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trollface dot jpg
The Bacon Corporation
208
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Posted - 2014.07.12 01:13:00 -
[31] - Quote
Ydubbs81 RND wrote: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. It would, but for the wrong reasons. The goal is to balance the class, not make it the next FotM by breaking TTK.
I'd love to fire my RR as fast as an AR, but that's not going to generate balance.
RIP MAG, you will be missed.
MAG Vet ~ Raven
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2301
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Posted - 2014.07.12 01:21:00 -
[32] - Quote
Rate of fire modification is bad. The game uses rate of fire to determine a pseudo minimum range to weapons. Low rate of fire is poor at short range, this mechanic is part of what makes the Rail Rifle perform badly in CQC. Increasing the fire rate for weapons would completely throw this mechanic off and make weapons perform too well in ranges that it shouldn't.
Regeneration of Ammo devalues an important role that Logistics perform, and I dont think it really adds much to offense in the way that Assaults should. Its an interesting idea, but I don't think it's good for this application.
Like my ideas?
Pokey Dravon for CPM1
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DeathwindRising
ROGUE RELICS
421
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Posted - 2014.07.12 01:35:00 -
[33] - Quote
Pokey Dravon wrote:Rate of fire modification is bad. The game uses rate of fire to determine a pseudo minimum range to weapons. Low rate of fire is poor at short range, this mechanic is part of what makes the Rail Rifle perform badly in CQC. Increasing the fire rate for weapons would completely throw this mechanic off and make weapons perform too well in ranges that it shouldn't.
Regeneration of Ammo devalues an important role that Logistics perform, and I dont think it really adds much to offense in the way that Assaults should. Its an interesting idea, but I don't think it's good for this application.
when i run ambushes, i never see anyone drop hives. either because they get used up too fast, fluxed, or the guy dies too fast and never gets to use it.
when i run out of ammo, i spend whole matches looking for hives. im not saying ammo regen at hive levels but itd be nice in the same way the 1hp/s was great on min assault when it had it. it also gives it something no other suit gets.
1-5 ammo a second? slow enough that logis are still useful, but enough for an assault with no support, to stay in the fight. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2301
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Posted - 2014.07.12 01:44:00 -
[34] - Quote
DeathwindRising wrote:Pokey Dravon wrote:Rate of fire modification is bad. The game uses rate of fire to determine a pseudo minimum range to weapons. Low rate of fire is poor at short range, this mechanic is part of what makes the Rail Rifle perform badly in CQC. Increasing the fire rate for weapons would completely throw this mechanic off and make weapons perform too well in ranges that it shouldn't.
Regeneration of Ammo devalues an important role that Logistics perform, and I dont think it really adds much to offense in the way that Assaults should. Its an interesting idea, but I don't think it's good for this application. when i run ambushes, i never see anyone drop hives. either because they get used up too fast, fluxed, or the guy dies too fast and never gets to use it. when i run out of ammo, i spend whole matches looking for hives. im not saying ammo regen at hive levels but itd be nice in the same way the 1hp/s was great on min assault when it had it. it also gives it something no other suit gets. 1-5 ammo a second? slow enough that logis are still useful, but enough for an assault with no support, to stay in the fight. EDIT: why dont i use hives? because i find injectors more useful. like i said, i could die before i need to use a hive, but an injector is always in demand lol
I get your reasoning I just don't think its a suitable bonus for Assaults. Difference of opinion
Like my ideas?
Pokey Dravon for CPM1
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Ydubbs81 RND
Ahrendee Mercenaries
3230
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Posted - 2014.07.12 01:56:00 -
[35] - Quote
trollface dot jpg wrote:Ydubbs81 RND wrote: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. It would, but for the wrong reasons. The goal is to balance the class, not make it the next FotM by breaking TTK. I'd love to fire my RR as fast as an AR, but that's not going to generate balance.
Useful = FOTM in Dust.
Removed all hope with this post
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DeathwindRising
ROGUE RELICS
423
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Posted - 2014.07.12 04:11:00 -
[36] - 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.
swap slots. but then reduce the caldari shield delay to 4 seconds. THEN give a 5% per level to cal assault as their assault bonus.
yes |
JRleo jr
Xer Cloud Consortium
35
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Posted - 2014.07.12 04:25:00 -
[37] - Quote
DeathwindRising wrote: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. swap slots. but then reduce the caldari shield delay to 4 seconds. THEN give a 5% per level to cal assault as their assault bonus. yes Regardless, cal assault needs its base delay cut, and base recharge rate to at least 45 hp/s or 50 hp/s with an additional high slot.
