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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11377
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Posted - 2014.07.12 20:06:00 -
[1] - Quote
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. 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. 1) Any plans to change the Gallente and Caldari assault bonuses?
I noticed you mentioned in the Charlie thread that you won't be giving assaults more slots. 2) 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) Any plans to do so if possible?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Cat Merc
Onslaught Inc RISE of LEGION
10860
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Posted - 2014.07.12 20:10:00 -
[2] - Quote
I rather not get a magazine size increase on both Caldari and Gallente.
I rather them have something unique to them.
Feline overlord of all humans - CAT MERC
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Cody Sietz
SVER True Blood Dark Taboo
3559
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Posted - 2014.07.12 20:17:00 -
[3] - Quote
It's a tiny bit noticeable on the TAR...that's about it.
Give Caldari a bonus to shield base modules and Gallente a bonus to reps. Sure they aren't "Assault" skills, but dammit I want something worth having!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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CCP Rattati
C C P C C P Alliance
4059
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Posted - 2014.07.12 20:25:00 -
[4] - Quote
We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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RedPencil
Abandoned Privilege Top Men.
38
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Posted - 2014.07.12 20:55:00 -
[5] - Quote
CCP Rattati wrote:Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
It is kinda need, SCR population is low since you guys increase TTK and armor population. Most of the time end up kill assist or got kill instate.
Beware paper cut M[;..;]M
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6265
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Posted - 2014.07.13 01:26:00 -
[6] - Quote
CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
I can totally do with more dispersion on my Assault Rifle /sarcasm
Seriously.. Change that out, Rattati. It doesn't help much of anything when it only applies to the Assault Rifle and the Shotgun and we've already got AR Sharpshooter to handle up on that.
Useful Links
Aeon Amadi for CPM1
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
891
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Posted - 2014.07.13 01:59:00 -
[7] - Quote
Cody Sietz wrote:It's a tiny bit noticeable on the TAR...that's about it.
Give Caldari a bonus to shield base modules and Gallente a bonus to reps. Sure they aren't "Assault" skills, but dammit I want something worth having! You were right in the first place and that is a " assault " bonus because it helps survivability to assault , hence making it an " assault " bonus .
Assaulting shouldn't be just about damage , that's the commando's role ... it should be about , top rate efficiency and being equipped to handle one on one and two conflicts , with that ability to survive and maintain the front presence .
They shouldn't be " glass cannons " , they should have a better tac net somewhat like scouts , deal a nice amount of damage ... threw the light arms and side arms reduction , be somewhat mobile and have some sort of tank to sustain a fight and be a presence on the front line ... " i.e." crack assault troops or the best of the best , specialist in assault warfare .
So your right in your thinking from my point of view .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Ydubbs81 RND
Ahrendee Mercenaries
3236
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Posted - 2014.07.13 02:08:00 -
[8] - Quote
Cat Merc wrote:I rather not get a magazine size increase on both Caldari and Gallente.
I rather them have something unique to them.
My thoughts exactly. I would prefer a bonus of some sort to shields for caldari (like shield recharge rate per level, or efficacy to shield extenders, or shield recharge delay) and a bonus to armor for gallente (like armor repair rate per level).
Also ROF bonus to all assault suits
Removed all hope with this post
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
891
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Posted - 2014.07.13 02:08:00 -
[9] - Quote
CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
Please , then don't do what you did to the Caldari heavy and give the assaults two low slots at advanced and the same like scouts at prototype .
The assaults need the third low slot at prototype , hell they need it at advanced .
Hell I would take a 3 / 3 set up and loose my equipment slot at advanced any day .
And please don't do an exclusive RR bonus either , everyone that uses Caldari do not use RR's .
That's commando any way and I can re-load faster threw my weapons skill tree anyway .
Edit : Your picking two boring roles to want to place assaults in-between and I play both , assaults should be between scouts and Heavies ... if you want to place Commando in that heavy category then go ahead .
That is where assaults should truly be .
But I understand the HP's .
A logi's tank really means not much .
Seriously , in battlefield terms there is nothing in between scouts and heavies .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Ydubbs81 RND
Ahrendee Mercenaries
3236
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Posted - 2014.07.13 02:13:00 -
[10] - Quote
CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
With all due respect Rattati, I can fit all that I want on my assault fits except for drop uplinks. But as an assault, uplinks are not priority. I can fit a proto light weapon with a proto sidearm with all of the high and low modules that I want. PG/CPU bonus will not be worth it to give assault suits a comeback.
