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Black Eagle495
Sebiestor Field Sappers Minmatar Republic
4
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Posted - 2014.07.10 05:45:00 -
[1] - Quote
I'm going to get right to the point.
How about we do this:
Change the commando suit bonus from +5% reload speed per level to something like 20% ammo capacity per level. Reason being the reload bonus is more suited for assaulting and the extra ammo it helps the commando be a more of a suppressing role. (that's 9 more PL cannon/ 18 more MD/ 6 more swarm rounds) maybe buff damage bonus?
Then we give assaults the +5% light/sidearm reload speed bonus and change racial bonuses to something similar to below.
Amarr: Current: -5% laser heat build up per level I don't think this should change, people seem to like this but if it were to change i would give it a straight up armor bonus
New: Keep current bonus OR (read that again) +7% armor hp per level Reason: this is more in line with the racial tendencies. Amarr skilled into armor upgrades would have a armor base of 405 compared to the gallente's 262 base (143 hp difference) without further movement penalty allowing them to tank more than any other assault.
Caldari: Current: +5% rail light/sidearm reload speed per level New: +20% shield recharge rate per level. Reason: reload bonus would not be needed. This would make shield tanking more viable for cal Assaults and make it much less likely for them to be hybrid tanked (regulators look much more attractive now). this would give cal Assaults a base recharge rate of 60hp/s making them the best shield tankers.
Gallente: Current: -5% blaster hip fire dispersion and kick per level New: 1.2 armor rep rate per level Reason: this is more in line with racial tendencies. at level 5 this would give the gal Assaults a total of 8hp/s (Gal Assault comes with 2hp/s) without using a slot allowing the gal Assault to have the best reps.
Minmatar: Current: +5% projectile light/sidearm clip size per level New: -12% shield delay/depleted delay and +0.4 armor rep rate per level (also fix slot layout) Reason: this is more in line with racial tendencies that being the most versatile suit. the minmatar from what I've heard are more evenly tanked with a slight biased towards shields.
this would allow them to be the best hybrid tankers and the most versatile, however they would not be able to shield tank as well as Cal with a shield rep rate of 25, nor would they be able to armor tank as well as Gal or AM with an armor rep of 2hp/s and base armor hp of 169 (with armor upgrades lvl 5).
My goal with these bonuses was to make the assaults more self reliant than any other role allowing them to move ahead of the pack (behind scouts) and stay in high combat situations longer than other roles.
So tell me what you guys think is this good/bad ect. thanks for reading. |
Cat Merc
Onslaught Inc RISE of LEGION
10766
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Posted - 2014.07.10 08:51:00 -
[2] - Quote
*Cough* Gallente/Caldari current bonuses are terrible, and the new bonuses aren't that much better. Combined with the old, they'll reach the level of mega terrible! *tun tun tun* *Cough*
On serious note: The Gallente repair armor, Caldari repair shields, they're supposed to be about even in that regard with the Gallente slightly slower but having no delays. That's not slightly slower.
Feline overlord of all humans - CAT MERC
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Racro 01 Arifistan
501st Knights of Leanbox
381
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Posted - 2014.07.10 09:07:00 -
[3] - Quote
honestly I don't know why anyone complains about the assault rifle bonus the gall assault has.
a reduction to kick/dispersion allows the user to control his/her rifle much better with more deady accuracy. FROM hipfire.
ever tried a breach assault rifle on the gall assault? I can ensure it will rarely if ever miss. at levl 5 gall assault and ar sharpshooter 5. the hit rate on the gall assault is ludricous. don't get me started on the ion pistol. that thing is just mean and nasty.
as for the rep rate bonus. its not really needed. with 2 complex armour repairs the gall assault is capable of a whopping 20.75 (or was it 20.25) armour repair a second. far above any other suits self sustanabiltty.
Elite Gallenten Soldier
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JRleo jr
Xer Cloud Consortium
29
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Posted - 2014.07.10 09:23:00 -
[4] - Quote
Black Eagle495 wrote:I'm going to get right to the point.
How about we do this:
Change the commando suit bonus from +5% reload speed per level to something like 20% ammo capacity per level. Reason being the reload bonus is more suited for assaulting and the extra ammo it helps the commando be a more of a suppressing role. (that's 9 more PL cannon/ 18 more MD/ 6 more swarm rounds) maybe buff damage bonus?
Then we give assaults the +5% light/sidearm reload speed bonus and change racial bonuses to something similar to below.