Max level brony.
My special magic is trolling.
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The Eristic
Dust 90210
560
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Posted - 2014.07.12 05:54:00 -
[38] - Quote
I like the light weapon fitting bonus we have, honestly. Really helps fitting Scramblers, Lasers, Plasma Cannons.
I don't think a ROF bonus would work as an overall Assault bonus, but it might be a nice one for the GalAss. Would need to crunch the numbers, but I don't *think* it would break the AR.
Gal 3-4 Proto, 2% per level RoF bonus to Plasma weapons, 5-7% per level to Armor Rep efficacy
Amarr 2-5 Proto, 5% reduction to Laser heat build up, 2 or 3% per level to Armor Plate efficacy OR x% reduction to Armor Plate speed penalty
Caldari 5-2 Proto, 5-7% increased zoom fidelity on Rail weapons OR 5% less charge up time (though that does affect most snipers and RR charge would need to be increased for it to even be noticeable), 5% efficacy to all shield modules (or maybe just extenders and regs?)
Minmatar 4-3 Proto, 5% Projectile Clip Size (I'd possibly think about the explosive clip buff again, too, but maybe at .6 rounds/level, so it gains 3 at V), maybe 5% to all biotics modules OR 5-7% to all regen modules
I also agree that both Min and Cal need their shield regen rates and delays buffed, though, before any bonuses. Amarr and Gal are *almost* there, imo. Better bonus would go a long way for the Gal, plus maybe a touch more PG.
Reality is the original Rorschach.
Verily! So much for all that.
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DeathwindRising
ROGUE RELICS
423
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Posted - 2014.07.12 13:47:00 -
[39] - Quote
The Eristic wrote:I like the light weapon fitting bonus we have, honestly. Really helps fitting Scramblers, Lasers, Plasma Cannons.
I don't think a ROF bonus would work as an overall Assault bonus, but it might be a nice one for the GalAss. Would need to crunch the numbers, but I don't *think* it would break the AR.
Gal 3-4 Proto, 2% per level RoF bonus to Plasma weapons, 5-7% per level to Armor Rep efficacy
Amarr 2-5 Proto, 5% reduction to Laser heat build up, 2 or 3% per level to Armor Plate efficacy OR x% reduction to Armor Plate speed penalty
Caldari 5-2 Proto, 5-7% increased zoom fidelity on Rail weapons OR 5% less charge up time (though that does affect most snipers and RR charge would need to be increased for it to even be noticeable), 5% efficacy to all shield modules (or maybe just extenders and regs?)
Minmatar 4-3 Proto, 5% Projectile Clip Size (I'd possibly think about the explosive clip buff again, too, but maybe at .6 rounds/level, so it gains 3 at V), maybe 5% to all biotics modules OR 5-7% to all regen modules
I also agree that both Min and Cal need their shield regen rates and delays buffed, though, before any bonuses. Amarr and Gal are *almost* there, imo. Better bonus would go a long way for the Gal, plus maybe a touch more PG.
5% reduction to charge up time would be sick. it would buff :
bolt pistol (this is a dps increase of 25% at lvl 5)
magsec
rail rifle
nova knives
charge sniper rifle.
id love that bonus. and id also love to get that 5% per level to shield module efficiency too.
though ill warn everyone now... i crunched the numbers last night.
a cal assault with a 5/2 layout and those bonuses would look like this:
3 complex extenders
2 complex energizers
1 complex regulator
1 complex cpu mod
just over 500 shield hp
105 hp/s recharge
2.08 shield delay
and you get a proto light weapon, sidearm, and either grenades or equipment..
with all extenders youd have almost 700 shields lol. so idk if that should become a thing |
JRleo jr
Xer Cloud Consortium
35
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Posted - 2014.07.12 14:01:00 -
[40] - Quote
DeathwindRising wrote:The Eristic wrote:I like the light weapon fitting bonus we have, honestly. Really helps fitting Scramblers, Lasers, Plasma Cannons.