Removed all hope with this post
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3117
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Posted - 2014.07.13 02:33:00 -
[11] - Quote
The gallente and caldari assault bonuses are just fundamentally bad.
They must be changed. Period. |
Reign Omega
BurgezzE.T.F General Tso's Alliance
528
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Posted - 2014.07.13 02:35:00 -
[12] - Quote
The Gal bonus is actually noticeable on the Burst and tac.... Its just not useful because you have to have it to 5 plus sharpshooter to 4 or 5 to make it work.
Observe the public trust. Protect the innocent. Uphold the law.
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Atiim
Fooly Cooly. Anime Empire.
10418
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Posted - 2014.07.13 02:37:00 -
[13] - Quote
Gallente Assault Dropsuits: +5% Hybrid - Plasma Weaponry RoF per Level
Caldari Assault Dropsuits: +5% Hybrid - Railgun Effective Range per Level
Y/N?
The Snack That Smiles Back, Tankers!
-HAND
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Reign Omega
BurgezzE.T.F General Tso's Alliance
528
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Posted - 2014.07.13 02:39:00 -
[14] - Quote
More range on the RR? Put the drink down.
Observe the public trust. Protect the innocent. Uphold the law.
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Ydubbs81 RND
Ahrendee Mercenaries
3236
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Posted - 2014.07.13 02:40:00 -
[15] - Quote
Atiim wrote:- Gallente Assault Dropsuits: +5% Hybrid - Plasma Weaponry RoF per Level
- Caldari Assault Dropsuits: +5% Hybrid - Railgun Effective Range per Level
Y/N?
ROF bonus to the entire assault class
Removed all hope with this post
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Cody Sietz
SVER True Blood Dark Taboo
3565
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Posted - 2014.07.13 02:42:00 -
[16] - Quote
Atiim wrote:- Gallente Assault Dropsuits: +5% Hybrid - Plasma Weaponry RoF per Level
- Caldari Assault Dropsuits: +5% Hybrid - Railgun Effective Range per Level
Y/N? I think it would make both weapons OP.
The BAR/BurstAR would be amazing and the AR/TAR would be become goshlike.
The RR would become better(duh) and just even more annoying. It would probably have to get a dmg nerf to even keep this type of buff.
The RR could be balanced around a buff like that, but the Plasma Rifle would be unbalance-able(IMO) and this is coming for a pure Gallente who uses only blaster tech!(I gotta be fair and keep the balance, ya know?)
Edit:Not a dis(of course) just voicing my thoughts on this.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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LOADED'HORN
KILL-EM-QUICK RISE of LEGION
101
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Posted - 2014.07.13 02:43:00 -
[17] - Quote
Ydubbs81 RND wrote:CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
With all due respect Rattati, I can fit all that I want on my assault fits except for drop uplinks. But as an assault, uplinks are not priority. I can fit a proto light weapon with a proto sidearm with all of the high and low modules that I want. PG/CPU bonus will not be worth it to give assault suits a comeback.
I need PG/CPU on the Cal ass which I never run anymore. 1 of the 3 lows always has a CPU mod in it. Just to run shields and high CPU requirements like range or precision. Trust me cal scout is 3 x as good no doubt in that department. For assaults I would suggest having a side arm bonus to damage. Maybe 2% per level for pistols, maybe including racial smgs, sorry Gallentes. More of a gunslinger attitude for qcb. Couple that with the current ninny bonuses for Cal and Gal.
I like the reload on Cals for my dragonfly ass. But qcb suffers when dealing with heavies, and especially the cloaky shotty scrubs(I hate you all btw) .This in effect could help with long and short range engagements. Balance for assaults? Make them viable with more Hp regen and really make side arms even more worth looking at. Side note I am seeing a flood of amarr scouts coming. @ Rattati thanks for changing so many needed things in 3 months, than what was accomplished in a year. Much appreciated efforts.
Open beta vet. I look, listen and learn before I run my mouth. You should to.
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JRleo jr
Xer Cloud Consortium
36
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Posted - 2014.07.13 02:49:00 -
[18] - Quote
Ydubbs81 RND wrote:Atiim wrote:- Gallente Assault Dropsuits: +5% Hybrid - Plasma Weaponry RoF per Level
- Caldari Assault Dropsuits: +5% Hybrid - Railgun Effective Range per Level
Y/N? ROF bonus to the entire assault class And an ammo increase at the same time.
Max level brony.
My special magic is trolling.
