501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
286
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Posted - 2014.07.15 13:57:00 -
[1] - Quote
Hey all :) We mostly all know that Assaults are getting some sort of buff in Hotfix Charlie, and there are posts about it ALL over the forums. I haven't found a designated thread in here, so I thought I start a discussion (seeing as brainstorming attracts the most blue tags )
My Logi:
The Assaults' job is advance, but not keep advancing. As many say, it is the basic suit from which all other extremities branch out. It has more Health than a Scout, but less EWAR. Less Health than a Sentinel, but it's faster. It can't heal as well as Logis, but it can try and aid other Assaults. It also can't do as much DPS as a Commando.
The Problem: It has no true niche. This is a slaying game, so I disagree that the Assault should slay the best. Its roles have already been taken up to aid in that, and we shouldn't thinking of suit bonuses, that'd warrant a respec.
My proposition: As someone in Adam of Eve's General Discussions post stated-
The Assault should get a bonus to total ammo, AND maximum range. However, in Pokey Dravon's post, he pointed out most combats happens well with the optimals of guns. I propose that the Assault gets a bonus to clip size (similar to the Min Assault and Amarr Bonuses), as well as a longer range.
Reasoning: The Assault, in my eyes, should be able to hold an enemy at bay long enough for reinforcements should they need it. The Scouts are faster, they go ahead, let the Assaults know where the action is at. The Assaults give extra firepower to scouts because (here may come the backlash), Scouts carry less ammo in the clips of their guns. Not a massive amount like 50%, but perhaps around 20%. You are a hunter, making use of the fact the enemy (save for other scouts), does not know you're around. You getting behind them should be long enough to get bullets into their back, and kill them, or reload and finish the kill.
As I've stated before: Sentinels kill everything,Assaults kill Scouts, Scouts kill Logis, Commandos everything but Sentinels. By giving Assaults a bonus to clip size, they can continue to fire long past when their enemy has reloaded, giving an inadvertent DPS bonus without taking from a Commando, which loads faster and kills quicker. The Assault speed buff will aid in making it more appealing as well. HP is for the Commando
Possible bonuses:
Minmatar Assault (keep current, extend it to the Flaylock like before. It is an explosive. I'd say give it to the Mass Driver too, but we can discuss that )
Amarr Assault (Keep current. Don't know if you guys would like anything else. Perhaps an extended magazine for the Carthum Assault?
Gallente Assault (Make it a ROF bonus so the Assault Rifle is the CQC master. To better fit, it also gets slightly greater ammo, so it doesn't run out as a result, allowing it to suppress more efficiently. At proto, a 20% increase would give a Duvolle 72 rounds, ROF that of a Balacs. In the hands of a Proto Assault however, a Balacs becomes a certain gun that was very much abused It also has a Cooldown bonus for the Side-Arms, making the Ion Pistol seize time fire less.
Caldari Assault (A harder one. A clip size bonus to the Rail Rifle may make it overpowered, but then again for suppression, that is what a Caldari Assault should do. The Charge-Up bonus to should extend to the Bolt Pistol and Magsec, giving them a ROF increase as well.
In conclusion: The Assault needs to either be a suppressive artist. Some of these buffs are damage buffs, but that is why I'm asking the community to fine tune and add other ideas. Thank you 07
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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