I don't think a ROF bonus would work as an overall Assault bonus, but it might be a nice one for the GalAss. Would need to crunch the numbers, but I don't *think* it would break the AR.
Gal 3-4 Proto, 2% per level RoF bonus to Plasma weapons, 5-7% per level to Armor Rep efficacy
Amarr 2-5 Proto, 5% reduction to Laser heat build up, 2 or 3% per level to Armor Plate efficacy OR x% reduction to Armor Plate speed penalty
Caldari 5-2 Proto, 5-7% increased zoom fidelity on Rail weapons OR 5% less charge up time (though that does affect most snipers and RR charge would need to be increased for it to even be noticeable), 5% efficacy to all shield modules (or maybe just extenders and regs?)
Minmatar 4-3 Proto, 5% Projectile Clip Size (I'd possibly think about the explosive clip buff again, too, but maybe at .6 rounds/level, so it gains 3 at V), maybe 5% to all biotics modules OR 5-7% to all regen modules
I also agree that both Min and Cal need their shield regen rates and delays buffed, though, before any bonuses. Amarr and Gal are *almost* there, imo. Better bonus would go a long way for the Gal, plus maybe a touch more PG. 5% reduction to charge up time would be completely and utterly ******** with a dash of retardation with a cherry on top. it would buff : bolt pistol (this is a dps increase of 25% at lvl 5) magsec rail rifle nova knives charge sniper rifle. id love that bonus. and id also love to get that 5% per level to shield module efficiency too. though ill warn everyone now... i crunched the numbers last night. a cal assault with a 5/2 layout and those bonuses would look like this: 3 complex extenders 2 complex energizers 1 complex regulator 1 complex cpu mod
just over 500 shield hp 105 hp/s recharge 2.08 shield delay and you get a proto light weapon, sidearm, and either grenades or equipment.. with all extenders youd have almost 700 shields lol. so idk if that should become a thing Fixed.
Max level brony.
My special magic is trolling.
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DeathwindRising
ROGUE RELICS
424
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Posted - 2014.07.12 16:22:00 -
[41] - Quote
so are we looking more towards:
1. better regen for assaults
2. a review of slot layouts
3. bonuses that enhance the "feel" of weapons without necessarily increasing their damage output
4. better racial bonuses for gallente and caldari
so far these are the things that have come up generally |
Ydubbs81 RND
Ahrendee Mercenaries
3235
|
Posted - 2014.07.12 23:05:00 -
[42] - 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)
Removed all hope with this post
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Baal Omniscient
Onslaught Inc RISE of LEGION
1945
|
Posted - 2014.07.13 06:38:00 -
[43] - Quote
DeathwindRising wrote:so are we looking more towards:
1. better regen for assaults
2. a review of slot layouts
3. bonuses that enhance the "feel" of weapons without necessarily increasing their damage output
4. better racial bonuses for gallente and caldari
so far these are the things that have come up generally Been drinking non-stop for far too many hours, write something on this tomorrow.....
.....bump
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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idlerowl
Old-Type
2
|
Posted - 2014.07.13 08:37:00 -
[44] - Quote
===============
that sheet looks like good as I thought
Caldari -increase shield recharge and Energizers ( or Rise in the recovery amount of the base shield. 40-45 if possible) That's attractive thisn+ê Reduction to Caldari Weapon Charge Timen+ë
Gallente - increase base armor and Reduction to Gallente Weapon DispursionpÇÇper LV
Minmatar - increase to number of bullets (same bonus it has now) and Armor Plate Speed Penalty
Amarr - bonus to laser heat buildup and Repair Rate of Armor Repairers (or amarr weapons charge time faster)
===============
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DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 15:39:00 -
[45] - Quote
made some new proposals based on your work. i took out the logi stuff, and added slot layouts. adjusted some bonuses as well
https://docs.google.com/spreadsheets/d/1WvcvnP1nN62rwmPtPybBVIoyo21JFGEZ0o6b2VeI-GE/edit?usp=sharing |
Bethhy
Ancient Exiles. General Tso's Alliance
2207
|
Posted - 2014.07.13 16:18:00 -
[46] - Quote
Assault's need to fill the "Light Assault" Function on the battlefield. not the Cal and Gallente Scout.... The Ability to be a fast moving, High damage suit with a little more health then a scout. Something with a more effective indirect damage bonus.. like RoF or something more Racial specific to the class. Basically sacrificing the ability to be "Tanky" for damage and mobility, and eliminating the need for scouts to fit and try and half fill this role.