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The Eristic
Dust 90210
562
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Posted - 2014.07.13 03:04:00 -
[19] - Quote
Atiim wrote:- Gallente Assault Dropsuits: +5% Hybrid - Plasma Weaponry RoF per Level
- Caldari Assault Dropsuits: +5% Hybrid - Railgun Effective Range per Level
Y/N?
5% would make the regular AR ridiculous and get the Tac nearly back to pre-nerf levels. ~2% per level would be enough to be useful without completely breaking things.
More range is the last thing Rail weapons need. The RR would be right back in LR territory and while it might help snipers (hide further back in the redline) in theory, rendering is too lousy for it to actually be useful. Better zoom. more stability, lower charge are some things I'd be thinking about.
All the Assaults need a racial tank and/or regen bonus to accompany the weapon bonuses, too.
Reality is the original Rorschach.
Verily! So much for all that.
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3117
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Posted - 2014.07.13 03:10:00 -
[20] - Quote
Reduction in Rail Weaponry Kick for Caldari Assault would be just right imo. Especially considering the ARR and the MSMG have some significant kick.
RoF would be really nice for Gallente, considering RoF is king of CQC... but it results in a straight damage increase... Maybe at 2-3% per level it wouldn't be overpowered? |
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Cat Merc
Onslaught Inc RISE of LEGION
10874
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Posted - 2014.07.13 03:37:00 -
[21] - Quote
+25% ROF on my AR? Are you mental?
The bugged Federation AR would seem like a joke lol
Feline overlord of all humans - CAT MERC
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6268
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Posted - 2014.07.13 03:45:00 -
[22] - Quote
A lot of people say that the Assaults should have an RoF bonus but I'm personally thinking that we shouldn't just make them a lighter version of the Commando. RoF and Damage are largely the same thing when considering DPS, the only difference is that higher damage conserves ammunition.
Useful Links
Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6268
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Posted - 2014.07.13 03:59:00 -
[23] - Quote
CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
Just a hypothetical concept but what about splitting the Assaults into two different categories - two being more defensible, focusing on regen and less down-time between fights and two being more combative/suppressive.
Amarr/Minmatar already have some good offensive bonuses without bleeding over into the Commando's higher damage output. EDIT: Their bonuses, one mitigating heat from laser weapons and the other increasing magazine capacity, makes them great for suppressive fire.
Whereas we could potentially change the Gallente/Caldari to be more defensible without bleeding off into sentinel turf. My suggestion would be to give the Gallente a Reactive Plate repair and Armor Repairer bonus, to recover a bit faster between fights. Caldari could have a Recharger and Energizer bonus to suit this specialization as well. This gives dynamically different playstyle performance according to their preferred combat styles without encouraging brick buffer tanking.
Thoughts?
EDIT: I'm being vague and not proposing numbers because I'd like to discuss the overall concept first.
Useful Links
Aeon Amadi for CPM1
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five times
Liverpool F.C.
0
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Posted - 2014.07.13 04:13:00 -
[24] - Quote
how comes the Amarr stater fits have got no low slot? this should be added |
Ydubbs81 RND
Ahrendee Mercenaries
3240
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Posted - 2014.07.13 05:36:00 -
[25] - Quote
LOADED'HORN wrote:Ydubbs81 RND wrote:CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
With all due respect Rattati, I can fit all that I want on my assault fits except for drop uplinks. But as an assault, uplinks are not priority. I can fit a proto light weapon with a proto sidearm with all of the high and low modules that I want. PG/CPU bonus will not be worth it to give assault suits a comeback. I need PG/CPU on the Cal ass which I never run anymore. 1 of the 3 lows always has a CPU mod in it. Just to run shields and high CPU requirements like range or precision. Trust me cal scout is 3 x as good no doubt in that department. For assaults I would suggest having a side arm bonus to damage. Maybe 2% per level for pistols, maybe including racial smgs, sorry Gallentes. More of a gunslinger attitude for qcb. Couple that with the current ninny bonuses for Cal and Gal. I like the reload on Cals for my dragonfly ass. But qcb suffers when dealing with heavies, and especially the cloaky shotty scrubs(I hate you all btw) .This in effect could help with long and short range engagements. Balance for assaults? Make them viable with more Hp regen and really make side arms even more worth looking at. Side note I am seeing a flood of amarr scouts coming. @ Rattati thanks for changing so many needed things in 3 months, than what was accomplished in a year. Much appreciated efforts.