Amarr: Current: -5% laser heat build up per level I don't think this should change, people seem to like this but if it were to change i would give it a straight up armor bonus
New: Keep current bonus OR (read that again) +7% armor hp per level Reason: this is more in line with the racial tendencies. Amarr skilled into armor upgrades would have a armor base of 405 compared to the gallente's 262 base (143 hp difference) without further movement penalty allowing them to tank more than any other assault.
Caldari: Current: +5% rail light/sidearm reload speed per level New: +20% shield recharge rate per level. Reason: reload bonus would not be needed. This would make shield tanking more viable for cal Assaults and make it much less likely for them to be hybrid tanked (regulators look much more attractive now). this would give cal Assaults a base recharge rate of 60hp/s making them the best shield tankers.
Gallente: Current: -5% blaster hip fire dispersion and kick per level New: 1.2 armor rep rate per level Reason: this is more in line with racial tendencies. at level 5 this would give the gal Assaults a total of 8hp/s (Gal Assault comes with 2hp/s) without using a slot allowing the gal Assault to have the best reps.
Minmatar: Current: +5% projectile light/sidearm clip size per level New: -12% shield delay/depleted delay and +0.4 armor rep rate per level (also fix slot layout) Reason: this is more in line with racial tendencies that being the most versatile suit. the minmatar from what I've heard are more evenly tanked with a slight biased towards shields.
this would allow them to be the best hybrid tankers and the most versatile, however they would not be able to shield tank as well as Cal with a shield rep rate of 25, nor would they be able to armor tank as well as Gal or AM with an armor rep of 2hp/s and base armor hp of 169 (with armor upgrades lvl 5).
My goal with these bonuses was to make the assaults more self reliant than any other role allowing them to move ahead of the pack (behind scouts) and stay in high combat situations longer than other roles.
So tell me what you guys think is this good/bad ect. thanks for reading. With a slot buff that's coming the cal assault can actually assault and regen, complex energizers on all my fits. |
Black Eagle495
Sebiestor Field Sappers Minmatar Republic
4
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Posted - 2014.07.10 11:49:00 -
[5] - Quote
Racro 01 Arifistan wrote:honestly I don't know why anyone complains about the assault rifle bonus the gall assault has.
a reduction to kick/dispersion allows the user to control his/her rifle much better with more deady accuracy. FROM hipfire.
ever tried a breach assault rifle on the gall assault? I can ensure it will rarely if ever miss. at levl 5 gall assault and ar sharpshooter 5. the hit rate on the gall assault is ludricous. don't get me started on the ion pistol. that thing is just mean and nasty.
as for the rep rate bonus. its not really needed. with 2 complex armour repairs the gall assault is capable of a whopping 20.75 (or was it 20.25) armour repair a second. far above any other suits self sustanabiltty.
Well yea reps on gal assault are currently highest between assaults but not by much two complex reps on the other assaults would give them around 18.75 hp/s not that far off from gal. with this bonus gal would jump up to 28.75 hp/s.
what i tried to do here is something similar to the way scout bonuses were done. there is a pretty significant difference between each race's scout and that's the way i think it should be like with more roles. right now in my opinion excluding the amarr assault there's not really that big of difference between assaults aside from primary tank.
these bonus would allow them to be more versatile because they would be able to fit any weapon they want/need (pending AM assault) while still getting the most out of their bonuses. |
Black Eagle495
Sebiestor Field Sappers Minmatar Republic
4
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Posted - 2014.07.10 12:00:00 -
[6] - Quote
Cat Merc wrote:*Cough* Gallente/Caldari current bonuses are terrible, and the new bonuses aren't that much better. Combined with the old, they'll reach the level of mega terrible! *tun tun tun* *Cough*
On serious note: The Gallente repair armor, Caldari repair shields, they're supposed to be about even in that regard with the Gallente slightly slower but having no delays. That's not slightly slower.
So are you saying cal reps are too high or gal reps too low. Also take into consideration that rep tools and triage nanohives exist. what bonuses for cal/gal would you instead suggest. |
Cat Merc
Onslaught Inc RISE of LEGION
10774
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Posted - 2014.07.10 12:04:00 -
[7] - Quote
Black Eagle495 wrote:Cat Merc wrote:*Cough* Gallente/Caldari current bonuses are terrible, and the new bonuses aren't that much better. Combined with the old, they'll reach the level of mega terrible! *tun tun tun* *Cough*
On serious note: The Gallente repair armor, Caldari repair shields, they're supposed to be about even in that regard with the Gallente slightly slower but having no delays. That's not slightly slower. So are you saying cal reps are too high or gal reps too low. Also take into consideration that rep tools and triage nanohives exist. what bonuses for cal/gal would you instead suggest. I don't feel like thinking of new bonuses right now.
