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DeathwindRising
ROGUE RELICS
419
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Posted - 2014.07.11 20:25:00 -
[1] - Quote
lets get this done guys. assaults need help, and i dont think more slots or fitting bonuses are going to sell them as the slayers choices until they become significantly better than logis or scouts at slaying.
the problem:
logis have better slot layouts, more equipment slots and better fitting. assaults will need either base stats that compare favorably, and/or bonuses that are better than running a fully bricked tanked logi for slaying.
scouts simply have it too good. they see all, can engage and disengage fights at will, have similar hp levels as assaults, can cloak and use one or both equipment slots to their advantage. Assault need to be better than these scouts. not an easy tanks when the scouts seem purpose built for slaying.
assaults simply lack everything. the dont have the speed to get away from scouts, but they also dont have much in terms of defense or warning against them either. assault also dont have enough hp to fight heavies head on are too slow avoid them once they get in range.
possible solutions:
weapon bonuses that significantly enhance assault suits ability to kill. increased clip sizes, reload speeds, optimal ranges, reduced recoil, increased max ammo. these need to be assault suit bonuses. all of them at 5% per level
defensive bonuses that allow us better survivablity on the front lines. increased scan range. increased regen. increased speed.
racial bonuses that are game changing. the amarr heat bonus is great. a caldari bonus to charge up time would be nice. a gallente damage bonus, and the minmatar bonus could be extended to increase clip size and max ammo.
my reasons for these suggestions are that assaults need to be better with weapon use than any other suit class. an across the board bonus to all common weapon stats achieves this.
defensively, increased scan range gives assaults an early warning against heavy suits. we need to and should be able to see them coming. we need better speed to engage and disengage fights better, mainly the shield tankers as they dont have the hp for head on fights. lastly, we need better regen. shield tankers could do with higher shield recharge. gallente could use higher armor regen. amarr would get a resistance bonus, as it keeps with their lore as brick tankers.
your thoughts guy? assaults need love. but we should be careful that we dont give them too much of anything where they step on the toes of the functional roles of other classes. like too much hp |
Ydubbs81 RND
Ahrendee Mercenaries
3218
|
Posted - 2014.07.11 20:32:00 -
[2] - Quote
The assault class should get the ROF bonus for all assault suits.
Amarr - bonus to laser heat buildup
Caldari - increase to shield regen per level. (let the bonus be one that makes sense for the suit and is useful).
Gallente - increase to armor repair rate per level
Minmatar - increase to number of bullets (same bonus it has now)
Removed all hope with this post
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Baal Omniscient
Onslaught Inc RISE of LEGION
1940
|
Posted - 2014.07.11 22:29:00 -
[3] - Quote
Ydubbs81 RND wrote:The assault class should get the ROF bonus for all assault suits.
Amarr - bonus to laser heat buildup
Caldari - increase to shield regen per level. (let the bonus be one that makes sense for the suit and is useful).
Gallente - increase to armor repair rate per level
Minmatar - increase to number of bullets (same bonus it has now) These things will help assaults kill better, but it doesn't really put your slaying ability beyond an invisible scout with a shotty and a hitbox half your size and almost twice the strafe speed. I'm going to keep an eye on this thread though, I'm excited to see the ideas coalesce.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2298
|
Posted - 2014.07.11 22:40:00 -
[4] - Quote
This actually started in a Logi discussion thread, but it involves Assaults as well.
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Thoughts? Its a very rough, preliminary proposal but its a starting point to getting the ball rolling.
Like my ideas?
Pokey Dravon for CPM1
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Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.11 23:04:00 -
[5] - Quote
Anything that directly affects damage output without sacrifice makes me nervous. Perhaps instead a bonus to damage modifiers would be better. That way you at least have to sac a bit of tank to gain your damage.
Added bonus: Damage mods become useful again.
Say.... 15% bump per level? This would, at max skill, put complex damage mods at 8.75% instead of the current 5%. It's less than the previous 10% but significantly higher than the current values. Thoughts?