I have all of my cpu and pg skills maxed. Even have the skills to reduce the usage of the weapons and explosives, etc maxed...I don't even use cpu mods anymore. It's a waste of a module....I'd rather fit an advanced weapon and bpo smg than to use a cpu mod.
But for the most part, I don't need it. If they were to give assault suits a cpu/pg bonus and let that be the end all be all, then assault suits will still be ****.
Removed all hope with this post
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Ydubbs81 RND
Ahrendee Mercenaries
3240
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Posted - 2014.07.13 05:42:00 -
[26] - Quote
Aeon Amadi wrote:A lot of people say that the Assaults should have an RoF bonus but I'm personally thinking that we shouldn't just make them a lighter version of the Commando. RoF and Damage are largely the same thing when considering DPS, the only difference is that higher damage conserves ammunition.
How about thinking that the Commando is a heavy version of the assault. Assault was here first.
Any bonus that you give to the assault class to make it useful again will appear to most to be like another class. If you give it more tank, they'll say it's getting close to Commando as well. If you give it fast regen or speed boost, people will say it's a heavier scout.
ROF bonus to all assault suits. amarr - bonus to heat buildup caldari - bonus to shield regen/recharge delay gallente - bonus to armor repair rate min - bonus to bullets per mag
Removed all hope with this post
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6269
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Posted - 2014.07.13 05:46:00 -
[27] - Quote
Ydubbs81 RND wrote:Aeon Amadi wrote:A lot of people say that the Assaults should have an RoF bonus but I'm personally thinking that we shouldn't just make them a lighter version of the Commando. RoF and Damage are largely the same thing when considering DPS, the only difference is that higher damage conserves ammunition. How about thinking that the Commando is a heavy version of the assault. Assault was here first. Any bonus that you give to the assault class to make it useful again will appear to most to be like another class. If you give it more tank, they'll say it's getting close to Commando as well. If you give it fast regen or speed boost, people will say it's a heavier scout. ROF bonus to all assault suits. amarr - bonus to heat buildup caldari - bonus to shield regen/recharge delay gallente - bonus to armor repair rate min - bonus to bullets per mag
Change the ROF bonus out for something else and I'm likely sold, to be honest. I've got a very different viewpoint as to what Commandos and Assaults -SHOULD- do but right now, I think this is what we're best with.
Useful Links
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Ydubbs81 RND
Ahrendee Mercenaries
3240
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Posted - 2014.07.13 05:49:00 -
[28] - Quote
Aeon Amadi wrote:Ydubbs81 RND wrote:Aeon Amadi wrote:A lot of people say that the Assaults should have an RoF bonus but I'm personally thinking that we shouldn't just make them a lighter version of the Commando. RoF and Damage are largely the same thing when considering DPS, the only difference is that higher damage conserves ammunition. How about thinking that the Commando is a heavy version of the assault. Assault was here first. Any bonus that you give to the assault class to make it useful again will appear to most to be like another class. If you give it more tank, they'll say it's getting close to Commando as well. If you give it fast regen or speed boost, people will say it's a heavier scout. ROF bonus to all assault suits. amarr - bonus to heat buildup caldari - bonus to shield regen/recharge delay gallente - bonus to armor repair rate min - bonus to bullets per mag Change the ROF bonus out for something else and I'm likely sold, to be honest. I've got a very different viewpoint as to what Commandos and Assaults -SHOULD- do but right now, I think this is what we're best with.
I'm thinking that assaults are supposed to be slaying on the offensive. ROF bonus seems right up that alley
> Check RND out here
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
843
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Posted - 2014.07.13 07:36:00 -
[29] - Quote
CCP Rattati wrote:We haven't ruled out additional slots, but we will be buffing PG/CPU in a healthy way. We will be sharing a spreadsheet with calculations, a new layout and tentative PG/CPU for players to play around with protofits and let us know if those changes will be enough to bring out the Assault.
Efficacy is still something we want to explore more so maybe more likely in Delta.
Maybe we can in the meantime increase some of the role bonuses instead of adding new ones.
We want to place the Assault squarely between Commandos and Logis in eHP.
see the problem with the reload speed bonus on the caldari assault is the rail rifle kind of sucks so most caldari assaults use a combat rifle or AR.
KEQ diplomat/ intel /GC officer
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Nocturnal Soul
Immortal Retribution
3611
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Posted - 2014.07.13 09:26:00 -
[30] - Quote
The RoF bonus doesn't work for the Scr, 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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