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Thread Statistics | Show CCP posts - 43 post(s) |
The dark cloud
The Rainbow Effect
3490
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Posted - 2014.07.10 15:36:00 -
[451] - Quote
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. |
Byozuma Kegawa
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
288
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Posted - 2014.07.10 15:39:00 -
[452] - Quote
I know I'm late to the discussion by about 22 pages but I have to question this.
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
Why remove the sidearm? I mean, it's bad enough we still only have three Amarr weapons after all this time but I actually use that sidearm slot (for one of said Amarr weapons). It's the thing that makes Amarr logistics worth using given the 'permanent armor plate' that all Amarr suits have. As a logistic I use a laser rifle and scrambler pistol. The laser rifle is very situational making the need for something not situational pretty high. And yes, I also carry a needle, repair tool and swap between uplink and nanohive. I have nothing against letting other logistics getting sidearms, but please don't take away the Amarr's. I'd even be willing to trade off another slot for it. |
danie sous
DUST BRASIL S.A Dark Taboo
7
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Posted - 2014.07.10 15:41:00 -
[453] - Quote
CCP Rattati wrote:Iron Wolf Saber wrote:P14GU3 wrote:Thats all well and good IWS, but coming from someone who was a gallente logi from beta-the most recent respec, carrying a swarm with no sidearm is a death wish. The PLC is not very good at AV or anti-infantry, and the MD (although one of my favorite weapons) and laser are no where near the "AV" mark. If the PLC was in a better place you could get away with calling it the "logi's AV," but its not worth it. Swarms with a sidearm or nothing at all. So now I'm reduced to a repping forgers while the enemy team has AV. You take that back about the PLC it is an amazing AV weapon! Generally because most vehicle people don't realize how amazing of an AV weapon it is until its too late. pro hives, pro av nades and plc is a pretty decent logi av fit.
Im with pl4gu3. Its one of my av fits.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
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Posted - 2014.07.10 15:51:00 -
[454] - 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
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Cat Merc
Onslaught Inc RISE of LEGION
10787
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Posted - 2014.07.10 15:52:00 -
[455] - Quote
Syeven Reed wrote:CCP Rattati wrote:Light damage mods is high on my list for Assault efficacy bonuses Can we have them moved to low powered slots too? So... Basically... Armor Assaults will be forced to dual tank? Because we don't have anything, count, ANYTHING other than extenders to put into high slots without damage mods.
Feline overlord of all humans - CAT MERC
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Moonracer2000
Subdreddit Test Alliance Please Ignore
819
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Posted - 2014.07.10 15:54:00 -
[456] - Quote
Curious how logistic suits will be balanced out with equipment slots. Will they use whatever count proto has? I mean, I skilled into proto minmatar logistics for the 4 equipment slots. I don't want to lose that, but then again It would be kind of insane if my STD logi has 4 equipment slots!
Yes to making codebreakers a high slot module! |
Adipem Nothi
Nos Nothi
2628
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Posted - 2014.07.10 15:54:00 -
[457] - Quote
Syeven Reed wrote: Can we have them [damage mods] moved to low powered slots too?
Why would you want to move Damage Amps to Lows? They're one of the few useful Highs.
Shoot scout with yes...
- Ripley Riley
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CCP Rattati
C C P C C P Alliance
3925
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Posted - 2014.07.10 16:00:00 -
[458] - Quote
Moonracer2000 wrote:Curious how logistic suits will be balanced out with equipment slots. Will they use whatever count proto has? I mean, I skilled into proto minmatar logistics for the 4 equipment slots. I don't want to lose that, but then again It would be kind of insane if my STD logi has 4 equipment slots!
Yes to making codebreakers a high slot module!
The same number of equipment per tier
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Onslaught Inc RISE of LEGION
10789
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Posted - 2014.07.10 16:03:00 -
[459] - Quote
*Rubs against Rattati's leg*
Do not move damage mods to low slots D:
Feline overlord of all humans - CAT MERC
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CCP Rattati
C C P C C P Alliance
3925
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Posted - 2014.07.10 16:06:00 -
[460] - Quote
of course not
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Iron Wolf Saber
Den of Swords
15854
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Posted - 2014.07.10 16:06:00 -
[461] - Quote
Gimmie Infantry Ammo Cache that uses weapon upgrade skills for my low slots?
