agree. But if that's the case, what makes more sense: to look at the fitting capacity of the suits themselves, or to restrict player agency to impose class distinctions that should be supported in interesting ways by the suit's inherent bonuses? I choose the latter.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
|
Posted - 2014.07.10 17:33:00 -
[6] - Quote
David Spd wrote:I'm confused as to why this patch is primarily aimed at changing Assault suits, yet nobody seems to be talking about anything other than Logistics.
Could we please get back to discussing Assault suits so that the suit with very little purpose (and has always had little purpose) can FINALLY see some substantial uses?
Logistics are cool and all, but couldn't we make them a focus of a later patch and focus instead on the initial points? Agreed. So far we've seen precious few peeps talking about what they want the Assault to be.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2148
|
Posted - 2014.07.11 02:10:00 -
[7] - Quote
aaaasdff ertgfdd wrote:Aeon Amadi wrote:aaaasdff ertgfdd wrote: In the past I would have agreed completely. But think about it, Logis are not the slayers they were back in the day, not by half. And even back then it was mostly Cal and Gal, for along time just Caldari really. I think the focus should be on buff Assaults first, then look at logis. Not both at the same time.
Agree completely, and if I had my way, we wouldn't even touch Logistics until Hotfix Delta. And sure, it's gotten better since the early days but you ask me to pick between Gal Assault and Gal Logi right now, probably go with the Gallente Logi because the slot layout is better, the fitting cost reduction to equipment trumps weaponry, and dispersion reduction doesn't hardly do jack of [redacted] when it only really applies to the Assault Rifle and Shotgun. All at the cost of a little survivability (covered by the fitting) and some speed. But even then it's bonus toward active scanners is competing with Scouts' passive scans. To expand on my earlier point though, I feel like the only real bonus we can give Assaults at this point without them bleeding into other roles is a regeneration bonus. Armor repair, shield recharge, stuff like that. Damage/rate of fire shoehorns the Commandos, fitting reductions on weaponry just aren't worth it, and extraneous bonuses like dispersion/reload speed are covered by other skills. Yes but it matters. I was in my adv cal assault yesterday. I had std scrambler, and std mag sec. I was fighting Grease Spillet on the back steps of the Gal research facility that leads down to the CRU. I had him down to half armor in his proto Gal Assault and he had my shields depleted. I switched to sidearm and unloaded a clip from my magsec and then began backing up the steps, second tier, as I continued to back up the third tier he came flying around the second tier looking right up at me, but thanks to my reload bonus as soon as his head popped around those steps I put him down, with some strafing and luck I survived. But I marked it in my head right then, I said wow my bonus just saved my a$$. Not the first time either! I cant tell you how many times that Mini assault suit bonus with my rs 90 has kept me alive from multiple scouts, or given me enough ammo in a clip to finish a hvy in his range. This is a great point. All those little Assault bonuses peeps are proposing really add up. Problem is it's hard to quantify.
An Assault with smallish(say approx. 2% per level) bonuses to sprint, hardening, reload, dispersion, ammo, melee, resupply, respawn is a much harder animal to put down. In the hands of a good operator, who can exploit those bonuses to create and deny opportunities at multiple points in an engagement, the Assault suit would apply pressure more effectively than any other suit.
Which is their job after all. Those bonuses i've listed are really enough, with damage bonuses added the suit would be a monster.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2148
|
Posted - 2014.07.11 02:15:00 -
[8] - Quote
Aeon Amadi wrote:aaaasdff ertgfdd wrote:Aeon Amadi wrote:Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug I respect your opinions, but I am curious if you feel there is a resurgence now with the Amarr already having that sidearm? I personally do not see it in games. Pc or pubs. Im just curious. Are you for tiericide of Logis? Do you support removing the Amarrs sidearm? Not sure we have the same definition of tieracide. Tieracide, to me, would be getting rid of Standard/Advanced on all the suits and then balancing around Prototype - something I've been wanting done since I first played the game back in 2012 and something that seems to be happening in Legion. Personally, I'd rather cross-racial bonuses be implemented so that racial logistics aren't getting -just- the bonus to their own equipment. Agree completely(Edit: on the cross racial bonuses, not that other thing). The logi bonuses as implemented are a drag on the game. Any logi should be more effective with equipment than any other suit. If we want to bonus them further for racial flavour, fine, but no logi should be dissuaded from a repping(or any other support) role because they are the wrong race.
PSN: RationalSpark
|
|
|
|