Where Commandos Fulfill the "Heavy Assault" Role on the battlefield. Having a Straight damage bonus and the ability to be "Tanky" but at the sacrifice of mobility.. They still have an equipment slot alowing them to setup on outside perimeters and be the masters of toe to toe at medium range gun fights.
**P.S.**I think both classes have to be tweaked together or the balance will be off.** |
DeathwindRising
ROGUE RELICS
429
|
Posted - 2014.07.13 16:38:00 -
[47] - Quote
Bethhy wrote:Assault's need to fill the "Light Assault" Function on the battlefield. not the Cal and Gallente Scout.... The Ability to be a fast moving, High damage suit with a little more health then a scout. Something with a more effective indirect damage bonus.. like RoF or something more Racial specific to the class. Basically sacrificing the ability to be "Tanky" for damage and mobility, and eliminating the need for scouts to fit and try and half fill this role.
Where Commandos Fulfill the "Heavy Assault" Role on the battlefield. Having a Straight damage bonus and the ability to be "Tanky" but at the sacrifice of mobility.. They still have an equipment slot alowing them to setup on outside perimeters and be the masters of toe to toe at medium range gun fights.
**P.S.**I think both classes have to be tweaked together or the balance will be off.**
then assaults would need increased scan range. they can already pick up heavies. making them so they can pick up medium suits as well as other assaults would be nice, but without range it doesnt matter what good precision is. assault need scan range.
theres some work being done with commandos as well that would make them more of a suppression and fire support class. with 100% bonus to clip sizes.
if the balancing were left to me... scouts would get bonuses only to scan profile. assaults would get higher scan range, and logis would get precision. |
Ydubbs81 RND
Ahrendee Mercenaries
3245
|
Posted - 2014.07.13 21:35:00 -
[48] - Quote
DeathwindRising wrote:so are we looking more towards:
1. better regen for assaults
2. a review of slot layouts
3. bonuses that enhance the "feel" of weapons without necessarily increasing their damage output
4. better racial bonuses for gallente and caldari
so far these are the things that have come up generally
"enhance the "feel" of weapons"??? CCP don't waste your time with recoil or kick bonuses....ROF for all assaults
> Check RND out here
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DeathwindRising
ROGUE RELICS
430
|
Posted - 2014.07.13 21:58:00 -
[49] - Quote
Ydubbs81 RND wrote:DeathwindRising wrote:so are we looking more towards:
1. better regen for assaults
2. a review of slot layouts
3. bonuses that enhance the "feel" of weapons without necessarily increasing their damage output
4. better racial bonuses for gallente and caldari
so far these are the things that have come up generally "enhance the "feel" of weapons"??? CCP don't waste your time with recoil or kick bonuses....ROF for all assaults
rof doesnt apply equally or logically for all weapons. whats a rof bonus do for Scr and LR for Amarr?
what about the RR and ARR? 5% per level to rof would put the ARR at a 750 rpm and 500 dps with a 100m range lol
suuure. i wish we would get a rof bonus lol |
somuchfail
Krusual Covert Operators Minmatar Republic
1
|
Posted - 2014.07.14 09:54:00 -
[50] - Quote
there needs to be a second equipment slot at proto (like in the beta)
For shield assaults:
shield delay needs a huge improvement. Regs are pointless.
shield regen needs a buff (and energisers need to be worth it). E.g. Cal assualt should have better shield regen than the cal scout
For assaults in general: Most importantly passive scans and precision for assaults needs to be improved - otherwise there will be no reason to shift from the scout. Knowing where people are (cal) or being invisible (gal), combined with speed, is too big a gimme. |
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Leeroy Gannarsein
Legio DXIV
457
|
Posted - 2014.07.14 10:29:00 -
[51] - Quote
DeathwindRising wrote:Ydubbs81 RND wrote:DeathwindRising wrote:so are we looking more towards:
1. better regen for assaults
2. a review of slot layouts
3. bonuses that enhance the "feel" of weapons without necessarily increasing their damage output
4. better racial bonuses for gallente and caldari
so far these are the things that have come up generally "enhance the "feel" of weapons"??? CCP don't waste your time with recoil or kick bonuses....ROF for all assaults rof doesnt apply equally or logically for all weapons. whats a rof bonus do for Scr and LR for Amarr? what about the RR and ARR? 5% per level to rof would put the ARR at a 750 rpm and 500 dps with a 100m range lol suuure. i wish we would get a rof bonus lol LR would be beastly. ScR would be no better than it is now. If we're increasing DPS, do it via raw damage bonuses like commando. Otherwise leave it alone.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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DeathwindRising
ROGUE RELICS
433
|
Posted - 2014.07.14 13:48:00 -
[52] - Quote
somuchfail wrote:there needs to be a second equipment slot at proto (like in the beta)
For shield assaults:
shield delay needs a huge improvement. Regs are pointless.