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2299
|
Posted - 2014.07.11 23:06:00 -
[6] - Quote
Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
Like my ideas?
Pokey Dravon for CPM1
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Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.11 23:08:00 -
[7] - Quote
Pokey Dravon wrote:Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
EDIT: But to be fair I would prefer to see a move to make all suit bonuses affect a module rather than a base attribute. Again this is preliminary. Commandos also move and strafe much slower than assaults, as well as sharing the largest hitbox in the game with the other heavy suits.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2299
|
Posted - 2014.07.11 23:19:00 -
[8] - Quote
Baal Omniscient wrote:Pokey Dravon wrote:Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
EDIT: But to be fair I would prefer to see a move to make all suit bonuses affect a module rather than a base attribute. Again this is preliminary. Commandos also move and strafe much slower than assaults, as well as sharing the largest hitbox in the game with the other heavy suits.
Do you feel that the requirement to use damage mods for all races would make some suits less suited for the role, given a lack of high slots? Or Would that make them better because it doesn't cut into their main tanking rack?
Like my ideas?
Pokey Dravon for CPM1
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Nocturnal Soul
Immortal Retribution
3592
|
Posted - 2014.07.11 23:22:00 -
[9] - Quote
A rof won't help an Amarr assault so no
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
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DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.11 23:24:00 -
[10] - Quote
Pokey Dravon wrote:Baal Omniscient wrote:Pokey Dravon wrote:Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
EDIT: But to be fair I would prefer to see a move to make all suit bonuses affect a module rather than a base attribute. Again this is preliminary. Commandos also move and strafe much slower than assaults, as well as sharing the largest hitbox in the game with the other heavy suits. Do you feel that the requirement to use damage mods for all races would make some suits less suited for the role, given a lack of high slots? Or Would that make them better because it doesn't cut into their main tanking rack?
i cringe at the thought. shield tankers cant fit damage mods without severely gimpimg their tank.
but if there was a damage mod that fit into an equipment slot... |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2299
|
Posted - 2014.07.11 23:29:00 -
[11] - Quote
Plus I'd prefer to encourage the use of racial weapons to get the bonuses, so in a way you are sacrificing flexibility to gain damage on a specific race's weapon. Damage mods apply to all weapons and kinda screw certain suits out of proper fitting.
Like my ideas?
Pokey Dravon for CPM1
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Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.11 23:32:00 -
[12] - Quote
Pokey Dravon wrote:Baal Omniscient wrote:Pokey Dravon wrote:Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
EDIT: But to be fair I would prefer to see a move to make all suit bonuses affect a module rather than a base attribute. Again this is preliminary. Commandos also move and strafe much slower than assaults, as well as sharing the largest hitbox in the game with the other heavy suits. Do you feel that the requirement to use damage mods for all races would make some suits less suited for the role, given a lack of high slots? Or Would that make them better because it doesn't cut into their main tanking rack? Since stacking more than 2 damage mods makes no sense, it's really not a bad deal for any of the suits compared to the others. Minmatar and Caldari lose primary tank in return for more damage, but they are meant to be more mobile suits and can recover their health more quickly unassisted. Also, by equipping a damage mod, they are also reducing their depleted recharge delay by replacing a shield extender. And since there is no primary tank loss for Amarr and Gallente it simply gives them another viable option other than additional eHP.
No major losses on either side, and putting on more than one is pretty much gimping yourself anyway due to the stacking penalty.
