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Thread Statistics | Show CCP posts - 6 post(s) |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
302
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Posted - 2014.07.16 11:39:00 -
[1] - Quote
Vrain Matari wrote: I really don't like where Rattati's going with the Assault, but i understand the motivation. Increasing hp is a safe answer, but it's about as uninspired as it gets.
Tbh i feel the same way about the proposals to increase dps & rof, but agree with the sentiment that the assault should be the class that pushes objectives.
Buffing hp and/or dps just leads to more disparity between vets and noobs, and leaves us playing the brick tank/dps game.
So if we don't buff tank and dps what do we do?
My answer is buff by 2-3%/lvl of assault suit operation all the skill/abilities that allow an assault to apply damage: sprint speed, range, dispersion, reload, shield/armor recovery rate & delay, ammo capacity, melee, resupply rate, respawn time. Why? Because these buffs would do very little to help hapless noobs, but would be powerful in the hands of a competent merc. They are a buff for assaults who know how to assault, without inflicting hp inflation or dps inflation on the game.
Defining the assault suit around all those 'soft' skills also allows it to be a strong generalist suit, and as an added bonus we prolly wouldn't see a repeat of fotm fiascoes like the heartbreaking sadness that is the heavy/RR combo.
Imagine facing your mirror image opponent, but with them basically 10 to 15 percent better at everything. How is that fight going to go?
Buffing the soft skills will allow assaults to apply pressure sooner, harder and longer, and also allow them to quickly react and flexibly adapt to changes in the battlespace around them.
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
302
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Posted - 2014.07.16 11:43:00 -
[2] - Quote
I honestly think this is a great bonus. Perhaps add in the Second Grenade slot as well and remove the bonus to reload as the commando already has it? Everything else appears solid
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
302
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Posted - 2014.07.16 11:55:00 -
[3] - Quote
Any1 have something to add?
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
311
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Posted - 2014.07.16 16:50:00 -
[4] - Quote
There was another post I saw where someone said giving Assaults a bonus to damage mods. I thought about it, but I still feel the Commando should be the damage machine. Being slow means they have to run farther to kill things, and to top that changing bonuses changes the reasons people spec into suits.
The reason I rallied this post is because while the Assaults are a defined role, other roles already kill better than them. You will not find a role that can kill better than a heavy, not with the HMG DPS. What you can do however is make the Assault a suit that LOVES to push. Speed helps it keep up with Scouts and use their intel, but don't buff their stamina. A bonus to module effeacy allows Assaults that are hurt to fall back, and then return. Again, not as fast as scouts, but not so frickin slow that they need a Logi to heal, not unless they stack 700 armor.
The respawn bonus as someone said is perfect, I like that fact. You see a point about to fall, you can either risk it can get out your heavy, or spawn Assault to hold off the push while a fellow Squadmate spawns in as a Heavy.
Perhaps Switch the Melee bonus for a bonus to using any sidearm? In other words keeping the current bonus of the Minmatar Assaults added clip capacity. Maximum ammo in the clip for Minmatar.
I don't like the idea of a second equipment Slot. Assaults are meant to get to the front. They are specialized because of what they pick. Drop a link so your fireteam gets there sooner? Ammo because the enemy is entrenched? RES?
The Assault is a suit that should be able to help a Scout if needed, and contain the enemy if not push in. The reason this won't cause a Fit of the Month is because Heavies will still slay them (No damage bonus), they aren't faster than Scouts in terms of Mobility or EWAR unless you Brick Tank your scout and EWAR your Assault, and as Vrain said, These bonuses go with your cores. Everyone says get those first before your Proto suit. The Assault will make such things more apparent if you skill into the modules for it, just as Dampening and Precision aid Scouts, and maxing out your HP upgrades shows on a Heavy.
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
311
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Posted - 2014.07.16 16:55:00 -
[5] - Quote
RKKR wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Just make the logi and assault the same suit already, let people decide by slot modules/equipment what they want to do (logi or Slayer) and get rid of those stupid logi-bonuses.
haha are you kidding?
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
316
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Posted - 2014.07.16 21:38:00 -
[6] - Quote
1st Lieutenant Tiberius wrote:/!\ Regeneration ability /!\
Leave scouts the ability to tank enough defenses but take away their regenerative prowess, force scouts to use their cloak, speed or mobility to seek longer downtime to recover.