shield regen needs a buff (and energisers need to be worth it). E.g. Cal assualt should have better shield regen than the cal scout
For assaults in general: Most importantly passive scans and precision for assaults needs to be improved - otherwise there will be no reason to shift from the scout. Knowing where people are (cal) or being invisible (gal), combined with speed, is too big a gimme.
tell that to the scout in the barborshop thread. they literally went hostile in there at a few guys over them making suggestions.
i said the same thing. either improve assault passive scan range or divide the ewar among scouts, assaults, and logis.
they were not happy |
DeathwindRising
ROGUE RELICS
433
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Posted - 2014.07.14 13:50:00 -
[53] - Quote
Leeroy Gannarsein wrote:DeathwindRising wrote:Ydubbs81 RND wrote:DeathwindRising wrote:so are we looking more towards:
1. better regen for assaults
2. a review of slot layouts
3. bonuses that enhance the "feel" of weapons without necessarily increasing their damage output
4. better racial bonuses for gallente and caldari
so far these are the things that have come up generally "enhance the "feel" of weapons"??? CCP don't waste your time with recoil or kick bonuses....ROF for all assaults rof doesnt apply equally or logically for all weapons. whats a rof bonus do for Scr and LR for Amarr? what about the RR and ARR? 5% per level to rof would put the ARR at a 750 rpm and 500 dps with a 100m range lol suuure. i wish we would get a rof bonus lol LR would be beastly. ScR would be no better than it is now. If we're increasing DPS, do it via raw damage bonuses like commando. Otherwise leave it alone.
after hearing how damage scales on the LR id agree. we'd also have the LR back to its former death ray levels most likely, so idk. hopefully im wrong |
DeathwindRising
ROGUE RELICS
433
|
Posted - 2014.07.14 14:04:00 -
[54] - Quote
somuchfail wrote:there needs to be a second equipment slot at proto (like in the beta)
For shield assaults:
shield delay needs a huge improvement. Regs are pointless.
shield regen needs a buff (and energisers need to be worth it). E.g. Cal assualt should have better shield regen than the cal scout
For assaults in general: Most importantly passive scans and precision for assaults needs to be improved - otherwise there will be no reason to shift from the scout. Knowing where people are (cal) or being invisible (gal), combined with speed, is too big a gimme.
would a second equipment slot diminish the role for logi support though? i think less people would use them.
about the shield delay for assaults... its already 3 seconds with one reg. 2 seconds with two regs. i like 2 seconds, but i also know that 1 second would preferable. and if cal assault loses its third low then we really wont be able to get even that 2 second delay.
so what do we do? drop base delays to 3 or 4 seconds? it isnt enough on just one low slot when the 2nd low need to be a cpu mod. a bonus to shield mod would do it but only at 5% per level and only if we dropped the delay to 4 seconds.
the question we should ask, is how short of a delay should we get? 1 second delays? 2 seconds always felt fair to me, but ive had mine at 1.6 seconds before too and it was sweet but i couldne get my shield recharge high enough to make it useful.
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Bright Steel
Horizons' Edge Proficiency V.
29
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Posted - 2014.07.14 14:34:00 -
[55] - Quote
The fix is simple and has been said before.
Give assaults same slot layout, but with only one equipment, as logi and same CPU and pg. (now assault isbetter than logi because they have better base stats, faster with more health and their bonus' towards light weapons) this makes assaults butter than the currently slayer logis but not extremely OP.
Now lower logi CPU and pg but raise their bonus towards equipment proportionally so that they can't brick tank but can run a proper logi role as all logibros currently do. This way proper logis aren't affected, only slayer logis. But with the new stats they should move to assaults anyway.