Also, that number is obviously up in the air. It could be increased to 20% (100% @ max putting it to 10%) so assaults could use the old bonus, making stacking 2 mods viable again.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.11 23:41:00 -
[13] - Quote
Pokey Dravon wrote:Plus I'd prefer to encourage the use of racial weapons to get the bonuses, so in a way you are sacrificing flexibility to gain damage on a specific race's weapon. Damage mods apply to all weapons and kinda screw certain suits out of proper fitting. I like promoting racial suits using their weapons, but every time I think of RoF or damage increases all I can picture is a shithead on a roof with a RR firing on everyone below with impunity. Like I said before, it makes me nervous. I wouldn't veto the entire sheet due to this one issue because it makes up for a lot, it's just a personal issue I have with directly adding damage output.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.11 23:43:00 -
[14] - Quote
Baal Omniscient wrote:Pokey Dravon wrote:Baal Omniscient wrote:Pokey Dravon wrote:Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
EDIT: But to be fair I would prefer to see a move to make all suit bonuses affect a module rather than a base attribute. Again this is preliminary. Commandos also move and strafe much slower than assaults, as well as sharing the largest hitbox in the game with the other heavy suits. Do you feel that the requirement to use damage mods for all races would make some suits less suited for the role, given a lack of high slots? Or Would that make them better because it doesn't cut into their main tanking rack? Since stacking more than 2 damage mods makes no sense, it's really not a bad deal for any of the suits compared to the others. Minmatar and Caldari lose primary tank in return for more damage, but they are meant to be more mobile suits and can recover their health more quickly unassisted. Also, by equipping a damage mod, they are also reducing their depleted recharge delay by replacing a shield extender. And since there is no primary tank loss for Amarr and Gallente it simply gives them another viable option other than additional eHP. No major losses on either side, and putting on more than one is pretty much gimping yourself anyway due to the stacking penalty. Also, that number is obviously up in the air. It could be increased to 20% (100% @ max putting it to 10%) so assaults could use the old bonus, making stacking 2 mods viable again.
i consider it a loss. i run caldari assault and my current experimental fit looks like this:
2 complex extenders
2 complex energizers
2 complex regulators
1 complex cpu mod
the problem i find with shield tanking is that you simply cant fight head to head. you must invest in the recharge. simply stacking extenders isnt as viable as people think. you wont have the hp of armor tanked scout let alone an assault suit. so you cant fight them that way.
we dont have shield reps. so theres no way to recover fight to fight as fast as a repped armor tanker can. we need our regen. that fit is about 87 shield hp/s and 377 shield hp. its enough to take a hit and get to cover. then return fire when your shields come back.
losing either the extenders or the recharge would break the fit as you would have enough hp to take a hit from anything really, or not enough regen to engage multiple targets rapidly.
shield tanking is tricky |
DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.11 23:45:00 -
[15] - Quote
Baal Omniscient wrote:Pokey Dravon wrote:Plus I'd prefer to encourage the use of racial weapons to get the bonuses, so in a way you are sacrificing flexibility to gain damage on a specific race's weapon. Damage mods apply to all weapons and kinda screw certain suits out of proper fitting. I like promoting racial suits using their weapons, but every time I think of RoF or damage increases all I can picture is a shithead on a roof with a RR firing on everyone below with impunity. Like I said before, it makes me nervous. I wouldn't veto the entire sheet due to this one issue because it makes up for a lot, it's just a personal issue I have with directly adding damage output.
i agree with you. directly buffing damage output should be avoided. a final solution at best, and only to be visited when all other options have failed.
we can be a bit more creative than that. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2300
|
Posted - 2014.07.11 23:58:00 -
[16] - Quote
Well at the same time the Assault is rather lacking in anything that makes it unique, so damage output should be a priority. Im not dead set on either, I understand the concern completely though.
So if we have say 10% bonus 1st damage mod increases damage to 15% 2nd is like 19%-ish
If we say doubled damage mods (Which is probably excessive) 1st 10% 2nd 18%-ish
So basically stacking mods is about the same either way at least for the first 2, but I really do worry this favors armor tanks too much, especially since a bonus to mods would make stacking more a lot more beneficial, plus it doesnt encourage racial matching as much.
I dunno man, I'm on the fence on this one but I'm leaning more towards flat bonus at this rate.
Like my ideas?