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Cat Merc
Onslaught Inc RISE of LEGION
10789
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Posted - 2014.07.10 16:08:00 -
[462] - Quote
Iron Wolf Saber wrote:Gimmie Infantry Ammo Cache that uses weapon upgrade skills for my low slots? *Le sigh* Acceptable.
Though ammo is my main concern running as an assault now-a-days, at least 50% of my time on the field I spend on searching for ammo. Which is why I bring an ammo mule with me whenever I squad.
Feline overlord of all humans - CAT MERC
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NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
121
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Posted - 2014.07.10 16:10:00 -
[463] - Quote
*Sigh*, i'll try again.. Rattati.. can you look into the problem of modded input? In terms of extremely fast strafing, and also to ensure you don't run the autoaim routine for each press when it's using rapid fire? I've posted more info on this previously.. pg 16, post 316 i think it was.. |
Cat Merc
Onslaught Inc RISE of LEGION
10789
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Posted - 2014.07.10 16:10:00 -
[464] - Quote
CCP Rattati wrote:of course not It appears that the cat tactic of leg rubbing has worked...
*Rubs against Rattati's leg*
Give myofibril stimulants a speed bonus Meow
Feline overlord of all humans - CAT MERC
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Al the destroyer
Vengeance Unbound
161
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Posted - 2014.07.10 16:11:00 -
[465] - Quote
Al the destroyer wrote:CCP Rattati wrote:possible rearrangements, not more slots. Please clarify pg of A-logi suit I personally like the idea of removing sidearm for equipment but I am against it if you don't make the pg the same as the other logis ?? Just wondering if you have considered the pg of the A-logi yet
AMERICA! WITHOUT US YOU WOULD HAVE NO ONE TO LOOK UP TO. GET SUM!
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
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Posted - 2014.07.10 16:14:00 -
[466] - 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
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Al the destroyer
Vengeance Unbound
161
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Posted - 2014.07.10 16:15:00 -
[467] - Quote
Al the destroyer wrote:CCP Rattati wrote:possible rearrangements, not more slots. Please clarify pg of A-logi suit I personally like the idea of removing sidearm for equipment but I am against it if you don't make the pg the same as the other logis ??
AMERICA! WITHOUT US YOU WOULD HAVE NO ONE TO LOOK UP TO. GET SUM!
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Cat Merc
Onslaught Inc RISE of LEGION
10789
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Posted - 2014.07.10 16:16:00 -
[468] - Quote
Vrain Matari wrote: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. The last how many builds? Have proven that this approach is necessary.
Besies, this creates MORE choices. 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.
Now if you want a powerful light weapon (proto), you have to make sacrifices in other areas.
There is no choice if you can do everything to the max at the same time.
Feline overlord of all humans - CAT MERC
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Jaran Vilktar
The Gauldar Tactical Alliance
5
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Posted - 2014.07.10 16:17:00 -
[469] - Quote
Darn it! I'm always late to comment on these posts!
Oh well, just got one thing to ask for though. PLEASE change the +1% Bonus to Scan Radius per level on the Gallente Scout for something that's actually an appealing and usefull bonus, the +3% Bonus to Scan Profile Dampening is fine as it is but the Scan Radius Bonus is an absolute JOKE! Perhaps substituting it with a passive bonus that mixes well with dampening such as Hacking Speed or some bonus to the usage of modules on the dropsuit would be a better choice. PLEASE! I KNOW anyone else who plays Gallente Scout would agree with me that literally ANY bonus would be preferable over a total of a +5% Bonus to Scan Radius on a Maxed-Out Skill.
DUST 514 Is the first FPS I played actively for the PS3 and is my favorite FPS to this very day. :)
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11345
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Posted - 2014.07.10 16:20:00 -
[470] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:Me and Cat have suggested revisions to some of the current assault bonuses and have made our suggestions, are there any plans to do any assault bonus changes in Charlie or future hotfixes? if so, can you share any? I think that the addition of a slot to Amarr Assault, on top of their high PG/CPU has shown how effective a fitting buff can be. We will be looking better at efficacy bonuses in Delta. I was concerned about the racial bonuses of the Caldari and Gallente assaults. Any plan to change those specific bonuses?