The Best Worst game you can't stop playing..... DUST
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somuchfail
Krusual Covert Operators Minmatar Republic
1
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Posted - 2014.07.14 15:52:00 -
[56] - Quote
DeathwindRising wrote:somuchfail wrote:there needs to be a second equipment slot at proto (like in the beta)
For shield assaults:
shield delay needs a huge improvement. Regs are pointless.
shield regen needs a buff (and energisers need to be worth it). E.g. Cal assualt should have better shield regen than the cal scout
For assaults in general: Most importantly passive scans and precision for assaults needs to be improved - otherwise there will be no reason to shift from the scout. Knowing where people are (cal) or being invisible (gal), combined with speed, is too big a gimme. would a second equipment slot diminish the role for logi support though? i think less people would use them. about the shield delay for assaults... its already 3 seconds with one reg. 2 seconds with two regs. i like 2 seconds, but i also know that 1 second would preferable. and if cal assault loses its third low then we really wont be able to get even that 2 second delay. so what do we do? drop base delays to 3 or 4 seconds? it isnt enough on just one low slot when the 2nd low need to be a cpu mod. a bonus to shield mod would do it but only at 5% per level and only if we dropped the delay to 4 seconds. the question we should ask, is how short of a delay should we get? 1 second delays? 2 seconds always felt fair to me, but ive had mine at 1.6 seconds before too and it was sweet but i couldne get my shield recharge high enough to make it useful.
the slot is only at proto. Having too slots is too good to not give up. Its in part why people were logi assaulting all over the place. The second slot helps move those playing ScoutAssault or in previous builds LogiAssault back to Assault.
If they want me to use complex regs then the delay numbers need to come down. The difference between me waiting 3 or 4 seconds is negligible. I would be interested in fitting them if i get around 1.5 or (1)say. But perhaps lower delays should be on a minmitar with better regen on cal
I find it quite strange than my Cal Logi has far better shield delays than the assault.
The regs shouldn't just be thought about as slots. Its where I think suit bonuses should come into play (though I know they want to move bonuses to modules). And where putting bonuses to racial rifles are pointless and doesnt promote different playstyles. |
DeathwindRising
ROGUE RELICS
434
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Posted - 2014.07.14 16:12:00 -
[57] - Quote
The scout assaults won't leave because they still have passive scan, cloaks, more speed, two equipment slots, and same dps output as assaults, logis, and heavies when using light weapons.
Scouts need a reduction in firepower. Either by increasing light weapon fitting costs or by removing their light weapon slot |
somuchfail
Krusual Covert Operators Minmatar Republic
1
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Posted - 2014.07.14 16:31:00 -
[58] - Quote
DeathwindRising wrote:The scout assaults won't leave because they still have passive scan, cloaks, more speed, two equipment slots, and same dps output as assaults, logis, and heavies when using light weapons.
Scouts need a reduction in firepower. Either by increasing light weapon fitting costs or by removing their light weapon slot
I think removing or nerfing weapons is too far
Yes. they need to improve passive scan and base range. I wont move from Scout Assault if perma scans with range are still a thing |
DeathwindRising
ROGUE RELICS
434
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Posted - 2014.07.14 20:48:00 -
[59] - Quote
somuchfail wrote:DeathwindRising wrote:The scout assaults won't leave because they still have passive scan, cloaks, more speed, two equipment slots, and same dps output as assaults, logis, and heavies when using light weapons.
Scouts need a reduction in firepower. Either by increasing light weapon fitting costs or by removing their light weapon slot I think removing or nerfing weapons is too far Yes. they need to improve passive scan and base range. I wont move from Scout Assault if perma scans with range are still a thing
I suggested that scan precision, range, and profile be divided among scouts, assaults and logistics. Nobody would get a bonus to anything, but scouts would have lower base scan profiles. Assaults would have higher base scan range. Logistics would get higher base precision.
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DeathwindRising
ROGUE RELICS
439
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Posted - 2014.07.16 01:52:00 -
[60] - Quote
given the news about the scout changes... will a simple hp buff be enough to sway scout assaults?
scouts will still have equal dps to assaults and still have perma passive scans and scan range + cloaks while brick tanking.
so... how can assaults be better slayers than scouts? cause right now i dont see it happening
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