Pokey Dravon for CPM1
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Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.12 00:01:00 -
[17] - Quote
DeathwindRising wrote:Baal Omniscient wrote:Pokey Dravon wrote:Baal Omniscient wrote:Pokey Dravon wrote:Commandos have a damage bonus and that's not considered to be a problematic game mechanic.
EDIT: But to be fair I would prefer to see a move to make all suit bonuses affect a module rather than a base attribute. Again this is preliminary. Commandos also move and strafe much slower than assaults, as well as sharing the largest hitbox in the game with the other heavy suits. Do you feel that the requirement to use damage mods for all races would make some suits less suited for the role, given a lack of high slots? Or Would that make them better because it doesn't cut into their main tanking rack? Since stacking more than 2 damage mods makes no sense, it's really not a bad deal for any of the suits compared to the others. Minmatar and Caldari lose primary tank in return for more damage, but they are meant to be more mobile suits and can recover their health more quickly unassisted. Also, by equipping a damage mod, they are also reducing their depleted recharge delay by replacing a shield extender. And since there is no primary tank loss for Amarr and Gallente it simply gives them another viable option other than additional eHP. No major losses on either side, and putting on more than one is pretty much gimping yourself anyway due to the stacking penalty. Also, that number is obviously up in the air. It could be increased to 20% (100% @ max putting it to 10%) so assaults could use the old bonus, making stacking 2 mods viable again. i consider it a loss. i run caldari assault and my current experimental fit looks like this: 2 complex extenders 2 complex energizers 2 complex regulators 1 complex cpu mod
the problem i find with shield tanking is that you simply cant fight head to head. you must invest in the recharge. simply stacking extenders isnt as viable as people think. you wont have the hp of armor tanked scout let alone an assault suit. so you cant fight them that way. we dont have shield reps. so theres no way to recover fight to fight as fast as a repped armor tanker can. we need our regen. that fit is about 87 shield hp/s and 377 shield hp. its enough to take a hit and get to cover. then return fire when your shields come back. losing either the extenders or the recharge would break the fit as you would have enough hp to take a hit from anything really, or not enough regen to engage multiple targets rapidly. shield tanking is tricky For me in my Minassault, I run 3 pro shields, a basic energizer and a basic recharger (avoids the stacking penalty), and if I'm going for up-close fights I toss on a complex reactive and ferroscale. If I'm using my burst, I run a shield regulator and a kinkat.
I have less tank, less regen and more delays to my shields unfortunately....
Also, I still think regen needs to be looked into closer. Shield regen/delays getting directly buffed makes a lot of sense for the shield side of assault buffs.
As for the Amarr/Gallente parallel? .....Give them a flat bonus to the reps and eHP from plates and repping mods?
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2300
|
Posted - 2014.07.12 00:02:00 -
[18] - Quote
DeathwindRising wrote:Baal Omniscient wrote:Pokey Dravon wrote:Plus I'd prefer to encourage the use of racial weapons to get the bonuses, so in a way you are sacrificing flexibility to gain damage on a specific race's weapon. Damage mods apply to all weapons and kinda screw certain suits out of proper fitting. I like promoting racial suits using their weapons, but every time I think of RoF or damage increases all I can picture is a shithead on a roof with a RR firing on everyone below with impunity. Like I said before, it makes me nervous. I wouldn't veto the entire sheet due to this one issue because it makes up for a lot, it's just a personal issue I have with directly adding damage output. i agree with you. directly buffing damage output should be avoided. a final solution at best, and only to be visited when all other options have failed. we can be a bit more creative than that.
Fair enough. I'll pen it in as an alternative for now.
That being said, what do you feel would be an appropriate Lvl 5 bonus to the damage mod, while avoiding the issues we had before with TTK being waaay too short?
Like my ideas?
Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2300
|
Posted - 2014.07.12 00:06:00 -
[19] - Quote
Baal Omniscient wrote:For me in my Minassault, I run 3 pro shields, a basic energizer and a basic recharger (avoids the stacking penalty), and if I'm going for up-close fights I toss on a complex reactive and ferroscale. If I'm using my burst, I run a shield regulator and a kinkat. I have less tank, less regen and more delays to my shields unfortunately.... Also, I still think regen needs to be looked into closer. Shield regen/delays getting directly buffed makes a lot of sense for the shield side of assault buffs. As for the Amarr/Gallente parallel? .....Give them a flat bonus to the reps and eHP from plates and repping mods?
Flat bonus to reps, as in a +HP/second built into the suit?
Also I specifically avoided boosting the eHP of the Amarr on purpose, as a I feel it would quickly become too strong against the others. Its true that their theme is brick tanking, but I really wanted to keep away from boosting the eHP of one racial variant but not the others.
Like my ideas?
Pokey Dravon for CPM1
|
Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.12 00:09:00 -
[20] - Quote
Pokey Dravon wrote:Well at the same time the Assault is rather lacking in anything that makes it unique, so damage output should be a priority. Im not dead set on either, I understand the concern completely though.
So if we have say 10% bonus 1st damage mod increases damage to 15% 2nd is like 19%-ish
If we say doubled damage mods (Which is probably excessive) 1st 10% 2nd 18%-ish
So basically stacking mods is about the same either way at least for the first 2, but I really do worry this favors armor tanks too much, especially since a bonus to mods would make stacking more a lot more beneficial, plus it doesnt encourage racial matching as much.
I dunno man, I'm on the fence on this one but I'm leaning more towards flat bonus at this rate. I would much rather assaults to have better regen stats so they can move with the fight better. If a damage bonus is the way it goes, it will be hard to keep the balance among weapons (and to maintain a stable TTK).
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.12 00:09:00 -
[21] - Quote
a general purpose reduction to weapon fitting costs, and a increase to light weapon fitting costs (its been mentioned elsewhere)
then an offensive assault bonus:
+1 grenade capacity for all suits. 5% per level to clip size, max ammo, reduced recoil, reload speed.
amarr and minmatar keep their current bonuses
gallente and caldari need something better though. honestly i think a damage bonus for the gallente would be fine, and a charge up time reduction for the caldari would be great.
and a racial defensive bonus
amarr: 5% per level to armor plate efficiency
gallente: 5% per level to armor repair efficiency
caldari: 5% per level to shield module efficiency
minmatar; 3% per level armor and shield efficiency.
someone else had posted about gallente getting a bonus to both armor reps, and reactive plates. and some feel that caldari should focus on shield extenders while minmatar should focus on shield regulators. i dont how i feel about that though. i feel shield tanking purely a caldari thing and they should get a bonus to all shield modules. thats just me though |
JRleo jr
Xer Cloud Consortium
33
|
Posted - 2014.07.12 00:11:00 -
[22] - Quote
DeathwindRising wrote:a general purpose reduction to weapon fitting costs, and a increase to light weapon fitting costs (its been mentioned elsewhere)
then an offensive assault bonus:
+1 grenade capacity for all suits. 5% per level to clip size, max ammo, reduced recoil, reload speed.
amarr and minmatar keep their current bonuses
gallente and caldari need something better though. honestly i think a damage bonus for the gallente would be fine, and a charge up time reduction for the caldari would be great.
and a racial defensive bonus
amarr: 5% per level to armor plate efficiency
gallente: 5% per level to armor repair efficiency
caldari: 5% per level to shield module efficiency
minmatar; 3% per level armor and shield efficiency.
someone else had posted about gallente getting a bonus to both armor reps, and reactive plates. and some feel that caldari should focus on shield extenders while minmatar should focus on shield regulators. i dont how i feel about that though. i feel shield tanking purely a caldari thing and they should get a bonus to all shield modules. thats just me though Grenade capacity is baad bonus If ylu fit an equipment or sidearm you can't fit crap on an assault suit.