I can assault much better with a ck.0 Scout with 4 shield extenders and 2 shield regulators, at 50 hp/s shield regen and a delay that is under 2 seconds I can maintain my 453 shields throughout multiple engagements, all while my Combat Rifle or ScR chews through any and all opponents.
I should be saying this about my Assault suit and not my scout suit.
Improved regeneration ability allows the Assault to maintain the frontline and have it be priority for defending units to eliminate quickly, because if left alive it can easily kite and outlast any defending heavy by using its mobility and clever use of cover to regenerate it's health and re-engage quicker than it would take a heavy to repair itself.
As an Amarr Assault user I have no use for more health, I need the ability to continuously engage the enemy and maintain a front line, I don't want to be a tanked out heavy I wan't to be a mobile assault force, and I believe that regenerative abilities will allow me to do so; I already run 2 complex reps and 2 plates on my Amarr Assault, but it is still inadequate.
I like this idea as well. Perhaps make the overarching Assault bonus a bonus to Renegerative Modules? Or should we keep the Weapon Fitting reduction? I just don't want to touch the damage bonus on the Commando, because CCP can't give Respecs, and a solution that avoids that is more easy to install. Furthermore, the Assault should not be the Killing suit. What would be the point of the Commando? It'll be slower, less DPS than Assaults, vulnerable to Scouts and Heavies, it would hold no purpose, and it would gimp the Suit. The Assault should be able to run after Scouts, and push a point due to their regen. The bonus to Clip size aids in suppression, and out shooting hostiles who would have to reload. Uplink spawn reduction time makes this say, "This is the suit that will get you in the fight more quickly" Furthermore reload bonus is the Commando. You can't change those, what bonus would the Commando get then? As I've said,
Scout- Arrive to objective, cloaked or battling point defense scouts. Relay enemy counts as well as cause a little havoc with RES. Take out enemy uplinks around the point
Assault- Pushing the Point, suppressive fire, gets the ball rolling. Enemy cannot come out to stop support because Assaults are suppressing
Commando- Arrives next, uses damage to murder pesky scouts, mop up other hostiles, lock down the battlefield. Possibly carry AV to stop tank reinforcements, depends on the player.
Logis- May show up a few seconds after the Assaults because of the speed mods, may come with the Heavy. Give the additional ammo, scans, reps, etc needed, add a little extra firepower.
Heavies- Last. They come in to deal with the left over heavies that outlast the onslaught.
This is the Arrival Scheme. Scout Assaults can be scout assaults, however they will be late to spawn in, can't fire as long, among other features that Vrain's suggestion has
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
319
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Posted - 2014.07.17 02:02:00 -
[7] - Quote
Aardicus wrote:Interesting Ideas presented so far. I'd like to add my 2 cent.
I feel the Assault class should be representative of the immortal nature of our mercs as well as the motto of constant pressure.
Soooo, the overall Assault suit bonus is a new equipment slot, that is already filled with a nano injector..... that is for use on yourself only. Skilling into the suit increases shields/armor regained when revived. And reduces the cooldown for the skill.
The racially specific part for each suit would be manifested in a cost (isk) reduction (ie 10% per level) so that 'spammin' assault suits would be fiscally viable. Even at proto level. Gallante get isk reduction to Gallente Assaults, etc.
The net result would be people would feel more comfortable pushing objectives as an Assault because:
a) the isk cost of doing so wouldn't be as prohibative if one is suitable skilled into the assault class and
b) the odds of being able to self revive, will again mitigate cost, since you wouldn't lose a suit everytime you died, and would help in pushing of objectives by regaining ones feet.
This is my thoughts on the matter.
This is an interesting idea bud. Wouldn't these be the only suits used however in PCs with low Clone Counts, being able to Self Revive is pretty big, and it probably would require a client change because it is an entirely different Nanite. Still, +1
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
322
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Posted - 2014.07.17 22:02:00 -
[8] - Quote
Okay so at this point from reading everyone's post
Assaults should have a bonus to damage, while Commandos lose that in exchange for the current Assault bonus (Greater clip size, as well as Rapid Reload and Total Ammo Capacity)
Assaults should have a bonus to regenerative modules possibly switch the regen of Scouts to Assaults. Assaults should NOT have a Second Equipment
Basic frames should get bonuses to Cores in terms of the original suggestion from Vrain (shout out to you man for starting this whole thread :), aiding in Regen, while the Bonus of the Assaults makes them the best slayer, and logis the best healers
Scouts- Bonuses to EWAR and stealth
Some feel the HP buff is nice, but that the bonuses still have to be good. Come later, added Assault Capacity for grenades. Assaults lose current weapon bonus? (I'm not sure if this is what people wanted...)