1 A) The Caldari assault reload bonus is pretty crappy considering the Caldari commando gets the same reload bonus in addition to a damage bonus. I have a Gallente assault level 5 alt account, and I find the Gallente assault bonus almost unnoticeable on my AR.
1 B) Both the Amarr and Minmatar assaults have good bonuses; allows them to keep shooting longer before stopping from overheat/magazine-depletion. I would suggest giving the Gallente and Caldari assault magazine size bonuses to their racial weapons.
2) I noticed earlier you mentioned you won't be giving assaults more slots, can you give us an approximate number of how much HP you would give assaults?
3 A) Would it be possible to make some bonuses not tied to skills? example, all assaults having a built-in 15% efficacy modifier to damage mods? I would love these sorts of built-in bonuses.
3 B) If possible, can you do it?
4) Are you still planning on the removal of the Amarr logi sidearm, and giving it more equipment in exchange?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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The-DON of-DOT-MAFIA
The DOT MAFIA
42
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Posted - 2014.07.10 16:29:00 -
[471] - Quote
please, please, please make squad scanning vision aka wall hack go away!
This game will be so much improved.
Could the assaults get a "little" scan range or precision increases that parallel racial scouts. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
520
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Posted - 2014.07.10 16:32:00 -
[472] - Quote
Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do?
Edit:
Vrain Matari wrote: 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.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly. |
ratamaq doc
Onslaught Inc RISE of LEGION
748
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Posted - 2014.07.10 16:57:00 -
[473] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance.
The plan is to make logis better at what they do with good module efficacy bonuses. I'm reposting this from another thread in hopes that either your or Logibro will read it. You guys need to stop and ask yourselves what the role of the Caldari and Amarr logistics is on the field. They both drop passive equipment, and once that is done (literally takes about 1-2s to drop an uplink or nanohive) what is supposed to be their purpose on the battlefield? If you think all logis should then pull out their rep tool and start repairing, then why would anyone run anything but Minmatar Logi? Simply for aesthetics? If a logi suit is supposed to spend the majority of their time repping, then there is almost no reason for any other logi suit to exist than the min logi, because it is specifically bonused for that. The Minmatar and Gallente logi suits are centered around active equipment, that is, equipment you spend most of your time using. The Caldari and Amarr logi suits are centered around passive equipment, which leaves them free to pursue other non logistics tasks like slaying. This also makes sense as both of these passive equipment are meant to be more around the frontline, the Caldari and Amarr Logi need their combat efficacy to protect their passive equipment. You need to think about each suits role on the field and how to better reinforce that idea. Gallente/Minmatar Active Equipment High Mobility Low combat efficiency High Logistics efficiency Amarr/Caldari Passive equipment Low mobility Moderate combat efficiency Low logistics efficiency If you remove the sidearm on Amarr logi and give them a 4th equip slot, they just become a poor copy of the Min/Gal suits. They still have low logistics efficacy because their bonuses are not designed for logistics efficiency. If you serious about type-II versions. Then you need to completely rethink the bonuses so that the high logistics efficiency variant has a bonus to active equipment and the combat efficiency variant has a bonus to passive equipment to better reinforce the role of each suit. You would essentially need to make a set of medic suits centered entirely around the nanite injector and rep tool. While the combat version would be around passive equipment like hives and links. Every suit would have close to the same bonus, and the flavor would come from the slot layout. You could give the combat logi a L/S and the medic an S or S/S setup and boost the speed and hp of the medic up substantially to reinforce the role that they should be running around repping and reviving. If you move forward with this as it is though, you will essentially render the non-Minmatar logi suits obsolete. I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm.
This is a great Idea, it makes perfect since. I have always been a Logi first (doc in my name right?) and the Cal Logi is the only one I only skilled to 4 and only skilled it at all because of the Hive Bonus. Partially because of the old Killer Bee hatred, but mostly becuase the suit had no purpose to me when compaire to the other 3 which have very distictive places. Give it a sidearm, I'll finally have a reason to run it.
But getting back to the real subject at hand, Assault Buff. The question that comes up that deserves the most though and community feedback is "What BONUS to the Assault would be attractive enough for you to leave your current suit?"
So going from the thought that the Assault is suppose to be the best at killing people on the front lines, what bonuses make since to that role? So in my mind, this comes down to one thing which is Gun Game. Not tank, not mobility, not surviveability, just straight Gun Game.