Max level brony.
My special magic is trolling.
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DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.12 00:16:00 -
[23] - Quote
Pokey Dravon wrote:DeathwindRising wrote:Baal Omniscient wrote:Pokey Dravon wrote:Plus I'd prefer to encourage the use of racial weapons to get the bonuses, so in a way you are sacrificing flexibility to gain damage on a specific race's weapon. Damage mods apply to all weapons and kinda screw certain suits out of proper fitting. I like promoting racial suits using their weapons, but every time I think of RoF or damage increases all I can picture is a shithead on a roof with a RR firing on everyone below with impunity. Like I said before, it makes me nervous. I wouldn't veto the entire sheet due to this one issue because it makes up for a lot, it's just a personal issue I have with directly adding damage output. i agree with you. directly buffing damage output should be avoided. a final solution at best, and only to be visited when all other options have failed. we can be a bit more creative than that. Fair enough. I'll pen it in as an alternative for now. That being said, what do you feel would be an appropriate Lvl 5 bonus to the damage mod, while avoiding the issues we had before with TTK being waaay too short?
only way to avoid the TTk issue is to not touch the damage or rof anything really. pretend its not option at all for now. wait a few days and see what people come up with. |
Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.12 00:17:00 -
[24] - Quote
Pokey Dravon wrote:Baal Omniscient wrote:For me in my Minassault, I run 3 pro shields, a basic energizer and a basic recharger (avoids the stacking penalty), and if I'm going for up-close fights I toss on a complex reactive and ferroscale. If I'm using my burst, I run a shield regulator and a kinkat. I have less tank, less regen and more delays to my shields unfortunately.... Also, I still think regen needs to be looked into closer. Shield regen/delays getting directly buffed makes a lot of sense for the shield side of assault buffs. As for the Amarr/Gallente parallel? .....Give them a flat bonus to the reps and eHP from plates and repping mods? Flat bonus to reps, as in a +HP/second built into the suit? Also I specifically avoided boosting the eHP of the Amarr on purpose, as a I feel it would quickly become too strong against the others. Its true that their theme is brick tanking, but I really wanted to keep away from boosting the eHP of one racial variant but not the others. As long as CR's and RR's remain the most popular rifles, I don't think that's TOO likely... but it is a possibility....
Flat bonus to repair modules, not to the suits themselves. Though I'm not opposed to it. In fact, all assaults having a base armor repair rate is a nice idea. It was spectacular just having 1hp/sec on the Minmatar assault.
Possibly give the armor races a x% speed penalty reduction for plates instead of an HP bump.
I apologize if my writing is hard to follow, not feeling so hot today.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Baal Omniscient
Onslaught Inc RISE of LEGION
1943
|
Posted - 2014.07.12 00:23:00 -
[25] - Quote
DeathwindRising wrote:a general purpose reduction to weapon fitting costs, and a increase to light weapon fitting costs (its been mentioned elsewhere)
then an offensive assault bonus:
+1 grenade capacity for all suits. 5% per level to clip size, max ammo, reduced recoil, reload speed.
amarr and minmatar keep their current bonuses
gallente and caldari need something better though. honestly i think a damage bonus for the gallente would be fine, and a charge up time reduction for the caldari would be great.
and a racial defensive bonus
amarr: 5% per level to armor plate efficiency
gallente: 5% per level to armor repair efficiency
caldari: 5% per level to shield module efficiency
minmatar; 3% per level armor and shield efficiency.
