Summ Dude
Direct Action Resources
430
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Posted - 2014.07.23 20:11:00 -
[1] - Quote
-Copy/pasted fro Aero's thread on this subject in General Discussions:-
I've spent a lot of time thinking about what exactly to do with Assault suits to make them more appealing and less overshadowed. Number one thing in my mind has always been making sure they have a solid role to fill. With what Rattati's been posting lately, it would seem their intended role is indeed to be the slayer of the field. So with that in mind, overall I'm very for your suggested bonuses. But here's a few notes:
Aero Yassavi wrote:1) Damage The Assault role would do high DPS damage, so the proposed class bonus is 2% damage output of all light weapons and sidearms per level. This is similar to the current Commando racial bonuses, except because it is a class bonus it doesn't apply to specific weapons, meaning all the Assault suits can freely use whichever weapons they want and still feel as though they are getting the main benefit of using the suit. I definitely think this is the right way to go for the Assault's role bonus, although I'm just slightly concerned that a 10% total buff to direct damage for all weapons may be a bit much. I mean, Commandos only get the damage bonus to one type of light weapons, and it's really taking the place of two smaller bonuses (more on that below). I wonder if 1% per level might be more balanced. But, your suggestion crtainly would make the Assault suit unequivocally the best slayer around and actually make players want to use it, so maybe it's fine.
Aero Yassavi wrote:The Commando on the other hand would do sustained damage, so the proposed class bonus 20% clip size of all light weapons per level, meaning at max level the Commando's clip for all weapons is doubled. Once again, this would be the main bonus of the suit and it applies to all weapons, so all Commandos can use whichever weapons they want and still feel as though they are getting the main benefit of using the suit. The bonus may seem large, but keep in mind they, along with the assault, are the two main combat-offense oriented suits in the game and the Assault would have the higher DPS while the Commando would also become increasingly dependent on nanohives as they quickly burn through ammo. Again, definitely feels like the right way to go, but I worry that wielding two light weapons with double clip sizes is a bit too powerful. Would 10% per level not work? An extra half a clip is still incredibly useful.
So first a quick note about something I've noticed with current racial bonuses; the standard trend seems to be actually getting two separate smaller bonuses. Logis get two bonuses to different aspects of their racial equipment, Scouts each get a bonus to two separate stats, and Sentinels get their two differing damage resistances. Commandos only get the one bonus, but I always figured that a direct damage bonus affecting multiple weapons worth as much as two complex damage mods (without any stacking penalty) was definitely worth those two bonuses. Assault suits however really got the short end of the stick here, something I've called out before.
Aero Yassavi wrote:Assaults Amarr: 5% heat reduction to laser weapons per level. Perfect, no need to change it. Caldari: Cannot recall exactly what we were discussing for this unfortunately Gallente: Rate of fire increase to plasma weapons Minmatar: We didn't think of anything that would be good regarding their weapons, and the current Minmatar Assault bonus would go to the commandos and we don't want to overlap skills. We're thinking perhaps a bonus to all regenerative modules? So with what I mentioned above in mind, I'd suggest giving Assault suits one bonus to their racial weaponry, and then one bonus to their racially preferred method of tanking. So Amarr can keep their heat reduction bonus, and then also a bonus to armor plates. Caldari could perhaps get a reduction to either the kick or charge-up time of railgun weaponry, as well as a bonus to shield extenders. RoF for plasma weapons could work for Gallente, as long as it's not too big of an increase, and then also a bonus to armor repairers. For Minmatar, maybe a reduction to dispersion for projectile weapons? Not exactly sure what would work there. And then also a bonus to shield rechargers.
Aero Yassavi wrote:Commandos Amarr: 10% reduction in seize duration of laser weapons per level. Perhaps also a reduction to overheat damage taken. Caldari: Some sort of range increase to rail weapons is what we're thinking, feel free to comment (as with anything else) Gallente: 5% reload bonus to plasma weapons per level, so it becomes a devastating close range monster that almost never stops firing Minmatar: Again, can't recall exactly what was discussed for this So again, I think Commandos should be getting two separate bonuses; I was thinking two separate bonuses to their race's weaponry. Amarr getting a reduction to seize duration and feedback damage works perfectly. For the Caldari, I'd be afraid of a range increase becoming abused very quickly. What about just a bonus to reload time and then either charge-up time or kick for railguns (whichever the Assault doesn't get)? And then the Gallente could get a bonus to reload time and dispersion for plasma weaponry, and the Minmatar could get a bonus to reload time and dispersion for projectile weaponry. Something like that.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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