Things in general that support your Gun Game are Range, Damage, Dispersion/Accuracy, and Reload or Susstained Fire. Each of these things the Assault Suit and by extension the Assault Heavy (Commando) Should be NOTICABLY better at. Stick with me for a moment on this. How noticable is the inherent ewar bonus the Scouts have? A little or a lot? How noticable is the Heavy's EHP?, or the Logis versitility? Currently, the bonuses to Assault's Gun Game are correct, they just arn't Noticalbe!
I don't want to go into the who's should get which bonuses, but I think they should be something that when you have or read in stats you say to yourself "Damn that's awesome"
So how about something along the lines of:
Total reload bonus = 50% or more Range bonus = 15% or more (whatever would take the effective range into Optimal range for each weapon) Damage Bonus = Total %10 minimum, maybe more. Enough to jump a weapons power 2 tears and can't be negated by a different suit with a damage mod. Dispersion/Accuracy/Kick = enough to make the RR fire like an SMG Ammo/Mag size = What is it 15% now for Min? Make if 50%
My point here is that I love FPS games, but no Assault (except for the Amarr's overhead bonus) has ever made me WANT one of their bonus. I feel like my natural Gun Game can easily compensate for the lack of having any of the Assault bonuses. I mean, for real, I am an FPS player with 60 mil SP and I don't have a single SP in Assault suits! Offer me one of the above and you'll sell me.
And before you scream "But TTK!" There is only like 5 Assaults in the game. Lets get players hooked first, then tone them down. It worked for Scouts!
YouTube
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Stefan Stahl
Seituoda Taskforce Command
664
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Posted - 2014.07.10 17:05:00 -
[474] - Quote
CCP Rattati wrote:The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance. The plan is to make logis better at what they do with good module efficacy bonuses. Where did the "Let's ask the community what the biggest problems are and fix them"-approach go?
All I see is "I want this changed. Deal with it."
Grand Master Kubo wrote:I strongly suggest removing one equipment slot from scouts. This is coming from someone who has used scouts for over a year. Giving scouts two equipment slots makes them too versatile. Scouts do not need two equipment slots. I support undoing as many Scout-buffs from 1.8 as possible. Scouts were pretty much fine before 1.8 deployed, adding the cloak would've been sufficient in itself.
The dark cloud wrote:Assaults are not beeing used because literally every other suit category is better. And nerfing the only other medium frame suit is not going to make them viable. Honestly when you nerfbat logis you will only create more heavys and scouts and then the circlejerk is complete. It seems like the completely wrong move to me too.
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Iron Wolf Saber
Den of Swords
15858
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Posted - 2014.07.10 17:23:00 -
[475] - Quote
Sole Fenychs wrote:Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do? Edit: Vrain Matari wrote: 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.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly.
Type IIs are a different variant of the suit that has the same role as the type I but drastically different slot layout. For example a Type II assault may have a second EQ slot but gives up all but 1 of its non tank slots for it.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
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Posted - 2014.07.10 17:28:00 -
[476] - 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
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David Spd
Caldari State
143
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Posted - 2014.07.10 17:29:00 -
[477] - Quote
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?
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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ratamaq doc
Onslaught Inc RISE of LEGION
748
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Posted - 2014.07.10 17:31:00 -
[478] - Quote
Iron Wolf Saber wrote:Sole Fenychs wrote:Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do? Edit: Vrain Matari wrote: 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.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly. Type IIs are a different variant of the suit that has the same role as the type I but drastically different slot layout. For example a Type II assault may have a second EQ slot but gives up all but 1 of its non tank slots for it.
The Type IIs in Beta were the Shield variants. The scout had a second equipment slot but game up its side arm, if you want more Dust examples. You could consider the commando a type II heavy frame.
YouTube
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lee corwood
Knights Of Ender RISE of LEGION
898
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Posted - 2014.07.10 17:33:00 -
[479] - 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?
I would rather logistics not be included in this patch simply because it seems the aim of the changes are to balances out suits across each other. I agree assaults need some love. Let's not repeat double balancing so that it destroys two classes horribly instead of tinkering one and reviewing the affects.
Minmatar Logisis | Heavy lover. Ping for video services.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2146
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Posted - 2014.07.10 17:33:00 -
[480] - 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
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