someone else had posted about gallente getting a bonus to both armor reps, and reactive plates. and some feel that caldari should focus on shield extenders while minmatar should focus on shield regulators. i dont how i feel about that though. i feel shield tanking purely a caldari thing and they should get a bonus to all shield modules. thats just me though I actually think the layouts need to be swapped for the Minmatar and Caldari suits so the Caldari can properly shield tank and the Minmatar can run proper lows (kincats, regs, whathaveyou) It's hard to be the versatile race with only 2 slots available to use for the modules that mean the most to versatility.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
|
DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.12 00:27:00 -
[26] - Quote
Baal Omniscient wrote:Pokey Dravon wrote:Baal Omniscient wrote:For me in my Minassault, I run 3 pro shields, a basic energizer and a basic recharger (avoids the stacking penalty), and if I'm going for up-close fights I toss on a complex reactive and ferroscale. If I'm using my burst, I run a shield regulator and a kinkat. I have less tank, less regen and more delays to my shields unfortunately.... Also, I still think regen needs to be looked into closer. Shield regen/delays getting directly buffed makes a lot of sense for the shield side of assault buffs. As for the Amarr/Gallente parallel? .....Give them a flat bonus to the reps and eHP from plates and repping mods? Flat bonus to reps, as in a +HP/second built into the suit? Also I specifically avoided boosting the eHP of the Amarr on purpose, as a I feel it would quickly become too strong against the others. Its true that their theme is brick tanking, but I really wanted to keep away from boosting the eHP of one racial variant but not the others. As long as CR's and RR's remain the most popular rifles, I don't think that's TOO likely... but it is a possibility.... Flat bonus to repair modules, not to the suits themselves. Though I'm not opposed to it. In fact, all assaults having a base armor repair rate is a nice idea. It was spectacular just having 1hp/sec on the Minmatar assault. Possibly give the armor races a x% speed penalty reduction for plates instead of an HP bump. I apologize if my writing is hard to follow, not feeling so hot today.
i dont think amarr need the regen lol. they really are overpowering (not op, just super strong) in combat. bumping their efficiency with plates would be fine imo. for all other assaults though, they need regen. a built in complex repper for gallente and bump the base stat recharge for caldari and minmatar. 40hp/s for caldari and 30 or 35hp/s for minmatar. maybe shave a second off the base delays for caldari and minmatar as well. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2300
|
Posted - 2014.07.12 00:33:00 -
[27] - Quote
Well the concept I was going for was mostly to give each frame its own general form of tanking.
Heavies get Buffer Medium get Active (regeneration) Lights get Speed
Amarr Assaults/Logi's of course don't really fit this mold, however I wanted to shy away from giving them straight up more eHP. The reason being that the Amarr typically have the highest base eHP, with an emphasis on low lots but also high slots to work with. The natural choice is to stick a ton of plates in the low to take advantage of the armor plate bonus, then stack damage mods in the high to take advantage of the damage mod bonus.
So now you have a suit with more eHP than any other Assault by a long shot, and able to stack damage without any sacrifice to tank. Amarr Assault would instantly be the preferred Assault suit for superior defenses and damage output. That's basically why I avoided both of those bonuses.
So lets assume we wont directly buff damage, what sort of things would you think would give the Assault that sense of uniqueness that it currently lacks? It needs to be something that is difficult or impossible for other suits to replicate. The Cloak on a scout would be a good example.
You'll notice in my spreadsheet that I mention a bonus to grenades. This opens up a lot of flexibility for Assaults as it would make AV grenades terrifying, but also allow them to make use of anti-infantry possibilities. This would parralel a bonus Logistics would get to Remotes and Proxies, an idea that is being well received over in the Logistic's camp. Take a look and give me your thoughts.
Like my ideas?