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
324
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Posted - 2014.07.17 22:43:00 -
[9] - Quote
This is from an earlier post I made, but I think the weapon bonuses are still viable.
The Problem: It has no true niche. This is a slaying game, so I agree that the Assault should slay the best. Its roles have already been taken up to aid in that, and we shouldn't thinking of changing 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 combat 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 secondary sidearm bonus, with the overarching role bonus of an Assault being Less CPU and PG need for weapons.
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, start killing with them. The Assaults give extra firepower to scouts.
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. Should an Assault and Commando face, the Commando should win because it does more DPS per bullet than the Assault. 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 Big smile)
Amarr Assault (Keep current. Don't know if you guys would like anything else. Perhaps an extended magazine for the Carthum Assault? I have no idea what to do with your pistol, the thing is perfect.
Gallente Assault (Make it a ROF bonus so the Assault Rifle is the CQC master. To not be handicapped by the ROF increase, it also gets slightly greater ammo, allowing it to suppress more efficiently. At proto, a 20% increase would give a Duvolle 72 rounds, ROF slightly less than that of a Balacs (a bonus of around 1% per level brings it to 840 rpm. In the hands of a Proto Assault however, a Balacs has a rate of fire of around 901 rpm while the Krins has an ammo capacity of 108Lol 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 be a suppressive artist, or a bonified killer against Logis, Scouts, and other Assaults. The HMG DPS still would mow them down, as would speccing fully into any Commando to get the DPS of that rifle. 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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
330
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Posted - 2014.07.19 03:37:00 -
[10] - Quote
We're talking about basically what was in the original proposal. Max Stamina was one of those. Whether it is fixed as a thing for Assaults or a bonus per level, I care not. But the generalist bonuses from Vrain's original post are mostly what we can agree on.
Added grenade capacity (+2 in Delta), no second grenade slot Max Stamina and Increase to sprint as a flat increase, not as a bonus per level Spawn Timer Reduction compared to other suits, so that Assaults spawn in more quickly, aiding in the philosophy of throwing bodies in an attempt to break the enemy line/assaulting Possibly changing the Commando bonus from DPS to the Assault in an exchange for giving the Commando a bonus to clip size and total ammo capacity. The Commando keeps its reload bonus, making it a suppressive artist. I'm not a fan of this as the current Assault bonuses allow them to fire longer, which is somewhat like a DPS bonus. Further, Assaults will get to the battle before Commando, so what exactly is the Commando suppressing? However, Pokey Dravon made a good point about the AV weapons, so I'll throw my support in that proposal now that I think of it Assaults gain a flat bonus to HP, hopefully giving them a bit more edge or fairness against brick tanked scouts, our main bane.
Anything I missed guys?
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
331
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Posted - 2014.07.19 04:13:00 -
[11] - Quote
That's where the Max Stamina comes in play...
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
331
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Posted - 2014.07.19 04:28:00 -
[12] - Quote
JRleo jr wrote:501st Headstrong wrote:That's where the Max Stamina comes in play... No, we don't want stamina, we want hp, regen, dps, not something that belongs to scouts. How about buffing the biotics 3 bonuses from 1% oer level to 2% per level?
HOW IS THIS NOT WHAT SCOUTS GET?! We already know the Assault is getting a flat raise in Sprint Speed. Stamina just means they can run longer to chase down targets, jump over more railings, weave in and out more.
Seriously that comment made no sense...Furthermore, in the post about 3 above, I stated that Regen and DPS is wanted.
Thx for your time
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
341
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Posted - 2014.07.20 21:11:00 -
[13] - Quote
I can dig it
From the Clone Wars I came. Here I am a man among tamed beasts, and a god...among men
CEO of G0DS AM0NG MEN
Freedom aw8s
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