Anyway, I'm saying that the Caldari repair would completely outshine the Gallente repair, when they're supposed to be about equal, just in different ways.
Feline overlord of all humans - CAT MERC
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Black Eagle495
Sebiestor Field Sappers Minmatar Republic
4
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Posted - 2014.07.10 12:14:00 -
[8] - Quote
Cat Merc wrote:Black Eagle495 wrote:Cat Merc wrote:*Cough* Gallente/Caldari current bonuses are terrible, and the new bonuses aren't that much better. Combined with the old, they'll reach the level of mega terrible! *tun tun tun* *Cough*
On serious note: The Gallente repair armor, Caldari repair shields, they're supposed to be about even in that regard with the Gallente slightly slower but having no delays. That's not slightly slower. So are you saying cal reps are too high or gal reps too low. Also take into consideration that rep tools and triage nanohives exist. what bonuses for cal/gal would you instead suggest. I don't feel like thinking of new bonuses right now. Anyway, I'm saying that the Caldari repair would completely outshine the Gallente repair, when they're supposed to be about equal, just in different ways. Well that's fine it's not like these numbers are set in stone or anything. I just wanted to see if people would like something similar to this and as someone who runs assault almost exclusively i thought i should put my ideas out there. |
Doc DDD
TeamPlayers
190
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Posted - 2014.07.10 12:30:00 -
[9] - Quote
Cat merc wants armor to remain OP as long as possible, pay no attention as he will constantly swear that shield tanking is on par with armor tanking when the entire community knows that shields still need help especially on Cal assault suits.
There is no reason a scouts suit should have higher shield regeneration than an assault. Fix it. Give the Cal assault the Flux bonus the Cal sentinel gets ( 1 sec delay ) and get the shield reps around 60 hps.
The gal assault should also out rep and out tank the gal scout and have a hefty efficacy to armor reps or plates.
Of course cat merc will cut in with;
*cough ahem shields and armor are balanced , armor repair tools and triage hives and nanite injectors and Flux grenades and shield recharge delays in no way create a disparity between shield tanking and armor tanking. Shields have innate reps and that makes up for all the before mentioned armor favoring points. In fact Ratattati it is your duty to buff armor so I can be faster and stack more self repping plates with more hp under my shield buffer. *cough ahem
Yes I'm putting words in your mouth, take it and like it. The suits need balance not you campaigning for imbalance. Try taking a back seat in this one as ccp is having a hard enough time filtering out garbage suggestions.
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
656
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Posted - 2014.07.10 19:35:00 -
[10] - Quote
As a minmatar assault...
I don't think you should take the current weapon bonuses away. Amarr is awesome (like you said), minmatar is awesome, I personally like gallentes, and I've heard many caldaris say the reload bonus is sweet.
I like the additional bonuses (maybe a bit too strong) but it probably won't happen. I think with HP and fitting buff for assaults in Charlie, the assault class will be balanced. These buffs will allow people to fit more regen orientated modules while still leaving the sandbox fairly wide open for each suit.
SMG Specialist
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Black Eagle495
Sebiestor Field Sappers Minmatar Republic
4
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Posted - 2014.07.10 20:24:00 -
[11] - Quote
Boot Booter wrote:As a minmatar assault...
I don't think you should take the current weapon bonuses away. Amarr is awesome (like you said), minmatar is awesome, I personally like gallentes, and I've heard many caldaris say the reload bonus is sweet.
I like the additional bonuses (maybe a bit too strong) but it probably won't happen. I think with HP and fitting buff for assaults in Charlie, the assault class will be balanced. These buffs will allow people to fit more regen orientated modules while still leaving the sandbox fairly wide open for each suit.
Fair enough. I play min assault as well and in my opinion the bonus is ok, I mean it does allow me to take heavies that aren't staking plates down in almost one magazine but other than that in my experience i don't really find myself using those extra 13 shots (4 bursts and 1 bullet) very often.
My suggested bonuses may look a little big but looking at the scout when doing their role they are unmatched in ewar period as it should be. so i think assaults should be unmatched in sustainability (hp buff probably would not be needed). this should go for other roles as well. also feel free to throw alternative numbers/ bonuses around as well. |
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