Pokey Dravon for CPM1
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DeathwindRising
ROGUE RELICS
420
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Posted - 2014.07.12 00:36:00 -
[28] - Quote
Baal Omniscient wrote:DeathwindRising wrote:a general purpose reduction to weapon fitting costs, and a increase to light weapon fitting costs (its been mentioned elsewhere)
then an offensive assault bonus:
+1 grenade capacity for all suits. 5% per level to clip size, max ammo, reduced recoil, reload speed.
amarr and minmatar keep their current bonuses
gallente and caldari need something better though. honestly i think a damage bonus for the gallente would be fine, and a charge up time reduction for the caldari would be great.
and a racial defensive bonus
amarr: 5% per level to armor plate efficiency
gallente: 5% per level to armor repair efficiency
caldari: 5% per level to shield module efficiency
minmatar; 3% per level armor and shield efficiency.
someone else had posted about gallente getting a bonus to both armor reps, and reactive plates. and some feel that caldari should focus on shield extenders while minmatar should focus on shield regulators. i dont how i feel about that though. i feel shield tanking purely a caldari thing and they should get a bonus to all shield modules. thats just me though I actually think the layouts need to be swapped for the Minmatar and Caldari suits so the Caldari can properly shield tank and the Minmatar can run proper lows (kincats, regs, whathaveyou) It's hard to be the versatile race with only 2 slots available to use for the modules that mean the most to versatility.
jesus no lol. for some reason the minmatar have more cpu than the caldari, but it seems to be making up for not having that 3rd low.
i need the 3rd low on the caldari for a cpu mod. maybe we can get this fixed.
5 highs and two lows for caldari, but i'd need waaayy more cpu and a reduction to shield delays to make up for this. basically i need a 2 second shield delay, and i can only get it currently when using 2 regulators. and because the rechargers and energizers are so cpu intensive, i need a cpu mod.
drop the base shield delays even lower so i can get a 2 second delay (or lower lol) with only one regulator so i can use the 2nd low for a cpu mod
then we could swap layouts |
DeathwindRising
ROGUE RELICS
420
|
Posted - 2014.07.12 00:44:00 -
[29] - Quote
Pokey Dravon wrote:Well the concept I was going for was mostly to give each frame its own general form of tanking.
Heavies get Buffer Medium get Active (regeneration) Lights get Speed
Amarr Assaults/Logi's of course don't really fit this mold, however I wanted to shy away from giving them straight up more eHP. The reason being that the Amarr typically have the highest base eHP, with an emphasis on low lots but also high slots to work with. The natural choice is to stick a ton of plates in the low to take advantage of the armor plate bonus, then stack damage mods in the high to take advantage of the damage mod bonus.
So now you have a suit with more eHP than any other Assault by a long shot, and able to stack damage without any sacrifice to tank. Amarr Assault would instantly be the preferred Assault suit for superior defenses and damage output. That's basically why I avoided both of those bonuses.
So lets assume we wont directly buff damage, what sort of things would you think would give the Assault that sense of uniqueness that it currently lacks? It needs to be something that is difficult or impossible for other suits to replicate. The Cloak on a scout would be a good example.
You'll notice in my spreadsheet that I mention a bonus to grenades. This opens up a lot of flexibility for Assaults as it would make AV grenades terrifying, but also allow them to make use of anti-infantry possibilities. This would parralel a bonus Logistics would get to Remotes and Proxies, an idea that is being well received over in the Logistic's camp. Take a look and give me your thoughts.
i read a couple times and i like it, minus the damage bonuses. increased grenade capacity would be cool.
here something else... what if assaults had regenerating ammo? a crazy idea i know lol, but why not? |
Ydubbs81 RND
Ahrendee Mercenaries
3229
|
Posted - 2014.07.12 01:03:00 -
[30] - Quote
Baal Omniscient wrote:Ydubbs81 RND wrote:The assault class should get the ROF bonus for all assault suits.
Amarr - bonus to laser heat buildup
Caldari - increase to shield regen per level. (let the bonus be one that makes sense for the suit and is useful).
Gallente - increase to armor repair rate per level
Minmatar - increase to number of bullets (same bonus it has now) These things will help assaults kill better, but it doesn't really put your slaying ability beyond an invisible scout with a shotty and a hitbox half your size and almost twice the strafe speed. I'm going to keep an eye on this thread though, I'm excited to see the ideas coalesce.
An increase in ROF will definitely see a movement back to assaults, at least for me.
Removed all hope with this post
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